From ed2d8373fcda13da6f6ec5233716c477e0d56db9 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 6 Nov 2021 12:32:19 +0100 Subject: [PATCH] - final cleanup. --- source/games/sw/src/bots.h | 1 - source/games/sw/src/draw.cpp | 8 +++----- source/games/sw/src/game.h | 6 ++---- source/games/sw/src/miscactr.cpp | 3 --- source/games/sw/src/osdcmds.cpp | 2 +- source/games/sw/src/player.cpp | 1 - source/games/sw/src/rooms.cpp | 5 +++-- source/games/sw/src/save.cpp | 7 +++++-- source/games/sw/src/skull.cpp | 2 -- source/games/sw/src/sprite.cpp | 7 ------- source/games/sw/src/sprite.h | 4 ---- 11 files changed, 14 insertions(+), 32 deletions(-) diff --git a/source/games/sw/src/bots.h b/source/games/sw/src/bots.h index c4a3f2124..d1d662daf 100644 --- a/source/games/sw/src/bots.h +++ b/source/games/sw/src/bots.h @@ -57,7 +57,6 @@ typedef struct NODETREEstruct NODETREE, *NODETREEp; struct NODETREEstruct { - short SpriteNum; // Sprite number in sprite array of goal item NODEp tree; // This is the node tree used to navigate to goal bool Locked; // If list is locked, a bot is using/modifying it and // other bots cannot modify it while it's locked diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 880a922f2..4d038cc9a 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -552,7 +552,6 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz) void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang) { int tSpriteNum; - short SpriteNum; int smr4, smr2; USERp tu; static int ang = 0; @@ -569,7 +568,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--) { - SpriteNum = tsprite[tSpriteNum].owner; + int SpriteNum = tsprite[tSpriteNum].owner; auto tActor = &swActors[SpriteNum]; tspriteptr_t tsp = &tsprite[tSpriteNum]; tu = tActor->u(); @@ -705,7 +704,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view { tsp->pal = PALETTE_RED_LIGHTING; // Turn it off, it gets reset by PrintSpriteInfo - sprite[tu->SpriteNum].hitag = 0; + tActor->s().hitag = 0; } } @@ -870,12 +869,11 @@ void post_analyzesprites(spritetype* tsprite, int& spritesortcnt) { int tSpriteNum; - short SpriteNum; USERp tu; for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--) { - SpriteNum = tsprite[tSpriteNum].owner; + int SpriteNum = tsprite[tSpriteNum].owner; if (SpriteNum < 0) continue; // JBF: verify this is safe tspriteptr_t tsp = &tsprite[tSpriteNum]; tu = swActors[SpriteNum].u(); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 77179b2b9..5532955f6 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -739,7 +739,7 @@ struct PLAYERstruct DSWActor* remoteActor; DSWActor* PlayerUnderActor; DSWActor* KillerActor; //who killed me - DSWActor* HitBy; // SpriteNum of whatever player was last hit by + DSWActor* HitBy; // Sprite num of whatever player was last hit by DSWActor* Actor() const { @@ -1097,6 +1097,7 @@ struct USER DSWActor* attachActor; // attach to sprite if needed - electro snake DSWActor* flagOwnerActor; DSWActor* WpnGoalActor; + short SpriteNum; // only needed for writing out to savegames that can be loaded by older builds. int Flags; int Flags2; @@ -1128,8 +1129,6 @@ struct USER int active_range; - short SpriteNum; - // if a player's sprite points to player structure PLAYERp PlayerP; short Sibling; @@ -1820,7 +1819,6 @@ int Distance(int x1, int y1, int x2, int y2); int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]); void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid); -//USERp SpawnUser(short SpriteNum, short id, STATEp state); USERp SpawnUser(DSWActor* actor, short id, STATEp state); short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, short *track_point_num, short *track_dir); diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index a6966748f..cf01d7e9f 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -190,9 +190,6 @@ int DoToiletGirl(DSWActor* actor) u->FlagOwner = 0; } - //(*u->ActorActionFunc) (SpriteNum); - - // stay on floor unless doing certain things if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) { diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index d9a54d563..816a4415b 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -83,7 +83,7 @@ static int osdcmd_mirror(CCmdFuncPtr parm) } Printf("camera is the ST1 sprite used as the view spot"); - Printf("camspite is the SpriteNum of the drawtotile tile in editart"); + Printf("camspite is the sprite number of the drawtotile tile in editart"); Printf("camspic is the tile number of the drawtotile in editart"); Printf("iscamera is whether or not this mirror is a camera type"); Printf(" "); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 86e635349..f6c965ea5 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1704,7 +1704,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp) SPRITEp sp; USERp u; - short SpriteNum; int water_level_z, zdiff; bool above_water, in_dive_area; diff --git a/source/games/sw/src/rooms.cpp b/source/games/sw/src/rooms.cpp index 8c0c20826..50c2a51b9 100644 --- a/source/games/sw/src/rooms.cpp +++ b/source/games/sw/src/rooms.cpp @@ -58,7 +58,8 @@ DSWActor* InsertActor(int sectnum, int stat) { short spnum; spnum = insertsprite(sectnum, stat); - auto pSprite = &sprite[spnum]; + auto pActor = &swActors[spnum]; + auto pSprite = &pActor->s(); PRODUCTION_ASSERT(spnum >= 0); @@ -77,7 +78,7 @@ DSWActor* InsertActor(int sectnum, int stat) pSprite->hitag = 0; pSprite->extra = 0; - return &swActors[spnum]; + return pActor; } bool FAF_Sector(short sectnum) diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 87d04dd62..528d37c48 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -870,7 +870,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def ("hi_sp", w.highActor, def->highActor) ("lo_sp", w.lowActor, def->lowActor) ("active_range", w.active_range, def->active_range) - ("SpriteNum", w.SpriteNum, def->SpriteNum) ("Attach", w.attachActor, def->attachActor) ("PlayerP", w.PlayerP, def->PlayerP) ("Sibling", w.Sibling, def->Sibling) @@ -930,7 +929,11 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def ("oz", w.oz, def->oz); if (arc.isWriting()) // we need this for loading saves in older builds for debugging. - arc("SpriteP", w.SpriteNum, def->SpriteNum); + { + arc("SpriteP", w.SpriteNum, def->SpriteNum) + ("SpriteNum", w.SpriteNum, def->SpriteNum); + } + SerializeCodePtr(arc, "ActorActionFunc", (void**)&w.ActorActionFunc); diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index f6642ed17..510c3b503 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -38,7 +38,6 @@ int InitSpriteGrenade(DSWActor* actor); int InitSpriteChemBomb(DSWActor*); int InitFlashBomb(DSWActor* actor); int InitCaltrops(DSWActor* actor); -int InitPhosphorus(int16_t SpriteNum); ////////////////////// // @@ -442,7 +441,6 @@ int DoSkullSpawnShrap(DSWActor* actor) int DoSkullWait(DSWActor* actor) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s(); int a,b,c,dist; diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 59265a926..496c53e96 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -604,12 +604,6 @@ void ClearOwner(DSWActor* child) if (child) child->s().owner = -1; } -void SetOwner(int a, int b) -{ - if (a >= 0 && b >= 0) SetOwner(&swActors[a], &swActors[b]); - else if (b >= 0) ClearOwner(&swActors[b]); -} - void SetAttach(DSWActor* ownr, DSWActor* child) { if (child && child->hasU() && ownr->hasU()) @@ -4871,7 +4865,6 @@ DropAhead(DSWActor* actor, short min_height) int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s(); int x, y, z, loz, hiz; diff --git a/source/games/sw/src/sprite.h b/source/games/sw/src/sprite.h index 775f281db..1e522f778 100644 --- a/source/games/sw/src/sprite.h +++ b/source/games/sw/src/sprite.h @@ -38,10 +38,6 @@ short GetSpriteDir(short sn); short GetDirToPlayer(short sn); short PlayerInVision(short sn, short view_deg); short PlayerVisible(short sn); -short SpriteLookSector(short SpriteNum, short range); -short SpriteCanGoForward(short SpriteNum, short range); -void SpriteFindNewDirection(short SpriteNum, short range); -bool CanMoveHere(int16_t spritenum); bool SpriteOverlap(DSWActor*, DSWActor*); int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath); void SpriteControl(void);