- sp-> in vator.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 23:05:45 +01:00
parent 77308356ed
commit 35b4db39d7

View file

@ -59,15 +59,15 @@ void ReverseVator(DSWActor* actor)
// moving toward to OFF pos
if (u->z_tgt == u->oz)
{
if (sp->pos.Z == u->oz)
if (actor->spr.pos.Z == u->oz)
u->z_tgt = u->sz;
else if (u->sz == u->oz)
u->z_tgt = sp->pos.Z;
u->z_tgt = actor->spr.pos.Z;
}
else if (u->z_tgt == u->sz)
{
if (sp->pos.Z == u->oz)
u->z_tgt = sp->pos.Z;
if (actor->spr.pos.Z == u->oz)
u->z_tgt = actor->spr.pos.Z;
else if (u->sz == u->oz)
u->z_tgt = u->sz;
}
@ -85,7 +85,7 @@ bool VatorSwitch(short match, short setting)
{
sp = &actor->s();
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
{
found = true;
AnimateSwitch(actor, setting);
@ -99,14 +99,14 @@ void SetVatorActive(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = sp->sector();
SECTORp sectp = actor->spr.sector();
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
StartInterpolation(sp->sector(), Interp_Sect_Ceilingz);
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingz);
else
StartInterpolation(sp->sector(), Interp_Sect_Floorz);
StartInterpolation(actor->spr.sector(), Interp_Sect_Floorz);
InterpSectorSprites(sp->sector(), true);
InterpSectorSprites(actor->spr.sector(), true);
// play activate sound
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
@ -115,7 +115,7 @@ void SetVatorActive(DSWActor* actor)
u->Tics = 0;
// moving to the ON position
if (u->z_tgt == sp->pos.Z)
if (u->z_tgt == actor->spr.pos.Z)
VatorSwitch(SP_TAG2(actor), true);
else
// moving to the OFF position
@ -127,14 +127,14 @@ void SetVatorInactive(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = sp->sector();
SECTORp sectp = actor->spr.sector();
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
StopInterpolation(sp->sector(), Interp_Sect_Ceilingz);
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
StopInterpolation(actor->spr.sector(), Interp_Sect_Ceilingz);
else
StopInterpolation(sp->sector(), Interp_Sect_Floorz);
StopInterpolation(actor->spr.sector(), Interp_Sect_Floorz);
InterpSectorSprites(sp->sector(), false);
InterpSectorSprites(actor->spr.sector(), false);
// play inactivate sound
DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
@ -145,23 +145,23 @@ void SetVatorInactive(DSWActor* actor)
// called for operation from the space bar
void DoVatorOperate(PLAYERp pp, sectortype* sect)
{
SPRITEp fsp;
SPRITEp sp;
short match;
SWSectIterator it(sect);
while (auto actor = it.Next())
{
fsp = &actor->s();
sp = &actor->s();
if (fsp->statnum == STAT_VATOR && SP_TAG1(actor) == SECT_VATOR && SP_TAG3(fsp) == 0)
if (actor->spr.statnum == STAT_VATOR && SP_TAG1(actor) == SECT_VATOR && SP_TAG3(sp) == 0)
{
auto fsect = fsp->sector();
auto fsect = actor->spr.sector();
// single play only vator
// bool 8 must be set for message to display
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
if (TEST_BOOL4(sp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
if (pp && TEST_BOOL11(sp)) PutStringInfo(pp,"This only opens in single play.");
continue;
}
@ -196,12 +196,12 @@ void DoVatorOperate(PLAYERp pp, sectortype* sect)
void DoVatorMatch(PLAYERp pp, short match)
{
USERp fu;
SPRITEp fsp;
SPRITEp sp;
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
{
fsp = &actor->s();
sp = &actor->s();
if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
{
@ -209,14 +209,14 @@ void DoVatorMatch(PLAYERp pp, short match)
// single play only vator
// bool 8 must be set for message to display
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
if (TEST_BOOL4(sp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
if (pp && TEST_BOOL11(sp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
continue;
}
// lock code
auto fsect = fsp->sector();
auto fsect = actor->spr.sector();
if (pp && fsect->hasU() && fsect->stag == SECT_LOCK_DOOR && fsect->number)
{
int key_num = fsect->number;
@ -245,19 +245,19 @@ void DoVatorMatch(PLAYERp pp, short match)
bool TestVatorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
SPRITEp sp;
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
{
fsp = &actor->s();
sp = &actor->s();
if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
{
fu = actor->u();
// Does not have to be inactive to be operated
if (TEST_BOOL6(fsp))
if (TEST_BOOL6(sp))
continue;
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
@ -280,10 +280,10 @@ void InterpSectorSprites(sectortype* sect, bool state)
if (actor->hasU())
{
auto u = actor->u();
if (TEST(u->Flags, SPR_SKIP4) && sp->statnum <= STAT_SKIP4_INTERP_END)
if (TEST(u->Flags, SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END)
continue;
if (TEST(u->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END)
if (TEST(u->Flags, SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END)
continue;
}
}
@ -303,7 +303,7 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type)
if (actor->hasU())
{
switch (sp->statnum)
switch (actor->spr.statnum)
{
case STAT_ITEM:
case STAT_NO_STATE:
@ -318,7 +318,7 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type)
}
else
{
switch (sp->statnum)
switch (actor->spr.statnum)
{
case STAT_STAR_QUEUE:
case STAT_HOLE_QUEUE:
@ -328,13 +328,13 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type)
}
}
if (TEST(sp->extra, SPRX_STAY_PUT_VATOR))
if (TEST(actor->spr.extra, SPRX_STAY_PUT_VATOR))
continue;
if (both)
{
// sprite started close to floor
if (TEST(sp->cstat, CSTAT_SPRITE_CLOSE_FLOOR))
if (TEST(actor->spr.cstat, CSTAT_SPRITE_CLOSE_FLOOR))
{
// this is a ceiling
if (type == 1)
@ -348,7 +348,7 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type)
}
}
sp->pos.Z += z_amt;
actor->spr.pos.Z += z_amt;
}
}
@ -396,34 +396,34 @@ int DoVator(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = sp->sector();
SECTORp sectp = actor->spr.sector();
int *lptr;
int amt;
// u->sz - where the sector z started
// u->z_tgt - current target z
// u->oz - original z - where it initally starts off
// sp->z - z of the sprite
// actor->spr.z - z of the sprite
// u->vel_rate - velocity
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
{
lptr = &sectp->ceilingz;
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sector(), amt, true); // ceiling
MoveSpritesWithSector(actor->spr.sector(), amt, true); // ceiling
}
else
{
lptr = &sectp->floorz;
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sector(), amt, false); // floor
MoveSpritesWithSector(actor->spr.sector(), amt, false); // floor
}
// EQUAL this entry has finished
if (*lptr == u->z_tgt)
{
// in the ON position
if (u->z_tgt == sp->pos.Z)
if (u->z_tgt == actor->spr.pos.Z)
{
// change target
u->z_tgt = u->sz;
@ -444,7 +444,7 @@ int DoVator(DSWActor* actor)
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = short(abs(u->vel_rate));
u->z_tgt = sp->pos.Z;
u->z_tgt = actor->spr.pos.Z;
RESET_BOOL8(sp);
SetVatorInactive(actor);
@ -484,7 +484,7 @@ int DoVator(DSWActor* actor)
USERp bu;
bool found = false;
SWSectIterator it(sp->sector());
SWSectIterator it(actor->spr.sector());
while (auto itActor = it.Next())
{
bu = itActor->u();
@ -519,8 +519,8 @@ int DoVator(DSWActor* actor)
{
pp = Player + pnum;
if (pp->lo_sectp == sp->sector() ||
pp->hi_sectp == sp->sector())
if (pp->lo_sectp == actor->spr.sector() ||
pp->hi_sectp == actor->spr.sector())
{
ReverseVator(actor);
@ -532,7 +532,7 @@ int DoVator(DSWActor* actor)
}
else
{
SWSectIterator it(sp->sector());
SWSectIterator it(actor->spr.sector());
while (auto itActor = it.Next())
{
if (itActor->spr.statnum == STAT_ENEMY)
@ -558,28 +558,28 @@ int DoVatorAuto(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = sp->sector();
SECTORp sectp = actor->spr.sector();
int *lptr;
int amt;
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
{
lptr = &sectp->ceilingz;
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sector(), amt, true); // ceiling
MoveSpritesWithSector(actor->spr.sector(), amt, true); // ceiling
}
else
{
lptr = &sectp->floorz;
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sector(), amt, false); // floor
MoveSpritesWithSector(actor->spr.sector(), amt, false); // floor
}
// EQUAL this entry has finished
if (*lptr == u->z_tgt)
{
// in the UP position
if (u->z_tgt == sp->pos.Z)
if (u->z_tgt == actor->spr.pos.Z)
{
// change target
u->z_tgt = u->sz;
@ -596,7 +596,7 @@ int DoVatorAuto(DSWActor* actor)
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = short(abs(u->vel_rate));
u->z_tgt = sp->pos.Z;
u->z_tgt = actor->spr.pos.Z;
u->Tics = u->WaitTics;
if (SP_TAG6(sp) && TEST_BOOL5(sp))