Use unsigned in more prototypes

This commit is contained in:
Kp 2019-03-03 00:31:09 +00:00
parent 3edef3c64b
commit 8764cad457
18 changed files with 32 additions and 33 deletions

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@ -120,7 +120,7 @@ extern vms_vector Believed_player_pos;
namespace dsx {
void move_towards_segment_center(const d_level_shared_segment_state &, object_base &objp);
imobjptridx_t gate_in_robot(int type, vmsegptridx_t segnum);
imobjptridx_t gate_in_robot(unsigned type, vmsegptridx_t segnum);
void do_ai_frame(vmobjptridx_t objp);
void do_ai_frame_all();
}

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@ -78,7 +78,7 @@ void collide_live_local_player_and_powerup(const vmobjptridx_t powerup);
#endif
#ifdef dsx
namespace dsx {
int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, vmsegptridx_t seg,int side,const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote);
int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, vmsegptridx_t seg, unsigned side, const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote);
}
#endif
void apply_damage_to_controlcen(vmobjptridx_t controlcen, fix damage, vcobjptr_t who);

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@ -69,8 +69,8 @@ enum class sound_stack : uint8_t
cancel_previous,
};
void digi_link_sound_to_object(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once);
void digi_kill_sound_linked_to_segment(segnum_t segnum, int sidenum, int soundnum);
void digi_link_sound_to_pos( int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume );
void digi_kill_sound_linked_to_segment(vmsegidx_t segnum, unsigned sidenum, int soundnum);
void digi_link_sound_to_pos(unsigned soundnum, vcsegptridx_t segnum, unsigned sidenum, const vms_vector &pos, int forever, fix max_volume);
// Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
void digi_link_sound_to_object2(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance);
void digi_link_sound_to_object3(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance, int loop_start, int loop_end);

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@ -67,7 +67,7 @@ void fuelcen_activate(vmsegptridx_t segp);
void fuelcen_delete(vmsegptr_t segp);
// Create a matcen robot
imobjptridx_t create_morph_robot(vmsegptridx_t segp, const vms_vector &object_pos, int object_id);
imobjptridx_t create_morph_robot(vmsegptridx_t segp, const vms_vector &object_pos, unsigned object_id);
// Returns the amount of fuel/shields this segment can give up.
// Can be from 0 to 100.

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@ -230,7 +230,7 @@ void obj_unlink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, object_base &obj);
// initialize a new object. adds to the list for the given segment
// returns the object number
imobjptridx_t obj_create(object_type_t type, ubyte id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, ubyte ctype, ubyte mtype, ubyte rtype);
imobjptridx_t obj_create(object_type_t type, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, unsigned ctype, movement_type_t mtype, unsigned rtype);
// make a copy of an object. returs num of new object
imobjptridx_t obj_create_copy(const object &srcobj, vmsegptridx_t newsegnum);
@ -329,7 +329,7 @@ window_event_result dead_player_frame();
#if defined(DXX_BUILD_DESCENT_II)
extern int Drop_afterburner_blob_flag; //ugly hack
// returns object number
imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, int marker_num);
imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, unsigned marker_num);
void wake_up_rendered_objects(const object &gmissp, window_rendered_data &window);

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@ -234,7 +234,7 @@ void wall_illusion_on(fvmwallptr &, vcsegptridx_t seg, unsigned side);
void wall_illusion_off(fvmwallptr &, vcsegptridx_t seg, unsigned side);
// Opens a door
void wall_open_door(vmsegptridx_t seg, int side);
void wall_open_door(vmsegptridx_t seg, unsigned side);
#if defined(DXX_BUILD_DESCENT_I)
#elif defined(DXX_BUILD_DESCENT_II)
@ -258,7 +258,7 @@ enum class wall_hit_process_t : unsigned
#ifdef dsx
class player_flags;
namespace dsx {
wall_hit_process_t wall_hit_process(player_flags, vmsegptridx_t seg, int side, fix damage, int playernum, const object &obj);
wall_hit_process_t wall_hit_process(player_flags, vmsegptridx_t seg, unsigned side, fix damage, unsigned playernum, const object &obj);
// Opens/destroys specified door.
}

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@ -350,7 +350,7 @@ static inline laser_level_t map_granted_flags_to_laser_level(const packed_spawn_
player_flags map_granted_flags_to_player_flags(packed_spawn_granted_items grant);
uint_fast32_t map_granted_flags_to_primary_weapon_flags(packed_spawn_granted_items grant);
uint16_t map_granted_flags_to_vulcan_ammo(packed_spawn_granted_items grant);
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume);
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, unsigned sidenum, const vms_vector &pos, int forever, fix max_volume);
void multi_object_to_object_rw(vmobjptr_t obj, object_rw *obj_rw);
void multi_object_rw_to_object(object_rw *obj_rw, vmobjptr_t obj);

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@ -109,8 +109,8 @@ extern void newdemo_record_homing_distance(fix);
extern void newdemo_record_letterbox(void);
extern void newdemo_record_rearview(void);
extern void newdemo_record_restore_cockpit(void);
extern void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap);
extern void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap);
void newdemo_record_wall_set_tmap_num1(vcsegidx_t seg, unsigned side, vcsegidx_t cseg, unsigned cside, int16_t tmap);
void newdemo_record_wall_set_tmap_num2(vcsegidx_t seg, unsigned side, vcsegidx_t cseg, unsigned cside, int16_t tmap);
extern void newdemo_record_multi_cloak(int pnum);
extern void newdemo_record_multi_decloak(int pnum);
#ifdef dsx
@ -132,7 +132,7 @@ extern void newdemo_record_secondary_ammo(int new_ammo);
void newdemo_record_door_opening(segnum_t segnum, int side);
extern void newdemo_record_laser_level(sbyte old_level, sbyte new_level);
#if defined(DXX_BUILD_DESCENT_II)
void newdemo_record_trigger( segnum_t segnum, int side, objnum_t objnum,int shot );
void newdemo_record_trigger(vcsegidx_t segnum, unsigned side, objnum_t objnum, unsigned shot);
extern void newdemo_record_player_afterburner(fix afterburner);
extern void newdemo_record_cloaking_wall(int front_wall_num, int back_wall_num, ubyte type, ubyte state, fix cloak_value, fix l0, fix l1, fix l2, fix l3);
extern void newdemo_record_secret_exit_blown(int truth);

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@ -174,7 +174,7 @@ constexpr std::integral_constant<uint8_t, 0xff> trigger_none{};
extern void trigger_init();
namespace dsx {
window_event_result check_trigger(vcsegptridx_t seg, short side, object &plrobj, vcobjptridx_t objnum, int shot);
window_event_result check_trigger(vcsegptridx_t seg, unsigned side, object &plrobj, vcobjptridx_t objnum, int shot);
window_event_result check_trigger_sub(object &, trgnum_t trigger_num, playernum_t player_num, unsigned shot);
static inline int trigger_is_exit(const trigger *t)

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@ -1902,7 +1902,7 @@ static int check_object_object_intersection(const vms_vector &pos, fix size, con
// --------------------------------------------------------------------------------------------------------------------
// Return objnum if object created, else return -1.
// If pos == NULL, pick random spot in segment.
static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &vcobjptr, const vmsegptridx_t segp, int object_id, const vms_vector *const pos)
static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &vcobjptr, const vmsegptridx_t segp, const unsigned object_id, const vms_vector *const pos)
{
#if defined(DXX_BUILD_DESCENT_I)
const unsigned maximum_gated_robots = 2*Difficulty_level + 3;
@ -1992,7 +1992,7 @@ static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &v
// The process of him bringing in a robot takes one second.
// Then a robot appears somewhere near the player.
// Return objnum if robot successfully created, else return -1
imobjptridx_t gate_in_robot(int type, const vmsegptridx_t segnum)
imobjptridx_t gate_in_robot(const unsigned type, const vmsegptridx_t segnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;

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@ -123,7 +123,7 @@ static int check_collision_delayfunc_exec()
// -------------------------------------------------------------------------------------------------------------
// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
namespace dsx {
static void collide_robot_and_wall(fvcwallptr &vcwallptr, object &robot, const vmsegptridx_t hitseg, short hitwall, const vms_vector &)
static void collide_robot_and_wall(fvcwallptr &vcwallptr, object &robot, const vmsegptridx_t hitseg, const unsigned hitwall, const vms_vector &)
{
const ubyte robot_id = get_robot_id(robot);
#if defined(DXX_BUILD_DESCENT_I)
@ -339,7 +339,7 @@ void bump_one_object(object_base &obj0, const vms_vector &hit_dir, fix damage)
}
namespace dsx {
static void collide_player_and_wall(const vmobjptridx_t playerobj, fix hitspeed, const vmsegptridx_t hitseg, short hitwall, const vms_vector &hitpt)
static void collide_player_and_wall(const vmobjptridx_t playerobj, const fix hitspeed, const vmsegptridx_t hitseg, const unsigned hitwall, const vms_vector &hitpt)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
@ -549,7 +549,7 @@ static int effect_parent_is_guidebot(fvcobjptr &vcobjptr, const laser_parent &la
//if an effect is hit, and it can blow up, then blow it up
//returns true if it blew up
int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, const vmsegptridx_t seg,int side,const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote)
int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, const vmsegptridx_t seg, unsigned side, const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote)
{
auto &Effects = LevelUniqueEffectsClipState.Effects;
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;

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@ -445,7 +445,7 @@ void digi_link_sound_to_object(const unsigned soundnum, const vcobjptridx_t objn
digi_link_sound_to_object2(soundnum, objnum, forever, max_volume, once, vm_distance{256*F1_0});
}
static void digi_link_sound_to_pos2(fvcobjptr &vcobjptr, const int org_soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
static void digi_link_sound_to_pos2(fvcobjptr &vcobjptr, const int org_soundnum, const vcsegptridx_t segnum, const unsigned sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
{
const auto &&viewer = vcobjptr(Viewer);
int volume, pan;
@ -483,7 +483,7 @@ static void digi_link_sound_to_pos2(fvcobjptr &vcobjptr, const int org_soundnum,
digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum);
}
void digi_link_sound_to_pos(int soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume)
void digi_link_sound_to_pos(const unsigned soundnum, const vcsegptridx_t segnum, const unsigned sidenum, const vms_vector &pos, const int forever, const fix max_volume)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
@ -491,7 +491,7 @@ void digi_link_sound_to_pos(int soundnum, const vcsegptridx_t segnum, short side
}
//if soundnum==-1, kill any sound
void digi_kill_sound_linked_to_segment( segnum_t segnum, int sidenum, int soundnum )
void digi_kill_sound_linked_to_segment(const vmsegidx_t segnum, const unsigned sidenum, int soundnum)
{
if (soundnum != -1)
soundnum = digi_xlat_sound(soundnum);

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@ -297,7 +297,7 @@ Restart: ;
#define ROBOT_GEN_TIME (i2f(5))
imobjptridx_t create_morph_robot( const vmsegptridx_t segp, const vms_vector &object_pos, int object_id)
imobjptridx_t create_morph_robot(const vmsegptridx_t segp, const vms_vector &object_pos, const unsigned object_id)
{
auto &plr = get_local_player();
plr.num_robots_level++;

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@ -3039,7 +3039,7 @@ void multi_digi_play_sample(int soundnum, fix max_volume)
namespace dsx {
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume)
void multi_digi_link_sound_to_pos(const int soundnum, const vcsegptridx_t segnum, const unsigned sidenum, const vms_vector &pos, const int forever, const fix max_volume)
{
if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume, sound_stack::allow_stacking);

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@ -1276,7 +1276,7 @@ void newdemo_record_secret_exit_blown(int truth)
nd_write_int( truth );
}
void newdemo_record_trigger( segnum_t segnum, int side, objnum_t objnum,int shot )
void newdemo_record_trigger(const vcsegidx_t segnum, const unsigned side, const objnum_t objnum, const unsigned shot)
{
pause_game_world_time p;
nd_write_byte( ND_EVENT_TRIGGER );
@ -1433,7 +1433,7 @@ void newdemo_record_restore_rearview(void)
nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
}
void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
void newdemo_record_wall_set_tmap_num1(const vcsegidx_t seg, const unsigned side, const vcsegidx_t cseg, const unsigned cside, const int16_t tmap)
{
pause_game_world_time p;
nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
@ -1444,7 +1444,7 @@ void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte csi
nd_write_short(tmap);
}
void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
void newdemo_record_wall_set_tmap_num2(const vcsegidx_t seg, const unsigned side, const vcsegidx_t cseg, const unsigned cside, const int16_t tmap)
{
pause_game_world_time p;
nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);

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@ -1092,8 +1092,7 @@ static void free_object_slots(uint_fast32_t num_used)
//note that segnum is really just a suggestion, since this routine actually
//searches for the correct segment
//returns the object number
imobjptridx_t obj_create(object_type_t type, ubyte id,vmsegptridx_t segnum,const vms_vector &pos,
const vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
imobjptridx_t obj_create(const object_type_t type, const unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *const orient, const fix size, const unsigned ctype, const movement_type_t mtype, const unsigned rtype)
{
auto &Objects = LevelUniqueObjectState.Objects;
// Some consistency checking. FIXME: Add more debug output here to probably trace all possible occurances back.
@ -2277,7 +2276,7 @@ static void obj_detach_all(object_array &Objects, object_base &parent)
#if defined(DXX_BUILD_DESCENT_II)
//creates a marker object in the world. returns the object number
imobjptridx_t drop_marker_object(const vms_vector &pos, const vmsegptridx_t segnum, const vms_matrix &orient, int marker_num)
imobjptridx_t drop_marker_object(const vms_vector &pos, const vmsegptridx_t segnum, const vms_matrix &orient, const unsigned marker_num)
{
Assert(Marker_model_num != -1);
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;

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@ -523,7 +523,7 @@ window_event_result check_trigger_sub(object &plrobj, const trgnum_t trigger_num
//-----------------------------------------------------------------
// Checks for a trigger whenever an object hits a trigger side.
window_event_result check_trigger(const vcsegptridx_t seg, short side, object &plrobj, const vcobjptridx_t objnum, int shot)
window_event_result check_trigger(const vcsegptridx_t seg, const unsigned side, object &plrobj, const vcobjptridx_t objnum, int shot)
{
if ((Game_mode & GM_MULTI) && (get_local_player().connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. so this function may be called when we are not playing.
return window_event_result::ignored;

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@ -396,7 +396,7 @@ void wall_damage(const vmsegptridx_t seg, const unsigned side, fix damage)
//-----------------------------------------------------------------
// Opens a door
namespace dsx {
void wall_open_door(const vmsegptridx_t seg, int side)
void wall_open_door(const vmsegptridx_t seg, const unsigned side)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
@ -1068,7 +1068,7 @@ static int special_boss_opening_allowed(segnum_t segnum, int sidenum)
//playernum is the number the player who hit the wall or fired the weapon,
//or -1 if a robot fired the weapon
namespace dsx {
wall_hit_process_t wall_hit_process(const player_flags powerup_flags, const vmsegptridx_t seg, int side, fix damage, int playernum, const object &obj)
wall_hit_process_t wall_hit_process(const player_flags powerup_flags, const vmsegptridx_t seg, const unsigned side, const fix damage, const unsigned playernum, const object &obj)
{
fix show_message;