- Iterators and pointers for movefx, moveflammable and detonate

This commit is contained in:
Christoph Oelckers 2020-10-12 22:05:22 +02:00
parent 2358f14cd1
commit 5d734eafa0
1 changed files with 49 additions and 46 deletions

View File

@ -552,23 +552,22 @@ void moveplayers(void) //Players
void movefx(void)
{
short i, j, nexti, p;
int i, j, p;
int x, ht;
spritetype* s;
i = headspritestat[STAT_FX];
while (i >= 0)
StatIterator iti(STAT_FX);
while ((i = iti.NextIndex()) >= 0)
{
s = &sprite[i];
nexti = nextspritestat[i];
auto s = &sprite[i];
auto hti = &hittype[i];
switch (s->picnum)
{
case RESPAWN:
if (sprite[i].extra == 66)
if (s->extra == 66)
{
j = fi.spawn(i, sprite[i].hitag);
j = fi.spawn(i, s->hitag);
if (isRRRA())
{
respawn_rrra(i, j);
@ -578,49 +577,49 @@ void movefx(void)
deletesprite(i);
}
}
else if (sprite[i].extra > (66 - 13))
sprite[i].extra++;
else if (s->extra > (66 - 13))
s->extra++;
break;
case MUSICANDSFX:
ht = s->hitag;
if (hittype[i].temp_data[1] != (int)SoundEnabled())
if (hti->temp_data[1] != (int)SoundEnabled())
{
hittype[i].temp_data[1] = SoundEnabled();
hittype[i].temp_data[0] = 0;
hti->temp_data[1] = SoundEnabled();
hti->temp_data[0] = 0;
}
if (s->lotag >= 1000 && s->lotag < 2000)
{
x = ldist(&sprite[ps[screenpeek].i], s);
if (x < ht && hittype[i].temp_data[0] == 0)
if (x < ht && hti->temp_data[0] == 0)
{
FX_SetReverb(s->lotag - 1000);
hittype[i].temp_data[0] = 1;
hti->temp_data[0] = 1;
}
if (x >= ht && hittype[i].temp_data[0] == 1)
if (x >= ht && hti->temp_data[0] == 1)
{
FX_SetReverb(0);
FX_SetReverbDelay(0);
hittype[i].temp_data[0] = 0;
hti->temp_data[0] = 0;
}
}
else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sector[sprite[i].sectnum].floorz != sector[sprite[i].sectnum].ceilingz)
else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sector[s->sectnum].floorz != sector[s->sectnum].ceilingz)
{
auto flags = S_GetUserFlags(s->lotag);
if (flags & SF_MSFX)
{
int x = dist(&sprite[ps[screenpeek].i], s);
if (x < ht && hittype[i].temp_data[0] == 0)
if (x < ht && hti->temp_data[0] == 0)
{
// Start playing an ambience sound.
S_PlayActorSound(s->lotag, i, CHAN_AUTO, CHANF_LOOP);
hittype[i].temp_data[0] = 1; // AMBIENT_SFX_PLAYING
hti->temp_data[0] = 1; // AMBIENT_SFX_PLAYING
}
else if (x >= ht && hittype[i].temp_data[0] == 1)
else if (x >= ht && hti->temp_data[0] == 1)
{
// Stop playing ambience sound because we're out of its range.
S_StopSound(s->lotag, i);
@ -629,18 +628,17 @@ void movefx(void)
if ((flags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL)
{
if (hittype[i].temp_data[4] > 0) hittype[i].temp_data[4]--;
if (hti->temp_data[4] > 0) hti->temp_data[4]--;
else for (p = connecthead; p >= 0; p = connectpoint2[p])
if (p == myconnectindex && ps[p].cursectnum == s->sectnum)
{
S_PlaySound(s->lotag + (unsigned)global_random % (s->hitag + 1));
hittype[i].temp_data[4] = 26 * 40 + (global_random % (26 * 40));
hti->temp_data[4] = 26 * 40 + (global_random % (26 * 40));
}
}
}
break;
}
i = nexti;
}
}
@ -881,13 +879,14 @@ void movefountain(int i, int fountain)
void moveflammable(int i, int tire, int box, int pool)
{
auto s = &sprite[i];
auto ht = &hittype[i];
int j;
if (hittype[i].temp_data[0] == 1)
if (ht->temp_data[0] == 1)
{
hittype[i].temp_data[1]++;
if ((hittype[i].temp_data[1] & 3) > 0) return;
ht->temp_data[1]++;
if ((ht->temp_data[1] & 3) > 0) return;
if (!isRR() && s->picnum == tire && hittype[i].temp_data[1] == 32)
if (!isRR() && s->picnum == tire && ht->temp_data[1] == 32)
{
s->cstat = 0;
j = fi.spawn(i, pool);
@ -923,10 +922,11 @@ void moveflammable(int i, int tire, int box, int pool)
if (box >= 0 && s->picnum == box)
{
makeitfall(i);
hittype[i].ceilingz = sector[s->sectnum].ceilingz;
ht->ceilingz = sector[s->sectnum].ceilingz;
}
}
//---------------------------------------------------------------------------
//
//
@ -936,30 +936,33 @@ void moveflammable(int i, int tire, int box, int pool)
void detonate(int i, int explosion)
{
auto s = &sprite[i];
auto ht = &hittype[i];
auto t = &hittype[i].temp_data[0];
earthquaketime = 16;
int j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
int j;
StatIterator itj(STAT_EFFECTOR);
while ((j = itj.NextIndex()) >= 0)
{
if (s->hitag == sprite[j].hitag)
auto sj = &sprite[j];
auto htj = &hittype[j];
if (s->hitag == sj->hitag)
{
if (sprite[j].lotag == SE_13_EXPLOSIVE)
if (sj->lotag == SE_13_EXPLOSIVE)
{
if (hittype[j].temp_data[2] == 0)
hittype[j].temp_data[2] = 1;
if (htj->temp_data[2] == 0)
htj->temp_data[2] = 1;
}
else if (sprite[j].lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
hittype[j].temp_data[4] = 1;
else if (sprite[j].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
else if (sj->lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
htj->temp_data[4] = 1;
else if (sj->lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
{
if (hittype[j].temp_data[0] == 0)
hittype[j].temp_data[0] = 1;
if (htj->temp_data[0] == 0)
htj->temp_data[0] = 1;
}
else if (sprite[j].lotag == SE_21_DROP_FLOOR)
hittype[j].temp_data[0] = 1;
else if (sj->lotag == SE_21_DROP_FLOOR)
htj->temp_data[0] = 1;
}
j = nextspritestat[j];
}
s->z -= (32 << 8);