diff --git a/source/sw/src/coolie.cpp b/source/sw/src/coolie.cpp index 793a0322e..4e9c342f3 100644 --- a/source/sw/src/coolie.cpp +++ b/source/sw/src/coolie.cpp @@ -482,7 +482,8 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso } else { - TRAVERSE_SPRITE_SECT(headspritesect[sectnum],i,nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { SPRITEp np = &sprite[i]; if (np->picnum == ST1 && np->hitag == SECT_SINK) diff --git a/source/sw/src/draw.cpp b/source/sw/src/draw.cpp index 05fea8717..7bfe7b40a 100644 --- a/source/sw/src/draw.cpp +++ b/source/sw/src/draw.cpp @@ -1482,8 +1482,7 @@ int ConnectCopySprite(uspritetype const * tsp) void PreDrawStackedWater(void) { - short si,snexti; - short i,nexti; + int i, si; SPRITEp sp; USERp u,nu; short New; @@ -1491,7 +1490,8 @@ void PreDrawStackedWater(void) StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE); while ((si = it.NextIndex()) >= 0) { - TRAVERSE_SPRITE_SECT(headspritesect[sprite[si].sectnum], i, nexti) + SectIterator it(sprite[si].sectnum); + while ((i = it.NextIndex()) >= 0) { if (User[i]) { diff --git a/source/sw/src/light.cpp b/source/sw/src/light.cpp index e07acf573..7714e7467 100644 --- a/source/sw/src/light.cpp +++ b/source/sw/src/light.cpp @@ -118,7 +118,8 @@ void DiffuseLighting(SPRITEp sp) // diffused lighting count = 0; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_LIGHTING_DIFFUSE],i,nexti) + StatIterator it(STAT_LIGHTING_DIFFUSE); + while ((i = it.NextIndex()) >= 0) { dsp = &sprite[i]; @@ -145,7 +146,8 @@ void DoLightingMatch(short match, short state) short i,nexti; SPRITEp sp; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_LIGHTING],i,nexti) + StatIterator it(STAT_LIGHTING); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -270,7 +272,8 @@ void InitLighting(void) // processed on level startup // puts lights in correct state - TRAVERSE_SPRITE_STAT(headspritestat[STAT_LIGHTING],i,nexti) + StatIterator it(STAT_LIGHTING); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -287,7 +290,8 @@ void DoLighting(void) SPRITEp sp; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_LIGHTING],i,nexti) + StatIterator it(STAT_LIGHTING); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; diff --git a/source/sw/src/player.cpp b/source/sw/src/player.cpp index 8c2e7b661..ba584abc7 100644 --- a/source/sw/src/player.cpp +++ b/source/sw/src/player.cpp @@ -4322,7 +4322,8 @@ GetOverlapSector2(int x, int y, short *over, short *under) // if nothing was found, check them all if (found == 0) { - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA],i,nexti) + StatIterator it(STAT_DIVE_AREA); + while ((i = it.NextIndex()) >= 0) { if (inside(x, y, sprite[i].sectnum)) { @@ -4334,7 +4335,8 @@ GetOverlapSector2(int x, int y, short *over, short *under) for (stat = 0; stat < SIZ(UnderStatList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[UnderStatList[stat]],i,nexti) + it.Reset(UnderStatList[stat]); + while ((i = it.NextIndex()) >= 0) { // ignore underwater areas with lotag of 0 if (sprite[i].lotag == 0) diff --git a/source/sw/src/sector.cpp b/source/sw/src/sector.cpp index 7b5395863..0af503633 100644 --- a/source/sw/src/sector.cpp +++ b/source/sw/src/sector.cpp @@ -118,13 +118,15 @@ void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_ void WallSetupDontMove(void) { - int i,j,nexti,nextj; + int i,j; SPRITEp spu, spl; WALLp wallp; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_DONT_MOVE_UPPER],i,nexti) + StatIterator it(STAT_WALL_DONT_MOVE_UPPER); + while ((i = it.NextIndex()) >= 0) { - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_DONT_MOVE_LOWER],j,nextj) + StatIterator it1(STAT_WALL_DONT_MOVE_LOWER); + while ((j = it1.NextIndex()) >= 0) { spu = &sprite[i]; spl = &sprite[j]; @@ -870,7 +872,8 @@ OperateSector(short sectnum, short player_is_operating) if (SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR) return false; - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -2076,29 +2079,6 @@ OperateTripTrigger(PLAYERp pp) SECTORp sectp = §or[pp->cursectnum]; -#if 0 - // new method - if (TEST(sectp->extra, SECTFX_TRIGGER)) - { - SPRITEp sp; - - TRAVERSE_SPRITE_SECT(headspritesect[*sectp],i,nexti) - { - sp = &sprite[i]; - - if (sp->statnum == STAT_TRIGGER && SP_TAG7(sp) == 0) - { - switch (SP_TAG3(sp)) - { - case 1: // Secret Area - - break; - } - } - } - } -#endif - // old method switch (LOW_TAG(pp->cursectnum)) { @@ -3215,7 +3195,8 @@ DoPanning(void) SECTORp sectp; WALLp wallp; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_FLOOR_PAN], i, nexti) + StatIterator it(STAT_FLOOR_PAN); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; sectp = §or[sp->sectnum]; @@ -3230,7 +3211,8 @@ DoPanning(void) sectp->floorypanning &= 255; } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_PAN], i, nexti) + it.Reset(STAT_CEILING_PAN); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; sectp = §or[sp->sectnum]; @@ -3245,7 +3227,8 @@ DoPanning(void) sectp->ceilingypanning &= 255; } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_PAN], i, nexti) + it.Reset(STAT_WALL_PAN); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; wallp = &wall[sp->owner]; diff --git a/source/sw/src/slidor.cpp b/source/sw/src/slidor.cpp index 096ccc529..c7a71f0b0 100644 --- a/source/sw/src/slidor.cpp +++ b/source/sw/src/slidor.cpp @@ -75,7 +75,8 @@ SlidorSwitch(short match, short setting) short i,nexti; bool found = false; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) + StatIterator it(STAT_DEFAULT); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -158,7 +159,8 @@ DoSlidorMatch(PLAYERp pp, short match, bool manual) //SlidorSwitch(match, ON); - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SLIDOR], i, nexti) + StatIterator it(STAT_SLIDOR); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -234,7 +236,8 @@ TestSlidorMatchActive(short match) short i,nexti; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SLIDOR], i, nexti) + StatIterator it(STAT_SLIDOR); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -625,7 +628,8 @@ int DoSlidorMove(short SpriteNum) USERp bu; bool found = false; - TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) + SectIterator it(sp->sectnum); + while ((i = it.NextIndex()) >= 0) { bsp = &sprite[i]; bu = User[i]; diff --git a/source/sw/src/sounds.cpp b/source/sw/src/sounds.cpp index d4370f346..fa9602dbe 100644 --- a/source/sw/src/sounds.cpp +++ b/source/sw/src/sounds.cpp @@ -284,7 +284,8 @@ void StartAmbientSound(void) if (!SoundEnabled()) return; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_AMBIENT], i, nexti) + StatIterator it(STAT_AMBIENT); + while ((i = it.NextIndex()) >= 0) { SPRITEp sp = &sprite[i]; InitAmbient(sp->lotag, sp); diff --git a/source/sw/src/spike.cpp b/source/sw/src/spike.cpp index 700667fbd..f1f5cbf42 100644 --- a/source/sw/src/spike.cpp +++ b/source/sw/src/spike.cpp @@ -79,7 +79,8 @@ SpikeSwitch(short match, short setting) short i,nexti; bool found = false; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) + StatIterator it(STAT_DEFAULT); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -147,7 +148,8 @@ short DoSpikeOperate(short sectnum) short match; short i,nexti; - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -185,7 +187,8 @@ DoSpikeMatch(short match) //SpikeSwitch(match, ON); - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPIKE], i, nexti) + StatIterator it(STAT_SPIKE); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -218,7 +221,8 @@ TestSpikeMatchActive(short match) short i,nexti; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPIKE], i, nexti) + StatIterator it(STAT_SPIKE); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -303,7 +307,8 @@ void MoveSpritesWithSpike(short sectnum) short i,nexti; int cz,fz; - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -399,7 +404,8 @@ int DoSpike(short SpriteNum) USERp bu; bool found = false; - TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) + SectIterator it(sp->sectnum); + while ((i = it.NextIndex()) >= 0) { bsp = &sprite[i]; bu = User[i]; diff --git a/source/sw/src/sprite.cpp b/source/sw/src/sprite.cpp index 5c47c6b40..2ed163d33 100644 --- a/source/sw/src/sprite.cpp +++ b/source/sw/src/sprite.cpp @@ -732,7 +732,8 @@ KillSprite(int16_t SpriteNum) for (stat = 0; stat < SIZ(MissileStats); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[MissileStats[stat]], i, nexti) + StatIterator it(MissileStats[stat]); + while ((i = it.NextIndex()) >= 0) { mu = User[i]; @@ -752,7 +753,8 @@ KillSprite(int16_t SpriteNum) // don't bother th check if you've never had children for (stat = 0; stat < STAT_DONT_DRAW; stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti) + StatIterator it(stat); + while ((i = it.NextIndex()) >= 0) { if (sprite[i].owner == SpriteNum) { @@ -1765,7 +1767,8 @@ SpriteSetupPost(void) TRAVERSE_SPRITE_STAT(headspritestat[STAT_FLOOR_PAN], SpriteNum, NextSprite) { - TRAVERSE_SPRITE_SECT(headspritesect[sprite[SpriteNum].sectnum],i,nexti) + SectIterator it(sprite[SpriteNum].sectnum); + while ((i = it.NextIndex()) >= 0) { ds = &sprite[i]; @@ -3820,7 +3823,8 @@ bool ItemSpotClear(SPRITEp sip, short statnum, short id) if (TEST_BOOL2(sip)) { - TRAVERSE_SPRITE_SECT(headspritesect[sip->sectnum],i,nexti) + SectIterator it(sip->sectnum); + while ((i = it.NextIndex()) >= 0) { if (sprite[i].statnum == statnum && User[i]->ID == id) { @@ -6697,7 +6701,8 @@ SpriteControl(void) int tx, ty, tmin, dist; short StateTics; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISC], i, nexti) + StatIterator it(STAT_MISC); + while ((i = it.NextIndex()) >= 0) { #if INLINE_STATE ASSERT(User[i]); @@ -6717,7 +6722,8 @@ SpriteControl(void) { for (stat = STAT_SKIP2_START + 1; stat <= STAT_SKIP2_END; stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti) + StatIterator it(stat); + while ((i = it.NextIndex()) >= 0) { #if INLINE_STATE ASSERT(User[i]); @@ -6794,7 +6800,8 @@ SpriteControl(void) { for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_END; stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti) + StatIterator it(stat); + while ((i = it.NextIndex()) >= 0) { #if INLINE_STATE ASSERT(User[i]); @@ -6811,7 +6818,8 @@ SpriteControl(void) } } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_STATE], i, nexti) + StatIterator it(STAT_NO_STATE); + while ((i = it.NextIndex()) >= 0) { if (User[i] && User[i]->ActorActionFunc) (*User[i]->ActorActionFunc)(i); @@ -6820,7 +6828,8 @@ SpriteControl(void) if (MoveSkip8 == 0) { - TRAVERSE_SPRITE_STAT(headspritestat[STAT_STATIC_FIRE], i, nexti) + it.Reset(STAT_STATIC_FIRE); + while ((i = it.NextIndex()) >= 0) { extern int DoStaticFlamesDamage(short SpriteNum); ASSERT(User[i]); @@ -6830,7 +6839,8 @@ SpriteControl(void) if (MoveSkip4 == 0) // limit to 10 times a second { - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALLBLOOD_QUEUE], i, nexti) + it.Reset(STAT_WALLBLOOD_QUEUE); + while ((i = it.NextIndex()) >= 0) { #if INLINE_STATE ASSERT(User[i]); @@ -6849,7 +6859,8 @@ SpriteControl(void) // vator/rotator/spike/slidor all have some code to // prevent calling of the action func() - TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti) + it.Reset(STAT_VATOR); + while ((i = it.NextIndex()) >= 0) { u = User[i]; @@ -6869,7 +6880,8 @@ SpriteControl(void) (*User[i]->ActorActionFunc)(i); } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPIKE], i, nexti) + it.Reset(STAT_SPIKE); + while ((i = it.NextIndex()) >= 0) { u = User[i]; @@ -6890,7 +6902,8 @@ SpriteControl(void) (*User[i]->ActorActionFunc)(i); } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti) + it.Reset(STAT_ROTATOR); + while ((i = it.NextIndex()) >= 0) { u = User[i]; @@ -6908,7 +6921,8 @@ SpriteControl(void) (*User[i]->ActorActionFunc)(i); } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SLIDOR], i, nexti) + it.Reset(STAT_SLIDOR); + while ((i = it.NextIndex()) >= 0) { u = User[i]; @@ -6926,7 +6940,8 @@ SpriteControl(void) (*User[i]->ActorActionFunc)(i); } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_SUICIDE], i, nexti) + it.Reset(STAT_SUICIDE); + while ((i = it.NextIndex()) >= 0) { KillSprite(i); } @@ -7514,36 +7529,6 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int return retval; } -/* -int push_check(short SpriteNum) - { - switch (sprite[SpriteNum].lotag) - { - case TAG_DOOR_S,LIDING: - { - SPRITEp sp; - USERp u; - short i,nexti,sect; - - //DSPRINTF(ds,"Door Closing %d",sectnum); - MONO_PRINT(ds); - - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) - { - sp = &sprite[i]; - u = User[i]; - - sect = pushmove((vec3_t *)sp, &sp->sectnum, (((int)sp->clipdist)<<2)-8, u->ceiling_dist, u->floor_dist, CLIPMASK0); - if (sect == -1) - { - KillSprite(i); - } - } - } - } - } -*/ - #include "saveable.h" diff --git a/source/sw/src/track.cpp b/source/sw/src/track.cpp index ee7e91ca9..664d0bb37 100644 --- a/source/sw/src/track.cpp +++ b/source/sw/src/track.cpp @@ -2321,7 +2321,8 @@ void CallbackSOsink(ANIMp ap, void *data) ASSERT(found); - TRAVERSE_SPRITE_SECT(headspritesect[dest_sector], i, nexti) + SectIterator it(dest_sector); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; diff --git a/source/sw/src/vator.cpp b/source/sw/src/vator.cpp index f95854637..183afb1b0 100644 --- a/source/sw/src/vator.cpp +++ b/source/sw/src/vator.cpp @@ -84,7 +84,8 @@ VatorSwitch(short match, short setting) short i,nexti; bool found = false; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) + StatIterator it(STAT_DEFAULT); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -152,7 +153,8 @@ short DoVatorOperate(PLAYERp pp, short sectnum) short match; short i,nexti; - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -224,7 +226,8 @@ DoVatorMatch(PLAYERp pp, short match) //VatorSwitch(match, ON); - TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti) + StatIterator it(STAT_VATOR); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -295,7 +298,8 @@ TestVatorMatchActive(short match) short i,nexti; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti) + StatIterator it(STAT_VATOR); + while ((i = it.NextIndex()) >= 0) { fsp = &sprite[i]; @@ -320,7 +324,8 @@ void InterpSectorSprites(short sectnum, bool state) SPRITEp sp; short i,nexti; - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -349,7 +354,8 @@ void MoveSpritesWithSector(short sectnum, int z_amt, bool type) if (SectUser[sectnum]) both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH); - TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) + SectIterator it(sectnum); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -540,7 +546,8 @@ int DoVator(short SpriteNum) USERp bu; bool found = false; - TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) + SectIterator it(sp->sectnum); + while ((i = it.NextIndex()) >= 0) { bsp = &sprite[i]; bu = User[i]; @@ -591,7 +598,8 @@ int DoVator(short SpriteNum) int i,nexti; SPRITEp bsp; - TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) + SectIterator it(sp->sectnum); + while ((i = it.NextIndex()) >= 0) { bsp = &sprite[i]; diff --git a/source/sw/src/vis.cpp b/source/sw/src/vis.cpp index 617fab6dd..3334e1c9c 100644 --- a/source/sw/src/vis.cpp +++ b/source/sw/src/vis.cpp @@ -48,7 +48,8 @@ void ProcessVisOn(void) short i, nexti; SPRITEp sp; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti) + StatIterator it(STAT_VIS_ON); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -95,7 +96,8 @@ void VisViewChange(PLAYERp pp, int *vis) return; // find the closest quake - should be a strength value - TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti) + StatIterator it(STAT_VIS_ON); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -140,7 +142,8 @@ int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt) return -1; // kill any others with the same parent - TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti) + StatIterator it(STAT_VIS_ON); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; if (sp->owner == Parent) diff --git a/source/sw/src/wallmove.cpp b/source/sw/src/wallmove.cpp index 7cd5d048e..2a6ac387c 100644 --- a/source/sw/src/wallmove.cpp +++ b/source/sw/src/wallmove.cpp @@ -168,7 +168,8 @@ bool CanSeeWallMove(SPRITEp wp, short match) bool found = false; SPRITEp sp; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti) + StatIterator it(STAT_WALL_MOVE_CANSEE); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -196,7 +197,8 @@ int DoWallMoveMatch(short match) bool found = false; // just all with the same matching tags - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti) + StatIterator it(STAT_WALL_MOVE); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; diff --git a/source/sw/src/warp.cpp b/source/sw/src/warp.cpp index c069344b3..1b8fe5fe8 100644 --- a/source/sw/src/warp.cpp +++ b/source/sw/src/warp.cpp @@ -55,7 +55,8 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor) if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) return false; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti) + StatIterator it(STAT_WARP); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -172,7 +173,8 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum break; } - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti) + StatIterator it(STAT_WARP); + while ((i = it.NextIndex()) >= 0) { SPRITEp sp = &sprite[i]; @@ -221,7 +223,8 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp) if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) return false; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti) + StatIterator it(STAT_WARP); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; diff --git a/source/sw/src/weapon.cpp b/source/sw/src/weapon.cpp index fb9999d2d..86cc8dada 100644 --- a/source/sw/src/weapon.cpp +++ b/source/sw/src/weapon.cpp @@ -2772,7 +2772,8 @@ int DoLavaErupt(short SpriteNum) pp = Player + pnum; if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER)) { - TRAVERSE_SPRITE_SECT(headspritesect[pp->cursectnum],i,nexti) + SectIterator it(pp->cursectnum); + while ((i = it.NextIndex()) >= 0) { tsp = &sprite[i]; @@ -4934,7 +4935,6 @@ DoBreakFlames(short SpriteNum) int SetSuicide(short SpriteNum) { -#if 1 USERp u = User[SpriteNum]; if (u != nullptr) @@ -4943,13 +4943,6 @@ SetSuicide(short SpriteNum) u->RotNum = 0; } ChangeState(SpriteNum, s_Suicide); -#else - // this will NOT work because - // TRAVERSE_SPRITE_STAT([STAT_MISSILE], i, nexti) - // nexti will still be valid but will be on a different list - // and will have a different nextspritestat[nexti] result - changespritestat(SpriteNum, STAT_SUICIDE); -#endif return 0; } @@ -7537,7 +7530,8 @@ DoDamageTest(short Weapon) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; @@ -7608,7 +7602,8 @@ DoFlamesDamageTest(short Weapon) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; @@ -7797,7 +7792,8 @@ int DoExpDamageTest(short Weapon) for (stat = 0; stat < max_stat; stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; @@ -7844,7 +7840,8 @@ int DoExpDamageTest(short Weapon) // Breakable stuff for (stat = 0; stat < max_stat; stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatBreakList[stat]], i, nexti) + StatIterator it(StatBreakList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; @@ -7874,7 +7871,8 @@ int DoExpDamageTest(short Weapon) return 0; // wall damaging - TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti) + StatIterator it(STAT_WALL_MOVE); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -7929,7 +7927,8 @@ int DoMineExpMine(short Weapon) int tmin; int zdist; - TRAVERSE_SPRITE_STAT(headspritestat[STAT_MINE_STUCK], i, nexti) + StatIterator it(STAT_MINE_STUCK); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; @@ -9352,7 +9351,8 @@ DoMineRangeTest(short Weapon, short range) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; @@ -13725,7 +13725,8 @@ InitSwordAttack(PLAYERp pp) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -13902,7 +13903,8 @@ InitFistAttack(PLAYERp pp) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; @@ -14221,7 +14223,8 @@ InitSumoStompAttack(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { tsp = &sprite[i]; @@ -15992,7 +15995,8 @@ InitRipperSlash(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; hu = User[i]; @@ -16029,7 +16033,8 @@ InitBunnySlash(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -16062,7 +16067,8 @@ InitSerpSlash(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -16129,7 +16135,8 @@ DoBladeDamage(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -16172,7 +16179,8 @@ DoStaticFlamesDamage(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -16218,7 +16226,8 @@ InitCoolgBash(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -16255,7 +16264,8 @@ InitSkelSlash(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -16288,7 +16298,8 @@ InitGoroChop(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; @@ -17190,7 +17201,8 @@ InitEelFire(short SpriteNum) for (stat = 0; stat < SIZ(StatDamageList); stat++) { - TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti) + StatIterator it(StatDamageList[stat]); + while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; hu = User[i]; @@ -19770,7 +19782,8 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z) return false; // search for DIVE_AREA "over" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti) + StatIterator it(STAT_DIVE_AREA); + while ((i = it.NextIndex()) >= 0) { over_sp = &sprite[i]; @@ -19787,7 +19800,8 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z) Found = false; // search for UNDERWATER "under" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti) + StatIterator it(STAT_UNDERWATER); + while ((i = it.NextIndex()) >= 0) { under_sp = &sprite[i]; @@ -19843,7 +19857,8 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z) return false; // search for UNDERWATER "under" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti) + StatIterator it(STAT_UNDERWATER); + while ((i = it.NextIndex()) >= 0) { under_sp = &sprite[i]; @@ -19860,7 +19875,8 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z) Found = false; // search for DIVE_AREA "over" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti) + StatIterator it(STAT_DIVE_AREA); + while ((i = it.NextIndex()) >= 0) { over_sp = &sprite[i]; @@ -19915,7 +19931,8 @@ SpriteWarpToUnderwater(SPRITEp sp) return false; // search for DIVE_AREA "over" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti) + StatIterator it(STAT_DIVE_AREA); + while ((i = it.NextIndex()) >= 0) { over_sp = &sprite[i]; @@ -19932,7 +19949,8 @@ SpriteWarpToUnderwater(SPRITEp sp) Found = false; // search for UNDERWATER "under" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti) + StatIterator it(STAT_UNDERWATER); + while ((i = it.NextIndex()) >= 0) { under_sp = &sprite[i]; @@ -19994,7 +20012,8 @@ SpriteWarpToSurface(SPRITEp sp) return false; // search for UNDERWATER "under" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti) + StatIterator it(STAT_UNDERWATER); + while ((i = it.NextIndex()) >= 0) { under_sp = &sprite[i]; @@ -20015,7 +20034,8 @@ SpriteWarpToSurface(SPRITEp sp) Found = false; // search for DIVE_AREA "over" sprite for reference point - TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti) + StatIterator it(STAT_DIVE_AREA); + while ((i = it.NextIndex()) >= 0) { over_sp = &sprite[i];