- Blood: removed unused/redundant functions.

This commit is contained in:
Christoph Oelckers 2021-11-20 09:16:23 +01:00
parent 56a1836e68
commit 6217623c24
4 changed files with 17 additions and 54 deletions

View file

@ -354,6 +354,7 @@ void PropagateMarkerReferences(void);
unsigned int dbReadMapCRC(const char *pPath);
void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int* pSector, unsigned int* pCRC);
END_BLD_NS
// refactoring aids.

View file

@ -42,33 +42,6 @@ DBloodActor* gUpperLink[kMaxSectors];
DBloodActor* gLowerLink[kMaxSectors];
HITINFO gHitInfo;
bool AreSectorsNeighbors(int sect1, int sect2)
{
assert(validSectorIndex(sect1));
assert(validSectorIndex(sect2));
if (sector[sect1].wallnum < sector[sect2].wallnum)
{
for (int i = 0; i < sector[sect1].wallnum; i++)
{
if (wall[sector[sect1].wallptr+i].nextsector == sect2)
{
return 1;
}
}
}
else
{
for (int i = 0; i < sector[sect2].wallnum; i++)
{
if (wall[sector[sect2].wallptr+i].nextsector == sect1)
{
return 1;
}
}
}
return 0;
}
bool FindSector(int nX, int nY, int nZ, int *nSector)
{
int32_t nZFloor, nZCeil;

View file

@ -57,18 +57,7 @@ enum {
};
// by NoOne: functions to quickly check range of specifical arrays
// todo: get rid of these - renaming must wait because there's still code pending to be merged.
inline bool sectRangeIsFine(int nIndex) {
return validSectorIndex(nIndex);
}
inline bool wallRangeIsFine(int nIndex) {
return validWallIndex(nIndex);
}
///
struct Collision;
bool AreSectorsNeighbors(int sect1, int sect2);
bool FindSector(int nX, int nY, int nZ, int *nSector);
bool FindSector(int nX, int nY, int *nSector);
bool CheckProximity(DBloodActor *pSprite, int nX, int nY, int nZ, int nSector, int nDist);

View file

@ -1725,7 +1725,7 @@ void debrisMove(int listIndex)
pSprite->cstat = oldcstat;
if (pSprite->sectnum != nSector)
{
if (!sectRangeIsFine(nSector)) return;
if (!validSectorIndex(nSector)) return;
else ChangeActorSect(actor, nSector);
}
@ -3176,7 +3176,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
break;
case 3:
case 4:
if (!sectRangeIsFine(pSprite->sectnum)) pos = top;
if (!validSectorIndex(pSprite->sectnum)) pos = top;
else pos = (pXSource->data4 == 3) ? pSprite->sector()->floorz : pSprite->sector()->ceilingz;
break;
default:
@ -3592,7 +3592,7 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, int index, DBloodAc
{
auto pSprite = &iactor->s();
if (pXSource->data2 <= 0) seqKill(iactor);
else if (sectRangeIsFine(pSprite->sectnum))
else if (validSectorIndex(pSprite->sectnum))
{
if (pXSource->data3 > 0)
{
@ -3617,7 +3617,7 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, int index, DBloodAc
break;
case 5:
case 6:
if (!sectRangeIsFine(pSprite->sectnum)) pSpawned->z = top;
if (!validSectorIndex(pSprite->sectnum)) pSpawned->z = top;
else pSpawned->z = (pXSource->data3 == 5) ? sector[pSpawned->sectnum].floorz : sector[pSpawned->sectnum].ceilingz;
break;
}
@ -3794,8 +3794,8 @@ bool condCheckMixed(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH
switch (cond)
{
case 0: return (objType == OBJ_SECTOR && sectRangeIsFine(objIndex)); // is a sector?
case 5: return (objType == OBJ_WALL && wallRangeIsFine(objIndex)); // is a wall?
case 0: return (objType == OBJ_SECTOR && validSectorIndex(objIndex)); // is a sector?
case 5: return (objType == OBJ_WALL && validWallIndex(objIndex)); // is a wall?
case 10: return (objType == OBJ_SPRITE && objActor != nullptr); // is a sprite?
case 15: // x-index is fine?
switch (objType)
@ -4050,7 +4050,7 @@ bool condCheckSector(DBloodActor* aCond, int cmpOp, bool PUSH)
DBloodActor* objActor = nullptr;
condUnserialize(aCond, &objType, &objIndex, &objActor);
if (objType != OBJ_SECTOR || !sectRangeIsFine(objIndex))
if (objType != OBJ_SECTOR || !validSectorIndex(objIndex))
condError(aCond, "Object #%d (objType: %d) is not a sector!", objIndex, objType);
sectortype* pSect = &sector[objIndex];
@ -4143,7 +4143,7 @@ bool condCheckWall(DBloodActor* aCond, int cmpOp, bool PUSH)
DBloodActor* objActor = nullptr;
condUnserialize(aCond, &objType, &objIndex, &objActor);
if (objType != OBJ_WALL || !wallRangeIsFine(objIndex))
if (objType != OBJ_WALL || !validWallIndex(objIndex))
condError(aCond, "Object #%d (objType: %d) is not a wall!", objIndex, objType);
walltype* pWall = &wall[objIndex];
@ -4156,21 +4156,21 @@ bool condCheckWall(DBloodActor* aCond, int cmpOp, bool PUSH)
case 0:
return condCmp(pWall->overpicnum, arg1, arg2, cmpOp);
case 5:
if (!sectRangeIsFine((var = sectorofwall(objIndex)))) return false;
if (!validSectorIndex((var = sectorofwall(objIndex)))) return false;
else if (PUSH) condPush(aCond, OBJ_SECTOR, var, nullptr);
return true;
case 10: // this wall is a mirror? // must be as constants here
return (pWall->type != kWallStack && condCmp(pWall->picnum, 4080, (4080 + 16) - 1, 0));
case 15:
if (!sectRangeIsFine(pWall->nextsector)) return false;
if (!validSectorIndex(pWall->nextsector)) return false;
else if (PUSH) condPush(aCond, OBJ_SECTOR, pWall->nextsector, nullptr);
return true;
case 20:
if (!wallRangeIsFine(pWall->nextwall)) return false;
if (!validWallIndex(pWall->nextwall)) return false;
else if (PUSH) condPush(aCond, OBJ_WALL, pWall->nextwall, nullptr);
return true;
case 25: // next wall belongs to sector?
if (!sectRangeIsFine(var = sectorofwall(pWall->nextwall))) return false;
if (!validSectorIndex(var = sectorofwall(pWall->nextwall))) return false;
else if (PUSH) condPush(aCond, OBJ_SECTOR, var, nullptr);
return true;
}
@ -4471,7 +4471,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
else if (PUSH) condPush(aCond, OBJ_SPRITE, 0, objActor->GetOwner());
return true;
case 20: // stays in a sector?
if (!sectRangeIsFine(pSpr->sectnum)) return false;
if (!validSectorIndex(pSpr->sectnum)) return false;
else if (PUSH) condPush(aCond, OBJ_SECTOR, pSpr->sectnum, nullptr);
return true;
case 25:
@ -5639,7 +5639,7 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT event)
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID > 0) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else if (pXSprite->data1 == 0 && sectRangeIsFine(pSprite->sectnum)) useSpriteDamager(actor, OBJ_SECTOR, pSprite->sectnum, nullptr);
else if (pXSprite->data1 == 0 && validSectorIndex(pSprite->sectnum)) useSpriteDamager(actor, OBJ_SECTOR, pSprite->sectnum, nullptr);
else if (pXSprite->data1 >= 666 && pXSprite->data1 < 669) useSpriteDamager(actor, -1, -1, nullptr);
else
{
@ -6684,7 +6684,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, int objIndex, DBlood
case 1:
case 2:
case 3:
if (!sectRangeIsFine(pSpr->sectnum)) break;
if (!validSectorIndex(pSpr->sectnum)) break;
switch (pXSource->data4)
{
case 1: sprite2sectorSlope(objActor, &sector[pSpr->sectnum], 0, flag2); break;
@ -8340,7 +8340,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
if (pSpr != emitter && emitterActor->GetOwner() != actor)
{
if (!sectRangeIsFine(emitter->sectnum)) return false;
if (!validSectorIndex(emitter->sectnum)) return false;
searchsect = emitter->sectnum;
}
}