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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- replaced all sector sprite iterators in Blood.
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parent
b1536d8a0b
commit
aa5c7c3e34
4 changed files with 69 additions and 23 deletions
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@ -204,7 +204,9 @@ void sub_557C4(int x, int y, int interpolation)
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{
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int nSector = mirror[i].Kills;
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int nSector2 = mirror[i].at14;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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 == gView->pSprite)
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@ -1967,8 +1967,10 @@ void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex) {
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}
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// search for dudes in this sector and change their underwater status
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for (int nSprite = headspritesect[objIndex]; nSprite >= 0; nSprite = nextspritesect[nSprite]) {
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int nSprite;
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SectIterator it(objIndex);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype* pSpr = &sprite[nSprite];
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if (pSpr->statnum != kStatDude || !IsDudeSprite(pSpr) || !xspriRangeIsFine(pSpr->extra))
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continue;
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@ -2744,7 +2746,10 @@ bool condCheckSector(XSPRITE* pXCond, int cmpOp, bool PUSH) {
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case 5: return condCmp(pSect->floorheinum, arg1, arg2, cmpOp);
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case 6: return condCmp(pSect->ceilingheinum, arg1, arg2, cmpOp);
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case 10: // required sprite type is in current sector?
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for (var = headspritesect[objIndex]; var >= 0; var = nextspritesect[var]) {
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int nSprite;
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SectIterator it(objIndex);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (!condCmp(sprite[var].type, arg1, arg2, cmpOp)) continue;
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else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
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return true;
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@ -675,7 +675,10 @@ void playerStart(int nPlayer, int bNewLevel)
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if (maxRetries != 0) {
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// check if there is no spawned player in selected zone
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for (int i = headspritesect[pStartZone->sectnum]; i >= 0; i = nextspritesect[i]) {
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int i;
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SectIterator it(pStartZone->sectnum);
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while ((i = it.NextIndex()) >= 0)
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{
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spritetype* pSprite = &sprite[i];
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if (pStartZone->x == pSprite->x && pStartZone->y == pSprite->y && IsPlayerSprite(pSprite)) {
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pStartZone = NULL;
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@ -760,7 +760,9 @@ void OperateWall(int nWall, XWALL *pXWall, EVENT event) {
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void SectorStartSound(int nSector, int nState)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatDecoration && pSprite->type == kSoundSector)
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@ -784,7 +786,9 @@ void SectorStartSound(int nSector, int nState)
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void SectorEndSound(int nSector, int nState)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatDecoration && pSprite->type == kSoundSector)
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@ -808,7 +812,9 @@ void SectorEndSound(int nSector, int nState)
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void PathSound(int nSector, int nSound)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatDecoration && pSprite->type == kSoundSector)
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@ -920,7 +926,9 @@ void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7
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}
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}
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}
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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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// allow to move markers by sector movements in game if flags 1 is added in editor.
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@ -983,7 +991,9 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
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int oldZ = pSector->floorz;
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baseFloor[nSector] = pSector->floorz = pXSector->offFloorZ + mulscale16(dz, GetWaveValue(a3, a4));
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velFloor[nSector] += (pSector->floorz-oldZ)<<8;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
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@ -1010,7 +1020,9 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
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int oldZ = pSector->ceilingz;
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baseCeil[nSector] = pSector->ceilingz = pXSector->offCeilZ + mulscale16(dz, GetWaveValue(a3, a4));
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velCeil[nSector] += (pSector->ceilingz-oldZ)<<8;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
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@ -1028,7 +1040,9 @@ int GetHighestSprite(int nSector, int nStatus, int *a3)
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{
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*a3 = sector[nSector].floorz;
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int v8 = -1;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].statnum == nStatus || nStatus == kStatFree)
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{
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@ -1052,7 +1066,9 @@ int GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot)
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int vc = -1;
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sectortype *pSector = §or[nSector];
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int vbp = pSector->ceilingz;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatDude || pSprite->statnum == kStatThing)
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@ -1124,7 +1140,9 @@ int VSpriteBusy(unsigned int nSector, unsigned int a2)
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int dz1 = pXSector->onFloorZ - pXSector->offFloorZ;
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if (dz1 != 0)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->cstat&8192)
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@ -1137,7 +1155,9 @@ int VSpriteBusy(unsigned int nSector, unsigned int a2)
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int dz2 = pXSector->onCeilZ - pXSector->offCeilZ;
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if (dz2 != 0)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->cstat&16384)
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@ -1430,7 +1450,9 @@ void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT event, BUSYID bu
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char SectorContainsDudes(int nSector)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].statnum == kStatDude)
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return 1;
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@ -1440,7 +1462,9 @@ char SectorContainsDudes(int nSector)
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void TeleFrag(int nKiller, int nSector)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatDude)
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@ -1459,7 +1483,9 @@ void OperateTeleport(unsigned int nSector, XSECTOR *pXSector)
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assert(pDest->statnum == kStatMarker);
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assert(pDest->type == kMarkerWarpDest);
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assert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors);
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->statnum == kStatDude)
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@ -1887,7 +1913,9 @@ void ProcessMotion(void)
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else
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pXSector->bobTheta += mulscale16(pXSector->bobSpeed, pXSector->busy);
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int vdi = mulscale30(Sin(pXSector->bobTheta), pXSector->bobZRange<<8);
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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->cstat&24576)
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@ -1901,7 +1929,9 @@ void ProcessMotion(void)
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int floorZ = pSector->floorz;
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viewInterpolateSector(nSector, pSector);
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pSector->floorz = baseFloor[nSector]+vdi;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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&2)
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@ -1923,7 +1953,9 @@ void ProcessMotion(void)
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int ceilZ = pSector->ceilingz;
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viewInterpolateSector(nSector, pSector);
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pSector->ceilingz = baseCeil[nSector]+vdi;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(nSector);
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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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int top, bottom;
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@ -2072,7 +2104,9 @@ void trInit(void)
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baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
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baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
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}
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for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(i);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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baseSprite[nSprite].x = sprite[nSprite].x;
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baseSprite[nSprite].y = sprite[nSprite].y;
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@ -2092,7 +2126,9 @@ void trInit(void)
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baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
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baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
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}
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for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(i);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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baseSprite[nSprite].x = sprite[nSprite].x;
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baseSprite[nSprite].y = sprite[nSprite].y;
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