- most remaining sectnum references.

This commit is contained in:
Christoph Oelckers 2021-11-23 01:07:47 +01:00
parent 2027c6ebaf
commit b1b7608cf7
8 changed files with 31 additions and 33 deletions

View file

@ -223,7 +223,7 @@ void clipwall()
}
int BelowNear(DExhumedActor* pActor, int x, int y, int walldist, int _nSector)
int BelowNear(DExhumedActor* pActor, int x, int y, int walldist)
{
auto pSprite = &pActor->s();
auto pSector = pSprite->sector();
@ -461,7 +461,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
if (pSprite->statnum == 100)
{
nRet.exbits |= BelowNear(pActor, pSprite->x, pSprite->y, clipdist + (clipdist / 2), pSprite->sectnum);
nRet.exbits |= BelowNear(pActor, pSprite->x, pSprite->y, clipdist + (clipdist / 2));
}
return nRet;
@ -699,7 +699,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
int x = pSprite->x;
int y = pSprite->y;
int nSector =pSprite->sectnum;
auto pSector =pSprite->sector();
int z = pSprite->z - GetActorHeight(pActor);
@ -724,7 +724,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
{
int v10 = abs(pPlayerSprite->y - y);
if (v10 < nDistance && cansee(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->z - 7680, pPlayerSprite->sectnum, x, y, z, nSector))
if (v10 < nDistance && cansee(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->z - 7680, pPlayerSprite->sector(), x, y, z, pSector))
{
break;
}
@ -1383,7 +1383,7 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
pSprite->y = pSrcSpr->y;
pSprite->z = pSrcSpr->z;
ChangeActorSect(actor, pSrcSpr->sectnum);
ChangeActorSect(actor, pSrcSpr->sector());
pSprite->cstat = 0x80;
pSprite->shade = -12;

View file

@ -111,8 +111,8 @@ void CheckMummyRevive(DExhumedActor* pActor)
if (x <= 20 && y <= 20)
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sectnum,
pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sectnum))
if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sector(),
pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sector()))
{
pSprite2->cstat = 0;
pOther->nAction = 6;

View file

@ -1643,7 +1643,6 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
{
auto pSprite = &pActor->s();
int nSector =pSprite->sectnum;
auto pSector = pSprite->sector();
for(auto& wal : wallsofsector(pSector))
@ -1838,7 +1837,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
pActor->nFrame = RandomSize(4) % (SeqSize[pActor->nIndex] - 1);
}
auto pActor2 = insertActor(spr->sectnum, 0);
auto pActor2 = insertActor(spr->sector(), 0);
auto pSprite2 = &pActor2->s();
pActor->pTarget = pActor2;
pActor->nIndex2 = -1;
@ -1990,7 +1989,7 @@ void AIObject::Tick(RunListEvent* ev)
pSprite->y = pTargSpr->y;
pSprite->z = pTargSpr->z;
ChangeActorSect(pActor, pTargSpr->sectnum);
ChangeActorSect(pActor, pTargSpr->sector());
return;
}
}

View file

@ -240,7 +240,7 @@ void RestartPlayer(int nPlayer)
ChangeActorSect(pActor, plr->sPlayerSave.pSector);
ChangeActorStat(pActor, 100);
auto pDActor = insertActor(nSpr->sectnum, 100);
auto pDActor = insertActor(nSpr->sector(), 100);
plr->pDoppleSprite = pDActor;
if (nTotalPlayers > 1)
@ -256,11 +256,11 @@ void RestartPlayer(int nPlayer)
nSpr->x = nstspr->x;
nSpr->y = nstspr->y;
nSpr->z = nstspr->z;
ChangeActorSect(pActor, nstspr->sectnum);
ChangeActorSect(pActor, nstspr->sector());
plr->angle.ang = buildang(nstspr->ang&kAngleMask);
nSpr->ang = plr->angle.ang.asbuild();
floorsprt = insertActor(nSpr->sectnum, 0);
floorsprt = insertActor(nSpr->sector(), 0);
auto fspr = &floorsprt->s();
fspr->x = nSpr->x;
@ -875,7 +875,7 @@ void AIPlayer::Tick(RunListEvent* ev)
int spr_x = pPlayerSprite->x;
int spr_y = pPlayerSprite->y;
int spr_z = pPlayerSprite->z;
int spr_sectnum = pPlayerSprite->sectnum;
auto spr_sect = pPlayerSprite->sector();
// TODO
// nSectFlag & kSectUnderwater;
@ -897,18 +897,18 @@ void AIPlayer::Tick(RunListEvent* ev)
{
nMove = movesprite(pPlayerActor, x, y, z, 5120, -5120, CLIPMASK0);
int var_54 = pPlayerSprite->sectnum;
auto pPlayerSect = pPlayerSprite->sector();
pushmove(&pPlayerSprite->pos, &var_54, pPlayerSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
if (var_54 != pPlayerSprite->sectnum) {
ChangeActorSect(pPlayerActor, var_54);
pushmove(&pPlayerSprite->pos, &pPlayerSect, pPlayerSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
if (pPlayerSect != pPlayerSprite->sector()) {
ChangeActorSect(pPlayerActor, pPlayerSect);
}
}
// loc_1A6E4
if (inside(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->sectnum) != 1)
if (inside(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->sector()) != 1)
{
ChangeActorSect(pPlayerActor, spr_sectnum);
ChangeActorSect(pPlayerActor, spr_sect);
pPlayerSprite->x = spr_x;
pPlayerSprite->y = spr_y;
@ -1058,7 +1058,7 @@ void AIPlayer::Tick(RunListEvent* ev)
pPlayerSprite->y = spr_y;
pPlayerSprite->z = spr_z;
ChangeActorSect(pPlayerActor, spr_sectnum);
ChangeActorSect(pPlayerActor, spr_sect);
}
movesprite(pPlayerActor, xvel, yvel, z, 5120, -5120, CLIPMASK0);

View file

@ -77,7 +77,7 @@ void BuildRa(int nPlayer)
auto pPlayerActor = PlayerList[nPlayer].Actor();
auto pPlayerSprite = &pPlayerActor->s();
auto pActor = insertActor(pPlayerSprite->sectnum, 203);
auto pActor = insertActor(pPlayerSprite->sector(), 203);
auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
@ -133,8 +133,8 @@ void MoveRaToEnemy(int nPlayer)
}
else
{
if (pSprite->sectnum != pTargSprite->sectnum) {
ChangeActorSect(pActor, pTargSprite->sectnum);
if (pSprite->sector() != pTargSprite->sector()) {
ChangeActorSect(pActor, pTargSprite->sector());
}
}
}
@ -160,8 +160,8 @@ void MoveRaToEnemy(int nPlayer)
pSprite->y = pTargSprite->y;
pSprite->z = pTargSprite->z - GetActorHeight(pTarget);
if (pSprite->sectnum != pTargSprite->sectnum) {
ChangeActorSect(pActor, pTargSprite->sectnum);
if (pSprite->sector() != pTargSprite->sector()) {
ChangeActorSect(pActor, pTargSprite->sector());
}
}

View file

@ -1695,11 +1695,11 @@ int runlist_CheckRadialDamage(DExhumedActor* pActor)
cansee(pRadialSpr->x,
pRadialSpr->y,
pRadialSpr->z - 512,
pRadialSpr->sectnum,
pRadialSpr->sector(),
pSprite->x,
pSprite->y,
pSprite->z - 8192,
pSprite->sectnum))
pSprite->sector()))
{
edi = (nRadialDamage * (nDamageRadius - nDist)) / nDamageRadius;

View file

@ -101,7 +101,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, i
void BuildSoul(DExhumedActor* pSet)
{
auto pSetSprite = &pSet->s();
auto pActor = insertActor(pSetSprite->sectnum, 0);
auto pActor = insertActor(pSetSprite->sector(), 0);
auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
@ -120,7 +120,6 @@ void BuildSoul(DExhumedActor* pSet)
pSprite->x = pSetSprite->x;
pSprite->y = pSetSprite->y;
int nSector =pSprite->sectnum;
pSprite->z = (RandomSize(8) << 8) + 8192 + pSprite->sector()->ceilingz - GetActorHeight(pActor);
//pSprite->hitag = nSet;

View file

@ -95,7 +95,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
bestTarget = nullptr;
int nSector =pPlayerSprite->sectnum;
auto pSector =pPlayerSprite->sector();
int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask;
@ -109,7 +109,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
auto pActor = &exhumedActors[nSprite];
spritetype *pSprite = &pActor->s();
if (pTSprite->sectnum >= 0)
if (pTSprite->sector() != nullptr)
{
sectortype *pSector = pTSprite->sector();
int nSectShade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade;
@ -176,7 +176,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
nCreepyTimer = kCreepyCount;
if (!cansee(x, y, z, nSector, pTarget->x, pTarget->y, pTarget->z - GetActorHeight(bestTarget), pTarget->sectnum))
if (!cansee(x, y, z, pSector, pTarget->x, pTarget->y, pTarget->z - GetActorHeight(bestTarget), pTarget->sector()))
{
bestTarget = nullptr;
}