mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-21 11:01:01 +00:00
- renamed wallnum and sectnum functions.
These were creating a lot of search noise because local variables had the same name.
This commit is contained in:
parent
a2683559ce
commit
b7a7584059
36 changed files with 73 additions and 73 deletions
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@ -571,7 +571,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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{
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auto sectp = §or[*sectnum];
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updatesector(DVector2(pos->X * inttoworld, pos->Y * inttoworld), §p);
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*sectnum = sectp ? ::sectnum(sectp) : -1;
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*sectnum = sectp ? ::sectindex(sectp) : -1;
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}
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return clipReturn;
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}
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@ -591,7 +591,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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DVector2 v(vec.X* inttoworld, vec.Y* inttoworld);
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sectortype* sect = §or[*sectnum];
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updatesector(v, §, rad * inttoworld);
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*sectnum = ::sectnum(sect);
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*sectnum = ::sectindex(sect);
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}
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pos->X = vec.X;
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@ -271,7 +271,7 @@ void MarkSectorSeen(sectortype* sec)
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{
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if (sec)
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{
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show2dsector.Set(sectnum(sec));
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show2dsector.Set(sectindex(sec));
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for (auto& wal : wallsofsector(sec))
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{
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if (!wal.twoSided()) continue;
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@ -281,7 +281,7 @@ void MarkSectorSeen(sectortype* sec)
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auto osec = wal.nextSector();
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if (osec->lotag == 32767) continue;
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if (osec->ceilingz >= osec->floorz) continue;
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show2dsector.Set(sectnum(osec));
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show2dsector.Set(sectindex(osec));
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}
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}
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}
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@ -404,7 +404,7 @@ static void drawredlines(const DVector2& cpos, const DVector2& cangvect, const D
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if (osec->ceilingz == z1 && osec->floorz == z2)
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if (((wal.cstat | wal.nextWall()->cstat) & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)) == 0) continue;
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if (ShowRedLine(wallnum(&wal), i))
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if (ShowRedLine(wallindex(&wal), i))
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{
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auto v1 = OutAutomapVector(wal.pos - cpos, cangvect, gZoom, xydim);
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auto v2 = OutAutomapVector(wal.point2Wall()->pos - cpos, cangvect, gZoom, xydim);
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@ -431,7 +431,7 @@ static void drawwhitelines(const DVector2& cpos, const DVector2& cangvect, const
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if (wal.nextwall >= 0) continue;
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if (!gFullMap && !tileGetTexture(wal.picnum)->isValid()) continue;
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if (isSWALL() && !gFullMap && !show2dwall[wallnum(&wal)])
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if (isSWALL() && !gFullMap && !show2dwall[wallindex(&wal)])
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continue;
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auto v1 = OutAutomapVector(wal.pos - cpos, cangvect, gZoom, xydim);
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@ -474,12 +474,12 @@ inline TArrayView<walltype> wallsofsector(int sec)
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}
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// these are mainly meant as refactoring aids to mark function calls to work on.
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inline int wallnum(const walltype* wal)
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inline int wallindex(const walltype* wal)
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{
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return wall.IndexOf(wal);
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}
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inline int sectnum(const sectortype* sect)
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inline int sectindex(const sectortype* sect)
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{
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return sector.IndexOf(sect);
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}
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@ -41,25 +41,25 @@ void setsectinterpolate(sectortype* sectnum);
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inline void StartInterpolation(walltype* wall, int type)
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{
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assert(type == Interp_Wall_X || type == Interp_Wall_Y || type == Interp_Wall_PanX || type == Interp_Wall_PanY);
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return StartInterpolation(wallnum(wall), type);
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return StartInterpolation(wallindex(wall), type);
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}
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inline void StartInterpolation(sectortype* sect, int type)
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{
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assert(type == Interp_Sect_Floorz || type == Interp_Sect_Ceilingz || type == Interp_Sect_Floorheinum || type == Interp_Sect_Ceilingheinum ||
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type == Interp_Sect_FloorPanX || type == Interp_Sect_FloorPanY || type == Interp_Sect_CeilingPanX || type == Interp_Sect_CeilingPanY);
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return StartInterpolation(sectnum(sect), type);
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return StartInterpolation(sectindex(sect), type);
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}
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inline void StopInterpolation(walltype* wall, int type)
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{
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assert(type == Interp_Wall_X || type == Interp_Wall_Y || type == Interp_Wall_PanX || type == Interp_Wall_PanY);
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return StopInterpolation(wallnum(wall), type);
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return StopInterpolation(wallindex(wall), type);
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}
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inline void StopInterpolation(sectortype* sect, int type)
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{
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assert(type == Interp_Sect_Floorz || type == Interp_Sect_Ceilingz || type == Interp_Sect_Floorheinum || type == Interp_Sect_Ceilingheinum ||
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type == Interp_Sect_FloorPanX || type == Interp_Sect_FloorPanY || type == Interp_Sect_CeilingPanX || type == Interp_Sect_CeilingPanY);
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return StopInterpolation(sectnum(sect), type);
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return StopInterpolation(sectindex(sect), type);
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}
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@ -281,7 +281,7 @@ void validateSprite(spritetype& spri, int sectnum, int index)
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updatesector(pos.XY(), §p);
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bugged = sectp == nullptr;
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if (!DPrintf(DMSG_WARNING, "Sprite #%d (%.0f,%.0f) with invalid sector %d was corrected to sector %d\n", index, pos.X, pos.Y, sectnum, ::sectnum(sectp)))
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if (!DPrintf(DMSG_WARNING, "Sprite #%d (%.0f,%.0f) with invalid sector %d was corrected to sector %d\n", index, pos.X, pos.Y, sectnum, ::sectindex(sectp)))
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{
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if (bugged) Printf("Sprite #%d (%.0f,%.0f) with invalid sector %d\n", index, pos.X, pos.Y, sectnum);
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}
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@ -445,12 +445,12 @@ void validateStartSector(const char* filename, const DVector3& pos, sectortype**
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if (!sect) updatesector(pos, §);
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if (sect || noabort)
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{
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Printf(PRINT_HIGH, "Error in map %s: Start sector %d out of range. Max. sector is %d\n", filename, sectnum(*cursect), numsectors);
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Printf(PRINT_HIGH, "Error in map %s: Start sector %d out of range. Max. sector is %d\n", filename, sectindex(*cursect), numsectors);
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*cursect = sect? sect : §or[0];
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}
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else
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{
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I_Error("Unable to start map %s: Start sector %d out of range. Max. sector is %d. No valid location at start spot\n", filename, sectnum(*cursect), numsectors);
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I_Error("Unable to start map %s: Start sector %d out of range. Max. sector is %d. No valid location at start spot\n", filename, sectindex(*cursect), numsectors);
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}
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}
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@ -319,7 +319,7 @@ void render_drawrooms(DCoreActor* playersprite, const DVector3& position, sector
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ResetProfilingData();
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// Get this before everything else
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang, fov);
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectindex(sect), angle, horizon, rollang, fov);
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r_viewpoint.TicFrac = !cl_capfps ? interpfrac : 1.;
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screen->mLights->Clear();
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@ -369,7 +369,7 @@ void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortyp
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// now render the main view
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float ratio = camtex->GetDisplayWidth() / camtex->GetDisplayHeight();
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang);
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectindex(sect), angle, horizon, rollang);
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r_viewpoint.TicFrac = !cl_capfps ? interpfrac : 1.;
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RenderViewpoint(r_viewpoint, &rect, r_viewpoint.FieldOfView.Degrees(), ratio, ratio, false, false);
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@ -67,7 +67,7 @@ void CreateVertexMap()
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vertexscan(&wall[i], [&](walltype* wal)
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{
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int w = wallnum(wal);
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int w = wallindex(wal);
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if (processed[w]) return; // broken wall setups can trigger this.
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walls.Push(w);
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processed.Set(w);
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@ -421,7 +421,7 @@ void HWDrawInfo::CreateScene(bool portal)
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if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, vp.Pos, vp.RotAngle - a1, vp.RotAngle + a1);
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else mDrawer.Init(this, mClipper, vp.Pos, 0, 0);
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int drawsect = sectnum(drawsectp);
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int drawsect = sectindex(drawsectp);
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mDrawer.RenderScene(&drawsect, 1, false);
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for (int i = 0; i < eff.geocnt; i++)
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@ -452,7 +452,7 @@ void HWDrawInfo::CreateScene(bool portal)
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if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, vp.Pos, vp.RotAngle - a1, vp.RotAngle + a1);
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else mDrawer.Init(this, mClipper, vp.Pos, 0, 0);
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drawsect = sectnum(drawsectp);
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drawsect = sectindex(drawsectp);
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mDrawer.RenderScene(&drawsect, 1, false);
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for (int i = 0; i < eff.geocnt; i++)
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@ -223,7 +223,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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}
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#ifdef _DEBUG
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if (sectnum(sec) == gl_breaksec)
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if (sectindex(sec) == gl_breaksec)
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{
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int a = 0;
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}
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@ -303,7 +303,7 @@ void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
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void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section_, int which)
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{
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#ifdef _DEBUG
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if (sectnum(sec) == gl_breaksec)
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if (sectindex(sec) == gl_breaksec)
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{
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int a = 0;
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}
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@ -923,7 +923,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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#ifdef _DEBUG
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if (wallnum(wal) == 34)
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if (wallindex(wal) == 34)
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{
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int a = 0;
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}
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@ -955,7 +955,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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if (gl_seamless)
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{
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auto v = &vertices[vertexMap[wallnum(wal)]];
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auto v = &vertices[vertexMap[wallindex(wal)]];
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if (v->dirty) v->RecalcVertexHeights();
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v = &vertices[vertexMap[wal->point2]];
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if (v->dirty) v->RecalcVertexHeights();
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@ -41,7 +41,7 @@ EXTERN_CVAR(Bool, gl_seamless)
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void HWWall::SplitLeftEdge(FFlatVertex *&ptr)
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{
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if (seg == nullptr) return;
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vertex_t* vi = &vertices[vertexMap[wallnum(seg)]];
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vertex_t* vi = &vertices[vertexMap[wallindex(seg)]];
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if (vi->numheights)
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{
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@ -129,7 +129,7 @@ int HWWall::CreateVertices(FFlatVertex *&ptr, bool split)
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void HWWall::CountLeftEdge(unsigned &ptr)
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{
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vertex_t* vi = &vertices[vertexMap[wallnum(seg)]];
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vertex_t* vi = &vertices[vertexMap[wallindex(seg)]];
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if (vi->numheights)
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{
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@ -21,7 +21,7 @@ void M_Autosave();
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template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, sectortype*& w, sectortype** def)
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{
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assert(arc.isReading() || w == nullptr || (w >= §or[0] && w <= §or.Last()));
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int ndx = w ? sectnum(w) : -1;
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int ndx = w ? sectindex(w) : -1;
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arc(keyname, ndx);
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w = !validSectorIndex(ndx) ? nullptr : §or[ndx];
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return arc;
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@ -29,7 +29,7 @@ template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname,
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template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def)
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{
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int ndx = w ? wallnum(w) : -1;
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int ndx = w ? wallindex(w) : -1;
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arc(keyname, ndx);
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w = !validWallIndex(ndx) ? nullptr : &wall[ndx];
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return arc;
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@ -475,7 +475,7 @@ void SectionGeometry::CreatePlaneMesh(Section* section, int plane, const FVector
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void SectionGeometry::MarkDirty(sectortype* sector)
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{
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for (auto section : sectionsPerSector[sectnum(sector)])
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for (auto section : sectionsPerSector[sectindex(sector)])
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{
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sections[section].dirty = sector->dirty;
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}
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@ -44,8 +44,8 @@ public:
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EventObject() = default;
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explicit EventObject(std::nullptr_t) { index = -1; }
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explicit EventObject(DBloodActor* actor_) { ActorP = actor_; assert(isActor()); }
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explicit EventObject(sectortype* sect) { index = (sectnum(sect) << 8) | Sector; }
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explicit EventObject(walltype* wall) { index = (wallnum(wall) << 8) | Wall; }
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explicit EventObject(sectortype* sect) { index = (sectindex(sect) << 8) | Sector; }
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explicit EventObject(walltype* wall) { index = (wallindex(wall) << 8) | Wall; }
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bool isActor() const { return (index & 7) == Actor; }
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bool isSector() const { return (index & 7) == Sector; }
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@ -547,7 +547,7 @@ BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int n
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BitArray sectorMap(sector.Size()); // this gets returned to the caller.
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sectorMap.Zero();
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sectorMap.Set(sectnum(pSector));
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sectorMap.Set(sectindex(pSector));
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double nDist4sq = nDist * nDist; // (nDist * 16)^2 - * 16 to account for Build's 28.4 fixed point format.
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BFSSectorSearch search(pSector);
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@ -573,7 +573,7 @@ BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int n
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}
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if (withinRange) // if new sector is within range, add it to the processing queue
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{
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sectorMap.Set(sectnum(pNextSector));
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sectorMap.Set(sectindex(pNextSector));
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search.Add(pNextSector);
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if (pWalls && wal.hasX())
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{
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@ -124,7 +124,7 @@ void InitMirrors(void)
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continue;
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auto sectj = link2->sector();
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int j = sectnum(sectj);
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int j = sectindex(sectj);
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if (sectj->ceilingpicnum != 504)
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I_Error("Lower link sector %d doesn't have mirror picnum\n", j);
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mirror[mirrorcnt].type = 2;
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@ -129,7 +129,7 @@ void SPRINSECT::Init(double nDist)
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pEntry.pActors.Resize(collected.Size());
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for (unsigned ii = 0; ii < collected.Size(); ii++)
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pEntry.pActors[ii] = collected[ii];
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pEntry.nSector = sectnum(§);
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pEntry.nSector = sectindex(§);
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}
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}
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}
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@ -183,7 +183,7 @@ void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector)
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if (sfx && sfx->LoopStart >= 0) flags |= CHANF_LOOP;
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auto chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, &svec, -1, flags, sid, (0.8f / 80.f) * relvol, attenuation, nullptr, pitch / 65536.f);
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if (chan) chan->UserData = sectnum(pSector);
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if (chan) chan->UserData = sectindex(pSector);
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}
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//---------------------------------------------------------------------------
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@ -949,7 +949,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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if (gModernMap)
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{
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auto ptr = gSprNSect.GetSprPtr(sectnum(pSector));
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auto ptr = gSprNSect.GetSprPtr(sectindex(pSector));
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if (ptr)
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{
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for (auto& ac : *ptr)
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@ -997,7 +997,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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#ifdef NOONE_EXTENSIONS
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// get pointer to sprites near outside walls before translation
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///////////////////////////////////////////////////////////////
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auto ptr1 = (gModernMap && (dfz || dcz))? gSprNSect.GetSprPtr(sectnum(pSector)) : nullptr;
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auto ptr1 = (gModernMap && (dfz || dcz))? gSprNSect.GetSprPtr(sectindex(pSector)) : nullptr;
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#endif
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if (dfz != 0)
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@ -2247,7 +2247,7 @@ static void UpdateBasePoints(sectortype* pSector)
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if (gModernMap)
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{
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// must set basepoint for outside sprites as well
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auto ptr1 = gSprNSect.GetSprPtr(sectnum(pSector));
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auto ptr1 = gSprNSect.GetSprPtr(sectindex(pSector));
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if (ptr1)
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{
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for (auto& ac : *ptr1)
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@ -102,7 +102,7 @@ sectortype* toSect(int index)
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int fromSect(sectortype* sect)
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{
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return sect ? sectnum(sect) : -1;
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return sect ? sectindex(sect) : -1;
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}
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walltype* toWall(int index)
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@ -112,7 +112,7 @@ walltype* toWall(int index)
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int fromWall(walltype* sect)
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{
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return sect ? wallnum(sect) : -1;
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return sect ? wallindex(sect) : -1;
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}
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static void DoUserDef(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2)
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@ -56,7 +56,7 @@ void resetmys()
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myang = ps[myconnectindex].angle.ang;
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myhoriz = omyhoriz = ps[myconnectindex].horizon.horiz;
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myhorizoff = omyhorizoff = ps[myconnectindex].horizon.horizoff;
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mycursectnum = sectnum(ps[myconnectindex].cursector);
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||||
mycursectnum = sectindex(ps[myconnectindex].cursector);
|
||||
myjumpingcounter = ps[myconnectindex].jumping_counter;
|
||||
myjumpingtoggle = ps[myconnectindex].jumping_toggle;
|
||||
myonground = ps[myconnectindex].on_ground;
|
||||
|
|
|
@ -868,8 +868,8 @@ static void SpawnPortals()
|
|||
s1->portalflags = PORTAL_SECTOR_FLOOR;
|
||||
s2->portalflags = PORTAL_SECTOR_CEILING;
|
||||
DVector2 diff = act->spr.pos.XY() - act2->spr.pos.XY();
|
||||
s1->portalnum = portalAdd(PORTAL_SECTOR_FLOOR, sectnum(s2), DVector3(-diff, hitag)); // uses delta.Z as temporary storage, not a real coordinate.
|
||||
s2->portalnum = portalAdd(PORTAL_SECTOR_CEILING, sectnum(s1), DVector3(diff, hitag));
|
||||
s1->portalnum = portalAdd(PORTAL_SECTOR_FLOOR, sectindex(s2), DVector3(-diff, hitag)); // uses delta.Z as temporary storage, not a real coordinate.
|
||||
s2->portalnum = portalAdd(PORTAL_SECTOR_CEILING, sectindex(s1), DVector3(diff, hitag));
|
||||
processedTags.Push(act->spr.hitag);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -475,7 +475,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
|||
if (dist == 0)
|
||||
{
|
||||
// Oh no, we got an incomplete definition.
|
||||
if (sectnum(sectp) == 534 && currentLevel->levelNumber == 2007) // fix for bug in RR E2L7 Beaudry Mansion.
|
||||
if (sectindex(sectp) == 534 && currentLevel->levelNumber == 2007) // fix for bug in RR E2L7 Beaudry Mansion.
|
||||
{
|
||||
dist = 48;
|
||||
speed = 32;
|
||||
|
|
|
@ -413,7 +413,7 @@ int getanimationindex(int animtype, sectortype* animtargetp)
|
|||
int i, j;
|
||||
|
||||
j = -1;
|
||||
int animtarget = sectnum(animtargetp);
|
||||
int animtarget = sectindex(animtargetp);
|
||||
for (i = animates.Size() - 1; i >= 0; i--)
|
||||
if (animtype == animates[i].type && animtarget == animates[i].target)
|
||||
{
|
||||
|
@ -459,13 +459,13 @@ static int dosetanimation(sectortype* animsect, int animtype, int animtarget, do
|
|||
int setanimation(sectortype* animsect, int animtype, walltype* animtarget, double thegoal, double thevel)
|
||||
{
|
||||
assert(animtype == anim_vertexx || animtype == anim_vertexy);
|
||||
return dosetanimation(animsect, animtype, wallnum(animtarget), thegoal, thevel);
|
||||
return dosetanimation(animsect, animtype, wallindex(animtarget), thegoal, thevel);
|
||||
}
|
||||
|
||||
int setanimation(sectortype* animsect, int animtype, sectortype* animtarget, double thegoal, double thevel)
|
||||
{
|
||||
assert(animtype == anim_ceilingz || animtype == anim_floorz);
|
||||
return dosetanimation(animsect, animtype, sectnum(animtarget), thegoal, thevel);
|
||||
return dosetanimation(animsect, animtype, sectindex(animtarget), thegoal, thevel);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -712,7 +712,7 @@ static void handle_st29(sectortype* sptr, DDukeActor* actor)
|
|||
{
|
||||
act2->sector()->extra = -act2->sector()->extra;
|
||||
|
||||
act2->temp_data[0] = sectnum(sptr);
|
||||
act2->temp_data[0] = sectindex(sptr);
|
||||
act2->temp_data[1] = 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1477,7 +1477,7 @@ void checksectors_d(int snum)
|
|||
p->cursector->lotag = 0;
|
||||
FTA(9, p);
|
||||
p->secret_rooms++;
|
||||
SECRET_Trigger(sectnum(p->cursector));
|
||||
SECRET_Trigger(sectindex(p->cursector));
|
||||
return;
|
||||
case -1:
|
||||
p->cursector->lotag = 0;
|
||||
|
|
|
@ -2385,7 +2385,7 @@ void checksectors_r(int snum)
|
|||
p->cursector->lotag = 0;
|
||||
FTA(9, p);
|
||||
p->secret_rooms++;
|
||||
SECRET_Trigger(sectnum(p->cursector));
|
||||
SECRET_Trigger(sectindex(p->cursector));
|
||||
return;
|
||||
case -1:
|
||||
p->cursector->lotag = 0;
|
||||
|
|
|
@ -53,7 +53,7 @@ BEGIN_DUKE_NS
|
|||
DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, PClassActor* clstype, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
|
||||
{
|
||||
// sector pointer must be strictly validated here or the engine will crash.
|
||||
if (whatsectp == nullptr || !validSectorIndex(sectnum(whatsectp))) return nullptr;
|
||||
if (whatsectp == nullptr || !validSectorIndex(sectindex(whatsectp))) return nullptr;
|
||||
// spawning out of range sprites will also crash.
|
||||
if (clstype == nullptr && (s_pn < 0 || s_pn >= MAXTILES)) return nullptr;
|
||||
|
||||
|
@ -917,7 +917,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
}
|
||||
|
||||
actor->SetOwner(nullptr);
|
||||
actor->temp_data[0] = sectnum(s);
|
||||
actor->temp_data[0] = sectindex(s);
|
||||
|
||||
if (actor->spr.lotag != SE_30_TWO_WAY_TRAIN)
|
||||
actor->temp_data[3] = actor->spr.hitag;
|
||||
|
|
|
@ -324,7 +324,7 @@ Collision CheckCloseRange(int nPlayer, DVector3& pos, sectortype* *ppSector)
|
|||
c.setSprite(hit.actor());
|
||||
}
|
||||
if (hit.hitWall) {
|
||||
c.setWall(wallnum(hit.hitWall));
|
||||
c.setWall(wallindex(hit.hitWall));
|
||||
}
|
||||
|
||||
return c;
|
||||
|
|
|
@ -1612,7 +1612,7 @@ short AnimGetGoal(int animtype, int animindex, DSWActor*);
|
|||
int AnimSet(int animtype, int animindex, DSWActor* animactor, double thegoal, double thevel);
|
||||
int AnimSet(int animtype, sectortype* animindex, double thegoal, double thevel)
|
||||
{
|
||||
return AnimSet(animtype, sectnum(animindex), nullptr, thegoal, thevel);
|
||||
return AnimSet(animtype, sectindex(animindex), nullptr, thegoal, thevel);
|
||||
}
|
||||
|
||||
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECT* data);
|
||||
|
|
|
@ -281,14 +281,14 @@ void so_addinterpolation(SECTOR_OBJECT* sop)
|
|||
{
|
||||
for (auto& wal : wallsofsector(*sectp))
|
||||
{
|
||||
so_setpointinterpolation(interp, wallnum(&wal) | soi_wallx);
|
||||
so_setpointinterpolation(interp, wallnum(&wal) | soi_wally);
|
||||
so_setpointinterpolation(interp, wallindex(&wal) | soi_wallx);
|
||||
so_setpointinterpolation(interp, wallindex(&wal) | soi_wally);
|
||||
|
||||
if (wal.twoSided())
|
||||
{
|
||||
auto nextWall = wal.nextWall()->point2Wall();
|
||||
so_setpointinterpolation(interp, wallnum(nextWall) | soi_wallx);
|
||||
so_setpointinterpolation(interp, wallnum(nextWall) | soi_wally);
|
||||
so_setpointinterpolation(interp, wallindex(nextWall) | soi_wallx);
|
||||
so_setpointinterpolation(interp, wallindex(nextWall) | soi_wally);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -305,8 +305,8 @@ void so_addinterpolation(SECTOR_OBJECT* sop)
|
|||
if (!interp->hasvator)
|
||||
for (sectp = sop->sectp; *sectp; sectp++)
|
||||
{
|
||||
so_setpointinterpolation(interp, sectnum(*sectp) | soi_floor);
|
||||
so_setpointinterpolation(interp, sectnum(*sectp) | soi_ceil);
|
||||
so_setpointinterpolation(interp, sectindex(*sectp) | soi_floor);
|
||||
so_setpointinterpolation(interp, sectindex(*sectp) | soi_ceil);
|
||||
}
|
||||
|
||||
// interpolate midpoint, for aiming at a remote controlled SO
|
||||
|
|
|
@ -359,7 +359,7 @@ void JS_InitMirrors(void)
|
|||
if (!Found_Cam)
|
||||
{
|
||||
Printf("Did not find drawtotile for camera number %d\n", mirrorcnt);
|
||||
Printf("wall(%d).hitag == %d\n", wallnum(&wal), wal.hitag);
|
||||
Printf("wall(%d).hitag == %d\n", wallindex(&wal), wal.hitag);
|
||||
Printf("Map Coordinates: x = %d, y = %d\n", int(wal.pos.X), int(wal.pos.Y));
|
||||
RESET_BOOL1(mirror[mirrorcnt].cameraActor);
|
||||
}
|
||||
|
|
|
@ -93,8 +93,8 @@ static int osdcmd_mirror(CCmdFuncPtr parm)
|
|||
Printf("camspic is the tile number of the drawtotile in editart");
|
||||
Printf("iscamera is whether or not this mirror is a camera type");
|
||||
Printf(" ");
|
||||
Printf("mirror[%d].mirrorwall = %d", op1, wallnum(mirror[op1].mirrorWall));
|
||||
Printf("mirror[%d].mirrorsector = %d", op1, sectnum(mirror[op1].mirrorSector));
|
||||
Printf("mirror[%d].mirrorwall = %d", op1, wallindex(mirror[op1].mirrorWall));
|
||||
Printf("mirror[%d].mirrorsector = %d", op1, sectindex(mirror[op1].mirrorSector));
|
||||
Printf("mirror[%d].camera = %d", op1, mirror[op1].cameraActor->GetIndex());
|
||||
Printf("mirror[%d].camsprite = %d", op1, mirror[op1].camspriteActor->GetIndex());
|
||||
Printf("mirror[%d].campic = %d", op1, mirror[op1].campic);
|
||||
|
|
|
@ -2746,7 +2746,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
|
|||
if ((hit.hitpos.XY() - hitpos.XY()).LengthSquared() < 50 * 50)
|
||||
{
|
||||
if (hit.hitWall)
|
||||
actor->user.coll.setWall(wallnum(hit.hitWall));
|
||||
actor->user.coll.setWall(wallindex(hit.hitWall));
|
||||
else if (hit.actor())
|
||||
actor->user.coll.setSprite(hit.actor());
|
||||
else
|
||||
|
|
|
@ -919,7 +919,7 @@ void CollectPortals()
|
|||
{
|
||||
if (!wal.twoSided()) continue;
|
||||
auto nsec = wal.nextSector();
|
||||
auto ns = sectnum(nsec);
|
||||
auto ns = sectindex(nsec);
|
||||
if (floordone[ns] || nsec->floorpicnum != FAF_MIRROR_PIC) continue;
|
||||
fp.sectors.Push(ns);
|
||||
floordone.Set(ns);
|
||||
|
@ -937,7 +937,7 @@ void CollectPortals()
|
|||
{
|
||||
if (!wal.twoSided()) continue;
|
||||
auto nsec = wal.nextSector();
|
||||
auto ns = sectnum(nsec);
|
||||
auto ns = sectindex(nsec);
|
||||
if (ceilingdone[ns] || nsec->ceilingpicnum != FAF_MIRROR_PIC) continue;
|
||||
fp.sectors.Push(ns);
|
||||
ceilingdone.Set(ns);
|
||||
|
@ -964,7 +964,7 @@ void CollectPortals()
|
|||
if (tsect != nullptr &&tsect->floorpicnum == FAF_MIRROR_PIC)
|
||||
{
|
||||
// got something!
|
||||
fp.othersector = sectnum(tsect);
|
||||
fp.othersector = sectindex(tsect);
|
||||
fp.offset = tpos - actor->spr.pos;
|
||||
goto nextfg;
|
||||
}
|
||||
|
@ -991,7 +991,7 @@ void CollectPortals()
|
|||
if (tsect != nullptr && tsect->ceilingpicnum == FAF_MIRROR_PIC)
|
||||
{
|
||||
// got something!
|
||||
fp.othersector = sectnum(tsect);
|
||||
fp.othersector = sectindex(tsect);
|
||||
fp.offset = tpos - actor->spr.pos;
|
||||
goto nextcg;
|
||||
}
|
||||
|
|
|
@ -224,7 +224,7 @@ void WallSetup(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(&wal));
|
||||
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallindex(&wal));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -238,7 +238,7 @@ void WallSetup(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(&wal));
|
||||
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallindex(&wal));
|
||||
}
|
||||
wal.lotag = 0;
|
||||
break;
|
||||
|
@ -1939,7 +1939,7 @@ void TriggerSecret(sectortype* sectp, PLAYER* pp)
|
|||
if (pp == Player + myconnectindex)
|
||||
PlayerSound(DIGI_ANCIENTSECRET, v3df_dontpan | v3df_doppler | v3df_follow, pp);
|
||||
|
||||
SECRET_Trigger(sectnum(pp->cursector));
|
||||
SECRET_Trigger(sectindex(pp->cursector));
|
||||
|
||||
PutStringInfo(pp, GStrings("TXTS_SECRET"));
|
||||
// always give to the first player
|
||||
|
|
|
@ -2051,7 +2051,7 @@ void CallbackSOsink(ANIM* ap, void *data)
|
|||
|
||||
for (i = 0; sop->sectp[i] != nullptr; i++)
|
||||
{
|
||||
if (ap->animtype == ANIM_Floorz && ap->animindex == sectnum(sop->sectp[i]))
|
||||
if (ap->animtype == ANIM_Floorz && ap->animindex == sectindex(sop->sectp[i]))
|
||||
{
|
||||
destsect = sop->sectp[i];
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue