From 819297a409c0058664055ff25a1a8d4c4aa274cf Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 18 Aug 2022 18:16:21 +0200 Subject: [PATCH] - SW: renamed SECTOR_OBJECT::pmid --- source/games/sw/src/draw.cpp | 2 +- source/games/sw/src/game.h | 8 +-- source/games/sw/src/interpso.cpp | 12 ++-- source/games/sw/src/morph.cpp | 34 ++++++------ source/games/sw/src/player.cpp | 22 ++++---- source/games/sw/src/save.cpp | 6 +- source/games/sw/src/sector.cpp | 6 +- source/games/sw/src/sounds.cpp | 2 +- source/games/sw/src/track.cpp | 94 ++++++++++++++++---------------- source/games/sw/src/weapon.cpp | 6 +- 10 files changed, 96 insertions(+), 96 deletions(-) diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index e5b3ea987..415083257 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1440,7 +1440,7 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly) if (TEST_BOOL1(ractor)) tang = ractor->spr.angle; else - tang = VecToAngle(pp->sop_remote->pmid.X - tx, pp->sop_remote->pmid.Y - ty); + tang = VecToAngle(pp->sop_remote->__int_pmid.X - tx, pp->sop_remote->__int_pmid.Y - ty); } if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 5fbfb40a0..11f0fccc1 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1412,7 +1412,7 @@ struct SECTOR_OBJECT TObjPtr sp_child; // child sprite that holds info for the sector object - vec3_t pmid; // midpoints of the sector object + vec3_t __int_pmid; // midpoints of the sector object TObjPtr so_actors[MAX_SO_SPRITE]; // hold the actors of the object TObjPtr match_event_actor; // spritenum of the match event sprite @@ -1566,7 +1566,7 @@ enum MAXSO = INT32_MAX / 2 }; -inline bool SO_EMPTY(SECTOR_OBJECT* sop) { return (sop->pmid.X == MAXSO); } +inline bool SO_EMPTY(SECTOR_OBJECT* sop) { return (sop->__int_pmid.X == MAXSO); } extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS]; @@ -2131,7 +2131,7 @@ struct ANIM case ANIM_Floorz: return sector[animindex].int_floorz(); case ANIM_SopZ: - return SectorObject[animindex].pmid.Z; + return SectorObject[animindex].__int_pmid.Z; case ANIM_Spritez: if (animactor == nullptr) return 0; return animactor->spr.int_pos().Z; @@ -2153,7 +2153,7 @@ struct ANIM sector[animindex].set_int_floorz(value); break; case ANIM_SopZ: - SectorObject[animindex].pmid.Z = value; + SectorObject[animindex].__int_pmid.Z = value; break; case ANIM_Spritez: if (animactor == nullptr) return; diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index 8e55c5869..2a399f5c4 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -103,11 +103,11 @@ static double getvalue(so_interp::interp_data& element) case soi_floor: return sector[index].floorz; case soi_sox: - return SectorObject[index].pmid.X; + return SectorObject[index].__int_pmid.X; case soi_soy: - return SectorObject[index].pmid.Y; + return SectorObject[index].__int_pmid.Y; case soi_soz: - return SectorObject[index].pmid.Z; + return SectorObject[index].__int_pmid.Z; case soi_sprx: if (element.actorofang) return element.actorofang->spr.pos.X; @@ -147,13 +147,13 @@ static void setvalue(so_interp::interp_data& element, double value) sector[index].setfloorz(value); break; case soi_sox: - SectorObject[index].pmid.X = (int)value; + SectorObject[index].__int_pmid.X = (int)value; break; case soi_soy: - SectorObject[index].pmid.Y = (int)value; + SectorObject[index].__int_pmid.Y = (int)value; break; case soi_soz: - SectorObject[index].pmid.Z = (int)value; + SectorObject[index].__int_pmid.Z = (int)value; break; case soi_sprx: if (element.actorofang) diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index e4823a434..564c5911e 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -310,8 +310,8 @@ void MorphTornado(SECTOR_OBJECT* sop) return; // place at correct x,y offset from center - x = sop->pmid.X - sop->morph_xoff; - y = sop->pmid.Y - sop->morph_yoff; + x = sop->__int_pmid.X - sop->morph_xoff; + y = sop->__int_pmid.Y - sop->morph_yoff; sx = x; sy = y; @@ -321,10 +321,10 @@ void MorphTornado(SECTOR_OBJECT* sop) my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); // bound check radius - if (ksqrt(SQ(sop->pmid.X - mx) + SQ(sop->pmid.Y - my)) > sop->morph_dist_max + sop->scale_dist) + if (ksqrt(SQ(sop->__int_pmid.X - mx) + SQ(sop->__int_pmid.Y - my)) > sop->morph_dist_max + sop->scale_dist) { // find angle - sop->morph_ang = NORM_ANGLE(getangle(mx - sop->pmid.X, my - sop->pmid.Y)); + sop->morph_ang = NORM_ANGLE(getangle(mx - sop->__int_pmid.X, my - sop->__int_pmid.Y)); // reverse angle sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); @@ -332,13 +332,13 @@ void MorphTornado(SECTOR_OBJECT* sop) mx = sx + MulScale(sop->morph_speed << 1, bcos(sop->morph_ang), 14); my = sy + MulScale(sop->morph_speed << 1, bsin(sop->morph_ang), 14); - sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->pmid.Y - my; + sop->morph_xoff = sop->__int_pmid.X - mx; + sop->morph_yoff = sop->__int_pmid.Y - my; } // save x,y back as offset info - sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->pmid.Y - my; + sop->morph_xoff = sop->__int_pmid.X - mx; + sop->morph_yoff = sop->__int_pmid.Y - my; if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq) sop->morph_ang = RANDOM_P2(2048); @@ -390,19 +390,19 @@ void MorphFloor(SECTOR_OBJECT* sop) return; // place at correct x,y offset from center - x = sop->pmid.X - sop->morph_xoff; - y = sop->pmid.Y - sop->morph_yoff; + x = sop->__int_pmid.X - sop->morph_xoff; + y = sop->__int_pmid.Y - sop->morph_yoff; // move it from last x,y mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); // save x,y back as offset info - sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->pmid.Y - my; + sop->morph_xoff = sop->__int_pmid.X - mx; + sop->morph_yoff = sop->__int_pmid.Y - my; // bound check radius - if (Distance(sop->pmid.X, sop->pmid.Y, mx, my) > sop->morph_dist_max) + if (Distance(sop->__int_pmid.X, sop->__int_pmid.Y, mx, my) > sop->morph_dist_max) { // go in the other direction //sop->morph_speed *= -1; @@ -411,8 +411,8 @@ void MorphFloor(SECTOR_OBJECT* sop) // back it up and save it off mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); - sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->pmid.Y - my; + sop->morph_xoff = sop->__int_pmid.X - mx; + sop->morph_yoff = sop->__int_pmid.Y - my; // turn it all the way around and then do a random -512 to 512 from there //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024 + (RANDOM_P2(1024) - 512)); @@ -514,8 +514,8 @@ void SpikeFloor(SECTOR_OBJECT* sop) return; // place at correct x,y offset from center - x = sop->pmid.X - sop->morph_xoff; - y = sop->pmid.Y - sop->morph_yoff; + x = sop->__int_pmid.X - sop->morph_xoff; + y = sop->__int_pmid.Y - sop->morph_yoff; // move it from last x,y mx = x; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index bb07b9d45..912fb2865 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1566,7 +1566,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) pp->actor->set_int_ang(pp->angle.ang.Buildang()); } - OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), pp->sop->pmid.X, pp->sop->pmid.Y); + OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), pp->sop->__int_pmid.X, pp->sop->__int_pmid.Y); } void SlipSlope(PLAYER* pp) @@ -2567,8 +2567,8 @@ void DoPlayerMoveVehicle(PLAYER* pp) x[count] = wal.wall_int_pos().X; y[count] = wal.wall_int_pos().Y; - ox[count] = sop->pmid.X - sop->xorig[wallcount]; - oy[count] = sop->pmid.Y - sop->yorig[wallcount]; + ox[count] = sop->__int_pmid.X - sop->xorig[wallcount]; + oy[count] = sop->__int_pmid.Y - sop->yorig[wallcount]; count++; } @@ -4821,15 +4821,15 @@ void FindMainSector(SECTOR_OBJECT* sop) // find the main sector - only do this once for each sector object if (sop->op_main_sector == nullptr) { - int sx = sop->pmid.X; - int sy = sop->pmid.Y; + int sx = sop->__int_pmid.X; + int sy = sop->__int_pmid.Y; PlaceSectorObject(sop, MAXSO, MAXSO); // set it to something valid sop->op_main_sector = §or[0]; - updatesectorz(sx, sy, sop->pmid.Z, &sop->op_main_sector); + updatesectorz(sx, sy, sop->__int_pmid.Z, &sop->op_main_sector); PlaceSectorObject(sop, sx, sy); } @@ -4902,8 +4902,8 @@ void DoPlayerBeginOperate(PLAYER* pp) sop->controller = pp->actor; pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); - pp->pos.X = sop->pmid.X; - pp->pos.Y = sop->pmid.Y; + pp->pos.X = sop->__int_pmid.X; + pp->pos.Y = sop->__int_pmid.Y; updatesector(pp->pos.X, pp->pos.Y, &pp->cursector); getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz); pp->pos.Z = fz - PLAYER_HEIGHT; @@ -4987,8 +4987,8 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) auto save_sect = pp->cursector; pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); - pp->pos.X = sop->pmid.X; - pp->pos.Y = sop->pmid.Y; + pp->pos.X = sop->__int_pmid.X; + pp->pos.Y = sop->__int_pmid.Y; updatesector(pp->pos.X, pp->pos.Y, &pp->cursector); getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz); pp->pos.Z = fz - PLAYER_HEIGHT; @@ -5111,7 +5111,7 @@ void DoPlayerStopOperate(PLAYER* pp) if (TEST_BOOL1(rsp)) pp->angle.ang = pp->angle.oang = rsp->spr.angle; else - pp->angle.ang = pp->angle.oang = VecToAngle(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y); + pp->angle.ang = pp->angle.oang = VecToAngle(pp->sop_remote->__int_pmid.X - pp->pos.X, pp->sop_remote->__int_pmid.Y - pp->pos.Y); } if (pp->sop_control) diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 13c12bdd3..ff0325111 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -637,9 +637,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, .Array("yorig", w.yorig, def->yorig, w.num_walls) ("controller", w.controller, def->controller) ("child", w.sp_child, def->sp_child) - ("xmid", w.pmid.X, def->pmid.X) - ("ymid", w.pmid.Y, def->pmid.Y) - ("zmid", w.pmid.Z, def->pmid.Z) + ("xmid", w.__int_pmid.X, def->__int_pmid.X) + ("ymid", w.__int_pmid.Y, def->__int_pmid.Y) + ("zmid", w.__int_pmid.Z, def->__int_pmid.Z) ("vel", w.vel, def->vel) ("vel_tgt", w.vel_tgt, def->vel_tgt) ("player_xoff", w.player_xoff, def->player_xoff) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 81f88d28b..51616e979 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -379,7 +379,7 @@ void SectorSetup(void) SectorObject[ndx].mid_sector = nullptr; SectorObject[ndx].op_main_sector = nullptr; SectorObject[ndx].morph_wall_point = nullptr; - SectorObject[ndx].pmid.X = MAXSO; + SectorObject[ndx].__int_pmid.X = MAXSO; } memset(SineWaveFloor, 0, sizeof(SineWaveFloor)); @@ -1066,7 +1066,7 @@ bool TestKillSectorObject(SECTOR_OBJECT* sop) { KillMatchingCrackSprites(sop->match_event); // get new sectnums - CollapseSectorObject(sop, sop->pmid.X, sop->pmid.Y); + CollapseSectorObject(sop, sop->__int_pmid.X, sop->__int_pmid.Y); DoSpawnSpotsForKill(sop->match_event); KillSectorObjectSprites(sop); return true; @@ -2665,7 +2665,7 @@ void DoSector(void) } else { - DISTANCE(pp->pos.X, pp->pos.Y, sop->pmid.X, sop->pmid.Y, dist, a, b, c); + DISTANCE(pp->pos.X, pp->pos.Y, sop->__int_pmid.X, sop->__int_pmid.Y, dist, a, b, c); if (dist < min_dist) min_dist = dist; } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 881dd9bf5..e12f8f224 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -605,7 +605,7 @@ void GameInterface::UpdateSounds(void) if (TEST_BOOL1(rsp)) tang = rsp->spr.angle; else - tang = VecToAngle(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y); + tang = VecToAngle(pp->sop_remote->__int_pmid.X - pp->pos.X, pp->sop_remote->__int_pmid.Y - pp->pos.Y); } else tang = pp->angle.ang; diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 000060ead..f6ce01b31 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -707,9 +707,9 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) BoundActor = FindBoundSprite(SECT_SO_CENTER); if (BoundActor) { - sop->pmid.X = BoundActor->int_pos().X; - sop->pmid.Y = BoundActor->int_pos().Y; - sop->pmid.Z = BoundActor->int_pos().Z; + sop->__int_pmid.X = BoundActor->int_pos().X; + sop->__int_pmid.Y = BoundActor->int_pos().Y; + sop->__int_pmid.Z = BoundActor->int_pos().Z; KillActor(BoundActor); } @@ -846,12 +846,12 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) short ang2; sop->clipdist = 0; sop->clipbox_dist[sop->clipbox_num] = itActor->spr.lotag; - sop->clipbox_xoff[sop->clipbox_num] = sop->pmid.X - itActor->int_pos().X; - sop->clipbox_yoff[sop->clipbox_num] = sop->pmid.Y - itActor->int_pos().Y; + sop->clipbox_xoff[sop->clipbox_num] = sop->__int_pmid.X - itActor->int_pos().X; + sop->clipbox_yoff[sop->clipbox_num] = sop->__int_pmid.Y - itActor->int_pos().Y; - sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->pmid.X - itActor->int_pos().X) + SQ(sop->pmid.Y - itActor->int_pos().Y)); + sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->__int_pmid.X - itActor->int_pos().X) + SQ(sop->__int_pmid.Y - itActor->int_pos().Y)); - ang2 = getangle(itActor->int_pos().X - sop->pmid.X, itActor->int_pos().Y - sop->pmid.Y); + ang2 = getangle(itActor->int_pos().X - sop->__int_pmid.X, itActor->int_pos().Y - sop->__int_pmid.Y); sop->clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang); sop->clipbox_num++; @@ -872,8 +872,8 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) } - itActor->user.pos.X = sop->pmid.X - itActor->int_pos().X; - itActor->user.pos.Y = sop->pmid.Y - itActor->int_pos().Y; + itActor->user.pos.X = sop->__int_pmid.X - itActor->int_pos().X; + itActor->user.pos.Y = sop->__int_pmid.Y - itActor->int_pos().Y; itActor->user.pos.Z = sop->mid_sector->int_floorz() - itActor->int_pos().Z; itActor->user.Flags |= (SPR_SO_ATTACHED); @@ -934,12 +934,12 @@ cont: ASSERT(zmid != -9999999); - sop->pmid.Z = zmid; + sop->__int_pmid.Z = zmid; for (i = 0; sop->so_actors[i] != nullptr; i++) { auto actor = sop->so_actors[i]; - actor->user.pos.Z = sop->pmid.Z - actor->int_pos().Z; + actor->user.pos.Z = sop->__int_pmid.Z - actor->int_pos().Z; } } } @@ -1028,14 +1028,14 @@ void SetupSectorObject(sectortype* sectp, short tag) case TAG_OBJECT_CENTER - 500: sop->mid_sector = sectp; - SectorMidPoint(sectp, &sop->pmid.X, &sop->pmid.Y, &sop->pmid.Z); + SectorMidPoint(sectp, &sop->__int_pmid.X, &sop->__int_pmid.Y, &sop->__int_pmid.Z); sop->dir = 1; sop->track = sectp->hitag; // spawn a sprite to make it easier to integrate with sprite routines auto actorNew = SpawnActor(STAT_SO_SP_CHILD, 0, nullptr, sectp, - sop->pmid.X, sop->pmid.Y, sop->pmid.Z, 0, 0); + sop->__int_pmid.X, sop->__int_pmid.Y, sop->__int_pmid.Z, 0, 0); sop->sp_child = actorNew; actorNew->user.sop_parent = sop; actorNew->user.Flags2 |= (SPR2_SPRITE_FAKE_BLOCK); // for damage test @@ -1391,8 +1391,8 @@ void PlaceSectorObjectsOnTracks(void) // move all walls in sectors for (auto& wal : wallsofsector(sop->sectp[j])) { - sop->xorig[sop->num_walls] = sop->pmid.X - wal.wall_int_pos().X; - sop->yorig[sop->num_walls] = sop->pmid.Y - wal.wall_int_pos().Y; + sop->xorig[sop->num_walls] = sop->__int_pmid.X - wal.wall_int_pos().X; + sop->yorig[sop->num_walls] = sop->__int_pmid.Y - wal.wall_int_pos().Y; sop->num_walls++; } } @@ -1411,7 +1411,7 @@ void PlaceSectorObjectsOnTracks(void) { tpoint = Track[sop->track].TrackPoint; - dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->pmid.X, sop->pmid.Y); + dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->__int_pmid.X, sop->__int_pmid.Y); if (dist < low_dist) { @@ -1429,7 +1429,7 @@ void PlaceSectorObjectsOnTracks(void) NextTrackPoint(sop); - sop->ang = getangle((tpoint + sop->point)->x - sop->pmid.X, (tpoint + sop->point)->y - sop->pmid.Y); + sop->ang = getangle((tpoint + sop->point)->x - sop->__int_pmid.X, (tpoint + sop->point)->y - sop->__int_pmid.Y); sop->ang_moving = sop->ang_tgt = sop->ang; } @@ -1560,7 +1560,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny) // increment Players delta angle pp->RevolveDeltaAng = (pp->RevolveDeltaAng + GlobSpeedSO).Normalized360(); - rotatepoint(sop->pmid.vec2, *(vec2_t *)&pp->Revolve.X, pp->RevolveDeltaAng.Buildang(), &pp->pos.vec2); + rotatepoint(sop->__int_pmid.vec2, *(vec2_t *)&pp->Revolve.X, pp->RevolveDeltaAng.Buildang(), &pp->pos.vec2); // THIS WAS CAUSING PROLEMS!!!! // Sectors are still being manipulated so you can end up in a void (-1) sector @@ -1582,25 +1582,25 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny) int i, rot_ang; bool PlayerMove = true; - if (sop->pmid.X >= MAXSO) + if (sop->__int_pmid.X >= MAXSO) PlayerMove = false; // move along little midpoint - sop->pmid.X += nx; - sop->pmid.Y += ny; + sop->__int_pmid.X += nx; + sop->__int_pmid.Y += ny; - if (sop->pmid.X >= MAXSO) + if (sop->__int_pmid.X >= MAXSO) PlayerMove = false; // move child sprite along also - sop->sp_child->set_int_xy(sop->pmid.X, sop->pmid.Y); + sop->sp_child->set_int_xy(sop->__int_pmid.X, sop->__int_pmid.Y); // setting floor z if need be if ((sop->flags & SOBJ_ZMID_FLOOR)) - sop->pmid.Z = sop->mid_sector->int_floorz(); + sop->__int_pmid.Z = sop->mid_sector->int_floorz(); - DVector2 pivot = { sop->pmid.X * inttoworld, sop->pmid.Y * inttoworld }; + DVector2 pivot = { sop->__int_pmid.X * inttoworld, sop->__int_pmid.Y * inttoworld }; DVector2 move = { nx * inttoworld, ny * inttoworld }; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { @@ -1693,13 +1693,13 @@ PlayerPart: } } - actor->set_int_xy(sop->pmid.X - actor->user.pos.X, sop->pmid.Y - actor->user.pos.Y); + actor->set_int_xy(sop->__int_pmid.X - actor->user.pos.X, sop->__int_pmid.Y - actor->user.pos.Y); // sprites z update if ((sop->flags & SOBJ_SPRITE_OBJ)) { // Sprite Objects follow zmid - actor->set_int_z(sop->pmid.Z - actor->user.pos.Z); + actor->set_int_z(sop->__int_pmid.Z - actor->user.pos.Z); } else { @@ -1732,12 +1732,12 @@ PlayerPart: auto pos = actor->int_pos(); if ((actor->sector()->firstWall()->extra & WALLFX_LOOP_REVERSE_SPIN)) { - rotatepoint(sop->pmid.vec2, actor->int_pos().vec2, -delta_ang, &pos.vec2); + rotatepoint(sop->__int_pmid.vec2, actor->int_pos().vec2, -delta_ang, &pos.vec2); actor->set_int_ang(NORM_ANGLE(actor->int_ang() - delta_ang)); } else { - rotatepoint(sop->pmid.vec2, actor->int_pos().vec2, delta_ang, &pos.vec2); + rotatepoint(sop->__int_pmid.vec2, actor->int_pos().vec2, delta_ang, &pos.vec2); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + delta_ang)); } actor->set_int_pos(pos); @@ -1749,14 +1749,14 @@ PlayerPart: { // NOT part of a sector - independant of any sector auto pos = actor->int_pos(); - rotatepoint(sop->pmid.vec2, actor->int_pos().vec2, delta_ang, &pos.vec2); + rotatepoint(sop->__int_pmid.vec2, actor->int_pos().vec2, delta_ang, &pos.vec2); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + delta_ang)); actor->set_int_pos(pos); } // Does not necessarily move with the sector so must accout for // moving across sectors - if (sop->pmid.X < MAXSO) // special case for operating SO's + if (sop->__int_pmid.X < MAXSO) // special case for operating SO's SetActorZ(sop->so_actors[i], actor->int_pos()); } @@ -1833,14 +1833,14 @@ void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic) { if (!(wal.extra && (wal.extra & WALLFX_DONT_MOVE))) { - dx = x = sop->pmid.X - sop->xorig[wallcount]; - dy = y = sop->pmid.Y - sop->yorig[wallcount]; + dx = x = sop->__int_pmid.X - sop->xorig[wallcount]; + dy = y = sop->__int_pmid.Y - sop->yorig[wallcount]; if (dynamic && sop->scale_type) { if (!(wal.extra & WALLFX_DONT_SCALE)) { - ang = NORM_ANGLE(getangle(x - sop->pmid.X, y - sop->pmid.Y)); + ang = NORM_ANGLE(getangle(x - sop->__int_pmid.X, y - sop->__int_pmid.Y)); if (sop->scale_type == SO_SCALE_RANDOM_POINT) { @@ -2242,7 +2242,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) // calculate an angle to the target if (sop->vel) - sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->pmid.Y); + sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->__int_pmid.X, tpoint->y - sop->__int_pmid.Y); // NOTE: Jittery ride - try new value out here // NOTE: Put a loop around this (locktics) to make it more acuruate @@ -2498,10 +2498,10 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) tpoint = Track[sop->track].TrackPoint + sop->point; // calculate distance to target poing - sop->target_dist = Distance(sop->pmid.X, sop->pmid.Y, tpoint->x, tpoint->y); + sop->target_dist = Distance(sop->__int_pmid.X, sop->__int_pmid.Y, tpoint->x, tpoint->y); // calculate a new angle to the target - sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->pmid.Y); + sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->__int_pmid.X, tpoint->y - sop->__int_pmid.Y); if ((sop->flags & SOBJ_ZDIFF_MODE)) { @@ -2513,11 +2513,11 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) dz = tpoint->z - sop->zdelta; // find the distance to the target (player) - dist = DIST(dx, dy, sop->pmid.X, sop->pmid.Y); + dist = DIST(dx, dy, sop->__int_pmid.X, sop->__int_pmid.Y); // (velocity * difference between the target and the object) // / distance - sop->z_rate = (sop->vel * (sop->pmid.Z - dz)) / dist; + sop->z_rate = (sop->vel * (sop->__int_pmid.Z - dz)) / dist; // take absolute value and convert to pixels (divide by 256) sop->z_rate = PIXZ(labs(sop->z_rate)); @@ -2565,7 +2565,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) *nx = ((sop->vel) >> 8) * locktics * bcos(sop->ang_moving) >> 14; *ny = ((sop->vel) >> 8) * locktics * bsin(sop->ang_moving) >> 14; - dist = Distance(sop->pmid.X, sop->pmid.Y, sop->pmid.X + *nx, sop->pmid.Y + *ny); + dist = Distance(sop->__int_pmid.X, sop->__int_pmid.Y, sop->__int_pmid.X + *nx, sop->__int_pmid.Y + *ny); sop->target_dist -= dist; } } @@ -2607,7 +2607,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, int newx, int sop->spin_ang = 0; sop->ang = newang; - RefreshPoints(sop, newx - sop->pmid.X, newy - sop->pmid.Y, false); + RefreshPoints(sop, newx - sop->__int_pmid.X, newy - sop->__int_pmid.Y, false); } void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy) @@ -2618,7 +2618,7 @@ void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy) void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy) { so_setinterpolationtics(sop, synctics); - RefreshPoints(sop, newx - sop->pmid.X, newy - sop->pmid.Y, false); + RefreshPoints(sop, newx - sop->__int_pmid.X, newy - sop->__int_pmid.Y, false); } void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator) @@ -2706,8 +2706,8 @@ void DoTornadoObject(SECTOR_OBJECT* sop) auto cursect = sop->op_main_sector; // for sop->vel floor_dist = (abs(cursect->int_ceilingz() - cursect->int_floorz())) >> 2; - pos.X = sop->pmid.X; - pos.Y = sop->pmid.Y; + pos.X = sop->__int_pmid.X; + pos.Y = sop->__int_pmid.Y; pos.Z = floor_dist; PlaceSectorObject(sop, MAXSO, MAXSO); @@ -2720,7 +2720,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop) } TornadoSpin(sop); - RefreshPoints(sop, pos.X - sop->pmid.X, pos.Y - sop->pmid.Y, true); + RefreshPoints(sop, pos.X - sop->__int_pmid.X, pos.Y - sop->__int_pmid.Y, true); } void DoAutoTurretObject(SECTOR_OBJECT* sop) @@ -2790,7 +2790,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) } } - sop->ang_tgt = getangle(actor->user.targetActor->int_pos().X - sop->pmid.X, actor->user.targetActor->int_pos().Y - sop->pmid.Y); + sop->ang_tgt = getangle(actor->user.targetActor->int_pos().X - sop->__int_pmid.X, actor->user.targetActor->int_pos().Y - sop->__int_pmid.Y); // get delta to target angle delta_ang = getincangle(sop->ang, sop->ang_tgt); @@ -2813,7 +2813,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) } } - OperateSectorObjectForTics(sop, sop->ang, sop->pmid.X, sop->pmid.Y, 2*synctics); + OperateSectorObjectForTics(sop, sop->ang, sop->__int_pmid.X, sop->__int_pmid.Y, 2*synctics); } } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index c5a3a5bc0..6121ee127 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -10210,8 +10210,8 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop) actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED); - actor->user.pos.X = sop->pmid.X - actor->int_pos().X; - actor->user.pos.Y = sop->pmid.Y - actor->int_pos().Y; + actor->user.pos.X = sop->__int_pmid.X - actor->int_pos().X; + actor->user.pos.Y = sop->__int_pmid.Y - actor->int_pos().Y; actor->user.pos.Z = sop->mid_sector->int_floorz() - actor->int_pos().Z; actor->user.sang = actor->int_ang(); @@ -15957,7 +15957,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop) short delta; int xvect,yvect,zvect; - PlaySound(DIGI_BOATFIRE, &sop->pmid, v3df_dontpan|v3df_doppler); + PlaySound(DIGI_BOATFIRE, &sop->__int_pmid, v3df_dontpan|v3df_doppler); for (i = 0; sop->so_actors[i] != nullptr; i++) {