Improve clang-format

FossilOrigin-Name: 6f5dd506262655e5d3a6732794f955c8476b19a80fa03d5ebb6744ed8b18c963
This commit is contained in:
Jonathan Schleifer 2025-03-08 02:38:40 +00:00
parent f904d80214
commit dd08a1069e
41 changed files with 506 additions and 493 deletions

View file

@ -31,7 +31,7 @@ plcollide(dynent *d, dynent *o, float &headspace, float &hi,
headspace = 10;
};
return true;
};
}
bool
cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by,
@ -51,7 +51,7 @@ cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by,
return cornertest(mip, x, y, dx, dy, bx, by, bs);
};
return stest;
};
}
void
mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
@ -97,9 +97,9 @@ collide(dynent *d, bool spawn, float drop, float rise)
const int y2 = fast_f2nat(fy2);
float hi = 127, lo = -128;
float minfloor = (d->monsterstate && !spawn && d->health > 100)
? d->o.z - d->eyeheight - 4.5f
: -1000.0f; // big monsters are afraid of heights,
// unless angry :)
? d->o.z - d->eyeheight - 4.5f
: -1000.0f; // big monsters are afraid of heights,
// unless angry :)
for (int x = x1; x <= x2; x++)
for (int y = y1; y <= y2; y++) // collide with map
@ -139,14 +139,14 @@ collide(dynent *d, bool spawn, float drop, float rise)
floor -= (s->vdelta + S(x + 1, y)->vdelta +
S(x, y + 1)->vdelta +
S(x + 1, y + 1)->vdelta) /
16.0f;
16.0f;
break;
case CHF:
ceil += (s->vdelta + S(x + 1, y)->vdelta +
S(x, y + 1)->vdelta +
S(x + 1, y + 1)->vdelta) /
16.0f;
16.0f;
};
if (ceil < hi)
hi = ceil;
@ -167,7 +167,7 @@ collide(dynent *d, bool spawn, float drop, float rise)
continue;
if (!plcollide(d, o, headspace, hi, lo))
return false;
};
}
if (d != player1)
if (!plcollide(d, player1, headspace, hi, lo))
return false;
@ -175,7 +175,7 @@ collide(dynent *d, bool spawn, float drop, float rise)
// this loop can be a performance bottleneck with many monster on a slow
// cpu, should replace with a blockmap but seems mostly fast enough
loopv(v) if (!vreject(d->o, v[i]->o, 7.0f) && d != v[i] &&
!plcollide(d, v[i], headspace, hi, lo)) return false;
!plcollide(d, v[i], headspace, hi, lo)) return false;
headspace -= 0.01f;
mmcollide(d, hi, lo); // collide with map models
@ -213,7 +213,7 @@ float
rad(float x)
{
return x * 3.14159f / 180;
};
}
VARP(maxroll, 0, 3, 20);
@ -230,7 +230,7 @@ physicsframe() // optimally schedule physics frames inside the graphics frames
} else {
physicsrepeat = 1;
};
};
}
// main physics routine, moves a player/monster for a curtime step
// moveres indicated the physics precision (which is lower for monsters and
@ -297,8 +297,8 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
else if (pl->monsterstate)
playsound(S_JUMP, &pl->o);
} else if (pl->timeinair >
800) // if we land after long time must have
// been a high jump, make thud sound
800) // if we land after long time must have
// been a high jump, make thud sound
{
if (local)
playsoundc(S_LAND);
@ -312,18 +312,15 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
const float gravity = 20;
const float f = 1.0f / moveres;
float dropf =
((gravity - 1) +
pl->timeinair / 15.0f); // incorrect, but works fine
float dropf = ((gravity - 1) +
pl->timeinair / 15.0f); // incorrect, but works fine
if (water) {
dropf = 5;
pl->timeinair = 0;
}; // float slowly down in water
const float drop =
dropf * curtime / gravity / 100 /
const float drop = dropf * curtime / gravity / 100 /
moveres; // at high fps, gravity kicks in too fast
const float rise =
speed / moveres /
const float rise = speed / moveres /
1.2f; // extra smoothness when lifting up stairs
loopi(moveres) // discrete steps collision detection & sliding
@ -359,7 +356,7 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
};
pl->o.z -= f * d.z;
break;
};
}
};
// detect wether player is outside map, used for skipping zbuffer clear
@ -369,8 +366,7 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
pl->outsidemap = true;
} else {
sqr *s = S((int)pl->o.x, (int)pl->o.y);
pl->outsidemap =
SOLID(s) ||
pl->outsidemap = SOLID(s) ||
pl->o.z < s->floor - (s->type == FHF ? s->vdelta / 4 : 0) ||
pl->o.z > s->ceil + (s->type == CHF ? s->vdelta / 4 : 0);
};
@ -395,7 +391,7 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
} else if (pl->inwater && !water)
playsound(S_SPLASH1, &pl->o);
pl->inwater = water;
};
}
void
moveplayer(dynent *pl, int moveres, bool local)
@ -403,4 +399,4 @@ moveplayer(dynent *pl, int moveres, bool local)
loopi(physicsrepeat) moveplayer(pl, moveres, local,
i ? curtime / physicsrepeat
: curtime - curtime / physicsrepeat * (physicsrepeat - 1));
};
}