- sp-> renaming and cleanup in rooms.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 17:52:01 +01:00
parent 49cc2b3cad
commit 270afb5d49

View file

@ -84,10 +84,8 @@ bool FAF_Sector(sectortype* sect)
SWSectIterator it(sect);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->statnum == STAT_FAF &&
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6))
if (actor->spr.statnum == STAT_FAF &&
(actor->spr.hitag >= VIEW_LEVEL1 && actor->spr.hitag <= VIEW_LEVEL6))
{
return true;
}
@ -327,11 +325,9 @@ int GetZadjustment(sectortype* sect, short hitag)
SWStatIterator it(STAT_ST1);
while (auto itActor = it.Next())
{
sp = &itActor->s();
if (sp->hitag == hitag && sp->sector() == sect)
if (itActor->spr.hitag == hitag && itActor->spr.sector() == sect)
{
return Z(sp->lotag);
return Z(itActor->spr.lotag);
}
}
@ -588,25 +584,23 @@ void SetupMirrorTiles(void)
SWStatIterator it(STAT_FAF);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->sector()->ceilingpicnum == FAF_PLACE_MIRROR_PIC)
if (actor->spr.sector()->ceilingpicnum == FAF_PLACE_MIRROR_PIC)
{
sp->sector()->ceilingpicnum = FAF_MIRROR_PIC;
SET(sp->sector()->ceilingstat, CSTAT_SECTOR_SKY);
actor->spr.sector()->ceilingpicnum = FAF_MIRROR_PIC;
SET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY);
}
if (sp->sector()->floorpicnum == FAF_PLACE_MIRROR_PIC)
if (actor->spr.sector()->floorpicnum == FAF_PLACE_MIRROR_PIC)
{
sp->sector()->floorpicnum = FAF_MIRROR_PIC;
SET(sp->sector()->floorstat, CSTAT_SECTOR_SKY);
actor->spr.sector()->floorpicnum = FAF_MIRROR_PIC;
SET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY);
}
if (sp->sector()->ceilingpicnum == FAF_PLACE_MIRROR_PIC+1)
sp->sector()->ceilingpicnum = FAF_MIRROR_PIC+1;
if (actor->spr.sector()->ceilingpicnum == FAF_PLACE_MIRROR_PIC+1)
actor->spr.sector()->ceilingpicnum = FAF_MIRROR_PIC+1;
if (sp->sector()->floorpicnum == FAF_PLACE_MIRROR_PIC+1)
sp->sector()->floorpicnum = FAF_MIRROR_PIC+1;
if (actor->spr.sector()->floorpicnum == FAF_PLACE_MIRROR_PIC+1)
actor->spr.sector()->floorpicnum = FAF_MIRROR_PIC+1;
}
}
@ -626,11 +620,9 @@ void GetUpperLowerSector(short match, int x, int y, sectortype** upper, sectorty
SWSectIterator it(&sect);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->statnum == STAT_FAF &&
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
&& sp->lotag == match)
if (actor->spr.statnum == STAT_FAF &&
(actor->spr.hitag >= VIEW_LEVEL1 && actor->spr.hitag <= VIEW_LEVEL6)
&& actor->spr.lotag == match)
{
found = true;
}
@ -685,41 +677,37 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
{
int xoff = 0;
int yoff = 0;
SPRITEp sp = nullptr;
int pix_diff;
int newz;
save.zcount = 0;
DSWActor* actor = nullptr;
// Search Stat List For closest ceiling view sprite
// Get the match, xoff, yoff from this point
SWStatIterator it(STAT_FAF);
while (auto actor = it.Next())
while (actor = it.Next())
{
sp = &actor->s();
if (sp->hitag == VIEW_THRU_CEILING && sp->lotag == match)
if (actor->spr.hitag == VIEW_THRU_CEILING && actor->spr.lotag == match)
{
xoff = *x - sp->pos.X;
yoff = *y - sp->pos.Y;
xoff = *x - actor->spr.pos.X;
yoff = *y - actor->spr.pos.Y;
break;
}
}
it.Reset(STAT_FAF);
while (auto actor = it.Next())
while (actor = it.Next())
{
sp = &actor->s();
if (sp->lotag == match)
if (actor->spr.lotag == match)
{
// determine x,y position
if (sp->hitag == VIEW_THRU_FLOOR)
if (actor->spr.hitag == VIEW_THRU_FLOOR)
{
sectortype* upper,* lower;
*x = sp->pos.X + xoff;
*y = sp->pos.Y + yoff;
*x = actor->spr.pos.X + xoff;
*y = actor->spr.pos.Y + yoff;
// get new sector
GetUpperLowerSector(match, *x, *y, &upper, &lower);
@ -732,7 +720,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
if (*sect == nullptr)
return false;
if (!sp || sp->hitag != VIEW_THRU_FLOOR)
if (!actor || actor->spr.hitag != VIEW_THRU_FLOOR)
{
*sect = nullptr;
return false;
@ -741,30 +729,28 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
if (!testnewrenderer)
{
pix_diff = labs(z - sp->sector()->floorz) >> 8;
newz = sp->sector()->floorz + ((pix_diff / 128) + 1) * Z(128);
pix_diff = labs(z - actor->spr.sector()->floorz) >> 8;
newz = actor->spr.sector()->floorz + ((pix_diff / 128) + 1) * Z(128);
it.Reset(STAT_FAF);
while (auto actor = it.Next())
while (actor = it.Next())
{
sp = &actor->s();
if (sp->lotag == match)
if (actor->spr.lotag == match)
{
// move lower levels ceilings up for the correct view
if (sp->hitag == VIEW_LEVEL2)
if (actor->spr.hitag == VIEW_LEVEL2)
{
// save it off
save.sect[save.zcount] = sp->sector();
save.zval[save.zcount] = sp->sector()->floorz;
save.pic[save.zcount] = sp->sector()->floorpicnum;
save.slope[save.zcount] = sp->sector()->floorheinum;
save.sect[save.zcount] = actor->spr.sector();
save.zval[save.zcount] = actor->spr.sector()->floorz;
save.pic[save.zcount] = actor->spr.sector()->floorpicnum;
save.slope[save.zcount] = actor->spr.sector()->floorheinum;
sp->sector()->floorz = newz;
actor->spr.sector()->floorz = newz;
// don't change FAF_MIRROR_PIC - ConnectArea
if (sp->sector()->floorpicnum != FAF_MIRROR_PIC)
sp->sector()->floorpicnum = FAF_MIRROR_PIC + 1;
sp->sector()->setfloorslope(0);
if (actor->spr.sector()->floorpicnum != FAF_MIRROR_PIC)
actor->spr.sector()->floorpicnum = FAF_MIRROR_PIC + 1;
actor->spr.sector()->setfloorslope(0);
save.zcount++;
PRODUCTION_ASSERT(save.zcount < ZMAX);
@ -772,7 +758,6 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
}
}
}
return true;
}
@ -780,42 +765,38 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
{
int xoff = 0;
int yoff = 0;
SPRITEp sp = nullptr;
int newz;
int pix_diff;
save.zcount = 0;
DSWActor* actor = nullptr;
// Search Stat List For closest ceiling view sprite
// Get the match, xoff, yoff from this point
SWStatIterator it(STAT_FAF);
while (auto actor = it.Next())
while (actor = it.Next())
{
sp = &actor->s();
if (sp->hitag == VIEW_THRU_FLOOR && sp->lotag == match)
if (actor->spr.hitag == VIEW_THRU_FLOOR && actor->spr.lotag == match)
{
xoff = *x - sp->pos.X;
yoff = *y - sp->pos.Y;
xoff = *x - actor->spr.pos.X;
yoff = *y - actor->spr.pos.Y;
break;
}
}
it.Reset(STAT_FAF);
while (auto actor = it.Next())
while (actor = it.Next())
{
sp = &actor->s();
if (sp->lotag == match)
if (actor->spr.lotag == match)
{
// determine x,y position
if (sp->hitag == VIEW_THRU_CEILING)
if (actor->spr.hitag == VIEW_THRU_CEILING)
{
sectortype* upper,* lower;
*x = sp->pos.X + xoff;
*y = sp->pos.Y + yoff;
*x = actor->spr.pos.X + xoff;
*y = actor->spr.pos.Y + yoff;
// get new sector
GetUpperLowerSector(match, *x, *y, &upper, &lower);
@ -828,7 +809,7 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
if (*sect == nullptr)
return false;
if (!sp || sp->hitag != VIEW_THRU_CEILING)
if (!actor || actor->spr.hitag != VIEW_THRU_CEILING)
{
*sect = nullptr;
return false;
@ -837,31 +818,29 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
if (!testnewrenderer)
{
// move ceiling multiple of 128 so that the wall tile will line up
pix_diff = labs(z - sp->sector()->ceilingz) >> 8;
newz = sp->sector()->ceilingz - ((pix_diff / 128) + 1) * Z(128);
pix_diff = labs(z - actor->spr.sector()->ceilingz) >> 8;
newz = actor->spr.sector()->ceilingz - ((pix_diff / 128) + 1) * Z(128);
it.Reset(STAT_FAF);
while (auto actor = it.Next())
while (actor = it.Next())
{
sp = &actor->s();
if (sp->lotag == match)
if (actor->spr.lotag == match)
{
// move upper levels floors down for the correct view
if (sp->hitag == VIEW_LEVEL1)
if (actor->spr.hitag == VIEW_LEVEL1)
{
// save it off
save.sect[save.zcount] = sp->sector();
save.zval[save.zcount] = sp->sector()->ceilingz;
save.pic[save.zcount] = sp->sector()->ceilingpicnum;
save.slope[save.zcount] = sp->sector()->ceilingheinum;
save.sect[save.zcount] = actor->spr.sector();
save.zval[save.zcount] = actor->spr.sector()->ceilingz;
save.pic[save.zcount] = actor->spr.sector()->ceilingpicnum;
save.slope[save.zcount] = actor->spr.sector()->ceilingheinum;
sp->sector()->ceilingz = newz;
actor->spr.sector()->ceilingz = newz;
// don't change FAF_MIRROR_PIC - ConnectArea
if (sp->sector()->ceilingpicnum != FAF_MIRROR_PIC)
sp->sector()->ceilingpicnum = FAF_MIRROR_PIC + 1;
sp->sector()->setceilingslope(0);
if (actor->spr.sector()->ceilingpicnum != FAF_MIRROR_PIC)
actor->spr.sector()->ceilingpicnum = FAF_MIRROR_PIC + 1;
actor->spr.sector()->setceilingslope(0);
save.zcount++;
PRODUCTION_ASSERT(save.zcount < ZMAX);
@ -880,20 +859,18 @@ short FindViewSectorInScene(sectortype* cursect, short level)
SWStatIterator it(STAT_FAF);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->hitag == level)
if (actor->spr.hitag == level)
{
if (cursect == sp->sector())
if (cursect == actor->spr.sector())
{
// ignore case if sprite is pointing up
if (sp->ang == 1536)
if (actor->spr.ang == 1536)
continue;
// only gets to here is sprite is pointing down
// found a potential match
match = sp->lotag;
match = actor->spr.lotag;
return match;
}