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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- removed all remaining references to level and TThinkerIterator from p_enemy.cpp.
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parent
73ea59179c
commit
2ed2202caa
5 changed files with 25 additions and 29 deletions
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@ -2080,11 +2080,6 @@ uint8_t *FDynamicBuffer::GetData (int *len)
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}
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static int KillAll(PClassActor *cls)
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{
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return P_Massacre(false, cls);
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}
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static int RemoveClass(const PClass *cls)
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{
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AActor *actor;
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@ -2564,11 +2559,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (cls != NULL)
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{
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killcount = KillAll(cls);
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killcount = currentUILevel->Massacre(false, cls->TypeName);
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PClassActor *cls_rep = cls->GetReplacement();
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if (cls != cls_rep)
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{
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killcount += KillAll(cls_rep);
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killcount += currentUILevel->Massacre(false, cls_rep->TypeName);
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}
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Printf ("Killed %d monsters of type %s.\n",killcount, s);
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}
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@ -203,6 +203,7 @@ public:
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bool CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower);
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void DoDeferedScripts();
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void AdjustPusher(int tag, int magnitude, int angle, bool wind);
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int Massacre(bool baddies = false, FName cls = NAME_None);
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bool EV_DoPlat(int tag, line_t *line, DPlat::EPlatType type, double height, double speed, int delay, int lip, int change);
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void EV_StopPlat(int tag, bool remove);
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@ -319,7 +319,7 @@ void cht_DoCheat (player_t *player, int cheat)
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case CHT_MASSACRE:
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case CHT_MASSACRE2:
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{
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int killcount = P_Massacre (cheat == CHT_MASSACRE2);
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int killcount = currentUILevel->Massacre (cheat == CHT_MASSACRE2);
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// killough 3/22/98: make more intelligent about plural
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// Ty 03/27/98 - string(s) *not* externalized
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mysnprintf (msgbuild, countof(msgbuild), "%d %s%s Killed", killcount,
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@ -1201,7 +1201,7 @@ int P_LookForMonsters (AActor *actor)
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{
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int count;
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AActor *mo;
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TThinkerIterator<AActor> iterator;
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auto iterator = actor->Level->GetThinkerIterator<AActor>();
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if (!P_CheckSight (players[0].mo, actor, SF_SEEPASTBLOCKEVERYTHING))
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{ // Player can't see monster
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@ -1258,7 +1258,7 @@ AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams)
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AActor *link;
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AActor *other;
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for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
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for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
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{
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link = block->Me;
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@ -1339,7 +1339,7 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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actor->LastLookActor = nullptr;
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}
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auto iterator = level.GetActorIterator(actor->TIDtoHate, actor->LastLookActor);
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auto iterator = actor->Level->GetActorIterator(actor->TIDtoHate, actor->LastLookActor);
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int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
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while ((other = iterator.Next()) != actor->LastLookActor)
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{
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@ -1429,7 +1429,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
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AActor *other;
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FLookExParams *params = (FLookExParams *)extparam;
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for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
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for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
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{
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link = block->Me;
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@ -1760,10 +1760,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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// [RH] Set goal now if appropriate
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if (self->special == Thing_SetGoal && self->args[0] == 0)
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{
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auto iterator = level.GetActorIterator(NAME_PatrolPoint, self->args[1]);
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auto iterator = self->Level->GetActorIterator(NAME_PatrolPoint, self->args[1]);
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self->special = 0;
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self->goal = iterator.Next ();
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self->reactiontime = self->args[2] * TICRATE + level.maptime;
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self->reactiontime = self->args[2] * TICRATE + self->Level->maptime;
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if (self->args[3] == 0) self->flags5 &= ~MF5_CHASEGOAL;
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else self->flags5 |= MF5_CHASEGOAL;
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}
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@ -1838,7 +1838,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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// [RH] Don't start chasing after a goal if it isn't time yet.
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if (self->target == self->goal)
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{
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if (self->reactiontime > level.maptime)
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if (self->reactiontime > self->Level->maptime)
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self->target = nullptr;
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}
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else if (self->SeeSound)
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@ -1889,10 +1889,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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// [RH] Set goal now if appropriate
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if (self->special == Thing_SetGoal && self->args[0] == 0)
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{
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auto iterator = level.GetActorIterator(NAME_PatrolPoint, self->args[1]);
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auto iterator = self->Level->GetActorIterator(NAME_PatrolPoint, self->args[1]);
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self->special = 0;
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self->goal = iterator.Next ();
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self->reactiontime = self->args[2] * TICRATE + level.maptime;
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self->reactiontime = self->args[2] * TICRATE + self->Level->maptime;
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if (self->args[3] == 0)
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self->flags5 &= ~MF5_CHASEGOAL;
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else
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@ -2020,7 +2020,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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// [RH] Don't start chasing after a goal if it isn't time yet.
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if (self->target == self->goal)
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{
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if (self->reactiontime > level.maptime)
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if (self->reactiontime > self->Level->maptime)
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self->target = nullptr;
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}
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else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
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@ -2150,7 +2150,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look2)
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if (targ && (targ->flags & MF_SHOOTABLE))
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{
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if ((level.flags & LEVEL_NOALLIES) ||
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if ((self->Level->flags & LEVEL_NOALLIES) ||
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(self->flags & MF_FRIENDLY) != (targ->flags & MF_FRIENDLY))
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{
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if (self->flags & MF_AMBUSH)
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@ -2372,8 +2372,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (result)
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{
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// reached the goal
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auto iterator = level.GetActorIterator(NAME_PatrolPoint, actor->goal->args[0]);
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auto specit = level.GetActorIterator(NAME_PatrolSpecial, actor->goal->tid);
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auto iterator = actor->Level->GetActorIterator(NAME_PatrolPoint, actor->goal->args[0]);
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auto specit = actor->Level->GetActorIterator(NAME_PatrolSpecial, actor->goal->tid);
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AActor *spec;
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// Execute the specials of any PatrolSpecials with the same TID
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@ -2390,7 +2390,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (newgoal != NULL && actor->goal == actor->target)
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{
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delay = newgoal->args[1];
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actor->reactiontime = delay * TICRATE + level.maptime;
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actor->reactiontime = delay * TICRATE + actor->Level->maptime;
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}
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else
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{
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@ -3044,7 +3044,7 @@ int CheckBossDeath (AActor *actor)
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return false; // no one left alive, so do not end game
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// Make sure all bosses are dead
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TThinkerIterator<AActor> iterator;
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auto iterator = actor->Level->GetThinkerIterator<AActor>();
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AActor *other;
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while ( (other = iterator.Next ()) )
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@ -3074,7 +3074,7 @@ void A_BossDeath(AActor *self)
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// Do generic special death actions first
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bool checked = false;
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auto Level = &level;
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auto Level = self->Level;
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for (unsigned i = 0; i < Level->info->specialactions.Size(); i++)
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{
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FSpecialAction *sa = &Level->info->specialactions[i];
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@ -3125,7 +3125,7 @@ void A_BossDeath(AActor *self)
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// victory!
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if (Level->flags & LEVEL_SPECKILLMONSTERS)
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{ // Kill any remaining monsters
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P_Massacre ();
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Level->Massacre ();
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}
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if (Level->flags & LEVEL_MAP07SPECIAL)
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{
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@ -3174,7 +3174,7 @@ void A_BossDeath(AActor *self)
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//
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//----------------------------------------------------------------------------
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int P_Massacre (bool baddies, PClassActor *cls)
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int FLevelLocals::Massacre (bool baddies, FName cls)
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{
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// jff 02/01/98 'em' cheat - kill all monsters
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// partially taken from Chi's .46 port
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@ -3184,7 +3184,7 @@ int P_Massacre (bool baddies, PClassActor *cls)
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int killcount = 0;
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AActor *actor;
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TThinkerIterator<AActor> iterator(cls? cls : RUNTIME_CLASS(AActor));
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auto iterator = GetThinkerIterator<AActor>(cls);
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while ( (actor = iterator.Next ()) )
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{
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@ -1510,11 +1510,11 @@ FUNC(LS_Thing_Destroy)
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if (arg0 == 0 && arg2 == 0)
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{
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P_Massacre ();
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Level->Massacre ();
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}
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else if (arg0 == 0)
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{
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TThinkerIterator<AActor> iterator;
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auto iterator = Level->GetThinkerIterator<AActor>();
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actor = iterator.Next ();
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while (actor)
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