- final cleanup.

This commit is contained in:
Christoph Oelckers 2021-11-06 12:32:19 +01:00
parent e12ae040de
commit ed2d8373fc
11 changed files with 14 additions and 32 deletions

View file

@ -57,7 +57,6 @@ typedef struct NODETREEstruct NODETREE, *NODETREEp;
struct NODETREEstruct struct NODETREEstruct
{ {
short SpriteNum; // Sprite number in sprite array of goal item
NODEp tree; // This is the node tree used to navigate to goal 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 bool Locked; // If list is locked, a bot is using/modifying it and
// other bots cannot modify it while it's locked // other bots cannot modify it while it's locked

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@ -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) void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang)
{ {
int tSpriteNum; int tSpriteNum;
short SpriteNum;
int smr4, smr2; int smr4, smr2;
USERp tu; USERp tu;
static int ang = 0; 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--) for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{ {
SpriteNum = tsprite[tSpriteNum].owner; int SpriteNum = tsprite[tSpriteNum].owner;
auto tActor = &swActors[SpriteNum]; auto tActor = &swActors[SpriteNum];
tspriteptr_t tsp = &tsprite[tSpriteNum]; tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = tActor->u(); tu = tActor->u();
@ -705,7 +704,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
{ {
tsp->pal = PALETTE_RED_LIGHTING; tsp->pal = PALETTE_RED_LIGHTING;
// Turn it off, it gets reset by PrintSpriteInfo // 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) post_analyzesprites(spritetype* tsprite, int& spritesortcnt)
{ {
int tSpriteNum; int tSpriteNum;
short SpriteNum;
USERp tu; USERp tu;
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--) 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 if (SpriteNum < 0) continue; // JBF: verify this is safe
tspriteptr_t tsp = &tsprite[tSpriteNum]; tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = swActors[SpriteNum].u(); tu = swActors[SpriteNum].u();

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@ -739,7 +739,7 @@ struct PLAYERstruct
DSWActor* remoteActor; DSWActor* remoteActor;
DSWActor* PlayerUnderActor; DSWActor* PlayerUnderActor;
DSWActor* KillerActor; //who killed me 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 DSWActor* Actor() const
{ {
@ -1097,6 +1097,7 @@ struct USER
DSWActor* attachActor; // attach to sprite if needed - electro snake DSWActor* attachActor; // attach to sprite if needed - electro snake
DSWActor* flagOwnerActor; DSWActor* flagOwnerActor;
DSWActor* WpnGoalActor; DSWActor* WpnGoalActor;
short SpriteNum; // only needed for writing out to savegames that can be loaded by older builds.
int Flags; int Flags;
int Flags2; int Flags2;
@ -1128,8 +1129,6 @@ struct USER
int active_range; int active_range;
short SpriteNum;
// if a player's sprite points to player structure // if a player's sprite points to player structure
PLAYERp PlayerP; PLAYERp PlayerP;
short Sibling; short Sibling;
@ -1820,7 +1819,6 @@ int Distance(int x1, int y1, int x2, int y2);
int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]); int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]);
void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid); 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); 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); short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);

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@ -190,9 +190,6 @@ int DoToiletGirl(DSWActor* actor)
u->FlagOwner = 0; u->FlagOwner = 0;
} }
//(*u->ActorActionFunc) (SpriteNum);
// stay on floor unless doing certain things // stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
{ {

View file

@ -83,7 +83,7 @@ static int osdcmd_mirror(CCmdFuncPtr parm)
} }
Printf("camera is the ST1 sprite used as the view spot"); 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("camspic is the tile number of the drawtotile in editart");
Printf("iscamera is whether or not this mirror is a camera type"); Printf("iscamera is whether or not this mirror is a camera type");
Printf(" "); Printf(" ");

View file

@ -1704,7 +1704,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
SPRITEp sp; SPRITEp sp;
USERp u; USERp u;
short SpriteNum;
int water_level_z, zdiff; int water_level_z, zdiff;
bool above_water, in_dive_area; bool above_water, in_dive_area;

View file

@ -58,7 +58,8 @@ DSWActor* InsertActor(int sectnum, int stat)
{ {
short spnum; short spnum;
spnum = insertsprite(sectnum, stat); spnum = insertsprite(sectnum, stat);
auto pSprite = &sprite[spnum]; auto pActor = &swActors[spnum];
auto pSprite = &pActor->s();
PRODUCTION_ASSERT(spnum >= 0); PRODUCTION_ASSERT(spnum >= 0);
@ -77,7 +78,7 @@ DSWActor* InsertActor(int sectnum, int stat)
pSprite->hitag = 0; pSprite->hitag = 0;
pSprite->extra = 0; pSprite->extra = 0;
return &swActors[spnum]; return pActor;
} }
bool FAF_Sector(short sectnum) bool FAF_Sector(short sectnum)

View file

@ -870,7 +870,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("hi_sp", w.highActor, def->highActor) ("hi_sp", w.highActor, def->highActor)
("lo_sp", w.lowActor, def->lowActor) ("lo_sp", w.lowActor, def->lowActor)
("active_range", w.active_range, def->active_range) ("active_range", w.active_range, def->active_range)
("SpriteNum", w.SpriteNum, def->SpriteNum)
("Attach", w.attachActor, def->attachActor) ("Attach", w.attachActor, def->attachActor)
("PlayerP", w.PlayerP, def->PlayerP) ("PlayerP", w.PlayerP, def->PlayerP)
("Sibling", w.Sibling, def->Sibling) ("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); ("oz", w.oz, def->oz);
if (arc.isWriting()) // we need this for loading saves in older builds for debugging. 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); SerializeCodePtr(arc, "ActorActionFunc", (void**)&w.ActorActionFunc);

View file

@ -38,7 +38,6 @@ int InitSpriteGrenade(DSWActor* actor);
int InitSpriteChemBomb(DSWActor*); int InitSpriteChemBomb(DSWActor*);
int InitFlashBomb(DSWActor* actor); int InitFlashBomb(DSWActor* actor);
int InitCaltrops(DSWActor* actor); int InitCaltrops(DSWActor* actor);
int InitPhosphorus(int16_t SpriteNum);
////////////////////// //////////////////////
// //
@ -442,7 +441,6 @@ int DoSkullSpawnShrap(DSWActor* actor)
int DoSkullWait(DSWActor* actor) int DoSkullWait(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &actor->s(); SPRITEp sp = &actor->s();
int a,b,c,dist; int a,b,c,dist;

View file

@ -604,12 +604,6 @@ void ClearOwner(DSWActor* child)
if (child) child->s().owner = -1; 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) void SetAttach(DSWActor* ownr, DSWActor* child)
{ {
if (child && child->hasU() && ownr->hasU()) 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) int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &actor->s(); SPRITEp sp = &actor->s();
int x, y, z, loz, hiz; int x, y, z, loz, hiz;

View file

@ -38,10 +38,6 @@ short GetSpriteDir(short sn);
short GetDirToPlayer(short sn); short GetDirToPlayer(short sn);
short PlayerInVision(short sn, short view_deg); short PlayerInVision(short sn, short view_deg);
short PlayerVisible(short sn); 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*); bool SpriteOverlap(DSWActor*, DSWActor*);
int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath); int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath);
void SpriteControl(void); void SpriteControl(void);