- final cleanup.

This commit is contained in:
Christoph Oelckers 2021-11-06 12:32:19 +01:00
parent e12ae040de
commit ed2d8373fc
11 changed files with 14 additions and 32 deletions

View file

@ -57,7 +57,6 @@ typedef struct NODETREEstruct NODETREE, *NODETREEp;
struct NODETREEstruct
{
short SpriteNum; // Sprite number in sprite array of goal item
NODEp tree; // This is the node tree used to navigate to goal
bool Locked; // If list is locked, a bot is using/modifying it and
// other bots cannot modify it while it's locked

View file

@ -552,7 +552,6 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang)
{
int tSpriteNum;
short SpriteNum;
int smr4, smr2;
USERp tu;
static int ang = 0;
@ -569,7 +568,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
SpriteNum = tsprite[tSpriteNum].owner;
int SpriteNum = tsprite[tSpriteNum].owner;
auto tActor = &swActors[SpriteNum];
tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = tActor->u();
@ -705,7 +704,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
{
tsp->pal = PALETTE_RED_LIGHTING;
// Turn it off, it gets reset by PrintSpriteInfo
sprite[tu->SpriteNum].hitag = 0;
tActor->s().hitag = 0;
}
}
@ -870,12 +869,11 @@ void
post_analyzesprites(spritetype* tsprite, int& spritesortcnt)
{
int tSpriteNum;
short SpriteNum;
USERp tu;
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
SpriteNum = tsprite[tSpriteNum].owner;
int SpriteNum = tsprite[tSpriteNum].owner;
if (SpriteNum < 0) continue; // JBF: verify this is safe
tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = swActors[SpriteNum].u();

View file

@ -739,7 +739,7 @@ struct PLAYERstruct
DSWActor* remoteActor;
DSWActor* PlayerUnderActor;
DSWActor* KillerActor; //who killed me
DSWActor* HitBy; // SpriteNum of whatever player was last hit by
DSWActor* HitBy; // Sprite num of whatever player was last hit by
DSWActor* Actor() const
{
@ -1097,6 +1097,7 @@ struct USER
DSWActor* attachActor; // attach to sprite if needed - electro snake
DSWActor* flagOwnerActor;
DSWActor* WpnGoalActor;
short SpriteNum; // only needed for writing out to savegames that can be loaded by older builds.
int Flags;
int Flags2;
@ -1128,8 +1129,6 @@ struct USER
int active_range;
short SpriteNum;
// if a player's sprite points to player structure
PLAYERp PlayerP;
short Sibling;
@ -1820,7 +1819,6 @@ int Distance(int x1, int y1, int x2, int y2);
int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]);
void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
//USERp SpawnUser(short SpriteNum, short id, STATEp state);
USERp SpawnUser(DSWActor* actor, short id, STATEp state);
short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);

View file

@ -190,9 +190,6 @@ int DoToiletGirl(DSWActor* actor)
u->FlagOwner = 0;
}
//(*u->ActorActionFunc) (SpriteNum);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
{

View file

@ -83,7 +83,7 @@ static int osdcmd_mirror(CCmdFuncPtr parm)
}
Printf("camera is the ST1 sprite used as the view spot");
Printf("camspite is the SpriteNum of the drawtotile tile in editart");
Printf("camspite is the sprite number of the drawtotile tile in editart");
Printf("camspic is the tile number of the drawtotile in editart");
Printf("iscamera is whether or not this mirror is a camera type");
Printf(" ");

View file

@ -1704,7 +1704,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
SPRITEp sp;
USERp u;
short SpriteNum;
int water_level_z, zdiff;
bool above_water, in_dive_area;

View file

@ -58,7 +58,8 @@ DSWActor* InsertActor(int sectnum, int stat)
{
short spnum;
spnum = insertsprite(sectnum, stat);
auto pSprite = &sprite[spnum];
auto pActor = &swActors[spnum];
auto pSprite = &pActor->s();
PRODUCTION_ASSERT(spnum >= 0);
@ -77,7 +78,7 @@ DSWActor* InsertActor(int sectnum, int stat)
pSprite->hitag = 0;
pSprite->extra = 0;
return &swActors[spnum];
return pActor;
}
bool FAF_Sector(short sectnum)

View file

@ -870,7 +870,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("hi_sp", w.highActor, def->highActor)
("lo_sp", w.lowActor, def->lowActor)
("active_range", w.active_range, def->active_range)
("SpriteNum", w.SpriteNum, def->SpriteNum)
("Attach", w.attachActor, def->attachActor)
("PlayerP", w.PlayerP, def->PlayerP)
("Sibling", w.Sibling, def->Sibling)
@ -930,7 +929,11 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("oz", w.oz, def->oz);
if (arc.isWriting()) // we need this for loading saves in older builds for debugging.
arc("SpriteP", w.SpriteNum, def->SpriteNum);
{
arc("SpriteP", w.SpriteNum, def->SpriteNum)
("SpriteNum", w.SpriteNum, def->SpriteNum);
}
SerializeCodePtr(arc, "ActorActionFunc", (void**)&w.ActorActionFunc);

View file

@ -38,7 +38,6 @@ int InitSpriteGrenade(DSWActor* actor);
int InitSpriteChemBomb(DSWActor*);
int InitFlashBomb(DSWActor* actor);
int InitCaltrops(DSWActor* actor);
int InitPhosphorus(int16_t SpriteNum);
//////////////////////
//
@ -442,7 +441,6 @@ int DoSkullSpawnShrap(DSWActor* actor)
int DoSkullWait(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &actor->s();
int a,b,c,dist;

View file

@ -604,12 +604,6 @@ void ClearOwner(DSWActor* child)
if (child) child->s().owner = -1;
}
void SetOwner(int a, int b)
{
if (a >= 0 && b >= 0) SetOwner(&swActors[a], &swActors[b]);
else if (b >= 0) ClearOwner(&swActors[b]);
}
void SetAttach(DSWActor* ownr, DSWActor* child)
{
if (child && child->hasU() && ownr->hasU())
@ -4871,7 +4865,6 @@ DropAhead(DSWActor* actor, short min_height)
int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &actor->s();
int x, y, z, loz, hiz;

View file

@ -38,10 +38,6 @@ short GetSpriteDir(short sn);
short GetDirToPlayer(short sn);
short PlayerInVision(short sn, short view_deg);
short PlayerVisible(short sn);
short SpriteLookSector(short SpriteNum, short range);
short SpriteCanGoForward(short SpriteNum, short range);
void SpriteFindNewDirection(short SpriteNum, short range);
bool CanMoveHere(int16_t spritenum);
bool SpriteOverlap(DSWActor*, DSWActor*);
int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath);
void SpriteControl(void);