From 10187e892fd71a777a8685cc10c2d6e093ae78e8 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers <coelckers@users.noreply.github.com> Date: Fri, 31 Dec 2021 15:13:05 +0100 Subject: [PATCH] - handle track typedefs. --- source/games/sw/src/game.h | 20 ++++++------- source/games/sw/src/track.cpp | 54 +++++++++++++++++------------------ 2 files changed, 37 insertions(+), 37 deletions(-) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 9e67cb126..81e29a815 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1387,15 +1387,15 @@ enum }; -typedef struct TRACK_POINT +struct TRACK_POINT { - int x,y,z; + int x, y, z; int16_t ang, tag_low, tag_high, filler; -} *TRACK_POINTp; +}; -typedef struct TRACK +struct TRACK { - TRACK_POINTp TrackPoint; + TRACK_POINT* TrackPoint; int ttflags; int flags; int NumPoints; @@ -1410,23 +1410,23 @@ typedef struct TRACK } } - TRACK_POINTp SetTrackSize(unsigned newsize) + TRACK_POINT* SetTrackSize(unsigned newsize) { FreeTrackPoints(); - TrackPoint = (TRACK_POINTp)M_Calloc((newsize * sizeof(TRACK_POINT)), 1); + TrackPoint = (TRACK_POINT*)M_Calloc((newsize * sizeof(TRACK_POINT)), 1); return TrackPoint; } -}*TRACKp; +}; // Most track type flags are in tags.h // Regular track flags -typedef struct +struct COLOR_MAP { uint8_t FromRange,ToRange,FromColor,ToColor; -} COLOR_MAP, *COLOR_MAPp; +}; enum { diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 050b0be9c..e92beb018 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -52,9 +52,9 @@ ANIMATOR NinjaJumpActionFunc; int GlobSpeedSO; // determine if moving down the track will get you closer to the player -short TrackTowardPlayer(DSWActor* actor, TRACKp t, TRACK_POINTp start_point) +short TrackTowardPlayer(DSWActor* actor, TRACK* t, TRACK_POINT* start_point) { - TRACK_POINTp end_point; + TRACK_POINT* end_point; int end_dist, start_dist; // determine which end of the Track we are starting from @@ -79,9 +79,9 @@ short TrackTowardPlayer(DSWActor* actor, TRACKp t, TRACK_POINTp start_point) } -short TrackStartCloserThanEnd(DSWActor* actor, TRACKp t, TRACK_POINTp start_point) +short TrackStartCloserThanEnd(DSWActor* actor, TRACK* t, TRACK_POINT* start_point) { - TRACK_POINTp end_point; + TRACK_POINT* end_point; int end_dist, start_dist; // determine which end of the Track we are starting from @@ -120,8 +120,8 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr int i; short end_point[2] = { 0,0 }; - TRACKp t, near_track = nullptr; - TRACK_POINTp tp, near_tp = nullptr; + TRACK* t, *near_track = nullptr; + TRACK_POINT* tp, *near_tp = nullptr; enum { @@ -281,9 +281,9 @@ void NextActorTrackPoint(DSWActor* actor) actor->user.point = Track[actor->user.track].NumPoints - 1; } -void TrackAddPoint(TRACKp t, TRACK_POINTp tp, DSWActor* actor) +void TrackAddPoint(TRACK* t, TRACK_POINT* tp, DSWActor* actor) { - TRACK_POINTp tpoint = (tp + t->NumPoints); + TRACK_POINT* tpoint = (tp + t->NumPoints); tpoint->x = actor->spr.pos.X; tpoint->y = actor->spr.pos.Y; @@ -316,8 +316,8 @@ DSWActor* TrackClonePoint(DSWActor* actor) void QuickJumpSetup(short stat, short lotag, short type) { int ndx; - TRACK_POINTp tp; - TRACKp t; + TRACK_POINT* tp; + TRACK* t; DSWActor* start_sprite,* end_sprite; // make short quick jump tracks @@ -370,8 +370,8 @@ void QuickJumpSetup(short stat, short lotag, short type) void QuickScanSetup(short stat, short lotag, short type) { int ndx; - TRACK_POINTp tp; - TRACKp t; + TRACK_POINT* tp; + TRACK* t; DSWActor* start_sprite,* end_sprite; // make short quick jump tracks @@ -427,8 +427,8 @@ void QuickScanSetup(short stat, short lotag, short type) void QuickExitSetup(short stat, short type) { int ndx; - TRACK_POINTp tp; - TRACKp t; + TRACK_POINT* tp; + TRACK* t; DSWActor* start_sprite,* end_sprite; SWStatIterator it(stat); @@ -478,8 +478,8 @@ void QuickExitSetup(short stat, short type) void QuickLadderSetup(short stat, short lotag, short type) { int ndx; - TRACK_POINTp tp; - TRACKp t; + TRACK_POINT* tp; + TRACK* t; DSWActor* start_sprite,* end_sprite; SWStatIterator it(stat); @@ -534,9 +534,9 @@ void QuickLadderSetup(short stat, short lotag, short type) void TrackSetup(void) { int ndx; - TRACK_POINTp tp; - TRACKp t; - TRACK_POINTp New; + TRACK_POINT* tp; + TRACK* t; + TRACK_POINT* New; int size; // put points on track @@ -548,7 +548,7 @@ void TrackSetup(void) { // for some reason I need at least one record allocated // can't remember why at this point - Track[ndx].TrackPoint = (TRACK_POINTp)CallocMem(sizeof(TRACK_POINT) * 1, 1); + Track[ndx].TrackPoint = (TRACK_POINT*)CallocMem(sizeof(TRACK_POINT) * 1, 1); continue; } @@ -556,7 +556,7 @@ void TrackSetup(void) // make the track array rather large. I'll resize it to correct size // later. - Track[ndx].TrackPoint = (TRACK_POINTp)CallocMem(sizeof(TRACK_POINT) * 500, 1); + Track[ndx].TrackPoint = (TRACK_POINT*)CallocMem(sizeof(TRACK_POINT) * 500, 1); ASSERT(Track[ndx].TrackPoint != nullptr); @@ -626,7 +626,7 @@ void TrackSetup(void) } size = (Track[ndx].NumPoints + 1) * sizeof(TRACK_POINT); - New = (TRACK_POINTp)CallocMem(size, 1); + New = (TRACK_POINT*)CallocMem(size, 1); memcpy(New, Track[ndx].TrackPoint, size); FreeMem(Track[ndx].TrackPoint); Track[ndx].TrackPoint = New; @@ -1386,7 +1386,7 @@ void PlaceSectorObjectsOnTracks(void) { int low_dist = 999999, dist; SECTOR_OBJECTp sop = &SectorObject[i]; - TRACK_POINTp tpoint = nullptr; + TRACK_POINT* tpoint = nullptr; if (SO_EMPTY(sop)) continue; @@ -1449,7 +1449,7 @@ void PlaceSectorObjectsOnTracks(void) void PlaceActorsOnTracks(void) { short j, tag; - TRACK_POINTp tpoint = nullptr; + TRACK_POINT* tpoint = nullptr; // place each actor on the track SWStatIterator it(STAT_ENEMY); @@ -2240,7 +2240,7 @@ void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics) void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) { - TRACK_POINTp tpoint; + TRACK_POINT* tpoint; int dx, dy, dz; int dist; @@ -2897,7 +2897,7 @@ void ActorLeaveTrack(DSWActor* actor) actor->user.track = -1; } -bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) +bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) { switch (tpoint->tag_low) { @@ -3417,7 +3417,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) { PLAYERp pp; - TRACK_POINTp tpoint; + TRACK_POINT* tpoint; short pnum; int nx = 0, ny = 0, nz = 0, dx, dy, dz; int dist;