clang-format on everything.

This commit is contained in:
Kevin Bentley
2024-04-16 12:56:40 -06:00
parent 142052a67d
commit c6640cc631
909 changed files with 652028 additions and 707349 deletions

View File

@@ -6,119 +6,106 @@
#include "mono.h"
#include "mem.h"
int Num_of_bumpmaps=0;
int Num_of_bumpmaps = 0;
static ushort Free_bumpmap_list[MAX_BUMPMAPS];
bms_bumpmap GameBumpmaps[MAX_BUMPMAPS];
int Bumpmap_mem_used=0;
int Bumpmap_mem_used = 0;
// Sets all the bumpmaps to unused
void bump_InitBumpmaps()
{
int i;
void bump_InitBumpmaps() {
int i;
for (i=0;i<MAX_BUMPMAPS;i++)
{
GameBumpmaps[i].flags=0;
GameBumpmaps[i].data=NULL;
GameBumpmaps[i].cache_slot=-1;
Free_bumpmap_list[i]=i;
}
atexit (bump_ShutdownBumpmaps);
for (i = 0; i < MAX_BUMPMAPS; i++) {
GameBumpmaps[i].flags = 0;
GameBumpmaps[i].data = NULL;
GameBumpmaps[i].cache_slot = -1;
Free_bumpmap_list[i] = i;
}
atexit(bump_ShutdownBumpmaps);
}
void bump_ShutdownBumpmaps (void)
{
int i;
void bump_ShutdownBumpmaps(void) {
int i;
mprintf ((0,"Freeing all bumpmap memory.\n"));
mprintf((0, "Freeing all bumpmap memory.\n"));
for (i=0;i<MAX_BUMPMAPS;i++)
{
while (GameBumpmaps[i].flags & BUMPF_USED)
bump_FreeBumpmap (i);
}
for (i = 0; i < MAX_BUMPMAPS; i++) {
while (GameBumpmaps[i].flags & BUMPF_USED)
bump_FreeBumpmap(i);
}
}
// Allocs a bumpmap of w*h size
// Returns bumpmap handle if successful, -1 if otherwise
int bump_AllocBumpmap (int w,int h)
{
int n; //,i;
int bump_AllocBumpmap(int w, int h) {
int n; //,i;
if (Num_of_bumpmaps==MAX_BUMPMAPS)
Int3(); // Ran out of bumpmaps!
n=Free_bumpmap_list[Num_of_bumpmaps++];
ASSERT (!(GameBumpmaps[n].flags & BUMPF_USED));
if (Num_of_bumpmaps == MAX_BUMPMAPS)
Int3(); // Ran out of bumpmaps!
// If no go on the malloc, bail out with -1
memset (&GameBumpmaps[n],0,sizeof(bms_bumpmap));
n = Free_bumpmap_list[Num_of_bumpmaps++];
ASSERT(!(GameBumpmaps[n].flags & BUMPF_USED));
GameBumpmaps[n].data=(ushort *)mem_malloc (w*h*2);
if (!GameBumpmaps[n].data)
{
mprintf ((0,"NOT ENOUGHT MEMORY FOR BUMPMAP!\n"));
Int3();
return BAD_BUMP_INDEX;
}
GameBumpmaps[n].cache_slot=-1;
GameBumpmaps[n].flags=BUMPF_USED|BUMPF_CHANGED;
GameBumpmaps[n].width=w;
GameBumpmaps[n].height=h;
// If no go on the malloc, bail out with -1
Bumpmap_mem_used+=(w*h*2);
return n;
memset(&GameBumpmaps[n], 0, sizeof(bms_bumpmap));
GameBumpmaps[n].data = (ushort *)mem_malloc(w * h * 2);
if (!GameBumpmaps[n].data) {
mprintf((0, "NOT ENOUGHT MEMORY FOR BUMPMAP!\n"));
Int3();
return BAD_BUMP_INDEX;
}
GameBumpmaps[n].cache_slot = -1;
GameBumpmaps[n].flags = BUMPF_USED | BUMPF_CHANGED;
GameBumpmaps[n].width = w;
GameBumpmaps[n].height = h;
Bumpmap_mem_used += (w * h * 2);
return n;
}
// Given a handle, frees the bumpmap memory and flags this bumpmap as unused
void bump_FreeBumpmap (int handle)
{
ASSERT (GameBumpmaps[handle].flags & BUMPF_USED);
void bump_FreeBumpmap(int handle) {
ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
if (GameBumpmaps[handle].data!=NULL)
mem_free (GameBumpmaps[handle].data);
if (GameBumpmaps[handle].data != NULL)
mem_free(GameBumpmaps[handle].data);
Bumpmap_mem_used-=(GameBumpmaps[handle].width*GameBumpmaps[handle].height*2);
GameBumpmaps[handle].data=NULL;
GameBumpmaps[handle].flags &=~BUMPF_USED;
Free_bumpmap_list[--Num_of_bumpmaps]=handle;
Bumpmap_mem_used -= (GameBumpmaps[handle].width * GameBumpmaps[handle].height * 2);
GameBumpmaps[handle].data = NULL;
GameBumpmaps[handle].flags &= ~BUMPF_USED;
Free_bumpmap_list[--Num_of_bumpmaps] = handle;
}
// returns a bumpmaps data else NULL if something is wrong
ushort *bump_data (int handle)
{
ushort *d;
ushort *bump_data(int handle) {
ushort *d;
if (!(GameBumpmaps[handle].flags & BUMPF_USED))
{
Int3();
return NULL;
}
d=GameBumpmaps[handle].data;
if (!(GameBumpmaps[handle].flags & BUMPF_USED)) {
Int3();
return NULL;
}
return (d);
d = GameBumpmaps[handle].data;
return (d);
}
// returns width of bumpmap
ubyte bump_w (int handle)
{
ASSERT (GameBumpmaps[handle].flags & BUMPF_USED);
return GameBumpmaps[handle].width;
ubyte bump_w(int handle) {
ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
return GameBumpmaps[handle].width;
}
// returns height of bumpmap
ubyte bump_h (int handle)
{
ASSERT (GameBumpmaps[handle].flags & BUMPF_USED);
return GameBumpmaps[handle].height;
ubyte bump_h(int handle) {
ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
return GameBumpmaps[handle].height;
}