Replace some literal numbers denoting SEs/STs by symbolic enumeration values.

git-svn-id: https://svn.eduke32.com/eduke32@2970 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-08-26 22:16:08 +00:00
parent 41f2535e91
commit 2b58c6de4c
7 changed files with 122 additions and 94 deletions

View file

@ -2041,7 +2041,7 @@ DETONATE:
if (actor[j].t_data[0] == 0)
actor[j].t_data[0] = 1;
}
else if (sprite[j].lotag == 21)
else if (sprite[j].lotag == SE_21_DROP_FLOOR)
actor[j].t_data[0] = 1;
}
j = nextspritestat[j];
@ -2083,10 +2083,10 @@ DETONATE:
switch (sprite[j].lotag)
{
case 2:
case 21:
case 31:
case 32:
case 36:
case SE_21_DROP_FLOOR:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_36_PROJ_SHOOTER:
actor[j].t_data[0] = 1;
break;
case 3:
@ -5577,7 +5577,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
q = sc->extra>>3;
l = 0;
if (sc->lotag == 30)
if (sc->lotag == ST_30_ROTATE_RISE_BRIDGE)
{
q >>= 2;
@ -5990,7 +5990,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
case 30:
case SE_30_TWO_WAY_TRAIN:
if (s->owner == -1)
{
t[3] = !t[3];
@ -6458,7 +6458,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
if ((sc->lotag&0xff) != 27)
for (TRAVERSE_CONNECT(p))
if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
if (sc->lotag != ST_30_ROTATE_RISE_BRIDGE && sc->lotag != ST_31_TWO_WAY_TRAIN && sc->lotag != 0)
if (s->sectnum == sprite[g_player[p].ps->i].sectnum)
j = 0;
@ -6467,10 +6467,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
if (t[0] > sh)
switch (sector[s->sectnum].lotag)
{
case 20:
case 21:
case 22:
case 26:
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
if (GetAnimationGoal(&sector[s->sectnum].ceilingz) >= 0)
break;
default:
@ -6729,7 +6729,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
}
break;
case 16: //Reactor
case SE_16_REACTOR: //Reactor
t[2]+=32;
if (sc->floorz<sc->ceilingz) s->shade=0;
@ -6764,7 +6764,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
case 17:
case SE_17_WARP_ELEVATOR:
{
q = t[0]*(SP<<2);
@ -6820,7 +6820,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (i != j && (sprite[j].lotag) == 17)
if (i != j && (sprite[j].lotag) == SE_17_WARP_ELEVATOR)
if ((sc->hitag-t[0]) ==
(sector[sprite[j].sectnum].hitag)
&& sh == (sprite[j].hitag))
@ -7125,7 +7125,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
case 21: // Cascading effect
case SE_21_DROP_FLOOR: // Cascading effect
{
int32_t *zptr;
@ -7165,7 +7165,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
}
break;
case 24:
case SE_24_CONVEYOR:
case 34:
{
int32_t p;
@ -7291,7 +7291,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
}
break;
case 25: //PISTONS
case SE_25_PISTON: //PISTONS
if (t[4] == 0) break;
if (sc->floorz <= sc->ceilingz)
@ -7314,7 +7314,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
case 26:
case SE_26:
{
int32_t p;
@ -7368,7 +7368,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
}
case 27:
case SE_27_DEMO_CAM:
{
int32_t p;
DukePlayer_t *ps;
@ -7425,7 +7425,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
}
case 28:
case SE_28_LIGHTNING:
{
if (t[5] > 0)
{
@ -7513,13 +7513,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
}
case 29:
case SE_29_WAVES:
s->hitag += 64;
l = mulscale12((int32_t)s->yvel,sintable[s->hitag&2047]);
sc->floorz = s->z + l;
break;
case 31: // True Drop Floor
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
if (t[0] == 1)
{
// Choose dir
@ -7551,7 +7551,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
}
break;
case 32: // True Drop Ceiling
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
if (t[0] == 1)
{
// Choose dir
@ -7612,12 +7612,12 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
}
break;
case 33:
case SE_33_QUAKE_DEBRIS:
if (g_earthquakeTime > 0 && (krand()&7) == 0)
RANDOMSCRAP;
break;
case 36:
case SE_36_PROJ_SHOOTER:
if (t[0])
{
if (t[0] == 1)
@ -7710,7 +7710,7 @@ BOLT:
const spritetype *s = &sprite[i];
sectortype *sc;
if (s->lotag != 29) continue;
if (s->lotag != SE_29_WAVES) continue;
sc = &sector[s->sectnum];
if (sc->wallnum != 4) continue;
wal = &wall[sc->wallptr+2];

View file

@ -5391,7 +5391,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
switch (sp->lotag)
{
case 28:
case SE_28_LIGHTNING:
T6 = 65;// Delay for lightning
break;
case 7: // Transporters!!!!
@ -5437,7 +5437,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
case 19:
sp->owner = -1;
break;
case 25: // Pistons
case SE_25_PISTON: // Pistons
T4 = sector[sect].ceilingz;
T5 = 1;
sector[sect].ceilingz = sp->z;
@ -5446,7 +5446,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
case 35:
sector[sect].ceilingz = sp->z;
break;
case 27:
case SE_27_DEMO_CAM:
if (ud.recstat == 1)
{
sp->xrepeat=sp->yrepeat=64;
@ -5536,7 +5536,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
break;
case 17:
case SE_17_WARP_ELEVATOR:
T3 = sector[sect].floorz; //Stopping loc
@ -5554,9 +5554,9 @@ int32_t A_Spawn(int32_t j, int32_t pn)
break;
case 24:
case SE_24_CONVEYOR:
sp->yvel <<= 1;
case 36:
case SE_36_PROJ_SHOOTER:
break;
case 20:
@ -5628,7 +5628,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
}
break;
case 31:
case SE_31_FLOOR_RISE_FALL:
{
T2 = sector[sect].floorz;
// T3 = sp->hitag;
@ -5649,7 +5649,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
}
break;
case 32:
case SE_32_CEILING_RISE_FALL:
{
T2 = sector[sect].ceilingz;
T3 = sp->hitag;
@ -5716,12 +5716,12 @@ int32_t A_Spawn(int32_t j, int32_t pn)
case 6://Subway
case 14://Caboos
case 15://Subwaytype sliding door
case 16://That rotating blocker reactor thing
case 26://ESCELATOR
case 30://No rotational subways
case SE_16_REACTOR://That rotating blocker reactor thing
case SE_26://ESCELATOR
case SE_30_TWO_WAY_TRAIN://No rotational subways
if (sp->lotag == 0)
{
if (sector[sect].lotag == 30)
if (sector[sect].lotag == ST_30_ROTATE_RISE_BRIDGE)
{
if (sp->pal) sprite[i].clipdist = 1;
else sprite[i].clipdist = 0;
@ -5774,7 +5774,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
}
}
if (sp->lotag == 30 || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
if (sp->lotag == SE_30_TWO_WAY_TRAIN || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
{
#ifdef YAX_ENABLE
int32_t outerwall=-1;
@ -5834,14 +5834,14 @@ int32_t A_Spawn(int32_t j, int32_t pn)
sp->owner = -1;
T1 = s;
if (sp->lotag != 30)
if (sp->lotag != SE_30_TWO_WAY_TRAIN)
T4 = sp->hitag;
}
else if (sp->lotag == 16)
else if (sp->lotag == SE_16_REACTOR)
T4 = sector[sect].ceilingz;
else if (sp->lotag == 26)
else if (sp->lotag == SE_26)
{
T4 = sp->x;
T5 = sp->y;
@ -5866,15 +5866,15 @@ int32_t A_Spawn(int32_t j, int32_t pn)
j = A_CallSound(sect,i);
if (j == -1) j = SUBWAY;
actor[i].lastvx = j;
case 30:
case SE_30_TWO_WAY_TRAIN:
if (g_netServer || numplayers > 1) break;
case 0:
case 1:
case 5:
case 11:
case 15:
case 16:
case 26:
case SE_16_REACTOR:
case SE_26:
Sect_SetInterpolation(sprite[i].sectnum);
break;
}
@ -6154,7 +6154,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
if (ror_sprite == -1) ror_sprite = i;
}
if (t->lotag == 27 && ud.recstat == 1)
if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1)
{
t->picnum = 11+((totalclock>>3)&1);
t->cstat |= 128;

View file

@ -336,4 +336,35 @@ extern char forcegl;
#define Net_EnterText(x, y, t, dalen, c) _EnterText(1,x,y,t,dalen,c)
#define S_StopSound(num) S_StopEnvSound(num, -1)
// sector effector lotags
enum {
SE_16_REACTOR = 16,
SE_17_WARP_ELEVATOR = 17,
SE_21_DROP_FLOOR = 21,
SE_24_CONVEYOR = 24,
SE_25_PISTON = 25,
SE_26 = 26,
SE_27_DEMO_CAM = 27,
SE_28_LIGHTNING = 28,
SE_29_WAVES = 29,
SE_30_TWO_WAY_TRAIN = 30,
SE_31_FLOOR_RISE_FALL = 31,
SE_32_CEILING_RISE_FALL = 32,
SE_33_QUAKE_DEBRIS = 33,
SE_36_PROJ_SHOOTER = 36,
};
// sector lotags
enum {
ST_15_WARP_ELEVATOR = 15,
ST_20_CEILING_DOOR = 20,
ST_21_FLOOR_DOOR = 21,
ST_22_SPLITTING_DOOR = 22,
ST_26_SPLITTING_ST_DOOR = 26,
ST_28_DROP_FLOOR = 28,
ST_29_TEETH_DOOR = 29,
ST_30_ROTATE_RISE_BRIDGE = 30,
ST_31_TWO_WAY_TRAIN = 31,
};
#endif

View file

@ -5361,7 +5361,7 @@ HORIZONLY:
{
// p->cursectnum = s->sectnum;
if (!ud.noclip && sector[p->cursectnum].lotag == 31)
if (!ud.noclip && sector[p->cursectnum].lotag == ST_31_TWO_WAY_TRAIN)
{
if (sprite[sector[p->cursectnum].hitag].xvel && actor[sector[p->cursectnum].hitag].t_data[0] == 0)
{

View file

@ -1116,8 +1116,8 @@ static inline void prelevel(char g)
switch (sector[i].lotag)
{
case 20:
case 22:
case ST_20_CEILING_DOOR:
case ST_22_SPLITTING_DOOR:
if (sector[i].floorz > sector[i].ceilingz)
sector[i].lotag |= 32768;
continue;

View file

@ -71,17 +71,14 @@ void G_ResetInterpolations(void)
{
switch (sprite[k].lotag)
{
case 31:
case SE_31_FLOOR_RISE_FALL:
G_SetInterpolation(&sector[sprite[k].sectnum].floorz);
break;
case 32:
case SE_32_CEILING_RISE_FALL:
G_SetInterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
case 25:
G_SetInterpolation(&sector[sprite[k].sectnum].floorz);
G_SetInterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
case 17:
case SE_17_WARP_ELEVATOR:
case SE_25_PISTON:
G_SetInterpolation(&sector[sprite[k].sectnum].floorz);
G_SetInterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
@ -91,9 +88,9 @@ void G_ResetInterpolations(void)
case 11:
case 14:
case 15:
case 16:
case 26:
case 30:
case SE_16_REACTOR:
case SE_26:
case SE_30_TWO_WAY_TRAIN:
Sect_SetInterpolation(sprite[k].sectnum);
break;
}

View file

@ -62,7 +62,7 @@ int32_t A_CallSound(int32_t sn,int32_t whatsprite)
T6 = whatsprite;
}
if ((sector[SECT].lotag&0xff) != 22)
if ((sector[SECT].lotag&0xff) != ST_22_SPLITTING_DOOR)
T1 = 1;
}
}
@ -102,13 +102,13 @@ int32_t G_CheckActivatorMotion(int32_t lotag)
switch (sprite[j].lotag)
{
case 11:
case 30:
case SE_30_TWO_WAY_TRAIN:
if (actor[j].t_data[4])
return(1);
break;
case 20:
case 31:
case 32:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case 18:
if (actor[j].t_data[0])
return(1);
@ -163,8 +163,8 @@ int32_t isanunderoperator(int32_t lotag)
case 17:
case 18:
case 19:
case 22:
case 26:
case ST_22_SPLITTING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
return 1;
}
return 0;
@ -180,13 +180,13 @@ int32_t isanearoperator(int32_t lotag)
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case 23:
case 25:
case 26:
case 29://Toothed door
case ST_26_SPLITTING_ST_DOOR:
case ST_29_TEETH_DOOR://Toothed door
return 1;
}
return 0;
@ -290,7 +290,7 @@ void G_DoSectorAnimations(void)
if (animateptr[i] == &sector[animatesect[i]].ceilingz)
continue;
if ((sector[dasect].lotag&0xff) != 22)
if ((sector[dasect].lotag&0xff) != ST_22_SPLITTING_DOOR)
A_CallSound(dasect,-1);
continue;
@ -532,7 +532,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
switch (sptr->lotag&(0xffff-49152))
{
case 30:
case ST_30_ROTATE_RISE_BRIDGE:
j = sector[sn].hitag;
if (actor[j].tempang == 0 || actor[j].tempang == 256)
A_CallSound(sn,ii);
@ -541,7 +541,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
else sprite[j].extra = 1;
break;
case 31:
case ST_31_TWO_WAY_TRAIN:
j = sector[sn].hitag;
if (actor[j].t_data[4] == 0)
@ -550,18 +550,18 @@ void G_OperateSectors(int32_t sn, int32_t ii)
A_CallSound(sn,ii);
break;
case 26: //The split doors
case ST_26_SPLITTING_ST_DOOR: //The split doors
if (GetAnimationGoal(&sptr->ceilingz) == -1) //if the door has stopped
{
g_haltSoundHack = 1;
sptr->lotag &= 0xff00;
sptr->lotag |= 22;
sptr->lotag |= 22; // ST_22_SPLITTING_DOOR?
G_OperateSectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= 9;
G_OperateSectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= 26;
sptr->lotag |= 26; // ST_26_SPLITTING_ST_DOOR?
}
return;
@ -652,7 +652,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
}
return;
case 15://Warping elevators
case ST_15_WARP_ELEVATOR://Warping elevators
if (sprite[ii].picnum != APLAYER) return;
// if(ps[sprite[ii].yvel].select_dir == 1) return;
@ -726,7 +726,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
}
return;
case 29:
case ST_29_TEETH_DOOR:
i = headspritestat[STAT_EFFECTOR]; //Effectors
while (i >= 0)
@ -773,7 +773,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
return;
case 20:
case ST_20_CEILING_DOOR:
REDODOOR:
@ -811,7 +811,7 @@ REDODOOR:
return;
case 21:
case ST_21_FLOOR_DOOR:
i = GetAnimationGoal(&sptr->floorz);
if (i >= 0)
{
@ -833,7 +833,7 @@ REDODOOR:
}
return;
case 22:
case ST_22_SPLITTING_DOOR:
// REDODOOR22:
@ -963,13 +963,13 @@ REDODOOR:
return;
case 28:
case ST_28_DROP_FLOOR:
//activate the rest of them
j = headspritesect[sn];
while (j >= 0)
{
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==21)
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
break; //Found it
j = nextspritesect[j];
}
@ -981,7 +981,7 @@ REDODOOR:
l = headspritestat[STAT_EFFECTOR];
while (l >= 0)
{
if ((sprite[l].lotag&0xff)==21 && !actor[l].t_data[0] &&
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
(sprite[l].hitag) == j)
actor[l].t_data[0] = 1;
l = nextspritestat[l];
@ -1085,9 +1085,9 @@ void G_OperateActivators(int32_t low,int32_t snum)
{
if (sprite[j].statnum == 3) switch (sprite[j].lotag)
{
case 36:
case 31:
case 32:
case SE_36_PROJ_SHOOTER:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case 18:
actor[j].t_data[0] = 1-actor[j].t_data[0];
A_CallSound(SECT,j);
@ -1097,7 +1097,7 @@ void G_OperateActivators(int32_t low,int32_t snum)
}
}
if (k == -1 && (sector[SECT].lotag&0xff) == 22)
if (k == -1 && (sector[SECT].lotag&0xff) == ST_22_SPLITTING_DOOR)
k = A_CallSound(SECT,i);
G_OperateSectors(SECT,i);
@ -1138,7 +1138,7 @@ void G_OperateForceFields(int32_t s, int32_t low)
{
wall[i].cstat = 0;
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == 30)
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == SE_30_TWO_WAY_TRAIN)
wall[i].lotag = 0;
}
else
@ -1567,15 +1567,15 @@ int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite)
actor[x].t_data[0]++;
break;
case 24:
case SE_24_CONVEYOR:
case 34:
case 25:
case SE_25_PISTON:
actor[x].t_data[4] = !actor[x].t_data[4];
if (actor[x].t_data[4])
P_DoQuote(QUOTE_DEACTIVATED,g_player[snum].ps);
else P_DoQuote(QUOTE_ACTIVATED,g_player[snum].ps);
break;
case 21:
case SE_21_DROP_FLOOR:
P_DoQuote(QUOTE_ACTIVATED,g_player[screenpeek].ps);
break;
}
@ -2443,7 +2443,7 @@ void allignwarpelevators(void)
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if ((sprite[j].lotag) == 17 && i != j &&
if ((sprite[j].lotag) == SE_17_WARP_ELEVATOR && i != j &&
(SHT) == (sprite[j].hitag))
{
sector[sprite[j].sectnum].floorz =