From 392397c2b0b08083a3855037f2c076c16fe15267 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 31 Dec 2021 15:50:44 +0100 Subject: [PATCH] - replaced SECTOR_OBJECTp --- source/games/sw/src/copysect.cpp | 4 +- source/games/sw/src/game.h | 36 +++++++-------- source/games/sw/src/interpso.cpp | 18 ++++---- source/games/sw/src/interpso.h | 10 ++--- source/games/sw/src/mclip.cpp | 6 +-- source/games/sw/src/misc.h | 12 ++--- source/games/sw/src/morph.cpp | 22 ++++----- source/games/sw/src/player.cpp | 20 ++++----- source/games/sw/src/player.h | 2 +- source/games/sw/src/save.cpp | 6 +-- source/games/sw/src/sector.cpp | 10 ++--- source/games/sw/src/sector.h | 2 +- source/games/sw/src/sprite.cpp | 2 +- source/games/sw/src/track.cpp | 76 ++++++++++++++++---------------- source/games/sw/src/wallmove.cpp | 6 +-- source/games/sw/src/weapon.cpp | 26 +++++------ source/games/sw/src/weapon.h | 8 ++-- 17 files changed, 132 insertions(+), 134 deletions(-) diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index 2bf26b6eb..353704587 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -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()); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index b80ee9e2d..38dd34ca9 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -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 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) { diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index 661d46a75..b9d965d21 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -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")) diff --git a/source/games/sw/src/interpso.h b/source/games/sw/src/interpso.h index 0ca0bd8ca..8cff087f2 100644 --- a/source/games/sw/src/interpso.h +++ b/source/games/sw/src/interpso.h @@ -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); diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index e98e31bfb..242fb2793 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -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; diff --git a/source/games/sw/src/misc.h b/source/games/sw/src/misc.h index d8f296b84..bb344a42d 100644 --- a/source/games/sw/src/misc.h +++ b/source/games/sw/src/misc.h @@ -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) diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index b84bb2d4c..92ece6618 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -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; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 9385cac33..05e16db7e 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -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; diff --git a/source/games/sw/src/player.h b/source/games/sw/src/player.h index 5c506701d..1991414a2 100644 --- a/source/games/sw/src/player.h +++ b/source/games/sw/src/player.h @@ -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 diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 1bf651064..459af28d9 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -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; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 884b2f001..bba8ee4aa 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -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; diff --git a/source/games/sw/src/sector.h b/source/games/sw/src/sector.h index a0b21139e..87cf15420 100644 --- a/source/games/sw/src/sector.h +++ b/source/games/sw/src/sector.h @@ -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*); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index e64c48a71..256088453 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -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++) diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 0636cf27e..559e37920 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -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; diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index 5b1d1b3c6..ed6572b72 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -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); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 2ee7aa734..c6782bbb2 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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{}; diff --git a/source/games/sw/src/weapon.h b/source/games/sw/src/weapon.h index 0cbc63fde..fd1e48eb8 100644 --- a/source/games/sw/src/weapon.h +++ b/source/games/sw/src/weapon.h @@ -81,8 +81,8 @@ extern TObjPtr 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);