From 329a9120418665fa0a3eb819759b18a443960a7d Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 3 Oct 2022 21:24:37 +0200 Subject: [PATCH] - added wrappers, part 6 --- source/games/sw/src/game.h | 2 ++ source/games/sw/src/morph.cpp | 2 +- source/games/sw/src/sector.cpp | 2 +- source/games/sw/src/track.cpp | 25 +++++++++++++++---------- 4 files changed, 19 insertions(+), 12 deletions(-) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index e1c6eface..0e3043fec 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1513,6 +1513,8 @@ struct SECTOR_OBJECT void set_int_i_last_ang(int i) { __i_last_ang = i; } void set_int_i_spin_ang(int i) { __i_spin_ang = i; } void set_int_i_ang(int i) { __i_ang = i; } + void set_int_i_ang_tgt(int i) { __i_ang_tgt = i; } + void set_int_i_ang_moving(int i) { __i_ang_moving = i; } int16_t clipbox_num, diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index 63108835e..80ec85413 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -163,7 +163,7 @@ short DoSOevent(short match, short state) vel_adj = -SP_TAG7(me_act); } - sop->__i_spin_speed += spin_adj; + sop->set_int_i_spin_speed(sop->int_i_spin_speed() + spin_adj); if (TEST_BOOL1(me_act)) sop->vel_tgt += vel_adj; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index fdf60957a..1bc944ca5 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1663,7 +1663,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating) sop = &SectorObject[so_num]; - sop->__i_ang_tgt = NORM_ANGLE(sop->int_i_ang_tgt() + 512); + sop->set_int_i_ang_tgt(NORM_ANGLE(sop->int_i_ang_tgt() + 512)); PlaySound(DIGI_BIGSWITCH, actor, v3df_none); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index a512535ed..f609ff61f 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -950,9 +950,9 @@ void SetupSectorObject(sectortype* sectp, short tag) sop->turn_speed = 4; sop->floor_loz = -9999999; sop->floor_hiz = 9999999; - sop->__i_ang_tgt = 0; + sop->set_int_i_ang_tgt(0); sop->set_int_i_ang(0); - sop->__i_ang_moving = 0; + sop->set_int_i_ang_moving(0); sop->op_main_sector = nullptr; sop->ram_damage = 0; sop->max_damage = -9999; @@ -1203,7 +1203,7 @@ void SetupSectorObject(sectortype* sectp, short tag) break; case SO_ANGLE: sop->set_int_i_ang(actor->int_ang()); - sop->__i_ang_moving = actor->int_ang(); + sop->set_int_i_ang_moving(actor->int_ang()); sop->__i_ang_orig = sop->int_i_ang(); sop->set_int_i_last_ang(sop->int_i_ang()); sop->set_int_i_spin_ang(0); @@ -1388,7 +1388,8 @@ void PlaceSectorObjectsOnTracks(void) sop->set_int_i_ang(getangle((tpoint + sop->point)->pos - sop->pmid)); - sop->__i_ang_moving = sop->__i_ang_tgt = sop->int_i_ang(); + sop->set_int_i_ang_tgt(sop->int_i_ang()); + sop->set_int_i_ang_moving(sop->int_i_ang_tgt()); } } @@ -1817,7 +1818,7 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic) } } - if (sop->__i_spin_speed) + if (sop->int_i_spin_speed()) { // same as below - ignore the objects angle // last_ang is the last true angle before SO started spinning @@ -2182,7 +2183,10 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) // calculate an angle to the target if (sop->vel) - sop->__i_ang_moving = sop->__i_ang_tgt = getangle(tpoint->pos - sop->pmid); + { + sop->set_int_i_ang_tgt(getangle(tpoint->pos - sop->pmid)); + sop->set_int_i_ang_moving(sop->int_i_ang_tgt()); + } // NOTE: Jittery ride - try new value out here // NOTE: Put a loop around this (locktics) to make it more acuruate @@ -2202,7 +2206,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) break; case TRACK_SPIN: - if (sop->__i_spin_speed) + if (sop->int_i_spin_speed()) break; sop->set_int_i_spin_speed(tpoint->tag_high); @@ -2442,7 +2446,8 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) sop->target_dist = (sop->pmid.XY() - tpoint->pos.XY()).Length(); // calculate a new angle to the target - sop->__i_ang_moving = sop->__i_ang_tgt = getangle(tpoint->pos - sop->pmid); + sop->set_int_i_ang_tgt(getangle(tpoint->pos - sop->pmid)); + sop->set_int_i_ang_moving(sop->int_i_ang_tgt()); if ((sop->flags & SOBJ_ZDIFF_MODE)) { @@ -2539,7 +2544,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, const DVector2 GlobSpeedSO = nullAngle; //sop->ang_tgt = newang; - sop->__i_ang_moving = newang; + sop->set_int_i_ang_moving(newang); sop->set_int_i_spin_ang(0); sop->set_int_i_ang(newang); @@ -2722,7 +2727,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) } } - sop->__i_ang_tgt = getangle(actor->user.targetActor->spr.pos - sop->pmid); + sop->set_int_i_ang_tgt(getangle(actor->user.targetActor->spr.pos - sop->pmid)); // get delta to target angle delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt());