From 9145895b476c16ea2e44a2fd5a09504e9abb776b Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sat, 1 Jan 2022 09:33:30 +1100 Subject: [PATCH] - SW: Replace `SECTOR_OBJECT` `ymid` with `pmid.Y` calls. --- source/games/sw/src/draw.cpp | 2 +- source/games/sw/src/game.h | 2 +- source/games/sw/src/interpso.cpp | 2 +- source/games/sw/src/morph.cpp | 20 ++++++------ source/games/sw/src/player.cpp | 12 +++---- source/games/sw/src/save.cpp | 2 +- source/games/sw/src/sector.cpp | 4 +-- source/games/sw/src/sounds.cpp | 2 +- source/games/sw/src/track.cpp | 54 ++++++++++++++++---------------- source/games/sw/src/weapon.cpp | 2 +- 10 files changed, 51 insertions(+), 51 deletions(-) diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index a600e5c11..277360d36 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1464,7 +1464,7 @@ void drawscreen(PLAYER* pp, double smoothratio) if (TEST_BOOL1(ractor)) tang = buildang(ractor->spr.ang); else - tang = bvectangbam(pp->sop_remote->pmid.X - tx, pp->sop_remote->ymid - ty); + tang = bvectangbam(pp->sop_remote->pmid.X - tx, pp->sop_remote->pmid.Y - ty); } if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index e9f4c64b7..96a11a924 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1414,7 +1414,7 @@ struct SECTOR_OBJECT union { - struct { int BLAHBLAHX, ymid, zmid; }; // midpoints of the sector object + struct { int BLAHBLAHX, BLAHBLAHY, zmid; }; // midpoints of the sector object vec3_t pmid; }; diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index 059c4d151..7f560a59e 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -108,7 +108,7 @@ static int &getvalue(so_interp::interp_data& element, bool write) case soi_sox: return SectorObject[index].pmid.X; case soi_soy: - return SectorObject[index].ymid; + return SectorObject[index].pmid.Y; case soi_soz: return SectorObject[index].zmid; case soi_sprx: diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index 08809f8a3..bcf108fde 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -311,7 +311,7 @@ void MorphTornado(SECTOR_OBJECT* sop) // place at correct x,y offset from center x = sop->pmid.X - sop->morph_xoff; - y = sop->ymid - sop->morph_yoff; + y = sop->pmid.Y - sop->morph_yoff; sx = x; sy = y; @@ -321,10 +321,10 @@ void MorphTornado(SECTOR_OBJECT* sop) my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); // bound check radius - if (ksqrt(SQ(sop->pmid.X - mx) + SQ(sop->ymid - my)) > sop->morph_dist_max + sop->scale_dist) + if (ksqrt(SQ(sop->pmid.X - mx) + SQ(sop->pmid.Y - my)) > sop->morph_dist_max + sop->scale_dist) { // find angle - sop->morph_ang = NORM_ANGLE(getangle(mx - sop->pmid.X, my - sop->ymid)); + sop->morph_ang = NORM_ANGLE(getangle(mx - sop->pmid.X, my - sop->pmid.Y)); // reverse angle sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); @@ -333,12 +333,12 @@ void MorphTornado(SECTOR_OBJECT* sop) my = sy + MulScale(sop->morph_speed << 1, bsin(sop->morph_ang), 14); sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->ymid - my; + sop->morph_yoff = sop->pmid.Y - my; } // save x,y back as offset info sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->ymid - my; + sop->morph_yoff = sop->pmid.Y - my; if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq) sop->morph_ang = RANDOM_P2(2048); @@ -391,7 +391,7 @@ void MorphFloor(SECTOR_OBJECT* sop) // place at correct x,y offset from center x = sop->pmid.X - sop->morph_xoff; - y = sop->ymid - sop->morph_yoff; + y = sop->pmid.Y - sop->morph_yoff; // move it from last x,y mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); @@ -399,10 +399,10 @@ void MorphFloor(SECTOR_OBJECT* sop) // save x,y back as offset info sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->ymid - my; + sop->morph_yoff = sop->pmid.Y - my; // bound check radius - if (Distance(sop->pmid.X, sop->ymid, mx, my) > sop->morph_dist_max) + if (Distance(sop->pmid.X, sop->pmid.Y, mx, my) > sop->morph_dist_max) { // go in the other direction //sop->morph_speed *= -1; @@ -412,7 +412,7 @@ void MorphFloor(SECTOR_OBJECT* sop) mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); sop->morph_xoff = sop->pmid.X - mx; - sop->morph_yoff = sop->ymid - my; + sop->morph_yoff = sop->pmid.Y - my; // turn it all the way around and then do a random -512 to 512 from there //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024 + (RANDOM_P2(1024) - 512)); @@ -515,7 +515,7 @@ void SpikeFloor(SECTOR_OBJECT* sop) // place at correct x,y offset from center x = sop->pmid.X - sop->morph_xoff; - y = sop->ymid - sop->morph_yoff; + y = sop->pmid.Y - sop->morph_yoff; // move it from last x,y mx = x; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 10e8df021..1c1638efc 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1562,7 +1562,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) pp->actor->spr.ang = pp->angle.ang.asbuild(); } - OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->pmid.X, pp->sop->ymid); + OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->pmid.X, pp->sop->pmid.Y); } void SlipSlope(PLAYER* pp) @@ -2577,7 +2577,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) y[count] = wal.pos.Y; ox[count] = sop->pmid.X - sop->xorig[wallcount]; - oy[count] = sop->ymid - sop->yorig[wallcount]; + oy[count] = sop->pmid.Y - sop->yorig[wallcount]; count++; } @@ -4827,7 +4827,7 @@ void FindMainSector(SECTOR_OBJECT* sop) if (sop->op_main_sector == nullptr) { int sx = sop->pmid.X; - int sy = sop->ymid; + int sy = sop->pmid.Y; PlaceSectorObject(sop, MAXSO, MAXSO); @@ -4908,7 +4908,7 @@ void DoPlayerBeginOperate(PLAYER* pp) pp->angle.oang = pp->angle.ang = buildang(sop->ang); pp->pos.X = sop->pmid.X; - pp->pos.Y = sop->ymid; + pp->pos.Y = sop->pmid.Y; updatesector(pp->pos.X, pp->pos.Y, &pp->cursector); getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz); pp->pos.Z = fz - PLAYER_HEIGHT; @@ -4993,7 +4993,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) pp->angle.oang = pp->angle.ang = buildang(sop->ang); pp->pos.X = sop->pmid.X; - pp->pos.Y = sop->ymid; + pp->pos.Y = sop->pmid.Y; updatesector(pp->pos.X, pp->pos.Y, &pp->cursector); getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz); pp->pos.Z = fz - PLAYER_HEIGHT; @@ -5116,7 +5116,7 @@ void DoPlayerStopOperate(PLAYER* pp) if (TEST_BOOL1(rsp)) pp->angle.ang = pp->angle.oang = buildang(rsp->spr.ang); else - pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y); + pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y); } if (pp->sop_control) diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index ce6612e06..645a2755e 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -637,7 +637,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, ("controller", w.controller, def->controller) ("child", w.sp_child, def->sp_child) ("xmid", w.pmid.X, def->pmid.X) - ("ymid", w.ymid, def->ymid) + ("ymid", w.pmid.Y, def->pmid.Y) ("zmid", w.zmid, def->zmid) ("vel", w.vel, def->vel) ("vel_tgt", w.vel_tgt, def->vel_tgt) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 9bf2f978e..cdf8bf71b 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1071,7 +1071,7 @@ bool TestKillSectorObject(SECTOR_OBJECT* sop) { KillMatchingCrackSprites(sop->match_event); // get new sectnums - CollapseSectorObject(sop, sop->pmid.X, sop->ymid); + CollapseSectorObject(sop, sop->pmid.X, sop->pmid.Y); DoSpawnSpotsForKill(sop->match_event); KillSectorObjectSprites(sop); return true; @@ -2659,7 +2659,7 @@ void DoSector(void) } else { - DISTANCE(pp->pos.X, pp->pos.Y, sop->pmid.X, sop->ymid, dist, a, b, c); + DISTANCE(pp->pos.X, pp->pos.Y, sop->pmid.X, sop->pmid.Y, dist, a, b, c); if (dist < min_dist) min_dist = dist; } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 050d8b181..a909a6e00 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -601,7 +601,7 @@ void GameInterface::UpdateSounds(void) if (TEST_BOOL1(rsp)) tang = buildang(rsp->spr.ang); else - tang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y); + tang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y); } else tang = pp->angle.ang; diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 0bb60c0f1..a3af0cd8e 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -717,7 +717,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) if (BoundActor) { sop->pmid.X = BoundActor->spr.pos.X; - sop->ymid = BoundActor->spr.pos.Y; + sop->pmid.Y = BoundActor->spr.pos.Y; sop->zmid = BoundActor->spr.pos.Z; KillActor(BoundActor); } @@ -856,11 +856,11 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) sop->clipdist = 0; sop->clipbox_dist[sop->clipbox_num] = itActor->spr.lotag; sop->clipbox_xoff[sop->clipbox_num] = sop->pmid.X - itActor->spr.pos.X; - sop->clipbox_yoff[sop->clipbox_num] = sop->ymid - itActor->spr.pos.Y; + sop->clipbox_yoff[sop->clipbox_num] = sop->pmid.Y - itActor->spr.pos.Y; - sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->pmid.X - itActor->spr.pos.X) + SQ(sop->ymid - itActor->spr.pos.Y)); + sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->pmid.X - itActor->spr.pos.X) + SQ(sop->pmid.Y - itActor->spr.pos.Y)); - ang2 = getangle(itActor->spr.pos.X - sop->pmid.X, itActor->spr.pos.Y - sop->ymid); + ang2 = getangle(itActor->spr.pos.X - sop->pmid.X, itActor->spr.pos.Y - sop->pmid.Y); sop->clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang); sop->clipbox_num++; @@ -882,7 +882,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) itActor->user.pos.X = sop->pmid.X - itActor->spr.pos.X; - itActor->user.pos.Y = sop->ymid - itActor->spr.pos.Y; + itActor->user.pos.Y = sop->pmid.Y - itActor->spr.pos.Y; itActor->user.pos.Z = sop->mid_sector->floorz - itActor->spr.pos.Z; itActor->user.Flags |= (SPR_SO_ATTACHED); @@ -1037,14 +1037,14 @@ void SetupSectorObject(sectortype* sectp, short tag) case TAG_OBJECT_CENTER - 500: sop->mid_sector = sectp; - SectorMidPoint(sectp, &sop->pmid.X, &sop->ymid, &sop->zmid); + SectorMidPoint(sectp, &sop->pmid.X, &sop->pmid.Y, &sop->zmid); sop->dir = 1; sop->track = sectp->hitag; // spawn a sprite to make it easier to integrate with sprite routines auto actorNew = SpawnActor(STAT_SO_SP_CHILD, 0, nullptr, sectp, - sop->pmid.X, sop->ymid, sop->zmid, 0, 0); + sop->pmid.X, sop->pmid.Y, sop->zmid, 0, 0); sop->sp_child = actorNew; actorNew->user.sop_parent = sop; actorNew->user.Flags2 |= (SPR2_SPRITE_FAKE_BLOCK); // for damage test @@ -1401,7 +1401,7 @@ void PlaceSectorObjectsOnTracks(void) for (auto& wal : wallsofsector(sop->sectp[j])) { sop->xorig[sop->num_walls] = sop->pmid.X - wal.pos.X; - sop->yorig[sop->num_walls] = sop->ymid - wal.pos.Y; + sop->yorig[sop->num_walls] = sop->pmid.Y - wal.pos.Y; sop->num_walls++; } } @@ -1420,7 +1420,7 @@ void PlaceSectorObjectsOnTracks(void) { tpoint = Track[sop->track].TrackPoint; - dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->pmid.X, sop->ymid); + dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->pmid.X, sop->pmid.Y); if (dist < low_dist) { @@ -1438,7 +1438,7 @@ void PlaceSectorObjectsOnTracks(void) NextTrackPoint(sop); - sop->ang = getangle((tpoint + sop->point)->x - sop->pmid.X, (tpoint + sop->point)->y - sop->ymid); + sop->ang = getangle((tpoint + sop->point)->x - sop->pmid.X, (tpoint + sop->point)->y - sop->pmid.Y); sop->ang_moving = sop->ang_tgt = sop->ang; } @@ -1596,14 +1596,14 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny) // move along little midpoint sop->pmid.X += nx; - sop->ymid += ny; + sop->pmid.Y += ny; if (sop->pmid.X >= MAXSO) PlayerMove = false; // move child sprite along also sop->sp_child->spr.pos.X = sop->pmid.X; - sop->sp_child->spr.pos.Y = sop->ymid; + sop->sp_child->spr.pos.Y = sop->pmid.Y; // setting floorz if need be @@ -1702,7 +1702,7 @@ PlayerPart: } actor->spr.pos.X = sop->pmid.X - actor->user.pos.X; - actor->spr.pos.Y = sop->ymid - actor->user.pos.Y; + actor->spr.pos.Y = sop->pmid.Y - actor->user.pos.Y; // sprites z update if ((sop->flags & SOBJ_SPRITE_OBJ)) @@ -1839,13 +1839,13 @@ void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic) if (!(wal.extra && (wal.extra & WALLFX_DONT_MOVE))) { dx = x = sop->pmid.X - sop->xorig[wallcount]; - dy = y = sop->ymid - sop->yorig[wallcount]; + dy = y = sop->pmid.Y - sop->yorig[wallcount]; if (dynamic && sop->scale_type) { if (!(wal.extra & WALLFX_DONT_SCALE)) { - ang = NORM_ANGLE(getangle(x - sop->pmid.X, y - sop->ymid)); + ang = NORM_ANGLE(getangle(x - sop->pmid.X, y - sop->pmid.Y)); if (sop->scale_type == SO_SCALE_RANDOM_POINT) { @@ -2249,7 +2249,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) // calculate an angle to the target if (sop->vel) - sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->ymid); + sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->pmid.Y); // NOTE: Jittery ride - try new value out here // NOTE: Put a loop around this (locktics) to make it more acuruate @@ -2505,10 +2505,10 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) tpoint = Track[sop->track].TrackPoint + sop->point; // calculate distance to target poing - sop->target_dist = Distance(sop->pmid.X, sop->ymid, tpoint->x, tpoint->y); + sop->target_dist = Distance(sop->pmid.X, sop->pmid.Y, tpoint->x, tpoint->y); // calculate a new angle to the target - sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->ymid); + sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->pmid.Y); if ((sop->flags & SOBJ_ZDIFF_MODE)) { @@ -2520,7 +2520,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) dz = tpoint->z - sop->zdelta; // find the distance to the target (player) - dist = DIST(dx, dy, sop->pmid.X, sop->ymid); + dist = DIST(dx, dy, sop->pmid.X, sop->pmid.Y); // (velocity * difference between the target and the object) // / distance @@ -2572,7 +2572,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) *nx = ((sop->vel) >> 8) * locktics * bcos(sop->ang_moving) >> 14; *ny = ((sop->vel) >> 8) * locktics * bsin(sop->ang_moving) >> 14; - dist = Distance(sop->pmid.X, sop->ymid, sop->pmid.X + *nx, sop->ymid + *ny); + dist = Distance(sop->pmid.X, sop->pmid.Y, sop->pmid.X + *nx, sop->pmid.Y + *ny); sop->target_dist -= dist; } } @@ -2614,7 +2614,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, int newx, int sop->spin_ang = 0; sop->ang = newang; - RefreshPoints(sop, newx - sop->pmid.X, newy - sop->ymid, false); + RefreshPoints(sop, newx - sop->pmid.X, newy - sop->pmid.Y, false); } void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy) @@ -2625,7 +2625,7 @@ void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy) void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy) { so_setinterpolationtics(sop, synctics); - RefreshPoints(sop, newx - sop->pmid.X, newy - sop->ymid, false); + RefreshPoints(sop, newx - sop->pmid.X, newy - sop->pmid.Y, false); } void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator) @@ -2681,7 +2681,7 @@ void KillSectorObject(SECTOR_OBJECT* sop) sop->spin_ang = 0; sop->ang = sop->ang_tgt; - RefreshPoints(sop, newx - sop->pmid.X, newy - sop->ymid, false); + RefreshPoints(sop, newx - sop->pmid.X, newy - sop->pmid.Y, false); } @@ -2733,7 +2733,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop) auto cursect = sop->op_main_sector; // for sop->vel floor_dist = (abs(cursect->ceilingz - cursect->floorz)) >> 2; pos.X = sop->pmid.X; - pos.Y = sop->ymid; + pos.Y = sop->pmid.Y; pos.Z = floor_dist; PlaceSectorObject(sop, MAXSO, MAXSO); @@ -2746,7 +2746,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop) } TornadoSpin(sop); - RefreshPoints(sop, pos.X - sop->pmid.X, pos.Y - sop->ymid, true); + RefreshPoints(sop, pos.X - sop->pmid.X, pos.Y - sop->pmid.Y, true); } void DoAutoTurretObject(SECTOR_OBJECT* sop) @@ -2815,7 +2815,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) } } - sop->ang_tgt = getangle(actor->user.targetActor->spr.pos.X - sop->pmid.X, actor->user.targetActor->spr.pos.Y - sop->ymid); + sop->ang_tgt = getangle(actor->user.targetActor->spr.pos.X - sop->pmid.X, actor->user.targetActor->spr.pos.Y - sop->pmid.Y); // get delta to target angle delta_ang = getincangle(sop->ang, sop->ang_tgt); @@ -2838,7 +2838,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) } } - OperateSectorObjectForTics(sop, sop->ang, sop->pmid.X, sop->ymid, 2*synctics); + OperateSectorObjectForTics(sop, sop->ang, sop->pmid.X, sop->pmid.Y, 2*synctics); } } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index baa784df4..afaa9a48e 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -10216,7 +10216,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop) actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED); actor->user.pos.X = sop->pmid.X - actor->spr.pos.X; - actor->user.pos.Y = sop->ymid - actor->spr.pos.Y; + actor->user.pos.Y = sop->pmid.Y - actor->spr.pos.Y; actor->user.pos.Z = sop->mid_sector->floorz - actor->spr.pos.Z; actor->user.sang = actor->spr.ang;