From 1d29716e6b9fe88d5f6da7d8d95797db8907c171 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 30 Dec 2021 21:22:43 +1100 Subject: [PATCH] - Blood: Replace `XSPRITE` `targetx` with `TargetPos.X` calls. --- source/games/blood/src/actor.cpp | 10 +++++----- source/games/blood/src/ai.cpp | 10 +++++----- source/games/blood/src/aibat.cpp | 8 ++++---- source/games/blood/src/aibeast.cpp | 12 ++++++------ source/games/blood/src/aiboneel.cpp | 8 ++++---- source/games/blood/src/aiburn.cpp | 2 +- source/games/blood/src/aicaleb.cpp | 10 +++++----- source/games/blood/src/aicerber.cpp | 2 +- source/games/blood/src/aicult.cpp | 2 +- source/games/blood/src/aigarg.cpp | 10 +++++----- source/games/blood/src/aighost.cpp | 10 +++++----- source/games/blood/src/aigilbst.cpp | 10 +++++----- source/games/blood/src/aihand.cpp | 2 +- source/games/blood/src/aihound.cpp | 2 +- source/games/blood/src/aiinnoc.cpp | 2 +- source/games/blood/src/aipod.cpp | 2 +- source/games/blood/src/airat.cpp | 2 +- source/games/blood/src/aispid.cpp | 4 ++-- source/games/blood/src/aitchern.cpp | 2 +- source/games/blood/src/aiunicult.cpp | 4 ++-- source/games/blood/src/aizomba.cpp | 6 +++--- source/games/blood/src/aizombf.cpp | 4 ++-- source/games/blood/src/db.cpp | 2 +- source/games/blood/src/loadsave.cpp | 2 +- source/games/blood/src/mapstructs.h | 2 +- source/games/blood/src/nnexts.cpp | 14 +++++++------- 26 files changed, 72 insertions(+), 72 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 5b4eff50d..1fcc06031 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -5557,7 +5557,7 @@ static void actCheckProximity() case kThingBloodBits: case kThingBloodChunks: case kThingZombieHead: - if (actor->xspr.locked && PlayClock >= actor->xspr.targetX) actor->xspr.locked = 0; + if (actor->xspr.locked && PlayClock >= actor->xspr.TargetPos.X) actor->xspr.locked = 0; break; } @@ -6360,7 +6360,7 @@ DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingT actor->xspr.data2 = 0; actor->xspr.data3 = 0; actor->xspr.data4 = 318; - actor->xspr.targetX = PlayClock + 180; + actor->xspr.TargetPos.X = PlayClock + 180; actor->xspr.locked = 1; actor->xspr.state = 1; actor->xspr.triggerOnce = 0; @@ -6373,7 +6373,7 @@ DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingT actor->xspr.data2 = 0; actor->xspr.data3 = 0; actor->xspr.data4 = 318; - actor->xspr.targetX = PlayClock + 180; + actor->xspr.TargetPos.X = PlayClock + 180; actor->xspr.locked = 1; actor->xspr.state = 1; actor->xspr.triggerOnce = 0; @@ -7012,7 +7012,7 @@ void DudeToGibCallback1(int, DBloodActor* actor) actor->xspr.triggerOnce = 0; actor->xspr.isTriggered = 0; actor->xspr.locked = 0; - actor->xspr.targetX = PlayClock; + actor->xspr.TargetPos.X = PlayClock; actor->xspr.state = 1; } @@ -7027,7 +7027,7 @@ void DudeToGibCallback2(int, DBloodActor* actor) actor->xspr.triggerOnce = 0; actor->xspr.isTriggered = 0; actor->xspr.locked = 0; - actor->xspr.targetX = PlayClock; + actor->xspr.TargetPos.X = PlayClock; actor->xspr.state = 1; } diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index f6a8542e4..7c6a3f37d 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -364,7 +364,7 @@ void aiActivateDude(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!actor->xspr.state) { - aiChooseDirection(actor, getangle(actor->xspr.targetX - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y)); + aiChooseDirection(actor, getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y)); actor->xspr.state = 1; } switch (actor->spr.type) @@ -916,7 +916,7 @@ void aiActivateDude(DBloodActor* actor) void aiSetTarget(DBloodActor* actor, int x, int y, int z) { actor->SetTarget(nullptr); - actor->xspr.targetX = x; + actor->xspr.TargetPos.X = x; actor->xspr.targetY = y; actor->xspr.targetZ = z; } @@ -934,7 +934,7 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target) { actor->SetTarget(target); DUDEINFO* pDudeInfo = getDudeInfo(target->spr.type); - actor->xspr.targetX = target->spr.pos.X; + actor->xspr.TargetPos.X = target->spr.pos.X; actor->xspr.targetY = target->spr.pos.Y; actor->xspr.targetZ = target->spr.pos.Z - ((pDudeInfo->eyeHeight * target->spr.yrepeat) << 2); } @@ -1706,7 +1706,7 @@ void aiInitSprite(DBloodActor* actor) { stateTimer = actor->xspr.stateTimer; pTargetMarker = actor->GetTarget(); - targetX = actor->xspr.targetX; + targetX = actor->xspr.TargetPos.X; targetY = actor->xspr.targetY; targetZ = actor->xspr.targetZ; } @@ -1926,7 +1926,7 @@ void aiInitSprite(DBloodActor* actor) if (pTargetMarker) { actor->SetTarget(pTargetMarker); - actor->xspr.targetX = targetX; + actor->xspr.TargetPos.X = targetX; actor->xspr.targetY = targetY; actor->xspr.targetZ = targetZ; } diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 940bc28fd..eb147de96 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -137,7 +137,7 @@ static void batThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -319,7 +319,7 @@ static void batMoveForward(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x200) @@ -351,7 +351,7 @@ static void batMoveSwoop(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x200) @@ -381,7 +381,7 @@ static void batMoveFly(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x200) diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index 61c1095d5..2f04481fa 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -179,7 +179,7 @@ static void beastThinkGoto(DBloodActor* actor) auto pSector = actor->spr.sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -330,7 +330,7 @@ static void beastThinkSwimGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -403,7 +403,7 @@ static void beastMoveForward(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; if (abs(nAng) > 341) return; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) @@ -424,7 +424,7 @@ static void sub_628A0(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) @@ -460,7 +460,7 @@ static void sub_62AE0(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); @@ -495,7 +495,7 @@ static void sub_62D7C(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 767088e96..c63277439 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -151,7 +151,7 @@ static void eelThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -329,7 +329,7 @@ static void eelMoveForward(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x399) @@ -358,7 +358,7 @@ static void eelMoveSwoop(DBloodActor* actor) int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; if (abs(nAng) > 341) return; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x8000) && nDist <= 0x399) @@ -385,7 +385,7 @@ static void eelMoveAscend(DBloodActor* actor) int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; if (abs(nAng) > 341) return; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x399) diff --git a/source/games/blood/src/aiburn.cpp b/source/games/blood/src/aiburn.cpp index e71be3312..fe820573e 100644 --- a/source/games/blood/src/aiburn.cpp +++ b/source/games/blood/src/aiburn.cpp @@ -84,7 +84,7 @@ static void burnThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index 9c8ede14b..bc94da05e 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -94,7 +94,7 @@ static void calebThinkGoto(DBloodActor* actor) auto pSector = actor->spr.sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -212,7 +212,7 @@ static void calebThinkSwimGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -282,7 +282,7 @@ static void sub_65D04(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) @@ -319,7 +319,7 @@ static void sub_65F44(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); @@ -355,7 +355,7 @@ static void sub_661E0(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index fcd81fb18..1c022f4df 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -297,7 +297,7 @@ static void cerberusThinkGoto(DBloodActor* actor) return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index 9fa89ee29..37eee9deb 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -193,7 +193,7 @@ static void cultThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 7b609c556..8ab3e9021 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -263,7 +263,7 @@ static void gargThinkGoto(DBloodActor* actor) return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -532,7 +532,7 @@ static void gargMoveForward(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) @@ -567,7 +567,7 @@ static void gargMoveSlow(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -608,7 +608,7 @@ static void gargMoveSwoop(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -648,7 +648,7 @@ static void gargMoveFly(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 373b54c86..2482a1980 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -242,7 +242,7 @@ static void ghostThinkGoto(DBloodActor* actor) return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -428,7 +428,7 @@ static void ghostMoveForward(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) @@ -463,7 +463,7 @@ static void ghostMoveSlow(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -501,7 +501,7 @@ static void ghostMoveSwoop(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -538,7 +538,7 @@ static void ghostMoveFly(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 00ba08721..45eda6b4a 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -85,7 +85,7 @@ static void gillThinkGoto(DBloodActor* actor) auto pSector = actor->spr.sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -199,7 +199,7 @@ static void gillThinkSwimGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -274,7 +274,7 @@ static void sub_6CB00(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) @@ -310,7 +310,7 @@ static void sub_6CD74(DBloodActor* actor) actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); @@ -345,7 +345,7 @@ static void sub_6D03C(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aihand.cpp b/source/games/blood/src/aihand.cpp index 5fe4ea08d..a6b95169b 100644 --- a/source/games/blood/src/aihand.cpp +++ b/source/games/blood/src/aihand.cpp @@ -66,7 +66,7 @@ static void handThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aihound.cpp b/source/games/blood/src/aihound.cpp index c78399de3..f261e2f57 100644 --- a/source/games/blood/src/aihound.cpp +++ b/source/games/blood/src/aihound.cpp @@ -81,7 +81,7 @@ static void houndThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aiinnoc.cpp b/source/games/blood/src/aiinnoc.cpp index feb9e74cb..8bd698443 100644 --- a/source/games/blood/src/aiinnoc.cpp +++ b/source/games/blood/src/aiinnoc.cpp @@ -50,7 +50,7 @@ static void innocThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index 6da47b2ab..af5c74d93 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -139,7 +139,7 @@ static void aiPodMove(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/airat.cpp b/source/games/blood/src/airat.cpp index cf7b5ea12..c61cb7c61 100644 --- a/source/games/blood/src/airat.cpp +++ b/source/games/blood/src/airat.cpp @@ -62,7 +62,7 @@ static void ratThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index ad7e12b81..9a50fc5ad 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -136,7 +136,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -171,7 +171,7 @@ static void spidThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 53f1a03e5..20a84b3e8 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -264,7 +264,7 @@ static void sub_72850(DBloodActor* actor) return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index d8086f80b..b956a2a42 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -419,7 +419,7 @@ static void unicultThinkGoto(DBloodActor* actor) return; } - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); @@ -1122,7 +1122,7 @@ void aiGenDudeMoveForward(DBloodActor* actor) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 8c18eac80..6fe54b4f2 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -64,7 +64,7 @@ void HackSeqCallback(int, DBloodActor* actor) auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); - int tx = actor->xspr.targetX - actor->spr.pos.X; + int tx = actor->xspr.TargetPos.X - actor->spr.pos.X; int ty = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(tx, ty); int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2; @@ -91,7 +91,7 @@ static void zombaThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -266,7 +266,7 @@ static void entryAIdle(DBloodActor* actor) static void entryEStand(DBloodActor* actor) { sfxPlay3DSound(actor, 1100, -1, 0); - actor->spr.ang = getangle(actor->xspr.targetX - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y); + actor->spr.ang = getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y); } END_BLD_NS diff --git a/source/games/blood/src/aizombf.cpp b/source/games/blood/src/aizombf.cpp index 5122ce69c..8d7217439 100644 --- a/source/games/blood/src/aizombf.cpp +++ b/source/games/blood/src/aizombf.cpp @@ -66,7 +66,7 @@ void PukeSeqCallback(int, DBloodActor* actor) DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat); int height2 = (pDudeInfoT->eyeHeight * target->spr.yrepeat); - int tx = actor->xspr.targetX - actor->spr.pos.X; + int tx = actor->xspr.TargetPos.X - actor->spr.pos.X; int ty = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(tx, ty); int dx = bcos(nAngle); @@ -90,7 +90,7 @@ static void zombfThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - int dx = actor->xspr.targetX - actor->spr.pos.X; + int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index 3c62b7dcb..d1a553098 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -573,7 +573,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect pXSprite->dudeGuard = bitReader.readUnsigned(1); pXSprite->dudeFlag4 = bitReader.readUnsigned(1); /*pXSprite->target_i = */ bitReader.readSigned(16); - pXSprite->targetX = bitReader.readSigned(32); + pXSprite->TargetPos.X = bitReader.readSigned(32); pXSprite->targetY = bitReader.readSigned(32); pXSprite->targetZ = bitReader.readSigned(32); pXSprite->burnTime = bitReader.readUnsigned(16); diff --git a/source/games/blood/src/loadsave.cpp b/source/games/blood/src/loadsave.cpp index ba0a260b6..c3cab15ef 100644 --- a/source/games/blood/src/loadsave.cpp +++ b/source/games/blood/src/loadsave.cpp @@ -623,7 +623,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XSPRITE& w, XSPRIT ("data2", w.data2, def->data2) ("data3", w.data3, def->data3) ("data4", w.data4, def->data4) - ("targetX", w.targetX, def->targetX) + ("targetX", w.TargetPos.X, def->TargetPos.X) ("targetY", w.targetY, def->targetY) ("targetZ", w.targetZ, def->targetZ) ("target", w.target, def->target) diff --git a/source/games/blood/src/mapstructs.h b/source/games/blood/src/mapstructs.h index 1d29d3d92..9623ce701 100644 --- a/source/games/blood/src/mapstructs.h +++ b/source/games/blood/src/mapstructs.h @@ -101,9 +101,9 @@ struct XSPRITE { TObjPtr target; // target sprite TObjPtr burnSource; - int32_t targetX; // target x int32_t targetY; // target y int32_t targetZ; // target z + vec3_t TargetPos; int32_t sysData1; // used to keep here various system data, so user can't change it in map editor int32_t sysData2; // int32_t scale; // used for scaling SEQ size on sprites diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 0daa4a278..e495ddaa5 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -689,7 +689,7 @@ void nnExtInitModernStuff(TArray& actors) actor->xspr.Proximity = actor->xspr.Push = actor->xspr.Vector = actor->xspr.triggerOn = false; actor->xspr.state = actor->xspr.restState = 0; - actor->xspr.targetX = actor->xspr.targetY = actor->xspr.targetZ = actor->xspr.sysData2 = -1; + actor->xspr.TargetPos.X = actor->xspr.targetY = actor->xspr.targetZ = actor->xspr.sysData2 = -1; actor->SetTarget(nullptr); ChangeActorStat(actor, kStatModernCondition); auto oldStat = actor->spr.cstat; @@ -3008,7 +3008,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) if (actor->spr.statnum == kStatDude && actor->IsDudeActor() && !actor->IsPlayerActor()) { - int x = actor->xspr.targetX; + int x = actor->xspr.TargetPos.X; int y = actor->xspr.targetY; int z = actor->xspr.targetZ; auto target = actor->GetTarget(); @@ -3017,7 +3017,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) if (target != nullptr) { - actor->xspr.targetX = x; + actor->xspr.TargetPos.X = x; actor->xspr.targetY = y; actor->xspr.targetZ = z; actor->SetTarget(target); @@ -6824,7 +6824,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) { actor->SetTarget(pMateTargetActor); auto pMate = pMateTargetActor->GetTarget(); - actor->xspr.targetX = pMate->spr.pos.X; + actor->xspr.TargetPos.X = pMate->spr.pos.X; actor->xspr.targetY = pMate->spr.pos.Y; actor->xspr.targetZ = pMate->spr.pos.Z; if (!isActive(actor)) @@ -7640,7 +7640,7 @@ void aiPatrolSetMarker(DBloodActor* actor) while (auto nextactor = it.Next()) { if (nextactor == targetactor || !nextactor->hasX()) continue; - else if (actor->xspr.targetX >= 0 && nextactor == prevactor && node) + else if (actor->xspr.TargetPos.X >= 0 && nextactor == prevactor && node) { if (targetactor->xspr.data2 == prevactor->xspr.data1) continue; @@ -7691,7 +7691,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm) actor->xspr.unused1 &= ~kDudeFlagCrouch; // reset the crouch status actor->xspr.unused2 = kPatrolMoveForward; // reset path direction actor->prevmarker = nullptr; - actor->xspr.targetX = -1; // reset the previous marker index + actor->xspr.TargetPos.X = -1; // reset the previous marker index if (actor->xspr.health <= 0) return; @@ -7720,7 +7720,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm) else { aiInitSprite(actor); - aiSetTarget(actor, actor->xspr.targetX, actor->xspr.targetY, actor->xspr.targetZ); + aiSetTarget(actor, actor->xspr.TargetPos.X, actor->xspr.targetY, actor->xspr.targetZ); } actor->xspr.dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again