- replaced SECTOR_OBJECTp

This commit is contained in:
Christoph Oelckers 2021-12-31 15:50:44 +01:00
parent 74593feab1
commit 392397c2b0
17 changed files with 132 additions and 134 deletions

View file

@ -42,7 +42,7 @@ extern int GlobSpeedSO;
void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
sectortype* *sectp;
auto dwall = dest_sect->firstWall();
@ -182,7 +182,7 @@ void CopySectorMatch(int match)
// check to see if it moved on to a sector object
if ((dsectp->extra & SECTFX_SECTOR_OBJECT))
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
// find and add sprite to SO
sop = DetectSectorObject(itActor->sector());

View file

@ -376,9 +376,7 @@ typedef struct PLAYERstruct PLAYER, *PLAYERp;
struct PERSONALITY;
struct ATTRIBUTE;
struct SECTOR_OBJECTstruct;
typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
struct SECTOR_OBJECT;
struct PANEL_SPRITE;
struct ANIM;
@ -387,7 +385,7 @@ typedef int ANIMATOR (DSWActor* actor);
typedef ANIMATOR *ANIMATORp;
typedef void pANIMATOR (PANEL_SPRITE*);
typedef void (*soANIMATORp) (SECTOR_OBJECTp);
typedef void (*soANIMATORp) (SECTOR_OBJECT*);
struct STATE
{
@ -579,7 +577,7 @@ struct REMOTE_CONTROL
int pang;
vec2_t vect, ovect, slide_vect;
vec3_t pos;
SECTOR_OBJECTp sop_control;
SECTOR_OBJECT* sop_control;
};
struct PLAYERstruct
@ -599,8 +597,8 @@ struct PLAYERstruct
vec3_t lv;
REMOTE_CONTROL remote;
SECTOR_OBJECTp sop_remote;
SECTOR_OBJECTp sop; // will either be sop_remote or sop_control
SECTOR_OBJECT* sop_remote;
SECTOR_OBJECT* sop; // will either be sop_remote or sop_control
int jump_count, jump_speed; // jumping
int16_t down_speed, up_speed; // diving
@ -668,8 +666,8 @@ struct PLAYERstruct
int Flags, Flags2;
ESyncBits KeyPressBits;
SECTOR_OBJECTp sop_control; // sector object pointer
SECTOR_OBJECTp sop_riding; // sector object pointer
SECTOR_OBJECT* sop_control; // sector object pointer
SECTOR_OBJECT* sop_riding; // sector object pointer
struct
{
@ -931,7 +929,7 @@ struct USER
ACTOR_ACTION_SET* ActorActionSet;
PERSONALITY* Personality;
ATTRIBUTE* Attrib;
SECTOR_OBJECTp sop_parent; // denotes that this sprite is a part of the
SECTOR_OBJECT* sop_parent; // denotes that this sprite is a part of the
// sector object - contains info for the SO
// referenced actors
@ -1412,7 +1410,7 @@ enum
extern TRACK Track[MAX_TRACKS];
struct SECTOR_OBJECTstruct
struct SECTOR_OBJECT
{
soANIMATORp PreMoveAnimator;
@ -1663,7 +1661,7 @@ int AnimSet(int animtype, sectortype* animindex, int thegoal, int thevel)
return AnimSet(animtype, sectnum(animindex), nullptr, thegoal, thevel);
}
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data);
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECT* data);
short AnimSetVelAdj(short anim_ndx, short vel_adj);
void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person);
@ -1859,12 +1857,12 @@ void SpikeAlign(DSWActor*); // spike.c
short DoSectorObjectSetScale(short match); // morph.c
short DoSOevent(short match,short state); // morph.c
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
void ScaleSectorObject(SECTOR_OBJECTp sop); // morph.c
void MorphTornado(SECTOR_OBJECTp sop); // morph.c
void MorphFloor(SECTOR_OBJECTp sop); // morph.c
void ScaleRandomPoint(SECTOR_OBJECTp sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop,int x,int y,int z); // morph.c
void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop,int x,int y,int z); // morph.c
void ScaleSectorObject(SECTOR_OBJECT* sop); // morph.c
void MorphTornado(SECTOR_OBJECT* sop); // morph.c
void MorphFloor(SECTOR_OBJECT* sop); // morph.c
void ScaleRandomPoint(SECTOR_OBJECT* sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
void CopySectorMatch(int match); // copysect.c
@ -2138,7 +2136,7 @@ struct ANIM
short vel_adj;
TObjPtr<DSWActor*> animactor;
ANIM_CALLBACKp callback;
SECTOR_OBJECTp callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
SECTOR_OBJECT* callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
int& Addr(bool write)
{

View file

@ -72,7 +72,7 @@ static struct so_interp
void MarkSOInterp()
{
int32_t i;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
so_interp* interp;
so_interp::interp_data* data;
@ -183,7 +183,7 @@ static void so_stopdatainterpolation(so_interp *interp, int element, DSWActor* a
}
}
void so_addinterpolation(SECTOR_OBJECTp sop)
void so_addinterpolation(SECTOR_OBJECT* sop)
{
sectortype* *sectp;
int32_t startwall, endwall;
@ -234,7 +234,7 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
interp->lasttic = synctics;
}
void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor* actor)
void so_setspriteinterpolation(SECTOR_OBJECT* sop, DSWActor* actor)
{
so_interp *interp = &so_interpdata[sop - SectorObject];
@ -245,7 +245,7 @@ void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor* actor)
so_setspriteanginterpolation(interp, actor);
}
void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *actor)
void so_stopspriteinterpolation(SECTOR_OBJECT* sop, DSWActor *actor)
{
so_interp *interp = &so_interpdata[sop - SectorObject];
@ -256,7 +256,7 @@ void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *actor)
so_stopdatainterpolation(interp, soi_sprang, actor);
}
void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics)
void so_setinterpolationtics(SECTOR_OBJECT* sop, int16_t locktics)
{
so_interp *interp = &so_interpdata[sop - SectorObject];
@ -267,7 +267,7 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics)
void so_updateinterpolations(void) // Stick at beginning of domovethings
{
int32_t i;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
so_interp *interp;
so_interp::interp_data *data;
bool interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu
@ -310,7 +310,7 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings
void so_dointerpolations(int32_t smoothratio) // Stick at beginning of drawscreen
{
int32_t i, delta;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
so_interp *interp;
so_interp::interp_data *data;
@ -412,7 +412,7 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
void so_restoreinterpolations(void) // Stick at end of drawscreen
{
int32_t i;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
so_interp *interp;
so_interp::interp_data *data;
@ -436,7 +436,7 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
void so_serializeinterpolations(FSerializer& arc)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
so_interp* interp;
if (arc.BeginArray("sop_interp"))

View file

@ -31,11 +31,11 @@ BEGIN_SW_NS
extern int32_t so_numinterpolations;
void so_addinterpolation(SECTOR_OBJECTp sop);
void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *sp);
void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *sp);
void so_setinterpolationangdiff(SECTOR_OBJECTp sop, int16_t angdiff);
void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics);
void so_addinterpolation(SECTOR_OBJECT* sop);
void so_setspriteinterpolation(SECTOR_OBJECT* sop, DSWActor *sp);
void so_stopspriteinterpolation(SECTOR_OBJECT* sop, DSWActor *sp);
void so_setinterpolationangdiff(SECTOR_OBJECT* sop, int16_t angdiff);
void so_setinterpolationtics(SECTOR_OBJECT* sop, int16_t locktics);
void so_updateinterpolations(void);
void so_dointerpolations(int32_t smoothratio);
void so_restoreinterpolations(void);

View file

@ -41,7 +41,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
int i;
vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
short ang;
short min_ndx = 0;
int min_dist = 999999;
@ -120,7 +120,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
{
int i;
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
int ret;
int x,y;
short ang;
@ -269,7 +269,7 @@ short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy
{
int i;
vec2_t xy[4];
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
short rot_ang;
int point_num;

View file

@ -31,17 +31,17 @@ enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
int ActorFollowTrack(DSWActor*, short locktics);
void ActorLeaveTrack(DSWActor*);
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic);
void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic);
void TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy);
void PlaceSectorObjectsOnTracks(void);
void PlaceActorsOnTracks(void);
void SetupSectorObject(sectortype* sect, short tag);
void PostSetupSectorObject(void);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny);
void KillSectorObjectSprites(SECTOR_OBJECTp sop);
void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics);
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
void CollapseSectorObject(SECTOR_OBJECT* sop, int nx, int ny);
void KillSectorObjectSprites(SECTOR_OBJECT* sop);
void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics);
#define TEXT_INFO_TIME (3)
#define TEXT_INFO_Y (40)

View file

@ -37,11 +37,11 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void ScaleSectorObject(SECTOR_OBJECTp);
void ScaleSectorObject(SECTOR_OBJECT*);
short DoSectorObjectSetScale(short match)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
@ -113,7 +113,7 @@ short DoSectorObjectSetScale(short match)
short DoSOevent(short match, short state)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
short vel_adj=0, spin_adj=0;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
@ -184,7 +184,7 @@ short DoSOevent(short match, short state)
// SCALING - PreAnimator
//
void ScaleSectorObject(SECTOR_OBJECTp sop)
void ScaleSectorObject(SECTOR_OBJECT* sop)
{
switch (sop->scale_type)
{
@ -251,7 +251,7 @@ void ScaleSectorObject(SECTOR_OBJECTp sop)
}
}
void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int *dx, int *dy)
void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int *dx, int *dy)
{
int xmul,ymul;
@ -292,7 +292,7 @@ void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int
// Morph point - move point around
//
void MorphTornado(SECTOR_OBJECTp sop)
void MorphTornado(SECTOR_OBJECT* sop)
{
int mx, my;
int ceilingz;
@ -373,7 +373,7 @@ void MorphTornado(SECTOR_OBJECTp sop)
}
// moves center point around and aligns slope
void MorphFloor(SECTOR_OBJECTp sop)
void MorphFloor(SECTOR_OBJECT* sop)
{
int mx, my;
int floorz;
@ -452,7 +452,7 @@ void MorphFloor(SECTOR_OBJECTp sop)
}
}
void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
{
sectortype* *sectp;
int j;
@ -467,7 +467,7 @@ void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
}
}
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
{
sectortype* *sectp;
int j;
@ -482,7 +482,7 @@ void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
}
}
void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
{
sectortype* *sectp;
int j;
@ -499,7 +499,7 @@ void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
}
// moves center point around and aligns slope
void SpikeFloor(SECTOR_OBJECTp sop)
void SpikeFloor(SECTOR_OBJECT* sop)
{
int mx, my;
int floorz;

View file

@ -60,7 +60,7 @@ BEGIN_SW_NS
void pSpriteControl(PLAYERp pp);
int WeaponOperate(PLAYERp pp);
SECTOR_OBJECTp PlayerOnObject(sectortype* sect_match);
SECTOR_OBJECT* PlayerOnObject(sectortype* sect_match);
void PlayerRemoteReset(PLAYERp pp, sectortype* sect);
void KillAllPanelInv(PLAYERp pp);
void DoPlayerDeathDrown(PLAYERp pp);
@ -161,7 +161,7 @@ void DoPlayerBeginDive(PLAYERp pp);
void DoPlayerDive(PLAYERp pp);
void DoPlayerTeleportPause(PLAYERp pp);
bool PlayerFlyKey(void);
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy);
void CheckFootPrints(PLAYERp pp);
bool DoPlayerTestCrawl(PLAYERp pp);
void DoPlayerDeathFlip(PLAYERp pp);
@ -1471,7 +1471,7 @@ void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
{
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
if (sop->drive_angspeed)
{
@ -1499,7 +1499,7 @@ void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
void DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
{
float avel;
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
if (sop->drive_angspeed)
{
@ -1527,7 +1527,7 @@ void DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
void DoPlayerTurnTurret(PLAYERp pp, float avel)
{
binangle new_ang, diff;
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
if (sop->drive_angspeed)
{
@ -2358,7 +2358,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
{
int testpointinquad(int x, int y, int *qx, int *qy);
SECTOR_OBJECTp sop = pp->sop_control;
SECTOR_OBJECT* sop = pp->sop_control;
short stat;
sectortype* *sectp;
@ -2509,7 +2509,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
int count=0;
sectortype* *sectp;
SECTOR_OBJECTp sop = pp->sop;
SECTOR_OBJECT* sop = pp->sop;
walltype* wp;
int j,k;
short startwall,endwall;
@ -4821,7 +4821,7 @@ void DoPlayerBeginOperateTurret(PLAYERp pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand);
}
void FindMainSector(SECTOR_OBJECTp sop)
void FindMainSector(SECTOR_OBJECT* sop)
{
// find the main sector - only do this once for each sector object
if (sop->op_main_sector == nullptr)
@ -4867,7 +4867,7 @@ void DoPlayerOperateMatch(PLAYERp pp, bool starting)
void DoPlayerBeginOperate(PLAYERp pp)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
int cz, fz;
int i;
@ -4964,7 +4964,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
}
void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECT* sop)
{
int cz, fz;
int i;

View file

@ -137,7 +137,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp);
void UpdatePlayerSprite(PLAYERp pp);
void PlaySOsound(sectortype* sect,short sound_num);
void DoSpawnTeleporterEffectPlace(DSWActor* sp);
void FindMainSector(SECTOR_OBJECTp sop);
void FindMainSector(SECTOR_OBJECT* sop);
END_SW_NS

View file

@ -601,7 +601,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECTp& w, SECTOR_OBJECTp* def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT*& w, SECTOR_OBJECT** def)
{
int ndx = w ? int(w - SectorObject) : -1;
arc(keyname, ndx);
@ -615,9 +615,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECTp& w,
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECTstruct& w, SECTOR_OBJECTstruct* def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, SECTOR_OBJECT* def)
{
static SECTOR_OBJECTstruct nul;
static SECTOR_OBJECT nul;
if (!def)
{
def = &nul;

View file

@ -1065,7 +1065,7 @@ void DoStopSoundSpotMatch(short match)
}
bool TestKillSectorObject(SECTOR_OBJECTp sop)
bool TestKillSectorObject(SECTOR_OBJECT* sop)
{
if ((sop->flags & SOBJ_KILLABLE))
{
@ -1082,7 +1082,7 @@ bool TestKillSectorObject(SECTOR_OBJECTp sop)
short DoSectorObjectKillMatch(short match)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
@ -1656,7 +1656,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
case TAG_ROTATE_SO_SWITCH:
{
short so_num;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
so_num = actor->spr.hitag;
@ -2556,7 +2556,7 @@ int AnimSet(int animtype, int animindex, DSWActor* animactor, fixed_t thegoal, i
return j;
}
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data)
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECT* data)
{
ASSERT(anim_ndx < AnimCnt);
@ -2630,7 +2630,7 @@ void DoPanning(void)
void DoSector(void)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
bool riding;
int sync_flag;
short pnum;

View file

@ -73,7 +73,7 @@ void DoSoundSpotStopSound(short match);
void DoSector(void);
int AnimateSwitch(DSWActor* actor, int tgt_value);
void ShootableSwitch(DSWActor*);
bool TestKillSectorObject(SECTOR_OBJECTp sop);
bool TestKillSectorObject(SECTOR_OBJECT* sop);
void WeaponExplodeSectorInRange(DSWActor*);

View file

@ -641,7 +641,7 @@ void KillActor(DSWActor* actor)
// adjust sprites attached to sector objects
if (actor->user.Flags & (SPR_SO_ATTACHED))
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
int sn, FoundSpriteNdx = -1;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)

View file

@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny);
void DoAutoTurretObject(SECTOR_OBJECTp sop);
void DoTornadoObject(SECTOR_OBJECTp sop);
void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny);
void DoAutoTurretObject(SECTOR_OBJECT* sop);
void DoTornadoObject(SECTOR_OBJECT* sop);
int PickJumpSpeed(DSWActor*, int pix_height);
DSWActor* FindNearSprite(DSWActor, short);
ANIMATOR NinjaJumpActionFunc;
@ -258,7 +258,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr
}
void NextTrackPoint(SECTOR_OBJECTp sop)
void NextTrackPoint(SECTOR_OBJECT* sop)
{
sop->point += sop->dir;
@ -661,7 +661,7 @@ DSWActor* FindBoundSprite(int tag)
}
void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
{
int xlow, ylow, xhigh, yhigh;
int startwall, endwall;
@ -956,7 +956,7 @@ cont:
void SetupSectorObject(sectortype* sectp, short tag)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
int object_num;
short j;
@ -968,11 +968,11 @@ void SetupSectorObject(sectortype* sectp, short tag)
// initialize stuff first time through
if (sop->num_sectors == -1)
{
void DoTornadoObject(SECTOR_OBJECTp sop);
void MorphTornado(SECTOR_OBJECTp sop);
void MorphFloor(SECTOR_OBJECTp sop);
void ScaleSectorObject(SECTOR_OBJECTp sop);
void DoAutoTurretObject(SECTOR_OBJECTp sop);
void DoTornadoObject(SECTOR_OBJECT* sop);
void MorphTornado(SECTOR_OBJECT* sop);
void MorphFloor(SECTOR_OBJECT* sop);
void ScaleSectorObject(SECTOR_OBJECT* sop);
void DoAutoTurretObject(SECTOR_OBJECT* sop);
memset(sop->sectp, 0, sizeof(sop->sectp));
memset(sop->so_actors, 0, sizeof(sop->so_actors));
@ -1338,7 +1338,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
void PostSetupSectorObject(void)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
@ -1349,10 +1349,10 @@ void PostSetupSectorObject(void)
}
SECTOR_OBJECTp PlayerOnObject(sectortype* match)
SECTOR_OBJECT* PlayerOnObject(sectortype* match)
{
short i, j;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
// place each sector object on the track
//for (i = 0; !SO_EMPTY(&SectorObject[i]) && (i < MAX_SECTOR_OBJECTS); i++)
@ -1385,7 +1385,7 @@ void PlaceSectorObjectsOnTracks(void)
for (i = 0; i < MAX_SECTOR_OBJECTS; i++)
{
int low_dist = 999999, dist;
SECTOR_OBJECTp sop = &SectorObject[i];
SECTOR_OBJECT* sop = &SectorObject[i];
TRACK_POINT* tpoint = nullptr;
if (SO_EMPTY(sop))
@ -1507,7 +1507,7 @@ void PlaceActorsOnTracks(void)
}
void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
void MovePlayer(PLAYERp pp, SECTOR_OBJECT* sop, int nx, int ny)
{
void DoPlayerZrange(PLAYERp pp);
@ -1581,7 +1581,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
UpdatePlayerSprite(pp);
}
void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
{
int j;
vec2_t rxy;
@ -1817,7 +1817,7 @@ PlayerPart:
}
}
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic)
{
short wallcount = 0, delta_ang_from_orig;
short ang;
@ -1901,7 +1901,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
(*sop->PostMoveAnimator)(sop);
}
void KillSectorObjectSprites(SECTOR_OBJECTp sop)
void KillSectorObjectSprites(SECTOR_OBJECT* sop)
{
int i;
@ -1924,7 +1924,7 @@ void KillSectorObjectSprites(SECTOR_OBJECTp sop)
sop->so_actors[0] = nullptr;
}
void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
void UpdateSectorObjectSprites(SECTOR_OBJECT* sop)
{
int i;
@ -1937,11 +1937,11 @@ void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
}
}
SECTOR_OBJECTp DetectSectorObject(sectortype* sectph)
SECTOR_OBJECT* DetectSectorObject(sectortype* sectph)
{
short j;
sectortype* *sectp;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
// collapse the SO to a single point
@ -1961,9 +1961,9 @@ SECTOR_OBJECTp DetectSectorObject(sectortype* sectph)
return nullptr;
}
SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
SECTOR_OBJECT* DetectSectorObjectByWall(walltype* wph)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
// collapse the SO to a single point
// move all points to nx,ny
@ -1995,7 +1995,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
}
void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
void CollapseSectorObject(SECTOR_OBJECT* sop, int nx, int ny)
{
int j;
sectortype* *sectp;
@ -2026,7 +2026,7 @@ void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
}
void MoveZ(SECTOR_OBJECTp sop)
void MoveZ(SECTOR_OBJECT* sop)
{
short i;
sectortype* *sectp;
@ -2081,14 +2081,14 @@ void MoveZ(SECTOR_OBJECTp sop)
void CallbackSOsink(ANIM* ap, void *data)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
int i, ndx;
bool found = false;
int tgt_depth;
sectortype* srcsect = nullptr;
sectortype* destsect = nullptr;
sop = (SECTOR_OBJECTp)data;
sop = (SECTOR_OBJECT*)data;
for (i = 0; sop->sectp[i] != nullptr; i++)
{
@ -2157,7 +2157,7 @@ void CallbackSOsink(ANIM* ap, void *data)
}
void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics)
{
int nx, ny;
short speed;
@ -2238,7 +2238,7 @@ void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
}
}
void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny)
{
TRACK_POINT* tpoint;
int dx, dy, dz;
@ -2578,7 +2578,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
}
void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy, short locktics)
void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, int newx, int newy, short locktics)
{
int i;
sectortype* *sectp;
@ -2617,18 +2617,18 @@ void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
}
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy)
{
OperateSectorObjectForTics(sop, newang, newx, newy, synctics);
}
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy)
{
so_setinterpolationtics(sop, synctics);
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
}
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator)
{
sectortype* *sectp;
@ -2667,7 +2667,7 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
}
void KillSectorObject(SECTOR_OBJECTp sop)
void KillSectorObject(SECTOR_OBJECT* sop)
{
int newx = MAXSO;
int newy = MAXSO;
@ -2685,7 +2685,7 @@ void KillSectorObject(SECTOR_OBJECTp sop)
}
void TornadoSpin(SECTOR_OBJECTp sop)
void TornadoSpin(SECTOR_OBJECT* sop)
{
short delta_ang, speed;
short locktics = synctics;
@ -2717,7 +2717,7 @@ void TornadoSpin(SECTOR_OBJECTp sop)
}
}
void DoTornadoObject(SECTOR_OBJECTp sop)
void DoTornadoObject(SECTOR_OBJECT* sop)
{
int xvect,yvect;
// this made them move together more or less - cool!
@ -2749,7 +2749,7 @@ void DoTornadoObject(SECTOR_OBJECTp sop)
RefreshPoints(sop, pos.X - sop->xmid, pos.Y - sop->ymid, true);
}
void DoAutoTurretObject(SECTOR_OBJECTp sop)
void DoAutoTurretObject(SECTOR_OBJECT* sop)
{
DSWActor* actor = sop->sp_child;
if (!actor) return;

View file

@ -36,9 +36,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int dist, int *nx, int *ny)
void SOwallmove(SECTOR_OBJECT* sop, DSWActor* actor, walltype* find_wallp, int dist, int *nx, int *ny)
{
int j,k,wallcount;
walltype* wp;
@ -106,7 +106,7 @@ int DoWallMove(DSWActor* actor)
if ((wal.extra & WALLFX_SECTOR_OBJECT))
{
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
sop = DetectSectorObjectByWall(&wal);
ASSERT(sop);
SOwallmove(sop, actor, &wal, dist, &nx, &ny);

View file

@ -55,7 +55,7 @@ struct MISSILE_PLACEMENT
void SpawnZombie2(DSWActor*);
Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
void DoPlayerBeginDie(PLAYERp);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
ANIMATOR DoBettyBeginDeath;
ANIMATOR DoSkullBeginDeath;
ANIMATOR DoRipperGrow;
@ -112,8 +112,8 @@ ANIMATOR SpawnShrapX;
bool WeaponMoveHit(DSWActor* actor);
void SpawnMidSplash(DSWActor* actor);
int SopDamage(SECTOR_OBJECTp sop,short amt);
int SopCheckKill(SECTOR_OBJECTp sop);
int SopDamage(SECTOR_OBJECT* sop,short amt);
int SopCheckKill(SECTOR_OBJECT* sop);
int QueueStar(DSWActor*);
int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num);
int SpawnDemonFist(DSWActor*);
@ -4153,9 +4153,9 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
bool VehicleMoveHit(DSWActor* actor)
{
SECTOR_OBJECTp sop;
SECTOR_OBJECTp hsop;
bool TestKillSectorObject(SECTOR_OBJECTp);
SECTOR_OBJECT* sop;
SECTOR_OBJECT* hsop;
bool TestKillSectorObject(SECTOR_OBJECT*);
if (actor->user.coll.type == kHitNone)
return false;
@ -4249,7 +4249,7 @@ bool WeaponMoveHit(DSWActor* actor)
case kHitSector:
{
sectortype* sectp;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
sectp = actor->user.coll.hitSector;
@ -4391,7 +4391,7 @@ bool WeaponMoveHit(DSWActor* actor)
case kHitWall:
{
auto wph = actor->user.coll.hitWall;
SECTOR_OBJECTp sop;
SECTOR_OBJECT* sop;
ASSERT(wph->extra != -1);
@ -5071,7 +5071,7 @@ int ActorHealth(DSWActor* actor, short amt)
return true;
}
int SopDamage(SECTOR_OBJECTp sop, short amt)
int SopDamage(SECTOR_OBJECT* sop, short amt)
{
auto actor = sop->sp_child;
@ -5088,7 +5088,7 @@ int SopDamage(SECTOR_OBJECTp sop, short amt)
return true;
}
int SopCheckKill(SECTOR_OBJECTp sop)
int SopCheckKill(SECTOR_OBJECT* sop)
{
bool killed = false;
@ -10192,7 +10192,7 @@ void SpawnMicroExp(DSWActor* actor)
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos.X, expActor->spr.pos.Y, expActor->spr.pos.Z, 16);
}
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop)
{
unsigned sn;
@ -10222,7 +10222,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
actor->user.sang = actor->spr.ang;
}
void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, bool smallflames)
void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECT* sop, bool smallflames)
{
unsigned sn;
@ -16025,7 +16025,7 @@ DSWActor* SpawnShotgunSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wal
return actorNew;
}
int InitTurretMgun(SECTOR_OBJECTp sop)
int InitTurretMgun(SECTOR_OBJECT* sop)
{
short daang, i;
HitInfo hit{};

View file

@ -81,8 +81,8 @@ extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
void ChangeState(DSWActor* actor, STATEp statep);
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
SECTOR_OBJECTp DetectSectorObject(sectortype*);
SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
SECTOR_OBJECT* DetectSectorObject(sectortype*);
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
void ScaleSpriteVector(DSWActor* actor, int scale);
void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
DSWActor* QueueWallBlood(DSWActor* hit, short ang);
@ -228,14 +228,14 @@ int InitSobjGun(PLAYERp pp);
void InitFireballTrap(DSWActor* actor);
void InitBoltTrap(DSWActor* actor);
void InitSpearTrap(DSWActor*);
int InitTurretMgun(SECTOR_OBJECTp sop);
int InitTurretMgun(SECTOR_OBJECT* sop);
void InitVulcanBoulder(DSWActor* actor);
int DoBladeDamage(DSWActor*);
int DoFindGround(DSWActor*);
int DoFindGroundPoint(DSWActor* actor);
void SpriteQueueDelete(DSWActor* actor);
int HelpMissileLateral(DSWActor*, int dist);
void AddSpriteToSectorObject(DSWActor*,SECTOR_OBJECTp sop);
void AddSpriteToSectorObject(DSWActor*,SECTOR_OBJECT* sop);
void QueueReset(void);
int PlayerCheckDeath(PLAYERp pp,DSWActor*);
bool SpriteWarpToUnderwater(DSWActor* actor);