- partial replacement of tspriteptr_t.

This commit is contained in:
Christoph Oelckers 2021-12-30 11:48:10 +01:00
parent 44d2cc1951
commit 9158796284
4 changed files with 20 additions and 20 deletions

View file

@ -471,7 +471,7 @@ int seq_GetSeqPicnum(int16_t nSeq, int16_t edx, int16_t ebx)
int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal)
{
tspriteptr_t pTSprite = &mytsprite[nSprite];
tspritetype* pTSprite = &mytsprite[nSprite];
int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->pos.Y);
int nSeqOffset = ((((pTSprite->ang + 512) - nAngle) + 128) & kAngleMask) >> 8;
@ -519,7 +519,7 @@ int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal)
int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
{
tspriteptr_t pTSprite = &mytsprite[nSprite];
tspritetype* pTSprite = &mytsprite[nSprite];
int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->pos.Y);
int val;
@ -572,7 +572,7 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
break;
}
tspriteptr_t tsp = &mytsprite[(*myspritesortcnt)++];
tspritetype* tsp = &mytsprite[(*myspritesortcnt)++];
tsp->pos.X = pTSprite->pos.X;
tsp->pos.Y = pTSprite->pos.Y;
tsp->pos.Z = pTSprite->pos.Z;

View file

@ -83,7 +83,7 @@ void SW_InitMultiPsky(void)
#if 1
void ShadeSprite(tspriteptr_t tsp)
void ShadeSprite(tspritetype* tsp)
{
// set shade of sprite
tsp->shade = tsp->sector()->floorshade - 25;
@ -104,7 +104,7 @@ int GetRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int vi
static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
int rotation;
tspriteptr_t tsp = &tsprite[tSpriteNum];
tspritetype* tsp = &tsprite[tSpriteNum];
auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
int angle2;
@ -171,7 +171,7 @@ directions was not standardized.
int SetActorRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int viewx, int viewy)
{
tspriteptr_t tsp = &tsprite[tSpriteNum];
tspritetype* tsp = &tsprite[tSpriteNum];
auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
int StateOffset, Rotation;
@ -204,7 +204,7 @@ int SetActorRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, i
return 0;
}
int DoShadowFindGroundPoint(tspriteptr_t tspr)
int DoShadowFindGroundPoint(tspritetype* tspr)
{
// USES TSPRITE !!!!!
auto ownerActor = static_cast<DSWActor*>(tspr->ownerActor);
@ -258,9 +258,9 @@ int DoShadowFindGroundPoint(tspriteptr_t tspr)
return loz;
}
void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int camang)
void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspritetype* tsp, int viewz, int camang)
{
tspriteptr_t tSpr = &tsprite[spritesortcnt];
tspritetype* tSpr = &tsprite[spritesortcnt];
auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
int ground_dist = 0;
int view_dist = 0;
@ -415,7 +415,7 @@ void DoMotionBlur(tspritetype* tsprite, int& spritesortcnt, tspritetype const *
for (i = 0; i < ownerActor->user.motion_blur_num; i++)
{
tspriteptr_t tSpr = &tsprite[spritesortcnt];
tspritetype* tSpr = &tsprite[spritesortcnt];
*tSpr = *tsp;
tSpr->cstat |= CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP;
@ -468,7 +468,7 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt)
if (itActor2->spr.picnum == ST1)
continue;
tspriteptr_t newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
tspritetype* newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
newTSpr->statnum = 0;
xoff = itActor->spr.pos.X - newTSpr->pos.X;
@ -490,7 +490,7 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt)
if (itActor2->spr.picnum == ST1)
continue;
tspriteptr_t newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
tspritetype* newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
newTSpr->statnum = 0;
auto off = itActor1->spr.pos - newTSpr->pos;
@ -502,7 +502,7 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt)
}
}
void DoStarView(tspriteptr_t tsp, DSWActor* tActor, int viewz)
void DoStarView(tspritetype* tsp, DSWActor* tActor, int viewz)
{
extern STATE s_Star[], s_StarDown[];
extern STATE s_StarStuck[], s_StarDownStuck[];
@ -605,7 +605,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
tspriteptr_t tsp = &tsprite[tSpriteNum];
tspritetype* tsp = &tsprite[tSpriteNum];
auto tActor = static_cast<DSWActor*>(tsp->ownerActor);
auto tsectp = tsp->sector();
@ -886,7 +886,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
#if 1
tspriteptr_t get_tsprite(tspritetype* tsprite, int& spritesortcnt, DSWActor* actor)
tspritetype* get_tsprite(tspritetype* tsprite, int& spritesortcnt, DSWActor* actor)
{
int tSpriteNum;
@ -907,13 +907,13 @@ void post_analyzesprites(tspritetype* tsprite, int& spritesortcnt)
{
auto actor = static_cast<DSWActor*>(tsprite[tSpriteNum].ownerActor);
if (!actor) continue; // JBF: verify this is safe
tspriteptr_t tsp = &tsprite[tSpriteNum];
tspritetype* tsp = &tsprite[tSpriteNum];
if (actor->hasU())
{
if (actor->user.ID == FIREBALL_FLAMES && actor->user.attachActor != nullptr)
{
tspriteptr_t const atsp = get_tsprite(tsprite, spritesortcnt, actor->user.attachActor);
tspritetype* const atsp = get_tsprite(tsprite, spritesortcnt, actor->user.attachActor);
if (!atsp)
{

View file

@ -682,7 +682,7 @@ void GameInterface::LeavePortal(DCoreActor* viewer, int type)
}
void DoAutoSize(tspriteptr_t tspr)
void DoAutoSize(tspritetype* tspr)
{
if (!bAutoSize)
return;
@ -831,7 +831,7 @@ void DoAutoSize(tspriteptr_t tspr)
// Rotation angles for sprites
short rotang = 0;
void JAnalyzeSprites(tspriteptr_t tspr)
void JAnalyzeSprites(tspritetype* tspr)
{
rotang += 4;
if (rotang > 2047)

View file

@ -60,7 +60,7 @@ extern short floormirrorsector[MAXMIRRORS];
extern bool mirrorinview;
extern short NormalVisibility;
void JAnalyzeSprites(tspriteptr_t tspr);
void JAnalyzeSprites(tspritetype* tspr);
void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio);
void JS_CameraParms(PLAYERp pp, int tx, int ty, int tz);
void JS_DrawMirrors(PLAYERp pp,int tx,int ty,int tz,fixed_t tpq16ang,fixed_t tpq16horiz);