- renamed evKill and added an actor pointer to EVENT struct.

This commit is contained in:
Christoph Oelckers 2021-09-01 21:57:11 +02:00
parent 1e1764eda6
commit 77c827e817
6 changed files with 34 additions and 33 deletions

View file

@ -523,13 +523,13 @@ void evPost_(int nIndex, int nType, unsigned int nDelta, COMMAND_ID command)
assert(command != kCmdCallback);
if (command == kCmdState) command = evGetSourceState(nType, nIndex) ? kCmdOn : kCmdOff;
else if (command == kCmdNotState) command = evGetSourceState(nType, nIndex) ? kCmdOff : kCmdOn;
EVENT evn = { (int16_t)nIndex, (int8_t)nType, (int8_t)command, 0, PlayClock + (int)nDelta };
EVENT evn = {nullptr, (int16_t)nIndex, (int8_t)nType, (int8_t)command, 0, PlayClock + (int)nDelta };
queue.insert(evn);
}
void evPost_(int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback)
{
EVENT evn = { (int16_t)nIndex, (int8_t)nType, kCmdCallback, (int16_t)callback, PlayClock + (int)nDelta };
EVENT evn = {nullptr, (int16_t)nIndex, (int8_t)nType, kCmdCallback, (int16_t)callback, PlayClock + (int)nDelta };
queue.insert(evn);
}
@ -560,7 +560,7 @@ void evPostSector(int index, unsigned int nDelta, CALLBACK_ID callback)
//
//---------------------------------------------------------------------------
void evKill(int index, int type)
void evKill_(int index, int type)
{
for (auto ev = queue.begin(); ev != queue.end();)
{
@ -569,7 +569,7 @@ void evKill(int index, int type)
}
}
void evKill(int index, int type, CALLBACK_ID cb)
void evKill_(int index, int type, CALLBACK_ID cb)
{
for (auto ev = queue.begin(); ev != queue.end();)
{
@ -580,12 +580,12 @@ void evKill(int index, int type, CALLBACK_ID cb)
void evKill(DBloodActor* actor)
{
evKill(actor->s().index, 3);
evKill_(actor->s().index, 3);
}
void evKill(DBloodActor* actor, CALLBACK_ID cb)
{
evKill(actor->s().index, 3, cb);
evKill_(actor->s().index, 3, cb);
}
//---------------------------------------------------------------------------

View file

@ -73,7 +73,8 @@ enum {
struct RXBUCKET
{
uint16_t index;
DBloodActor* actor;
int index;
uint8_t type;
};
extern RXBUCKET rxBucket[];
@ -147,6 +148,7 @@ inline bool channelRangeIsFine(int channel) {
struct EVENT
{
DBloodActor* actor;
int16_t index;
int8_t type;
int8_t cmd;
@ -170,8 +172,8 @@ void evPostSector(int index, unsigned int nDelta, COMMAND_ID command);
void evPostSector(int index, unsigned int nDelta, CALLBACK_ID callback);
void evProcess(unsigned int nTime);
void evKill(int a1, int a2);
void evKill(int a1, int a2, CALLBACK_ID a3);
void evKill_(int a1, int a2);
void evKill_(int a1, int a2, CALLBACK_ID a3);
void evKill(DBloodActor*);
void evKill(DBloodActor*, CALLBACK_ID a3);

View file

@ -111,7 +111,7 @@ void CFX::destroy(int nSprite)
{
if (nSprite < 0 || nSprite >= kMaxSprites)
return;
evKill(nSprite, 3);
evKill_(nSprite, 3);
if (sprite[nSprite].extra > 0)
seqKill(3, sprite[nSprite].extra);
DeleteSprite(nSprite);
@ -355,5 +355,4 @@ void fxPrecache()
}
}
END_BLD_NS

View file

@ -1321,7 +1321,7 @@ void nnExtProcessSuperSprites() {
pXDebris->goalAng = getangle(xvel[idx], yvel[idx]) & 2047;
int ang = pDebris->ang & 2047;
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKill(idx, 3, kCallbackEnemeyBubble);
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKill_(idx, 3, kCallbackEnemeyBubble);
else if (Chance(0x1000 - mass)) {
if (zvel[idx] > 0x100) debrisBubble(idx);
@ -1664,7 +1664,7 @@ void debrisMove(int listIndex)
int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
sfxPlay3DSoundCP(pSprite, 720, -1, 0, pitch, 75 - Random(40));
if (!spriteIsUnderwater(actor)) {
evKill(pSprite->index, 3, kCallbackEnemeyBubble);
evKill_(pSprite->index, 3, kCallbackEnemeyBubble);
} else {
evPost_(pSprite->index, 3, 0, kCallbackEnemeyBubble);
for (int i = 2; i <= 5; i++) {
@ -2805,7 +2805,7 @@ void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) {
if (fxId < kEffectGenCallbackBase + length) {
fxId = gEffectGenCallbacks[fxId - kEffectGenCallbackBase];
evKill(pSprite->index, OBJ_SPRITE, (CALLBACK_ID)fxId);
evKill_(pSprite->index, OBJ_SPRITE, (CALLBACK_ID)fxId);
evPost_(pSprite->index, OBJ_SPRITE, 0, (CALLBACK_ID)fxId);
}
@ -3082,14 +3082,14 @@ void damageSprites(XSPRITE* pXSource, spritetype* pSprite)
case kDmgBurn:
if (pXSprite->burnTime > 0) break;
actBurnSprite(pSource->index, pXSprite, ClipLow(dmg >> 1, 128));
evKill(pSprite->index, OBJ_SPRITE, kCallbackFXFlameLick);
evKill_(pSprite->index, OBJ_SPRITE, kCallbackFXFlameLick);
evPost_(pSprite->index, OBJ_SPRITE, 0, kCallbackFXFlameLick); // show flames
break;
case kDmgElectric:
forceRecoil = true; // show tesla recoil animation
break;
case kDmgBullet:
evKill(pSprite->index, OBJ_SPRITE, kCallbackFXBloodSpurt);
evKill_(pSprite->index, OBJ_SPRITE, kCallbackFXBloodSpurt);
for (int i = 1; i < 6; i++) {
if (Chance(0x16000 >> i))
@ -4164,7 +4164,7 @@ char modernTypeSetSpriteState(int nSprite, XSPRITE* pXSprite, int nState) {
pXSprite->busy = IntToFixed(nState);
pXSprite->state = nState;
evKill(nSprite, 3);
evKill_(nSprite, 3);
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
evPost_(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
@ -4605,7 +4605,7 @@ void sectorPauseMotion(int nSector) {
XSECTOR* pXSector = &xsector[sector[nSector].extra];
pXSector->unused1 = 1;
evKill(nSector, OBJ_SECTOR);
evKill_(nSector, OBJ_SECTOR);
sectorKillSounds(nSector);
if ((pXSector->busy == 0 && !pXSector->state) || (pXSector->busy == 65536 && pXSector->state))
@ -4890,7 +4890,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -4943,7 +4943,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
if (pSprite->type == kModernSeqSpawner) seqSpawnerOffSameTx(pXSprite);
fallthrough__;
@ -4968,7 +4968,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -4996,7 +4996,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -5023,7 +5023,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -5049,7 +5049,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -5189,7 +5189,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -5211,7 +5211,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
evKill_(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
@ -5409,7 +5409,7 @@ int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event) {
if (pXSource->waitTime > 0 && pXSource->state > 0) {
pXSource->restState = 1;
evKill(pSource->index, OBJ_SPRITE);
evKill_(pSource->index, OBJ_SPRITE);
evPost_(pSource->index, OBJ_SPRITE, (pXSource->waitTime * 120) / 10, kCmdRepeat);
return -1;
@ -7817,7 +7817,7 @@ void seqSpawnerOffSameTx(XSPRITE* pXSource) {
if (pXSprite->reference != pXSource->reference && spriRangeIsFine(pXSprite->reference)) {
if (sprite[pXSprite->reference].type != kModernSeqSpawner) continue;
else if (pXSprite->txID == pXSource->txID && pXSprite->state == 1) {
evKill(pXSprite->reference, OBJ_SPRITE);
evKill_(pXSprite->reference, OBJ_SPRITE);
pXSprite->state = 0;
}
}

View file

@ -661,7 +661,7 @@ void seqProcess(int nTicks)
int nSprite = xsprite[index].reference;
if (nSprite >= 0 && nSprite < kMaxSprites)
{
evKill(nSprite, SS_SPRITE);
evKill_(nSprite, SS_SPRITE);
if ((sprite[nSprite].hitag & kAttrRespawn) != 0 && (sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax))
evPost_(nSprite, 3, gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
else deletesprite(nSprite); // safe to not use actPostSprite here

View file

@ -58,7 +58,7 @@ char SetSpriteState(int nSprite, XSPRITE* pXSprite, int nState)
return 0;
pXSprite->busy = IntToFixed(nState);
pXSprite->state = nState;
evKill(nSprite, 3);
evKill_(nSprite, 3);
if ((sprite[nSprite].flags & kHitagRespawn) != 0 && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax)
{
pXSprite->respawnPending = 3;
@ -85,7 +85,7 @@ char SetWallState(int nWall, XWALL *pXWall, int nState)
return 0;
pXWall->busy = IntToFixed(nState);
pXWall->state = nState;
evKill(nWall, 0);
evKill_(nWall, 0);
if (pXWall->restState != nState && pXWall->waitTime > 0)
evPost_(nWall, 0, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff);
if (pXWall->txID)
@ -104,7 +104,7 @@ char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
return 0;
pXSector->busy = IntToFixed(nState);
pXSector->state = nState;
evKill(nSector, 6);
evKill_(nSector, 6);
if (nState == 1)
{
if (pXSector->command != kCmdLink && pXSector->triggerOn && pXSector->txID)
@ -209,7 +209,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
PLAYER *pPlayer = &gPlayer[nPlayer];
if (pPlayer->pXSprite->health > 0)
{
evKill(pSprite->index, 3);
evKill(actor);
pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max);
pPlayer->hasWeapon[9] = 1;
if (pPlayer->curWeapon != kWeapLifeLeech)