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https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
- use iterator class for all stat loops in Blood's actor.cpp.
This commit is contained in:
parent
0a0a995cbd
commit
33164694b9
6 changed files with 70 additions and 33 deletions
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@ -2448,7 +2448,10 @@ void actInit(bool bSaveLoad) {
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}
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#endif
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for (int nSprite = headspritestat[kStatItem]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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int nSprite;
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StatIterator it(kStatItem);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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switch (sprite[nSprite].type) {
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case kItemWeaponVoodooDoll:
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sprite[nSprite].type = kAmmoItemVoodooDoll;
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@ -2456,7 +2459,9 @@ void actInit(bool bSaveLoad) {
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}
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}
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for (int nSprite = headspritestat[kStatTraps]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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it.Reset(kStatTraps);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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switch (pSprite->type) {
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case kTrapExploder:
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@ -2468,7 +2473,9 @@ void actInit(bool bSaveLoad) {
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}
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}
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for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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it.Reset(kStatThing);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
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spritetype* pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
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@ -2511,18 +2518,24 @@ void actInit(bool bSaveLoad) {
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if (gGameOptions.nMonsterSettings == 0) {
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gKillMgr.SetCount(0);
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while (headspritestat[kStatDude] >= 0) {
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spritetype *pSprite = &sprite[headspritestat[kStatDude]];
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int nSprite;
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StatIterator it(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->extra > 0 && pSprite->extra < kMaxXSprites && xsprite[pSprite->extra].key > 0) // Drop Key
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actDropObject(pSprite, kItemKeyBase + (xsprite[pSprite->extra].key - 1));
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DeleteSprite(headspritestat[kStatDude]);
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DeleteSprite(nSprite);
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}
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} else {
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// by NoOne: WTF is this?
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///////////////
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char unk[kDudeMax-kDudeBase];
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memset(unk, 0, sizeof(unk));
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for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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int nSprite;
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StatIterator it(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", nSprite);
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@ -2536,7 +2549,9 @@ void actInit(bool bSaveLoad) {
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for (int j = 0; j < 7; j++)
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dudeInfo[i].at70[j] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j]);
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for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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it.Reset(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
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spritetype *pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
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@ -2671,7 +2686,7 @@ void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7,
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{
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UNREFERENCED_PARAMETER(a12);
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UNREFERENCED_PARAMETER(a13);
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char va0[(kMaxSectors+7)>>3];
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uint8_t va0[(kMaxSectors+7)>>3];
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int nOwner = actSpriteIdToOwnerId(nSprite);
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gAffectedSectors[0] = 0;
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gAffectedXWalls[0] = 0;
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@ -2679,7 +2694,9 @@ void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7,
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nDist <<= 4;
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if (a10 & 2)
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{
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for (int i = headspritestat[kStatDude]; i >= 0; i = nextspritestat[i])
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int i;
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StatIterator it(kStatDude);
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while ((i = it.NextIndex()) >= 0)
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{
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if (i != nSprite || (a10 & 1))
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{
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@ -2713,7 +2730,9 @@ void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7,
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}
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if (a10 & 4)
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{
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for (int i = headspritestat[kStatThing]; i >= 0; i = nextspritestat[i])
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int i;
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StatIterator it(kStatThing);
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while ((i = it.NextIndex()) >= 0)
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{
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spritetype *pSprite2 = &sprite[i];
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@ -5416,7 +5435,8 @@ void actProcessSprites(void)
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if (gModernMap) nnExtProcessSuperSprites();
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#endif
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for (nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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StatIterator it(kStatThing);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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@ -5447,9 +5467,10 @@ void actProcessSprites(void)
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#endif
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if (pSprite->type == kThingDroppedLifeLeech) pXSprite->target = -1;
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for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite)
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int nSprite2;
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StatIterator it1(kStatDude);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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nNextSprite = nextspritestat[nSprite2];
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spritetype *pSprite2 = &sprite[nSprite2];
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@ -5511,7 +5532,9 @@ void actProcessSprites(void)
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}
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}
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}
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for (nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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it.Reset(kStatThing);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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@ -5642,7 +5665,8 @@ void actProcessSprites(void)
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}
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}
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}
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for (nSprite = headspritestat[kStatProjectile]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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it.Reset(kStatProjectile);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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@ -5653,9 +5677,10 @@ void actProcessSprites(void)
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if (hit >= 0)
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actImpactMissile(pSprite, hit);
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}
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for (nSprite = headspritestat[kStatExplosion]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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it.Reset(kStatExplosion);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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char v24c[(kMaxSectors+7)>>3];
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uint8_t v24c[(kMaxSectors+7)>>3];
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->flags & 32)
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@ -5693,7 +5718,9 @@ void actProcessSprites(void)
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trTriggerWall(nWall, pXWall, kCmdWallImpact);
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}
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for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
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int nSprite2;
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StatIterator it1(kStatDude);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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spritetype *pDude = &sprite[nSprite2];
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@ -5722,7 +5749,8 @@ void actProcessSprites(void)
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}
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}
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for (int nSprite2 = headspritestat[kStatThing]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
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it1.Reset(kStatThing);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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spritetype *pThing = &sprite[nSprite2];
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@ -5811,7 +5839,9 @@ void actProcessSprites(void)
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actPostSprite(nSprite, kStatFree);
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}
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for (nSprite = headspritestat[kStatTraps]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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it.Reset(kStatTraps);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->flags & 32)
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@ -5853,7 +5883,8 @@ void actProcessSprites(void)
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break;
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}
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}
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for (nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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it.Reset(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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@ -5901,7 +5932,9 @@ void actProcessSprites(void)
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}
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if (pXSprite->Proximity && !pXSprite->isTriggered)
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{
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for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite)
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int nSprite2;
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StatIterator it1(kStatDude);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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nNextSprite = nextspritestat[nSprite2];
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spritetype *pSprite2 = &sprite[nSprite2];
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@ -5955,7 +5988,8 @@ void actProcessSprites(void)
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ProcessTouchObjects(pSprite, nXSprite);
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}
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}
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for (nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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it.Reset(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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@ -6004,7 +6038,8 @@ void actProcessSprites(void)
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velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
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MoveDude(pSprite);
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}
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for (nSprite = headspritestat[kStatFlare]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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it.Reset(kStatFlare);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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@ -6051,7 +6086,8 @@ spritetype * actSpawnSprite(int nSector, int x, int y, int z, int nStat, char a6
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sprite[nSprite].extra = -1;
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else
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{
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nSprite = headspritestat[kStatPurge];
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StatIterator it(kStatPurge);
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nSprite = it.NextIndex();
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assert(nSprite >= 0);
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assert(nSector >= 0 && nSector < kMaxSectors);
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ChangeSpriteSect(nSprite, nSector);
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@ -6142,7 +6178,8 @@ spritetype * actSpawnSprite(spritetype *pSource, int nStat)
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int nSprite = InsertSprite(pSource->sectnum, nStat);
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if (nSprite < 0)
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{
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nSprite = headspritestat[kStatPurge];
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StatIterator it(kStatPurge);
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nSprite = it.NextIndex();
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assert(nSprite >= 0);
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assert(pSource->sectnum >= 0 && pSource->sectnum < kMaxSectors);
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ChangeSpriteSect(nSprite, pSource->sectnum);
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@ -1414,7 +1414,7 @@ void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite)
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}
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if (pXSprite->state)
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{
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char va4[(kMaxSectors+7)>>3];
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uint8_t va4[(kMaxSectors+7)>>3];
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gAffectedSectors[0] = 0;
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gAffectedXWalls[0] = 0;
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GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, gAffectedSectors, va4, gAffectedXWalls);
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@ -99,7 +99,7 @@ static void SlashSeqCallback(int, int nXSprite)
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static void StompSeqCallback(int, int nXSprite)
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{
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char vb8[(kMaxSectors+7)>>3];
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uint8_t vb8[(kMaxSectors+7)>>3];
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &sprite[nSprite];
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@ -832,9 +832,9 @@ int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, cha
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return n;
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}
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit, short *a8)
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, uint8_t *pSectBit, short *a8)
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{
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char sectbits[(kMaxSectors+7)>>3];
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uint8_t sectbits[(kMaxSectors+7)>>3];
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assert(pSectors != NULL);
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memset(sectbits, 0, sizeof(sectbits));
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pSectors[0] = nSector;
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@ -81,7 +81,7 @@ void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, int *ceilHit,
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int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
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unsigned int ClipMove(int *x, int *y, int *z, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask);
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int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit);
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit, short *a8);
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, uint8_t *pSectBit, short *a8);
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int picWidth(short nPic, short repeat);
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int picHeight(short nPic, short repeat);
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@ -2493,7 +2493,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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void sub_51340(spritetype *pMissile, int a2)
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{
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char va4[(kMaxSectors+7)>>3];
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uint8_t va4[(kMaxSectors+7)>>3];
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int x = pMissile->x;
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int y = pMissile->y;
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int z = pMissile->z;
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