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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- handle all s() cases in Exhumed using pSprite but not pActor->s().
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parent
3adbed4826
commit
1bb7f3764d
11 changed files with 48 additions and 58 deletions
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@ -83,7 +83,7 @@ extern const char *gItemText[];
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extern const char *gAmmoText[];
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extern const char *gWeaponText[];
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template<typename T> void GetSpriteExtents(T const * const pSprite, int *top, int *bottom)
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void GetSpriteExtents(spritetypebase const * const pSprite, int *top, int *bottom)
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{
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*top = *bottom = pSprite->pos.Z;
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if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_FLOOR)
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@ -254,9 +254,9 @@ void BuildExplosion(DExhumedActor* pActor)
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BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, pSprite->sector(), pSprite->xrepeat, 4);
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}
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void BuildSplash(DExhumedActor* actor, sectortype* pSector)
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void BuildSplash(DExhumedActor* pActor, sectortype* pSector)
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{
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auto pSprite = &actor->s();
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auto pSprite = &pActor->s();
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int nRepeat, nSound;
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if (pSprite->statnum != 200)
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@ -736,18 +736,16 @@ void ExamineSprites(TArray<DExhumedActor*>& actors)
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for(auto& ac : actors)
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{
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auto pSprite = &ac->s();
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int nStatus = pSprite->statnum;
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int nStatus = ac->spr.statnum;
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if (!nStatus)
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{
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int lotag = pSprite->lotag;
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int hitag = pSprite->hitag;
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int lotag = ac->spr.lotag;
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int hitag = ac->spr.hitag;
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if ((nStatus < kMaxStatus) && lotag)
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{
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pSprite->lotag = 0;
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pSprite->hitag = 0;
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ac->spr.lotag = 0;
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ac->spr.hitag = 0;
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ProcessSpriteTag(ac, lotag, hitag);
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}
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@ -58,15 +58,15 @@ void DrawMap(double const smoothratio)
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}
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}
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template<typename T> void GetSpriteExtents(T const* const pSprite, int* top, int* bottom)
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void GetActorExtents(DExhumedActor* actor, int* top, int* bottom)
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{
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*top = *bottom = pSprite->pos.Z;
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if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_FLOOR)
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*top = *bottom = actor->spr.pos.Z;
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if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_FLOOR)
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{
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int height = tileHeight(pSprite->picnum);
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int center = height / 2 + tileTopOffset(pSprite->picnum);
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*top -= (pSprite->yrepeat << 2) * center;
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*bottom += (pSprite->yrepeat << 2) * (height - center);
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int height = tileHeight(actor->spr.picnum);
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int center = height / 2 + tileTopOffset(actor->spr.picnum);
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*top -= (actor->spr.yrepeat << 2) * center;
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*bottom += (actor->spr.yrepeat << 2) * (height - center);
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}
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}
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@ -75,7 +75,6 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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auto pPlayerActor = PlayerList[i].Actor();
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spritetype* pSprite = &pPlayerActor->s();
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int xvect = -bsin(a) * z;
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int yvect = -bcos(a) * z;
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@ -88,20 +87,20 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a
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if (i == nLocalPlayer)// || gGameOptions.nGameType == 1)
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{
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int nTile = pSprite->picnum;
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int nTile = pPlayerActor->spr.picnum;
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int ceilZ, floorZ;
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Collision ceilHit, floorHit;
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getzrange(pSprite->pos, pSprite->sector(), &ceilZ, ceilHit, &floorZ, floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0);
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getzrange(pPlayerActor->spr.pos, pPlayerActor->spr.sector(), &ceilZ, ceilHit, &floorZ, floorHit, (pPlayerActor->spr.clipdist << 2) + 16, CLIPMASK0);
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int nTop, nBottom;
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GetSpriteExtents(pSprite, &nTop, &nBottom);
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int nScale = (pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z;
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GetActorExtents(pPlayerActor, &nTop, &nBottom);
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int nScale = (pPlayerActor->spr.yrepeat + ((floorZ - nBottom) >> 8)) * z;
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nScale = clamp(nScale, 8000, 65536 << 1);
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// Players on automap
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double x = xdim / 2. + x1 / double(1 << 12);
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double y = ydim / 2. + y1 / double(1 << 12);
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// This very likely needs fixing later
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DrawTexture(twod, tileGetTexture(nTile /*+ ((PlayClock >> 4) & 3)*/, true), xx, yy, DTA_ClipLeft, windowxy1.X, DTA_ClipTop, windowxy1.Y, DTA_ScaleX, z / 1536., DTA_ScaleY, z / 1536., DTA_CenterOffset, true,
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DTA_ClipRight, windowxy2.X + 1, DTA_ClipBottom, windowxy2.Y + 1, DTA_Alpha, (pSprite->cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
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DTA_ClipRight, windowxy2.X + 1, DTA_ClipBottom, windowxy2.Y + 1, DTA_Alpha, (pPlayerActor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
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break;
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}
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}
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@ -573,9 +573,9 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist
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return nRet;
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}
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void Gravity(DExhumedActor* actor)
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void Gravity(DExhumedActor* pActor)
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{
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auto pSprite = &actor->s();
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auto pSprite = &pActor->s();
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if (pSprite->sector()->Flag & kSectUnderwater)
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{
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@ -1389,19 +1389,19 @@ DExhumedActor* GrabChunkSprite()
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DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
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{
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auto actor = GrabChunkSprite();
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auto pActor = GrabChunkSprite();
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if (actor == nullptr) {
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if (pActor == nullptr) {
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return nullptr;
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}
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auto pSprite = &actor->s();
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auto pSprite = &pActor->s();
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auto pSrcSpr = &pSrc->s();
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pSprite->pos.X = pSrcSpr->pos.X;
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pSprite->pos.Y = pSrcSpr->pos.Y;
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pSprite->pos.Z = pSrcSpr->pos.Z;
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ChangeActorSect(actor, pSrcSpr->sector());
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ChangeActorSect(pActor, pSrcSpr->sector());
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pSprite->cstat = CSTAT_SPRITE_YCENTER;
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pSprite->shade = -12;
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@ -1429,10 +1429,10 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
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// GrabTimeSlot(3);
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pSprite->extra = -1;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, actor, 0xD0000);
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pSprite->hitag = runlist_AddRunRec(NewRun, actor, 0xD0000);
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0xD0000);
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pSprite->hitag = runlist_AddRunRec(NewRun, pActor, 0xD0000);
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return actor;
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return pActor;
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}
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void AICreatureChunk::Tick(RunListEvent* ev)
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@ -459,15 +459,14 @@ DExhumedActor* FindWallSprites(sectortype* pSector)
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if (pAct == nullptr)
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{
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pAct = insertActor(pSector, 401);
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auto pSprite = &pAct->s();
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pSprite->pos.X = (var_24 + esi) / 2;
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pSprite->pos.Y = (ecx + edi) / 2;
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pSprite->pos.Z = pSector->floorz;
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pSprite->cstat = CSTAT_SPRITE_INVISIBLE;
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pSprite->owner = -1;
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pSprite->lotag = 0;
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pSprite->hitag = 0;
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pAct->spr.pos.X = (var_24 + esi) / 2;
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pAct->spr.pos.Y = (ecx + edi) / 2;
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pAct->spr.pos.Z = pSector->floorz;
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pAct->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pAct->spr.owner = -1;
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pAct->spr.lotag = 0;
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pAct->spr.hitag = 0;
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}
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return pAct;
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@ -36,11 +36,8 @@ BEGIN_PS_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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Player *nPlayer = &PlayerList[nLocalPlayer];
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spritetype *pSprite = &nPlayer->Actor()->s();
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pSprite->opos.X = pSprite->pos.X = x;
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pSprite->opos.Y = pSprite->pos.Y = y;
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pSprite->opos.Z = pSprite->pos.Z = z;
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nPlayer->Actor()->spr.opos = nPlayer->Actor()->spr.pos = { x, y, z };
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if (ang != INT_MIN)
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{
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@ -394,12 +394,12 @@ int DestroyTailPart()
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void BuildTail()
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{
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auto pSprite = &QueenHead.pActor->s();
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auto head = QueenHead.pActor;
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int x = pSprite->pos.X;
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int y = pSprite->pos.X;
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int z = pSprite->pos.X;
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auto pSector =pSprite->sector();
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int x = head->spr.pos.X;
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int y = head->spr.pos.X;
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int z = head->spr.pos.X;
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auto pSector =head->spr.sector();
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int i;
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@ -1053,10 +1053,9 @@ void AIQueenHead::Tick(RunListEvent* ev)
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void AIQueenHead::RadialDamage(RunListEvent* ev)
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{
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auto pSprite = &QueenHead.pActor->s();
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auto pRadial = &ev->pRadialActor->s();
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if (pRadial->statnum != 121 && (pSprite->cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
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if (pRadial->statnum != 121 && (QueenHead.pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
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{
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ev->nDamage = runlist_CheckRadialDamage(QueenHead.pActor);
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if (ev->nDamage) Damage(ev);
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@ -86,10 +86,9 @@ void DestroySnake(int nSnake)
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{
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DExhumedActor* pSnake = SnakeList[nSnake].pSprites[i];
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if (!pSnake) continue;
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auto pSprite = &pSnake->s();
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runlist_DoSubRunRec(pSprite->lotag - 1);
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runlist_DoSubRunRec(pSprite->owner);
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runlist_DoSubRunRec(pSnake->spr.lotag - 1);
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runlist_DoSubRunRec(pSnake->spr.owner);
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DeleteActor(pSnake);
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}
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@ -714,7 +714,6 @@ void UpdateCreepySounds()
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{
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if ((currentLevel->gameflags & LEVEL_EX_COUNTDOWN) || nFreeze || !SoundEnabled())
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return;
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spritetype* pSprite = &PlayerList[nLocalPlayer].pActor->spr;
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nCreepyTimer--;
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if (nCreepyTimer <= 0)
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{
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@ -730,7 +729,7 @@ void UpdateCreepySounds()
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if (totalmoves & 2)
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vax = -vax;
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vec3_t sp = { pSprite->pos.X + vdx, pSprite->pos.Y + vax, pSprite->pos.Z };
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auto sp = PlayerList[nLocalPlayer].pActor->spr.pos + vec3_t({ vdx, vax, 0 });
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creepy = GetSoundPos(&sp);
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if ((vsi & 0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((vsi & 0x1ff) + 1))
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@ -442,8 +442,8 @@ void AISWPressSector::Use(RunListEvent* ev)
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{
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if (SwitchData[nSwitch].nKeyMask)
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{
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auto pSprite = &PlayerList[nPlayer].Actor()->s();
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PlayFXAtXYZ(StaticSound[nSwitchSound], pSprite->pos.X, pSprite->pos.Y, 0, CHANF_LISTENERZ);
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auto& pos = PlayerList[nPlayer].Actor()->spr.pos;
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PlayFXAtXYZ(StaticSound[nSwitchSound], pos.X, pos.Y, 0, CHANF_LISTENERZ);
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StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR");
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}
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