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Merge pull request #402 from GravisZro/fix/whitespace
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Fix whitespace issues in Descent3/object_external_struct.h
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Lgt2x authored May 29, 2024
2 parents 81951a1 + a173201 commit 0ff98a7
Showing 1 changed file with 53 additions and 58 deletions.
111 changes: 53 additions & 58 deletions Descent3/object_external_struct.h
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,7 @@
#define MAX_VERTS_PER_SPLINTER 4

/*
* MACROS
* MACROS
*/

// Flags and masks for cell numbers
Expand All @@ -130,7 +130,7 @@
#define OBJECT_OUTSIDE(objp) ROOMNUM_OUTSIDE((objp)->roomnum)

/*
* STRUCTURES
* STRUCTURES
*/

// lighting info
Expand Down Expand Up @@ -162,9 +162,9 @@ typedef struct {
float fade_max_time;

float damage_time;
float damage_per_second; // how much damage this object takes per second
float last_damage_time; // last time this object took damage
int32_t damage_handle; // the object handle of the owner of the damage
float damage_per_second; // how much damage this object takes per second
float last_damage_time; // last time this object took damage
int32_t damage_handle; // the object handle of the owner of the damage

float volume_change_time;
vector volume_old_pos;
Expand Down Expand Up @@ -229,14 +229,14 @@ typedef struct multi_turret {

// Information specific to objects that render as a polygon model
typedef struct polyobj_info {
int16_t model_num; // Which polygon model this object is
int16_t dying_model_num; // The dying model for this object
int16_t model_num; // Which polygon model this object is
int16_t dying_model_num; // The dying model for this object

float anim_start_frame;
float anim_frame; // The model's current animation frame
float anim_frame; // The model's current animation frame
float anim_end_frame;
float anim_time;
uint32_t anim_flags; // Looping/notify at finish/pending
uint32_t anim_flags; // Looping/notify at finish/pending
float max_speed;

union {
Expand Down Expand Up @@ -268,35 +268,35 @@ typedef struct blast_info_s {

typedef struct dying_info_s {
int32_t death_flags; // Info about the death
float delay_time; // How long until object dies
float delay_time; // How long until object dies
int32_t killer_playernum; // The player who wille this object, or -1 if not a player
float last_spark_time;
float last_fireball_time;
float last_smoke_time;
} dying_info_s;

typedef struct debris_info_s {
int32_t death_flags; // a copy of the parent's death flags
int32_t death_flags; // a copy of the parent's death flags
float last_smoke_time;
} debris_info_s;

typedef struct laser_info_s {
int16_t parent_type; // The type of the parent of this object
int16_t src_gun_num; // The src gunpoint that this object fired from
int16_t parent_type; // The type of the parent of this object
int16_t src_gun_num; // The src gunpoint that this object fired from

int32_t last_hit_handle; // For persistent weapons (survive object collision), object it most recently hit.
int32_t track_handle; // Object this object is tracking.
float last_track_time; // Last track time (see if an object is visible)
int32_t last_hit_handle; // For persistent weapons (survive object collision), object it most recently hit.
int32_t track_handle; // Object this object is tracking.
float last_track_time; // Last track time (see if an object is visible)

int32_t hit_status; // Zero not used
int32_t hit_status; // Zero not used
vector hit_pnt;
vector hit_wall_pnt;
vector hit_wall_normal;
int32_t hit_room;
int32_t hit_pnt_room;
int16_t hit_face;

float multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
float multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
float thrust_left; // How many seconds of thrust are left before the weapon stops thrusting

float last_drop_time; // Last time a particle was dropped from this weapon
Expand Down Expand Up @@ -327,40 +327,35 @@ typedef struct {
// to change the mass of an object...) Wait to move until we are optimizing -- see Chris if you move any fields
// out of the physics_info struct. Thanx!
typedef struct physics_info {
vector velocity; // Velocity vector of this object
vector thrust; // Constant force applied to this object
vector velocity; // Velocity vector of this object
vector thrust; // Constant force applied to this object
union {
vector rotvel; // Rotational velecity (angles)
vector rotvel; // Rotational velecity (angles)
float turn_rate;
};
union {
vector rotthrust; // Rotational acceleration
};
angle turnroll; // Rotation caused by turn banking
float last_still_time; // The current delta position a wiggle has caused.
int32_t num_bounces; // Number of bounces before exploding (PHYSICS_UNLIMITED_BOUNCE is for unlimited bouncing)

float coeff_restitution; // What percent of velocity is kept after a bounce
float mass; // The mass of this object -- what about
// moving into type info
float
drag; // How fast this slows down -- what about moving into type info
float rotdrag; // How much resistance to a change in spin rate -- what about moving into type info
angle turnroll; // Rotation caused by turn banking
float last_still_time; // The current delta position a wiggle has caused.
int32_t num_bounces; // Number of bounces before exploding (PHYSICS_UNLIMITED_BOUNCE is for unlimited bouncing)

float coeff_restitution; // What percent of velocity is kept after a bounce
float mass; // The mass of this object -- what about moving into type info
float drag; // How fast this slows down -- what about moving into type info
float rotdrag; // How much resistance to a change in spin rate -- what about moving into type info
union {
float full_thrust; // Maximum thrust magnitude -- what about
// moving into type info
float full_thrust; // Maximum thrust magnitude -- what about moving into type info
float max_velocity;
};
union {
float full_rotthrust; // Maximum rotation thrust magnitude -- what about moving into type info
float full_rotthrust; // Maximum rotation thrust magnitude -- what about moving into type info
float max_turn_rate;
};
float max_turnroll_rate; // How fast is the maximum turnroll rate -- what about moving into type info
float turnroll_ratio; // How much roll for a given turning rate -- what about moving into type info
float
wiggle_amplitude; // The amplitude of an object's wiggle -- what about moving into type info
float wiggles_per_sec; // How fast something wiggles -- what about
// moving into type info
float max_turnroll_rate; // How fast is the maximum turnroll rate -- what about moving into type info
float turnroll_ratio; // How much roll for a given turning rate -- what about moving into type info
float wiggle_amplitude; // The amplitude of an object's wiggle -- what about moving into type info
float wiggles_per_sec; // How fast something wiggles -- what about moving into type info

vector dest_pos; // destination position for interpolating velocity (for multiplayer only)

Expand Down Expand Up @@ -411,12 +406,12 @@ typedef struct object {

char *name; // the name of this object, or NULL

int32_t handle; // unique handle for this object. See defines above
int16_t next, prev; // id of next and previous connected object in Objects, -1 = no connection
int32_t handle; // unique handle for this object. See defines above
int16_t next, prev; // id of next and previous connected object in Objects, -1 = no connection

uint8_t control_type; // how this object is controlled
uint8_t movement_type; // how this object moves
uint8_t render_type; // how this object renders
uint8_t render_type; // how this object renders
uint8_t lighting_render_type; // how this object is lit. See flags above

int32_t roomnum; // room number or terrain cell containing object
Expand All @@ -433,22 +428,22 @@ typedef struct object {
float size; // 3d size of object - for collision detection
float shields; // Starts at maximum, when <0, object dies..

int8_t contains_type; // Type of object this object contains (eg, spider contains powerup)
int8_t contains_id; // ID of object this object contains (eg, id = blue type = key)
int8_t contains_count; // number of objects of type:id this object contains
int8_t pad3; // keep alignment
int8_t contains_type; // Type of object this object contains (eg, spider contains powerup)
int8_t contains_id; // ID of object this object contains (eg, id = blue type = key)
int8_t contains_count; // number of objects of type:id this object contains
int8_t pad3; // keep alignment

float creation_time; // absolute time when this object was created
float lifeleft; // how long until goes away, if OF_USES_LIFELEFT flag is set
float lifetime; // How long this object stays alive (in seconds)
float creation_time; // absolute time when this object was created
float lifeleft; // how long until goes away, if OF_USES_LIFELEFT flag is set
float lifetime; // How long this object stays alive (in seconds)

int32_t parent_handle; // The handle of this object's parent
int32_t parent_handle; // The handle of this object's parent

int32_t attach_ultimate_handle;
int32_t attach_parent_handle;
int32_t *attach_children; // List of object handles for connected children
int32_t *attach_children; // List of object handles for connected children

uint8_t weapon_fire_flags; // Used to indicate special weapon effects. See flags above.
uint8_t weapon_fire_flags; // Used to indicate special weapon effects. See flags above.

int8_t attach_type;
int16_t lowest_attached_vis;
Expand Down Expand Up @@ -501,16 +496,16 @@ typedef struct object {

// Render info, determined by RENDER_TYPE
union {
polyobj_info pobj_info; // polygon model
shard_info_s shard_info; // shard
polyobj_info pobj_info; // polygon model
shard_info_s shard_info; // shard
#ifdef _DEBUG
line_info_s line_info; // line info
line_info_s line_info; // line info
#endif
ddgr_color sphere_color; // for RT_EDITOR_SPHERE
ddgr_color sphere_color; // for RT_EDITOR_SPHERE
} rtype;

effect_info_s *effect_info;
light_info *lighting_info; // Pointer to lighting info, or NULL if inherits from type
light_info *lighting_info; // Pointer to lighting info, or NULL if inherits from type

// Something to do with multiplayer, possibly, but it's hard to know for sure
// because some people are incapable of commented their code.
Expand Down

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