mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
- replaced all sector sprite iterators in Blood.
This commit is contained in:
parent
b1536d8a0b
commit
aa5c7c3e34
4 changed files with 69 additions and 23 deletions
|
@ -204,7 +204,9 @@ void sub_557C4(int x, int y, int interpolation)
|
|||
{
|
||||
int nSector = mirror[i].Kills;
|
||||
int nSector2 = mirror[i].at14;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite == gView->pSprite)
|
||||
|
|
|
@ -1967,8 +1967,10 @@ void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex) {
|
|||
}
|
||||
|
||||
// search for dudes in this sector and change their underwater status
|
||||
for (int nSprite = headspritesect[objIndex]; nSprite >= 0; nSprite = nextspritesect[nSprite]) {
|
||||
|
||||
int nSprite;
|
||||
SectIterator it(objIndex);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype* pSpr = &sprite[nSprite];
|
||||
if (pSpr->statnum != kStatDude || !IsDudeSprite(pSpr) || !xspriRangeIsFine(pSpr->extra))
|
||||
continue;
|
||||
|
@ -2744,7 +2746,10 @@ bool condCheckSector(XSPRITE* pXCond, int cmpOp, bool PUSH) {
|
|||
case 5: return condCmp(pSect->floorheinum, arg1, arg2, cmpOp);
|
||||
case 6: return condCmp(pSect->ceilingheinum, arg1, arg2, cmpOp);
|
||||
case 10: // required sprite type is in current sector?
|
||||
for (var = headspritesect[objIndex]; var >= 0; var = nextspritesect[var]) {
|
||||
int nSprite;
|
||||
SectIterator it(objIndex);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (!condCmp(sprite[var].type, arg1, arg2, cmpOp)) continue;
|
||||
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
|
||||
return true;
|
||||
|
|
|
@ -675,7 +675,10 @@ void playerStart(int nPlayer, int bNewLevel)
|
|||
|
||||
if (maxRetries != 0) {
|
||||
// check if there is no spawned player in selected zone
|
||||
for (int i = headspritesect[pStartZone->sectnum]; i >= 0; i = nextspritesect[i]) {
|
||||
int i;
|
||||
SectIterator it(pStartZone->sectnum);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype* pSprite = &sprite[i];
|
||||
if (pStartZone->x == pSprite->x && pStartZone->y == pSprite->y && IsPlayerSprite(pSprite)) {
|
||||
pStartZone = NULL;
|
||||
|
|
|
@ -760,7 +760,9 @@ void OperateWall(int nWall, XWALL *pXWall, EVENT event) {
|
|||
|
||||
void SectorStartSound(int nSector, int nState)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
|
||||
|
@ -784,7 +786,9 @@ void SectorStartSound(int nSector, int nState)
|
|||
|
||||
void SectorEndSound(int nSector, int nState)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
|
||||
|
@ -808,7 +812,9 @@ void SectorEndSound(int nSector, int nState)
|
|||
|
||||
void PathSound(int nSector, int nSound)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
|
||||
|
@ -920,7 +926,9 @@ void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7
|
|||
}
|
||||
}
|
||||
}
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
// allow to move markers by sector movements in game if flags 1 is added in editor.
|
||||
|
@ -983,7 +991,9 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
|
|||
int oldZ = pSector->floorz;
|
||||
baseFloor[nSector] = pSector->floorz = pXSector->offFloorZ + mulscale16(dz, GetWaveValue(a3, a4));
|
||||
velFloor[nSector] += (pSector->floorz-oldZ)<<8;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
|
||||
|
@ -1010,7 +1020,9 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
|
|||
int oldZ = pSector->ceilingz;
|
||||
baseCeil[nSector] = pSector->ceilingz = pXSector->offCeilZ + mulscale16(dz, GetWaveValue(a3, a4));
|
||||
velCeil[nSector] += (pSector->ceilingz-oldZ)<<8;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
|
||||
|
@ -1028,7 +1040,9 @@ int GetHighestSprite(int nSector, int nStatus, int *a3)
|
|||
{
|
||||
*a3 = sector[nSector].floorz;
|
||||
int v8 = -1;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[nSprite].statnum == nStatus || nStatus == kStatFree)
|
||||
{
|
||||
|
@ -1052,7 +1066,9 @@ int GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot)
|
|||
int vc = -1;
|
||||
sectortype *pSector = §or[nSector];
|
||||
int vbp = pSector->ceilingz;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
|
||||
|
@ -1124,7 +1140,9 @@ int VSpriteBusy(unsigned int nSector, unsigned int a2)
|
|||
int dz1 = pXSector->onFloorZ - pXSector->offFloorZ;
|
||||
if (dz1 != 0)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->cstat&8192)
|
||||
|
@ -1137,7 +1155,9 @@ int VSpriteBusy(unsigned int nSector, unsigned int a2)
|
|||
int dz2 = pXSector->onCeilZ - pXSector->offCeilZ;
|
||||
if (dz2 != 0)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->cstat&16384)
|
||||
|
@ -1430,7 +1450,9 @@ void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT event, BUSYID bu
|
|||
|
||||
char SectorContainsDudes(int nSector)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[nSprite].statnum == kStatDude)
|
||||
return 1;
|
||||
|
@ -1440,7 +1462,9 @@ char SectorContainsDudes(int nSector)
|
|||
|
||||
void TeleFrag(int nKiller, int nSector)
|
||||
{
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatDude)
|
||||
|
@ -1459,7 +1483,9 @@ void OperateTeleport(unsigned int nSector, XSECTOR *pXSector)
|
|||
assert(pDest->statnum == kStatMarker);
|
||||
assert(pDest->type == kMarkerWarpDest);
|
||||
assert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors);
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->statnum == kStatDude)
|
||||
|
@ -1887,7 +1913,9 @@ void ProcessMotion(void)
|
|||
else
|
||||
pXSector->bobTheta += mulscale16(pXSector->bobSpeed, pXSector->busy);
|
||||
int vdi = mulscale30(Sin(pXSector->bobTheta), pXSector->bobZRange<<8);
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->cstat&24576)
|
||||
|
@ -1901,7 +1929,9 @@ void ProcessMotion(void)
|
|||
int floorZ = pSector->floorz;
|
||||
viewInterpolateSector(nSector, pSector);
|
||||
pSector->floorz = baseFloor[nSector]+vdi;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->flags&2)
|
||||
|
@ -1923,7 +1953,9 @@ void ProcessMotion(void)
|
|||
int ceilZ = pSector->ceilingz;
|
||||
viewInterpolateSector(nSector, pSector);
|
||||
pSector->ceilingz = baseCeil[nSector]+vdi;
|
||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
int top, bottom;
|
||||
|
@ -2072,7 +2104,9 @@ void trInit(void)
|
|||
baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
|
||||
baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
|
||||
}
|
||||
for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(i);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
baseSprite[nSprite].x = sprite[nSprite].x;
|
||||
baseSprite[nSprite].y = sprite[nSprite].y;
|
||||
|
@ -2092,7 +2126,9 @@ void trInit(void)
|
|||
baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
|
||||
baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
|
||||
}
|
||||
for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
||||
int nSprite;
|
||||
SectIterator it(i);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
baseSprite[nSprite].x = sprite[nSprite].x;
|
||||
baseSprite[nSprite].y = sprite[nSprite].y;
|
||||
|
|
Loading…
Reference in a new issue