- replaced all remaining uses of tilesiz[].y

This commit is contained in:
Christoph Oelckers 2020-11-23 08:39:49 +01:00
parent 35f3de64f7
commit d60bc8be9f
25 changed files with 49 additions and 48 deletions

View file

@ -1198,7 +1198,7 @@ static void sortsprites(int const start, int const end)
if ((s->cstat&48) != 32)
{
int32_t yoff = tileTopOffset(s->picnum) + s->yoffset;
int32_t yspan = (tilesiz[s->picnum].y*s->yrepeat<<2);
int32_t yspan = (tileHeight(s->picnum) * s->yrepeat << 2);
spritesxyz[k].z -= (yoff*s->yrepeat)<<2;

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@ -1260,7 +1260,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
const int32_t owner = tspr->owner;
const spriteext_t *const sext = &spriteext[((unsigned)owner < MAXSPRITES+MAXUNIQHUDID) ? owner : MAXSPRITES+MAXUNIQHUDID-1];
const uint8_t lpal = ((unsigned)owner < MAXSPRITES) ? sprite[tspr->owner].pal : tspr->pal;
const int32_t sizyrep = tilesiz[tspr->picnum].y*tspr->yrepeat;
const int32_t sizyrep = tileHeight(tspr->picnum) * tspr->yrepeat;
polymost_outputGLDebugMessage(3, "polymost_md3draw(m:%p, tspr:%p)", m, tspr);
// if ((tspr->cstat&48) == 32) return 0;

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@ -148,7 +148,7 @@ void IgniteSprite(int nSprite)
sprite[nAnimSprite].hitag = nSprite;
changespritestat(nAnimSprite, kStatIgnited);
short yRepeat = (tilesiz[sprite[nAnimSprite].picnum].y * 32) / nFlameHeight;
short yRepeat = (tileHeight(sprite[nAnimSprite].picnum) * 32) / nFlameHeight;
if (yRepeat < 1)
yRepeat = 1;

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@ -240,7 +240,7 @@ void DrawClock()
while (nVal)
{
int v2 = nVal & 0xF;
int yPos = 32 - tilesiz[v2 + kClockSymbol1].y / 2;
int yPos = 32 - tileHeight(v2 + kClockSymbol1) / 2;
CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tilesiz[v2 + kClockSymbol1].x / 2, yPos);
@ -570,7 +570,7 @@ void mydeletesprite(int nSprite)
void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos)
{
int nOffs = tilesiz[nDestTile].y * xPos;
int nOffs = tileHeight(nDestTile) * xPos;
auto pixels = TileFiles.tileMakeWritable(nDestTile);
uint8_t *pDest = pixels + nOffs + yPos;
@ -578,8 +578,8 @@ void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos)
tileLoad(nSrcTile);
int destYSize = tilesiz[nDestTile].y;
int srcYSize = tilesiz[nSrcTile].y;
int destYSize = tileHeight(nDestTile);
int srcYSize = tileHeight(nSrcTile);
const uint8_t *pSrc = tilePtr(nSrcTile);

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@ -631,7 +631,7 @@ void AddFlow(int nSprite, int nSpeed, int b)
short nAngle = sprite[nSprite].ang;
sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x << 14) - 1;
sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y << 14) - 1;
sFlowInfo[nFlow].field_18 = (tileHeight(nPic) << 14) - 1;
sFlowInfo[nFlow].field_C = -bcos(nAngle) * nSpeed;
sFlowInfo[nFlow].field_10 = bsin(nAngle) * nSpeed;
}
@ -650,7 +650,7 @@ void AddFlow(int nSprite, int nSpeed, int b)
short nPic = wall[var_18].picnum;
sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x * wall[var_18].xrepeat) << 8;
sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y * wall[var_18].yrepeat) << 8;
sFlowInfo[nFlow].field_18 = (tileHeight(nPic) * wall[var_18].yrepeat) << 8;
sFlowInfo[nFlow].field_C = -bcos(nAngle) * nSpeed;
sFlowInfo[nFlow].field_10 = bsin(nAngle) * nSpeed;
}

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@ -500,7 +500,7 @@ int movespritez(short nSprite, int z, int height, int, int clipdist)
int GetSpriteHeight(int nSprite)
{
return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4;
return tileHeight(sprite[nSprite].picnum) * sprite[nSprite].yrepeat * 4;
}
int movesprite(short nSprite, int dx, int dy, int dz, int, int flordist, unsigned int clipmask)
@ -1184,7 +1184,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
}
else
{
int nHeight = tilesiz[sprite[nSprite2].picnum].y * sprite[nSprite2].yrepeat * 2;
int nHeight = tileHeight(sprite[nSprite2].picnum) * sprite[nSprite2].yrepeat * 2;
int nMyAngle = GetMyAngle(sprite[nSprite2].x - sprite[nSprite].x, sprite[nSprite2].y - sprite[nSprite].y);

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@ -243,7 +243,7 @@ void InitPlayerInventory(short nPlayer)
auto pixels = tilePtr(kTile3571 + nPlayer);
nPlayerColor[nPlayer] = pixels[tilesiz[nPlayer + kTile3571].x * tilesiz[nPlayer + kTile3571].y / 2];
nPlayerColor[nPlayer] = pixels[tilesiz[nPlayer + kTile3571].x * tileHeight(nPlayer + kTile3571) / 2];
}
// done

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@ -244,7 +244,7 @@ int QueenAngleChase(short nSprite, short nSprite2, int val1, int val2)
else
{
spritetype *pSprite2 = &sprite[nSprite2];
int nTileY = (tilesiz[pSprite2->picnum].y * pSprite2->yrepeat) * 2;
int nTileY = (tileHeight(pSprite2->picnum) * pSprite2->yrepeat) * 2;
int nMyAngle = GetMyAngle(pSprite2->x - pSprite->x, pSprite2->y - pSprite->y);

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@ -277,7 +277,7 @@ void DoSpiritHead()
int srctile = nMouthTile + 598;
auto src = tilePtr(srctile);
int sizx = tilesiz[srctile].x;
int sizy = tilesiz[srctile].y;
int sizy = tileHeight(srctile);
int workptr = 212 * (97 - sizx / 2) + 159 - sizy;
int srcptr = 0;
while (sizx > 0)

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@ -335,7 +335,7 @@ void seq_LoadSequences()
nShadowPic = seq_GetFirstSeqPicnum(kSeqShadow);
nShadowWidth = tilesiz[nShadowPic].x;
nFlameHeight = tilesiz[seq_GetFirstSeqPicnum(kSeqFirePoof)].y;
nFlameHeight = tileHeight(seq_GetFirstSeqPicnum(kSeqFirePoof));
nBackgroundPic = seq_GetFirstSeqPicnum(kSeqBackgrnd);

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@ -225,7 +225,7 @@ void FuncSpider(int a, int nDamage, int nRun)
if (sprite[nSprite].cstat & 8)
{
sprite[nSprite].zvel = 0;
sprite[nSprite].z = sector[nSector].ceilingz + (tilesiz[sprite[nSprite].picnum].y << 5);
sprite[nSprite].z = sector[nSector].ceilingz + (tileHeight(sprite[nSprite].picnum) << 5);
if (sector[nSector].ceilingstat & 1)
{

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@ -124,7 +124,7 @@ void InitStatus()
nMagicFrame = 0;
nHealthLevel = 0;
nMagicLevel = 0;
nMeterRange = tilesiz[nPicNum].y;
nMeterRange = tileHeight(nPicNum);
magicperline = 1000 / nMeterRange;
healthperline = 800 / nMeterRange;
nAirFrames = SeqSize[nStatusSeqOffset + 133];

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@ -2086,7 +2086,7 @@ static void rrra_specialstats()
{
s->xrepeat >>= 1;
s->yrepeat >>= 1;
s->clipdist = mulscale7(s->xrepeat, tilesiz[s->picnum].y);
s->clipdist = mulscale7(s->xrepeat, tileHeight(s->picnum));
}
break;
}

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@ -381,8 +381,8 @@ int startrts(int lumpNum, int localPlayer)
ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
{
// todo: factor in the frag bar: tilesiz[TILE_FRAGBAR].y
int sbar = tilesiz[TILE_BOTTOMSTATUSBAR].y;
// todo: factor in the frag bar: tileHeight(TILE_FRAGBAR)
int sbar = tileHeight(TILE_BOTTOMSTATUSBAR);
if (isRR())
{
sbar >>= 1;

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@ -1740,7 +1740,7 @@ int ParseState::parse(void)
insptr++;
if ((g_sp->picnum == TILE_APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tilesiz[g_sp->picnum].y + 8)) << 2) < (g_ac->floorz - g_ac->ceilingz))
if ((g_sp->picnum == TILE_APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tileHeight(g_sp->picnum) + 8)) << 2) < (g_ac->floorz - g_ac->ceilingz))
{
j = ((*insptr) - g_sp->yrepeat) << 1;
if (abs(j)) g_sp->yrepeat += ksgn(j);

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@ -197,8 +197,9 @@ void displaymasks_d(int snum, double)
if (ps[snum].scuba_on)
{
hud_drawsprite(44, (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 16);
hud_drawsprite((320 - 43), (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
int y = 200 - tileHeight(SCUBAMASK);
hud_drawsprite(44, y, 65536, 0, SCUBAMASK, 0, p, 2 + 16);
hud_drawsprite((320 - 43), y, 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
}
}

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@ -80,9 +80,9 @@ void displaymasks_r(int snum, double smoothratio)
// to get the proper clock value with regards to interpolation we have add a smoothratio based offset to the value.
double interpclock = ud.levelclock + (TICSPERFRAME/65536.) * smoothratio;
int pin = RS_STRETCH;
hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tileHeight(SCUBAMASK) >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
hud_drawsprite(285, 200, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
}

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@ -1038,7 +1038,7 @@ void shoot_d(DDukeActor* actor, int atwith)
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
sz = s->z - (s->yrepeat * tileHeight(s->picnum) << 1) + (4 << 8);
if (s->picnum != ROTATEGUN)
{
sz -= (7 << 8);

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@ -858,7 +858,7 @@ void shoot_r(DDukeActor* actor, int atwith)
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
sz = s->z - ((s->yrepeat * tileHeight(s->picnum)) << 1) + (4 << 8);
sz -= (7 << 8);
if (badguy(s))
{

View file

@ -67,7 +67,7 @@ public:
digiFont = Create<DHUDFont>(DigiFont, 1, Off, 1, 1 );
// optionally draw at the top of the screen.
SetSize(tilesiz[TILE_BOTTOMSTATUSBAR].y);
SetSize(tileHeight(TILE_BOTTOMSTATUSBAR));
scale = 1;
ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, RPGAMMO, HBOMBAMMO, CRYSTALAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, FREEZEAMMO + 1, HBOMBAMMO, GROWAMMO, FLAMETHROWERAMMO + 1 };
@ -283,13 +283,13 @@ public:
{
DrawInventory(p, 0, -46, DI_SCREEN_CENTER_BOTTOM);
FullscreenHUD1(p, snum);
PrintLevelStats(tilesiz[BIGALPHANUM].y +10);
PrintLevelStats(tileHeight(BIGALPHANUM) +10);
}
else if (style == 2)
{
DrawInventory(p, (ud.multimode > 1) ? 56 : 65, -28, DI_SCREEN_CENTER_BOTTOM);
FullscreenHUD2(p);
PrintLevelStats(tilesiz[HEALTHBOX].y + 4);
PrintLevelStats(tileHeight(HEALTHBOX) + 4);
}
else
{
@ -386,7 +386,7 @@ public:
void Statusbar(int snum)
{
auto p = &ps[snum];
int h = tilesiz[BOTTOMSTATUSBAR].y;
int h = tileHeight(BOTTOMSTATUSBAR);
int top = 200 - h;
int left = (320 - tilesiz[BOTTOMSTATUSBAR].x) / 2;
BeginStatusBar(320, 200, h);

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@ -57,7 +57,7 @@ public:
digiFont = Create<DHUDFont>(DigiFont, 2, Off, 1, 1 );
// optionally draw at the top of the screen.
SetSize(tilesiz[BOTTOMSTATUSBAR].y);
SetSize(tileHeight(BOTTOMSTATUSBAR));
scale = 0.5;
ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, HBOMBAMMO, HBOMBAMMO, SAWAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, GROWSPRITEICON, HBOMBAMMO, -1, BOWLINGBALLSPRITE, MOTOAMMO, BOATAMMO, -1, RPG2SPRITE };
item_icons = { 0, FIRSTAID_ICON, STEROIDS_ICON, HOLODUKE_ICON, JETPACK_ICON, HEAT_ICON, AIRTANK_ICON, BOOT_ICON };
@ -277,13 +277,13 @@ public:
y -= 4;
DrawInventory(p, 0, y, DI_SCREEN_CENTER_BOTTOM);
FullscreenHUD1(p, snum);
PrintLevelStats(scale * tilesiz[BIGALPHANUM].y + 10);
PrintLevelStats(scale * tileHeight(BIGALPHANUM) + 10);
}
else if (style == 2)
{
DrawInventory(p, 56, -20, DI_SCREEN_CENTER_BOTTOM);
FullscreenHUD2(p);
PrintLevelStats(scale * tilesiz[HEALTHBOX].y + 4);
PrintLevelStats(scale * tileHeight(HEALTHBOX) + 4);
}
else
{
@ -345,9 +345,9 @@ public:
void Statusbar(int snum)
{
auto p = &ps[snum];
double h = tilesiz[BOTTOMSTATUSBAR].y * scale;
double h = tileHeight(BOTTOMSTATUSBAR) * scale;
double wh = 0;
if (hud_size < Hud_Stbar) wh = tilesiz[WEAPONBAR].y * scale;
if (hud_size < Hud_Stbar) wh = tileHeight(WEAPONBAR) * scale;
double left = (320 - tilesiz[BOTTOMSTATUSBAR].x * scale) / 2;
double top = 200 - h;

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@ -462,7 +462,7 @@ void JS_InitMirrors(void)
void drawroomstotile(int daposx, int daposy, int daposz,
fixed_t daq16ang, fixed_t daq16horiz, short dacursectnum, short tilenume)
{
TileFiles.MakeCanvas(tilenume, tilesiz[tilenume].x, tilesiz[tilenume].y);
TileFiles.MakeCanvas(tilenume, tilesiz[tilenume].x, tileHeight(tilenume));
auto canvas = renderSetTarget(tilenume);
if (!canvas) return;

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@ -876,7 +876,7 @@ void SpecialUziRetractFunc(PANEL_SPRITEp psp)
psp->oy = psp->y;
psp->y += 4 * synctics;
if (psp->y >= 200 + tilesiz[psp->picnum].y)
if (psp->y >= 200 + tileHeight(psp->picnum))
{
pKillSprite(psp);
}
@ -1983,7 +1983,7 @@ pUziReloadRetract(PANEL_SPRITEp nclip)
gun->yfract = LSW(ygun);
gun->y = ygun / FRACUNIT;
if (gun->y > UZI_RELOAD_YOFF + tilesiz[gun->picndx].y)
if (gun->y > UZI_RELOAD_YOFF + tileHeight(gun->picndx))
{
pSetState(gun, ps_UziDoneReload);
pKillSprite(nclip);
@ -2193,7 +2193,7 @@ InitWeaponUzi2(PANEL_SPRITEp uzi_orig)
pp->WpnUziType = 0; // 0 is up, 1 is retract
New = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
New->y += tilesiz[New->picndx].y;
New->y += tileHeight(New->picndx);
New->oy = New->y;
uzi_orig->sibling = New;
@ -2219,7 +2219,7 @@ InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig)
PLAYERp pp = uzi_orig->PlayerP;
New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
New->y += tilesiz[New->picndx].y;
New->y += tileHeight(New->picndx);
New->oy = New->y;
SET(New->flags, PANF_XFLIP);

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@ -274,7 +274,7 @@ private:
// frag bar 0 or 1
frag_bar = ((pnum) / 4);
// move y down according to frag bar number
ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar;
ys = ys + (tileHeight(FRAG_BAR) - 2) * frag_bar;
// move x over according to the number of players
xs = xoffs[MOD4(pnum)];
@ -308,7 +308,7 @@ private:
// frag bar 0 or 1
frag_bar = ((pnum) / 4);
// move y down according to frag bar number
ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar;
ys = ys + (tileHeight(FRAG_BAR) - 2) * frag_bar;
// move x over according to the number of players
xs = xoffs[MOD4(pnum)];
@ -345,14 +345,14 @@ private:
for (i = windowxy1.x; i <= windowxy2.x; i++)
{
y = (tilesiz[FRAG_BAR].y * num_frag_bars) - (2 * (num_frag_bars - 1));
y = (tileHeight(FRAG_BAR) * num_frag_bars) - (2 * (num_frag_bars - 1));
y = y * (ydim / 200.0);
}
for (i = 0, y = 0; i < num_frag_bars; i++)
{
DrawGraphic(tileGetTexture(FRAG_BAR), 0, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1);
y += tilesiz[FRAG_BAR].y - 2;
y += tileHeight(FRAG_BAR) - 2;
}
DisplayFragNames();
DisplayFragNumbers();
@ -450,7 +450,7 @@ private:
xsize = tilesiz[PANEL_KEY_RED].x + 1;
ysize = tilesiz[PANEL_KEY_RED].y + 2;
ysize = tileHeight(PANEL_KEY_RED) + 2;
i = 0;
for (row = 0; row < 2; row++)

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@ -16098,7 +16098,7 @@ WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp)
x1 = wsp->x;
y1 = wsp->y;
xoff = (int) TILE_XOFF(wsp->picnum) + (int) wsp->xoffset;
xoff = (int) tileLeftOffset(wsp->picnum) + (int) wsp->xoffset;
if (TEST(wsp->cstat, CSTAT_SPRITE_XFLIP))
xoff = -xoff;