- SW: Replace TEST\(([\w\-\>.()]+),\s?(\w+)\) with ($1 & $2).

This commit is contained in:
Mitchell Richters 2021-12-29 16:53:36 +11:00 committed by Christoph Oelckers
parent 5316e23737
commit 48b0058d38
29 changed files with 345 additions and 345 deletions

View file

@ -1154,11 +1154,11 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
if (skip_targets != 2) // Used for spriteinfo mode
{
if (skip_targets && TEST(itActor->user.Flags, SPR_TARGETED))
if (skip_targets && (itActor->user.Flags & SPR_TARGETED))
continue;
// don't pick a dead player
if (itActor->user.PlayerP && TEST(itActor->user.PlayerP->Flags, PF_DEAD))
if (itActor->user.PlayerP && (itActor->user.PlayerP->Flags & PF_DEAD))
continue;
}
@ -1411,7 +1411,7 @@ void DoPlayerSetWadeDepth(PLAYERp pp)
else
return;
if (TEST(sectp->extra, SECTFX_SINK))
if ((sectp->extra & SECTFX_SINK))
{
// make sure your even in the water
if (pp->pos.Z + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(pp->lo_sectp->depth_fixed)))
@ -1431,7 +1431,7 @@ void DoPlayerHeight(PLAYERp pp)
void DoPlayerJumpHeight(PLAYERp pp)
{
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_DYNAMIC_AREA))
if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_DYNAMIC_AREA))
{
if (pp->pos.Z + PLAYER_HEIGHT > pp->loz)
{
@ -1588,8 +1588,8 @@ void SlipSlope(PLAYERp pp)
void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
{
bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && TEST(pp->cursector->floorstat, CSTAT_SECTOR_SLOPE);
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE);
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, (pp->Flags & PF_CLIMBING));
pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust);
}
@ -2132,7 +2132,7 @@ void DoPlayerMove(PLAYERp pp)
DoPlayerHorizon(pp, pp->input.horz, 1);
}
if (pp->insector() && TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA))
{
if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING))
{
@ -2160,7 +2160,7 @@ void DoPlayerSectorUpdatePreMove(PLAYERp pp)
if (sect == nullptr)
return;
if (TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
if ((pp->cursector->extra & SECTFX_DYNAMIC_AREA))
{
updatesectorz(pp->pos.X, pp->pos.Y, pp->pos.Z, &sect);
if (sect == nullptr)
@ -2377,7 +2377,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
{
if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y))
{
if (TEST(actor->spr.extra, SPRX_BREAKABLE) && HitBreakSprite(actor, 0))
if ((actor->spr.extra & SPRX_BREAKABLE) && HitBreakSprite(actor, 0))
continue;
if (actor->spr.statnum == STAT_MISSILE)
@ -2386,7 +2386,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
if (actor->spr.picnum == ST1)
continue;
if (TEST(actor->spr.extra, SPRX_PLAYER_OR_ENEMY))
if ((actor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
if (!(actor->user.Flags & SPR_DEAD) && !(actor->spr.extra & SPRX_BREAKABLE))
continue;
@ -2485,7 +2485,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
if (actor->spr.pos.Z < sop->crush_z + Z(40))
continue;
if (TEST(actor->spr.extra, SPRX_PLAYER_OR_ENEMY))
if ((actor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
if (actor->spr.statnum == STAT_ENEMY)
{
@ -3024,7 +3024,7 @@ void DoPlayerFall(PLAYERp pp)
PlayerSectorBound(pp, Z(1));
if (sectp->hasU() && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
if (sectp->hasU() && ((sectp->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
{
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
}
@ -3426,7 +3426,7 @@ bool PlayerFallTest(PLAYERp pp, int player_height)
// if on a STEEP slope sector and you have not moved off of the sector
if (pp->lo_sectp &&
labs(pp->lo_sectp->floorheinum) > 3000 &&
TEST(pp->lo_sectp->floorstat, CSTAT_SECTOR_SLOPE) &&
(pp->lo_sectp->floorstat & CSTAT_SECTOR_SLOPE) &&
pp->lo_sectp == pp->lastcursector)
{
return false;
@ -3473,7 +3473,7 @@ void DoPlayerCrawl(PLAYERp pp)
}
}
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_CURRENT))
{
DoPlayerCurrent(pp);
}
@ -3504,7 +3504,7 @@ void DoPlayerCrawl(PLAYERp pp)
return;
}
if (pp->insector() && TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA))
{
pp->pos.Z = pp->loz - PLAYER_CRAWL_HEIGHT;
}
@ -3699,7 +3699,7 @@ bool PlayerOnLadder(PLAYERp pp)
int cstat = hit.actor()->spr.cstat;
// if the sprite blocking you hit is not a wall sprite there is something between
// you and the ladder
if (TEST(cstat, CSTAT_SPRITE_BLOCK) &&
if ((cstat & CSTAT_SPRITE_BLOCK) &&
!(cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
return false;
@ -3760,7 +3760,7 @@ int PlayerInDiveArea(PLAYERp pp)
else
return false;
if (TEST(sectp->extra, SECTFX_DIVE_AREA))
if ((sectp->extra & SECTFX_DIVE_AREA))
{
CheckFootPrints(pp);
return true;
@ -4004,7 +4004,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
SWStatIterator it(STAT_DIVE_AREA);
while (over_act = it.Next())
{
if (TEST(over_act->spr.sector()->extra, SECTFX_DIVE_AREA) &&
if ((over_act->spr.sector()->extra & SECTFX_DIVE_AREA) &&
over_act->spr.sector()->hasU() &&
over_act->spr.sector()->number == sectu->number)
{
@ -4020,7 +4020,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
it.Reset(STAT_UNDERWATER);
while (under_act = it.Next())
{
if (TEST(under_act->spr.sector()->extra, SECTFX_UNDERWATER) &&
if ((under_act->spr.sector()->extra & SECTFX_UNDERWATER) &&
under_act->spr.sector()->hasU() &&
under_act->spr.sector()->number == sectu->number)
{
@ -4074,7 +4074,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
SWStatIterator it(STAT_UNDERWATER);
while (under_act = it.Next())
{
if (TEST(under_act->spr.sector()->extra, SECTFX_UNDERWATER) &&
if ((under_act->spr.sector()->extra & SECTFX_UNDERWATER) &&
under_act->spr.sector()->hasU() &&
under_act->spr.sector()->number == sectu->number)
{
@ -4090,7 +4090,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
it.Reset(STAT_DIVE_AREA);
while (over_act = it.Next())
{
if (TEST(over_act->spr.sector()->extra, SECTFX_DIVE_AREA) &&
if ((over_act->spr.sector()->extra & SECTFX_DIVE_AREA) &&
over_act->spr.sector()->hasU() &&
over_act->spr.sector()->number == sectu->number)
{
@ -4137,7 +4137,7 @@ void DoPlayerDivePalette(PLAYERp pp)
{
if (pp != Player + screenpeek) return;
if ((pp->DeathType == PLAYER_DEATH_DROWN || TEST((Player+screenpeek)->Flags, PF_DIVING)) && !(pp->Flags & PF_DIVING_IN_LAVA))
if ((pp->DeathType == PLAYER_DEATH_DROWN || ((Player+screenpeek)->Flags & PF_DIVING)) && !(pp->Flags & PF_DIVING_IN_LAVA))
{
SetFadeAmt(pp,-1005,210); // Dive color , org color 208
}
@ -4220,7 +4220,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
CheckFootPrints(pp);
if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
if ((pp->lo_sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
pp->Flags |= (PF_DIVING_IN_LAVA);
plActor->user.DamageTics = 0;
@ -4371,7 +4371,7 @@ void DoPlayerDive(PLAYERp pp)
}
// underwater current
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_CURRENT))
{
DoPlayerCurrent(pp);
}
@ -4436,7 +4436,7 @@ void DoPlayerDive(PLAYERp pp)
// Only get so close to the ceiling
// if its a dive sector without a match or a UNDER2 sector with CANT_SURFACE set
if (sectu && (sectu->number == 0 || TEST(sectu->flags, SECTFU_CANT_SURFACE)))
if (sectu && (sectu->number == 0 || (sectu->flags & SECTFU_CANT_SURFACE)))
{
// for room over room water the hiz will be the top rooms ceiling
if (pp->pos.Z < pp->hiz + pp->ceiling_dist)
@ -4526,7 +4526,7 @@ int DoPlayerTestPlaxDeath(PLAYERp pp)
DSWActor* plActor = pp->actor;
// landed on a paralax floor
if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, CSTAT_SECTOR_SKY))
if (pp->lo_sectp && (pp->lo_sectp->floorstat & CSTAT_SECTOR_SKY))
{
PlayerUpdateHealth(pp, -plActor->user.Health);
PlayerCheckDeath(pp, nullptr);
@ -4658,7 +4658,7 @@ void DoPlayerWade(PLAYERp pp)
{
if (pp->KeyPressBits & SB_OPEN)
{
if (TEST(pp->cursector->extra, SECTFX_OPERATIONAL))
if ((pp->cursector->extra & SECTFX_OPERATIONAL))
{
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerBeginOperate(pp);
@ -4723,7 +4723,7 @@ void DoPlayerWade(PLAYERp pp)
return;
}
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_CURRENT))
{
DoPlayerCurrent(pp);
}
@ -4794,7 +4794,7 @@ void DoPlayerBeginOperateVehicle(PLAYERp pp)
pp->DoPlayerAction = DoPlayerOperateVehicle;
// temporary set to get weapons down
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
if ((pp->sop->flags & SOBJ_HAS_WEAPON))
pp->Flags |= (PF_WEAPON_DOWN);
///DamageData[plActor->user.WeaponNum].Init(pp);
@ -4813,7 +4813,7 @@ void DoPlayerBeginOperateTurret(PLAYERp pp)
pp->DoPlayerAction = DoPlayerOperateTurret;
// temporary set to get weapons down
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
if ((pp->sop->flags & SOBJ_HAS_WEAPON))
pp->Flags |= (PF_WEAPON_DOWN);
///DamageData[plActor->user.WeaponNum].Init(pp);
@ -4879,7 +4879,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
if (sop->controller)
return;
if (TEST(sop->flags, SOBJ_REMOTE_ONLY))
if ((sop->flags & SOBJ_REMOTE_ONLY))
return;
if (!sop)
@ -5260,7 +5260,7 @@ void DoPlayerDeathFall(PLAYERp pp)
// adjust player height by jump speed
pp->pos.Z += pp->jump_speed;
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK))
{
loz = pp->lo_sectp->floorz;
}
@ -5805,7 +5805,7 @@ void DoPlayerHeadDebris(PLAYERp pp)
{
SECTORp sectp = pp->cursector;
if (TEST(sectp->extra, SECTFX_SINK))
if ((sectp->extra & SECTFX_SINK))
{
DoPlayerSpriteBob(pp, Z(8), Z(4), 3);
}
@ -5942,7 +5942,7 @@ void DoPlayerDeathFlip(PLAYERp pp)
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
if ((pp->Flags & PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
@ -5950,7 +5950,7 @@ void DoPlayerDeathFlip(PLAYERp pp)
DoJump(pp->actor);
}
if (TEST(pp->Flags,PF_FALLING))
if ((pp->Flags & PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
@ -5979,7 +5979,7 @@ void DoPlayerDeathDrown(PLAYERp pp)
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
if ((pp->Flags & PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
@ -5987,7 +5987,7 @@ void DoPlayerDeathDrown(PLAYERp pp)
DoJump(pp->actor);
}
if (TEST(pp->Flags,PF_FALLING))
if ((pp->Flags & PF_FALLING))
{
pp->pos.Z += Z(2);
if (MoveSkip2 == 0)
@ -6014,7 +6014,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
if (Prediction)
return;
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK))
{
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->actor, sg_PlayerHead);
@ -6047,13 +6047,13 @@ void DoPlayerDeathCrumble(PLAYERp pp)
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
if ((pp->Flags & PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4);
}
if (TEST(pp->Flags,PF_FALLING))
if ((pp->Flags & PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_FALL_VALUE, 3);
@ -6099,13 +6099,13 @@ void DoPlayerDeathExplode(PLAYERp pp)
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
if ((pp->Flags & PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4);
}
if (TEST(pp->Flags,PF_FALLING))
if ((pp->Flags & PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 3);
@ -6235,13 +6235,13 @@ void DoPlayerRun(PLAYERp pp)
{
if ((pp->KeyPressBits & SB_OPEN) && pp->insector())
{
if (TEST(pp->cursector->extra, SECTFX_OPERATIONAL))
if ((pp->cursector->extra & SECTFX_OPERATIONAL))
{
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerBeginOperate(pp);
return;
}
else if (TEST(pp->cursector->extra, SECTFX_TRIGGER))
else if ((pp->cursector->extra & SECTFX_TRIGGER))
{
auto sActor = FindNearSprite(pp->actor, STAT_TRIGGER);
if (sActor && SP_TAG5(sActor) == TRIGGER_TYPE_REMOTE_SO)
@ -6304,7 +6304,7 @@ void DoPlayerRun(PLAYERp pp)
return;
}
if (TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
if ((pp->cursector->extra & SECTFX_DYNAMIC_AREA))
{
pp->pos.Z = pp->loz - PLAYER_HEIGHT;
}
@ -6321,25 +6321,25 @@ void PlayerStateControl(DSWActor* actor)
actor->user.Tics += synctics;
// Skip states if too much time has passed
while (actor->user.Tics >= TEST(actor->user.State->Tics, SF_TICS_MASK))
while (actor->user.Tics >= (actor->user.State->Tics & SF_TICS_MASK))
{
// Set Tics
actor->user.Tics -= TEST(actor->user.State->Tics, SF_TICS_MASK);
actor->user.Tics -= (actor->user.State->Tics & SF_TICS_MASK);
// Transition to the next state
actor->user.State = actor->user.State->NextState;
// !JIM! Added this so I can do quick calls in player states!
// Need this in order for floor blood and footprints to not get called more than once.
while (TEST(actor->user.State->Tics, SF_QUICK_CALL))
while ((actor->user.State->Tics & SF_QUICK_CALL))
{
// Call it once and go to the next state
(*actor->user.State->Animator)(actor);
// if still on the same QUICK_CALL should you
// go to the next state.
if (TEST(actor->user.State->Tics, SF_QUICK_CALL))
if ((actor->user.State->Tics & SF_QUICK_CALL))
actor->user.State = actor->user.State->NextState;
}
@ -6356,7 +6356,7 @@ void PlayerStateControl(DSWActor* actor)
actor->spr.picnum = actor->user.State->Pic;
// Call the correct animator
if (TEST(actor->user.State->Tics, SF_PLAYER_FUNC))
if ((actor->user.State->Tics & SF_PLAYER_FUNC))
if (actor->user.State->Animator)
(*actor->user.State->Animator)(actor);