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https://github.com/ZDoom/Raze.git
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-use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
This commit is contained in:
parent
89ef81da55
commit
f44736a5b6
53 changed files with 435 additions and 433 deletions
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@ -118,8 +118,8 @@ int clipinsidebox(vec2_t *vect, int wallnum, int walldist)
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auto const wal1 = &wall[wallnum];
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auto const wal2 = wal1->point2Wall();
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vec2_t const v1 = { wal1->wall_int_pos.X + walldist - vect->X, wal1->wall_int_pos.Y + walldist - vect->Y };
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vec2_t v2 = { wal2->wall_int_pos.X + walldist - vect->X, wal2->wall_int_pos.Y + walldist - vect->Y };
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vec2_t const v1 = { wal1->wall_int_pos().X + walldist - vect->X, wal1->wall_int_pos().Y + walldist - vect->Y };
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vec2_t v2 = { wal2->wall_int_pos().X + walldist - vect->X, wal2->wall_int_pos().Y + walldist - vect->Y };
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if (((v1.X < 0) && (v2.X < 0)) || ((v1.Y < 0) && (v2.Y < 0)) || ((v1.X >= r) && (v2.X >= r)) || ((v1.Y >= r) && (v2.Y >= r)))
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return 0;
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@ -512,12 +512,12 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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{
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auto const wal2 = wal->point2Wall();
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if ((wal->wall_int_pos.X < clipMin.X && wal2->wall_int_pos.X < clipMin.X) || (wal->wall_int_pos.X > clipMax.X && wal2->wall_int_pos.X > clipMax.X) ||
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(wal->wall_int_pos.Y < clipMin.Y && wal2->wall_int_pos.Y < clipMin.Y) || (wal->wall_int_pos.Y > clipMax.Y && wal2->wall_int_pos.Y > clipMax.Y))
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if ((wal->wall_int_pos().X < clipMin.X && wal2->wall_int_pos().X < clipMin.X) || (wal->wall_int_pos().X > clipMax.X && wal2->wall_int_pos().X > clipMax.X) ||
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(wal->wall_int_pos().Y < clipMin.Y && wal2->wall_int_pos().Y < clipMin.Y) || (wal->wall_int_pos().Y > clipMax.Y && wal2->wall_int_pos().Y > clipMax.Y))
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continue;
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vec2_t p1 = wal->wall_int_pos;
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vec2_t p2 = wal2->wall_int_pos;
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vec2_t p1 = wal->wall_int_pos();
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vec2_t p2 = wal2->wall_int_pos();
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vec2_t d = { p2.X-p1.X, p2.Y-p1.Y };
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if (d.X * (pos->Y-p1.Y) < (pos->X-p1.X) * d.Y)
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@ -974,9 +974,9 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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else
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{
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//Find closest point on wall (dax, day) to (vect->x, vect->y)
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int32_t dax = wal->point2Wall()->wall_int_pos.X-wal->wall_int_pos.X;
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int32_t day = wal->point2Wall()->wall_int_pos.Y-wal->wall_int_pos.Y;
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int32_t daz = dax*((vect->X)-wal->wall_int_pos.X) + day*((vect->Y)-wal->wall_int_pos.Y);
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int32_t dax = wal->point2Wall()->wall_int_pos().X-wal->wall_int_pos().X;
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int32_t day = wal->point2Wall()->wall_int_pos().Y-wal->wall_int_pos().Y;
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int32_t daz = dax*((vect->X)-wal->wall_int_pos().X) + day*((vect->Y)-wal->wall_int_pos().Y);
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int32_t t;
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if (daz <= 0)
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t = 0;
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@ -985,8 +985,8 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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daz2 = dax*dax+day*day;
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if (daz >= daz2) t = (1<<30); else t = DivScale(daz, daz2, 30);
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}
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dax = wal->wall_int_pos.X + MulScale(dax, t, 30);
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day = wal->wall_int_pos.Y + MulScale(day, t, 30);
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dax = wal->wall_int_pos().X + MulScale(dax, t, 30);
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day = wal->wall_int_pos().Y + MulScale(day, t, 30);
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closest = { dax, day };
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}
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@ -996,7 +996,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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if (j != 0)
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{
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j = getangle(wal->point2Wall()->wall_int_pos.X-wal->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y-wal->wall_int_pos.Y);
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j = getangle(wal->point2Wall()->wall_int_pos().X-wal->wall_int_pos().X, wal->point2Wall()->wall_int_pos().Y-wal->wall_int_pos().Y);
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int32_t dx = -bsin(j, -11);
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int32_t dy = bcos(j, -11);
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int bad2 = 16;
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@ -1073,8 +1073,8 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas
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if (wal.twoSided())
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{
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auto nextsect = wal.nextSector();
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vec2_t const v1 = wal.wall_int_pos;
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vec2_t const v2 = wal.point2Wall()->wall_int_pos;
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vec2_t const v1 = wal.wall_int_pos();
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vec2_t const v2 = wal.point2Wall()->wall_int_pos();
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if ((v1.X < xmin && (v2.X < xmin)) || (v1.X > xmax && v2.X > xmax) ||
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(v1.Y < ymin && (v2.Y < ymin)) || (v1.Y > ymax && v2.Y > ymax))
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@ -1289,7 +1289,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, sectortype* sec, HitInfoBase
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{
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auto const wal = sec->firstWall();
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auto const wal2 = wal->point2Wall();
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int32_t j, dax=wal2->wall_int_pos.X-wal->wall_int_pos.X, day=wal2->wall_int_pos.Y-wal->wall_int_pos.Y;
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int32_t j, dax=wal2->wall_int_pos().X-wal->wall_int_pos().X, day=wal2->wall_int_pos().Y-wal->wall_int_pos().Y;
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i = ksqrt(compat_maybe_truncate_to_int32(uhypsq(dax,day))); if (i == 0) return 1; //continue;
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i = DivScale(heinum,i, 15);
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@ -1298,7 +1298,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, sectortype* sec, HitInfoBase
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j = (vz<<8)-DMulScale(dax,vy,-day,vx, 15);
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if (j != 0)
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{
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i = ((z - sv->Z)<<8)+DMulScale(dax,sv->Y-wal->wall_int_pos.Y,-day,sv->X-wal->wall_int_pos.X, 15);
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i = ((z - sv->Z)<<8)+DMulScale(dax,sv->Y-wal->wall_int_pos().Y,-day,sv->X-wal->wall_int_pos().X, 15);
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if (((i^j) >= 0) && ((abs(i)>>1) < abs(j)))
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{
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i = DivScale(i,j, 30);
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@ -1370,7 +1370,7 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire
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auto const nextsect = wal->nextSector();
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x1 = wal->wall_int_pos.X; y1 = wal->wall_int_pos.Y; x2 = wal2->wall_int_pos.X; y2 = wal2->wall_int_pos.Y;
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x1 = wal->wall_int_pos().X; y1 = wal->wall_int_pos().Y; x2 = wal2->wall_int_pos().X; y2 = wal2->wall_int_pos().Y;
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if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->X)*(y2-sv->Y))
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< compat_maybe_truncate_to_int32((coord_t)(x2-sv->X)*(y1-sv->Y))) continue;
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@ -53,8 +53,8 @@ static int16_t radarang[1280];
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// adapted from build.c
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static void getclosestpointonwall_internal(vec2_t const p, int32_t const dawall, vec2_t *const closest)
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{
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vec2_t const w = wall[dawall].wall_int_pos;
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vec2_t const w2 = wall[dawall].point2Wall()->wall_int_pos;
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vec2_t const w = wall[dawall].wall_int_pos();
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vec2_t const w2 = wall[dawall].point2Wall()->wall_int_pos();
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vec2_t const d = { w2.X - w.X, w2.Y - w.Y };
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int64_t i = d.X * ((int64_t)p.X - w.X) + d.Y * ((int64_t)p.Y - w.Y);
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@ -298,8 +298,8 @@ int32_t inside(int32_t x, int32_t y, const sectortype* sect)
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vec2_t xy = { x, y };
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for(auto& wal : wallsofsector(sect))
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{
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vec2_t v1 = wal.wall_int_pos - xy;
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vec2_t v2 = wal.point2Wall()->wall_int_pos - xy;
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vec2_t v1 = wal.wall_int_pos() - xy;
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vec2_t v2 = wal.point2Wall()->wall_int_pos() - xy;
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// If their signs differ[*], ...
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//
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@ -415,8 +415,8 @@ int cansee(int x1, int y1, int z1, sectortype* sect1, int x2, int y2, int z2, se
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for (cnt=sec->wallnum,wal=sec->firstWall(); cnt>0; cnt--,wal++)
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{
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auto const wal2 = wal->point2Wall();
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const int32_t x31 = wal->wall_int_pos.X-x1, x34 = wal->wall_int_pos.X-wal2->wall_int_pos.X;
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const int32_t y31 = wal->wall_int_pos.Y-y1, y34 = wal->wall_int_pos.Y-wal2->wall_int_pos.Y;
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const int32_t x31 = wal->wall_int_pos().X-x1, x34 = wal->wall_int_pos().X-wal2->wall_int_pos().X;
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const int32_t y31 = wal->wall_int_pos().Y-y1, y34 = wal->wall_int_pos().Y-wal2->wall_int_pos().Y;
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int32_t x, y, z, t, bot;
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int32_t cfz[2];
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@ -484,7 +484,7 @@ void neartag(const vec3_t& sv, sectortype* sect, int ange, HitInfoBase& result,
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auto const wal2 = wal->point2Wall();
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const auto nextsect = wal->nextSector();
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const int32_t x1 = wal->wall_int_pos.X, y1 = wal->wall_int_pos.Y, x2 = wal2->wall_int_pos.X, y2 = wal2->wall_int_pos.Y;
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const int32_t x1 = wal->wall_int_pos().X, y1 = wal->wall_int_pos().Y, x2 = wal2->wall_int_pos().X, y2 = wal2->wall_int_pos().Y;
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int32_t intx, inty, intz, good = 0;
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if (wal->twoSided())
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@ -1043,8 +1043,8 @@ static void polymost_internal_nonparallaxed(FVector2 n0, FVector2 n1, float ryp0
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FVector2 const fxy = { xy.X*r, xy.Y*r };
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ft[0] = ((float)(globalposx - sec->firstWall()->wall_int_pos.X)) * fxy.X + ((float)(globalposy - sec->firstWall()->wall_int_pos.Y)) * fxy.Y;
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ft[1] = ((float)(globalposy - sec->firstWall()->wall_int_pos.Y)) * fxy.X - ((float)(globalposx - sec->firstWall()->wall_int_pos.X)) * fxy.Y;
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ft[0] = ((float)(globalposx - sec->firstWall()->wall_int_pos().X)) * fxy.X + ((float)(globalposy - sec->firstWall()->wall_int_pos().Y)) * fxy.Y;
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ft[1] = ((float)(globalposy - sec->firstWall()->wall_int_pos().Y)) * fxy.X - ((float)(globalposx - sec->firstWall()->wall_int_pos().X)) * fxy.Y;
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ft[2] = fcosglobalang * fxy.X + fsinglobalang * fxy.Y;
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ft[3] = fsinglobalang * fxy.X - fcosglobalang * fxy.Y;
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@ -1243,8 +1243,8 @@ static inline int32_t testvisiblemost(float const x0, float const x1)
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static inline int polymost_getclosestpointonwall(vec2_t const * const pos, int32_t dawall, vec2_t * const n)
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{
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vec2_t const w = { wall[dawall].wall_int_pos.X, wall[dawall].wall_int_pos.Y };
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vec2_t const d = { POINT2(dawall).wall_int_pos.X - w.X, POINT2(dawall).wall_int_pos.Y - w.Y };
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vec2_t const w = { wall[dawall].wall_int_pos().X, wall[dawall].wall_int_pos().Y };
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vec2_t const d = { POINT2(dawall).wall_int_pos().X - w.X, POINT2(dawall).wall_int_pos().Y - w.Y };
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int64_t i = d.X * ((int64_t)pos->X - w.X) + d.Y * ((int64_t)pos->Y - w.Y);
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if (d.X == 0 && d.Y == 0)
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@ -1511,13 +1511,13 @@ static void polymost_drawalls(int32_t const bunch)
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auto const nextsec = nextsectnum>=0 ? §or[nextsectnum] : NULL;
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//Offset&Rotate 3D coordinates to screen 3D space
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FVector2 walpos = { (float)(wal->wall_int_pos.X-globalposx), (float)(wal->wall_int_pos.Y-globalposy) };
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FVector2 walpos = { (float)(wal->wall_int_pos().X-globalposx), (float)(wal->wall_int_pos().Y-globalposy) };
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FVector2 p0 = { walpos.Y * gcosang - walpos.X * gsinang, walpos.X * gcosang2 + walpos.Y * gsinang2 };
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FVector2 const op0 = p0;
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walpos = { (float)(wal2->wall_int_pos.X - globalposx),
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(float)(wal2->wall_int_pos.Y - globalposy) };
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walpos = { (float)(wal2->wall_int_pos().X - globalposx),
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(float)(wal2->wall_int_pos().Y - globalposy) };
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FVector2 p1 = { walpos.Y * gcosang - walpos.X * gsinang, walpos.X * gcosang2 + walpos.Y * gsinang2 };
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@ -1531,26 +1531,26 @@ static void polymost_drawalls(int32_t const bunch)
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if (p1.Y < SCISDIST) continue;
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t0 = (SCISDIST-p0.Y)/(p1.Y-p0.Y);
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p0 = { (p1.X-p0.X)*t0+p0.X, SCISDIST };
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n0 = { (wal2->wall_int_pos.X-wal->wall_int_pos.X)*t0+wal->wall_int_pos.X,
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(wal2->wall_int_pos.Y-wal->wall_int_pos.Y)*t0+wal->wall_int_pos.Y };
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n0 = { (wal2->wall_int_pos().X-wal->wall_int_pos().X)*t0+wal->wall_int_pos().X,
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(wal2->wall_int_pos().Y-wal->wall_int_pos().Y)*t0+wal->wall_int_pos().Y };
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}
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else
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{
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t0 = 0.f;
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n0 = { (float)wal->wall_int_pos.X, (float)wal->wall_int_pos.Y };
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n0 = { (float)wal->wall_int_pos().X, (float)wal->wall_int_pos().Y };
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}
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if (p1.Y < SCISDIST)
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{
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t1 = (SCISDIST-op0.Y)/(p1.Y-op0.Y);
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p1 = { (p1.X-op0.X)*t1+op0.X, SCISDIST };
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n1 = { (wal2->wall_int_pos.X-wal->wall_int_pos.X)*t1+wal->wall_int_pos.X,
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(wal2->wall_int_pos.Y-wal->wall_int_pos.Y)*t1+wal->wall_int_pos.Y };
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n1 = { (wal2->wall_int_pos().X-wal->wall_int_pos().X)*t1+wal->wall_int_pos().X,
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(wal2->wall_int_pos().Y-wal->wall_int_pos().Y)*t1+wal->wall_int_pos().Y };
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}
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else
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{
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t1 = 1.f;
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n1 = { (float)wal2->wall_int_pos.X, (float)wal2->wall_int_pos.Y };
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n1 = { (float)wal2->wall_int_pos().X, (float)wal2->wall_int_pos().Y };
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}
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float ryp0 = 1.f/p0.Y, ryp1 = 1.f/p1.Y;
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@ -1828,10 +1828,10 @@ static void polymost_drawalls(int32_t const bunch)
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//
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int32_t wallfront(int32_t l1, int32_t l2)
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{
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vec2_t const l1vect = wall[thewall[l1]].wall_int_pos;
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vec2_t const l1p2vect = wall[thewall[l1]].point2Wall()->wall_int_pos;
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vec2_t const l2vect = wall[thewall[l2]].wall_int_pos;
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vec2_t const l2p2vect = wall[thewall[l2]].point2Wall()->wall_int_pos;
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vec2_t const l1vect = wall[thewall[l1]].wall_int_pos();
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vec2_t const l1p2vect = wall[thewall[l1]].point2Wall()->wall_int_pos();
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vec2_t const l2vect = wall[thewall[l2]].wall_int_pos();
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vec2_t const l2p2vect = wall[thewall[l2]].point2Wall()->wall_int_pos();
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vec2_t d = { l1p2vect.X - l1vect.X, l1p2vect.Y - l1vect.Y };
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int32_t t1 = DMulScale(l2vect.X - l1vect.X, d.Y, -d.X, l2vect.Y - l1vect.Y, 2); //p1(l2) vs. l1
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int32_t t2 = DMulScale(l2p2vect.X - l1vect.X, d.Y, -d.X, l2p2vect.Y - l1vect.Y, 2); //p2(l2) vs. l1
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@ -1935,8 +1935,8 @@ void polymost_scansector(int32_t sectnum)
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{
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auto const wal2 = wal->point2Wall();
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DVector2 const fp1 = { double(wal->wall_int_pos.X - globalposx), double(wal->wall_int_pos.Y - globalposy) };
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DVector2 const fp2 = { double(wal2->wall_int_pos.X - globalposx), double(wal2->wall_int_pos.Y - globalposy) };
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DVector2 const fp1 = { double(wal->wall_int_pos().X - globalposx), double(wal->wall_int_pos().Y - globalposy) };
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DVector2 const fp2 = { double(wal2->wall_int_pos().X - globalposx), double(wal2->wall_int_pos().Y - globalposy) };
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int const nextsectnum = wal->nextsector; //Scan close sectors
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@ -2337,10 +2337,10 @@ static void polymost_drawmaskwallinternal(int32_t wallIndex)
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globalshade = (int32_t)wal->shade;
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globalfloorpal = globalpal = (int32_t)((uint8_t)wal->pal);
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FVector2 s0 = { (float)(wal->wall_int_pos.X-globalposx), (float)(wal->wall_int_pos.Y-globalposy) };
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FVector2 s0 = { (float)(wal->wall_int_pos().X-globalposx), (float)(wal->wall_int_pos().Y-globalposy) };
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FVector2 p0 = { s0.Y*gcosang - s0.X*gsinang, s0.X*gcosang2 + s0.Y*gsinang2 };
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FVector2 s1 = { (float)(wal2->wall_int_pos.X-globalposx), (float)(wal2->wall_int_pos.Y-globalposy) };
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FVector2 s1 = { (float)(wal2->wall_int_pos().X-globalposx), (float)(wal2->wall_int_pos().Y-globalposy) };
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FVector2 p1 = { s1.Y*gcosang - s1.X*gsinang, s1.X*gcosang2 + s1.Y*gsinang2 };
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if ((p0.Y < SCISDIST) && (p1.Y < SCISDIST)) return;
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@ -2364,13 +2364,13 @@ static void polymost_drawmaskwallinternal(int32_t wallIndex)
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p1 = { (p1.X - op0.X) * t1 + op0.X, SCISDIST };
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}
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|
||||
int32_t m0 = (int32_t)((wal2->wall_int_pos.X - wal->wall_int_pos.X) * t0 + wal->wall_int_pos.X);
|
||||
int32_t m1 = (int32_t)((wal2->wall_int_pos.Y - wal->wall_int_pos.Y) * t0 + wal->wall_int_pos.Y);
|
||||
int32_t m0 = (int32_t)((wal2->wall_int_pos().X - wal->wall_int_pos().X) * t0 + wal->wall_int_pos().X);
|
||||
int32_t m1 = (int32_t)((wal2->wall_int_pos().Y - wal->wall_int_pos().Y) * t0 + wal->wall_int_pos().Y);
|
||||
int32_t cz[4], fz[4];
|
||||
getzsofslopeptr(sec, m0, m1, &cz[0], &fz[0]);
|
||||
getzsofslopeptr(wal->nextSector(), m0, m1, &cz[1], &fz[1]);
|
||||
m0 = (int32_t)((wal2->wall_int_pos.X - wal->wall_int_pos.X) * t1 + wal->wall_int_pos.X);
|
||||
m1 = (int32_t)((wal2->wall_int_pos.Y - wal->wall_int_pos.Y) * t1 + wal->wall_int_pos.Y);
|
||||
m0 = (int32_t)((wal2->wall_int_pos().X - wal->wall_int_pos().X) * t1 + wal->wall_int_pos().X);
|
||||
m1 = (int32_t)((wal2->wall_int_pos().Y - wal->wall_int_pos().Y) * t1 + wal->wall_int_pos().Y);
|
||||
getzsofslopeptr(sec, m0, m1, &cz[2], &fz[2]);
|
||||
getzsofslopeptr(wal->nextSector(), m0, m1, &cz[3], &fz[3]);
|
||||
|
||||
|
@ -2911,12 +2911,12 @@ void polymost_drawsprite(int32_t snum)
|
|||
{
|
||||
vec2_t v = { /*Blrintf(vf.x)*/(int)vf.X, /*Blrintf(vf.y)*/(int)vf.Y };
|
||||
|
||||
if (walldist <= 2 || ((pos.X - v.X) + (pos.X + v.X)) == (wall[w].wall_int_pos.X + POINT2(w).wall_int_pos.X) ||
|
||||
((pos.Y - v.Y) + (pos.Y + v.Y)) == (wall[w].wall_int_pos.Y + POINT2(w).wall_int_pos.Y) ||
|
||||
polymost_lintersect(pos.X - v.X, pos.Y - v.Y, pos.X + v.X, pos.Y + v.Y, wall[w].wall_int_pos.X, wall[w].wall_int_pos.Y,
|
||||
POINT2(w).wall_int_pos.X, POINT2(w).wall_int_pos.Y))
|
||||
if (walldist <= 2 || ((pos.X - v.X) + (pos.X + v.X)) == (wall[w].wall_int_pos().X + POINT2(w).wall_int_pos().X) ||
|
||||
((pos.Y - v.Y) + (pos.Y + v.Y)) == (wall[w].wall_int_pos().Y + POINT2(w).wall_int_pos().Y) ||
|
||||
polymost_lintersect(pos.X - v.X, pos.Y - v.Y, pos.X + v.X, pos.Y + v.Y, wall[w].wall_int_pos().X, wall[w].wall_int_pos().Y,
|
||||
POINT2(w).wall_int_pos().X, POINT2(w).wall_int_pos().Y))
|
||||
{
|
||||
int32_t const ang = getangle(wall[w].wall_int_pos.X - POINT2(w).wall_int_pos.X, wall[w].wall_int_pos.Y - POINT2(w).wall_int_pos.Y);
|
||||
int32_t const ang = getangle(wall[w].wall_int_pos().X - POINT2(w).wall_int_pos().X, wall[w].wall_int_pos().Y - POINT2(w).wall_int_pos().Y);
|
||||
float const foffs = TSPR_OFFSET(tspr);
|
||||
DVector2 const offs = { -bsinf(ang, -6) * foffs, bcosf(ang, -6) * foffs };
|
||||
|
||||
|
@ -3281,8 +3281,8 @@ static_assert((int)RS_YFLIP == (int)HUDFLAG_FLIPPED);
|
|||
void renderPrepareMirror(int32_t dax, int32_t day, int32_t daz, fixed_t daang, fixed_t dahoriz, int16_t dawall,
|
||||
int32_t* tposx, int32_t* tposy, fixed_t* tang)
|
||||
{
|
||||
const int32_t x = wall[dawall].wall_int_pos.X, dx = wall[dawall].point2Wall()->wall_int_pos.X - x;
|
||||
const int32_t y = wall[dawall].wall_int_pos.Y, dy = wall[dawall].point2Wall()->wall_int_pos.Y - y;
|
||||
const int32_t x = wall[dawall].wall_int_pos().X, dx = wall[dawall].point2Wall()->wall_int_pos().X - x;
|
||||
const int32_t y = wall[dawall].wall_int_pos().Y, dy = wall[dawall].point2Wall()->wall_int_pos().Y - y;
|
||||
|
||||
const int32_t j = dx * dx + dy * dy;
|
||||
if (j == 0)
|
||||
|
@ -3658,8 +3658,8 @@ void renderDrawMasks(void)
|
|||
|
||||
maskwallcnt--;
|
||||
|
||||
FVector2 dot = { (float)wall[w].wall_int_pos.X, (float)wall[w].wall_int_pos.Y };
|
||||
FVector2 dot2 = { (float)wall[w].point2Wall()->wall_int_pos.X, (float)wall[w].point2Wall()->wall_int_pos.Y };
|
||||
FVector2 dot = { (float)wall[w].wall_int_pos().X, (float)wall[w].wall_int_pos().Y };
|
||||
FVector2 dot2 = { (float)wall[w].point2Wall()->wall_int_pos().X, (float)wall[w].point2Wall()->wall_int_pos().Y };
|
||||
FVector2 middle = { (dot.X + dot2.X) * .5f, (dot.Y + dot2.Y) * .5f };
|
||||
|
||||
_equation maskeq = equation(dot.X, dot.Y, dot2.X, dot2.Y);
|
||||
|
|
|
@ -170,10 +170,10 @@ static void CalcMapBounds()
|
|||
for(auto& wal : wall)
|
||||
{
|
||||
// get map min and max coordinates
|
||||
if (wal.wall_int_pos.X < x_min_bound) x_min_bound = wal.wall_int_pos.X;
|
||||
if (wal.wall_int_pos.Y < y_min_bound) y_min_bound = wal.wall_int_pos.Y;
|
||||
if (wal.wall_int_pos.X > x_max_bound) x_max_bound = wal.wall_int_pos.X;
|
||||
if (wal.wall_int_pos.Y > y_max_bound) y_max_bound = wal.wall_int_pos.Y;
|
||||
if (wal.wall_int_pos().X < x_min_bound) x_min_bound = wal.wall_int_pos().X;
|
||||
if (wal.wall_int_pos().Y < y_min_bound) y_min_bound = wal.wall_int_pos().Y;
|
||||
if (wal.wall_int_pos().X > x_max_bound) x_max_bound = wal.wall_int_pos().X;
|
||||
if (wal.wall_int_pos().Y > y_max_bound) y_max_bound = wal.wall_int_pos().Y;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -434,14 +434,14 @@ void drawredlines(int cposx, int cposy, int czoom, int cang)
|
|||
|
||||
if (ShowRedLine(wallnum(&wal), i))
|
||||
{
|
||||
int ox = wal.wall_int_pos.X - cposx;
|
||||
int oy = wal.wall_int_pos.Y - cposy;
|
||||
int ox = wal.wall_int_pos().X - cposx;
|
||||
int oy = wal.wall_int_pos().Y - cposy;
|
||||
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
|
||||
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
|
||||
|
||||
auto wal2 = wal.point2Wall();
|
||||
ox = wal2->wall_int_pos.X - cposx;
|
||||
oy = wal2->wall_int_pos.Y - cposy;
|
||||
ox = wal2->wall_int_pos().X - cposx;
|
||||
oy = wal2->wall_int_pos().Y - cposy;
|
||||
int x2 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
|
||||
int y2 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
|
||||
|
||||
|
@ -476,15 +476,15 @@ static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
|
|||
if (isSWALL() && !gFullMap && !show2dwall[wallnum(&wal)])
|
||||
continue;
|
||||
|
||||
int ox = wal.wall_int_pos.X - cposx;
|
||||
int oy = wal.wall_int_pos.Y - cposy;
|
||||
int ox = wal.wall_int_pos().X - cposx;
|
||||
int oy = wal.wall_int_pos().Y - cposy;
|
||||
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
|
||||
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
|
||||
|
||||
int k = wal.point2;
|
||||
auto wal2 = &wall[k];
|
||||
ox = wal2->wall_int_pos.X - cposx;
|
||||
oy = wal2->wall_int_pos.Y - cposy;
|
||||
ox = wal2->wall_int_pos().X - cposx;
|
||||
oy = wal2->wall_int_pos().Y - cposy;
|
||||
int x2 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
|
||||
int y2 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
|
||||
|
||||
|
|
|
@ -67,8 +67,8 @@ bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* act, sectortype** ps
|
|||
{
|
||||
// Push you a little bit off the wall
|
||||
*psect = hitinfo.hitSector;
|
||||
daang = bvectangbam(hitinfo.hitWall->point2Wall()->wall_int_pos.X - hitinfo.hitWall->wall_int_pos.X,
|
||||
hitinfo.hitWall->point2Wall()->wall_int_pos.Y - hitinfo.hitWall->wall_int_pos.Y);
|
||||
daang = bvectangbam(hitinfo.hitWall->point2Wall()->wall_int_pos().X - hitinfo.hitWall->wall_int_pos().X,
|
||||
hitinfo.hitWall->point2Wall()->wall_int_pos().Y - hitinfo.hitWall->wall_int_pos().Y);
|
||||
newdist = nx * daang.bsin() + ny * -daang.bcos();
|
||||
|
||||
if (abs(nx) > abs(ny))
|
||||
|
@ -170,7 +170,7 @@ void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, flo
|
|||
int len = wal->Length();
|
||||
if (len != 0)
|
||||
{
|
||||
float fac = (wal->deltax() * (float(ypos - wal->wall_int_pos.Y)) - wal->deltay() * (float(xpos - wal->wall_int_pos.X))) * (1.f / 256.f) / len;
|
||||
float fac = (wal->deltax() * (float(ypos - wal->wall_int_pos().Y)) - wal->deltay() * (float(xpos - wal->wall_int_pos().X))) * (1.f / 256.f) / len;
|
||||
if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
|
||||
if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
|
||||
}
|
||||
|
@ -228,7 +228,7 @@ int getslopeval(sectortype* sect, int x, int y, int z, int basez)
|
|||
{
|
||||
auto wal = sect->firstWall();
|
||||
auto delta = wal->delta();
|
||||
int i = (y - wal->wall_int_pos.Y) * delta.X - (x - wal->wall_int_pos.X) * delta.Y;
|
||||
int i = (y - wal->wall_int_pos().Y) * delta.X - (x - wal->wall_int_pos().X) * delta.Y;
|
||||
return i == 0? 0 : Scale((z - basez) << 8, wal->Length(), i);
|
||||
}
|
||||
|
||||
|
|
|
@ -185,32 +185,32 @@ inline double RenderY(int y)
|
|||
|
||||
inline double WallStartX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].wall_int_pos.X * (1 / 16.);
|
||||
return wall[wallnum].wall_int_pos().X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].wall_int_pos.Y * (1 / -16.);
|
||||
return wall[wallnum].wall_int_pos().Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallEndX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].point2Wall()->wall_int_pos.X * (1 / 16.);
|
||||
return wall[wallnum].point2Wall()->wall_int_pos().X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].point2Wall()->wall_int_pos.Y * (1 / -16.);
|
||||
return wall[wallnum].point2Wall()->wall_int_pos().Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallStartX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->wall_int_pos.X * (1 / 16.);
|
||||
return wallnum->wall_int_pos().X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->wall_int_pos.Y * (1 / -16.);
|
||||
return wallnum->wall_int_pos().Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline DVector2 WallStart(const walltype* wallnum)
|
||||
|
@ -220,12 +220,12 @@ inline DVector2 WallStart(const walltype* wallnum)
|
|||
|
||||
inline double WallEndX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->point2Wall()->wall_int_pos.X * (1 / 16.);
|
||||
return wallnum->point2Wall()->wall_int_pos().X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->point2Wall()->wall_int_pos.Y * (1 / -16.);
|
||||
return wallnum->point2Wall()->wall_int_pos().Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline DVector2 WallEnd(const walltype* wallnum)
|
||||
|
@ -308,8 +308,8 @@ inline int I_GetBuildTime()
|
|||
inline int32_t getangle(walltype* wal)
|
||||
{
|
||||
return getangle(
|
||||
wal->point2Wall()->wall_int_pos.X - wal->wall_int_pos.X,
|
||||
wal->point2Wall()->wall_int_pos.Y - wal->wall_int_pos.Y);
|
||||
wal->point2Wall()->wall_int_pos().X - wal->wall_int_pos().X,
|
||||
wal->point2Wall()->wall_int_pos().Y - wal->wall_int_pos().Y);
|
||||
}
|
||||
|
||||
inline TArrayView<walltype> wallsofsector(const sectortype* sec)
|
||||
|
@ -342,10 +342,10 @@ inline double SquareDist(double lx1, double ly1, double lx2, double ly2)
|
|||
|
||||
inline DVector2 NearestPointLine(double px, double py, const walltype* wal)
|
||||
{
|
||||
double lx1 = wal->wall_int_pos.X;
|
||||
double ly1 = wal->wall_int_pos.Y;
|
||||
double lx2 = wal->point2Wall()->wall_int_pos.X;
|
||||
double ly2 = wal->point2Wall()->wall_int_pos.Y;
|
||||
double lx1 = wal->wall_int_pos().X;
|
||||
double ly1 = wal->wall_int_pos().Y;
|
||||
double lx2 = wal->point2Wall()->wall_int_pos().X;
|
||||
double ly2 = wal->point2Wall()->wall_int_pos().Y;
|
||||
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
|
@ -359,10 +359,10 @@ inline DVector2 NearestPointLine(double px, double py, const walltype* wal)
|
|||
|
||||
inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
|
||||
{
|
||||
double lx1 = wal->wall_int_pos.X;
|
||||
double ly1 = wal->wall_int_pos.Y;
|
||||
double lx2 = wal->point2Wall()->wall_int_pos.X;
|
||||
double ly2 = wal->point2Wall()->wall_int_pos.Y;
|
||||
double lx1 = wal->wall_int_pos().X;
|
||||
double ly1 = wal->wall_int_pos().Y;
|
||||
double lx2 = wal->point2Wall()->wall_int_pos().X;
|
||||
double ly2 = wal->point2Wall()->wall_int_pos().Y;
|
||||
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
|
|
|
@ -50,8 +50,8 @@ double Get(int index, DCoreActor* actor, int type)
|
|||
case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
|
||||
case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
|
||||
|
||||
case Interp_Wall_X: return wall[index].wall_int_pos.X;
|
||||
case Interp_Wall_Y: return wall[index].wall_int_pos.Y;
|
||||
case Interp_Wall_X: return wall[index].wall_int_pos().X;
|
||||
case Interp_Wall_Y: return wall[index].wall_int_pos().Y;
|
||||
case Interp_Wall_PanX: return wall[index].xpan_;
|
||||
case Interp_Wall_PanY: return wall[index].ypan_;
|
||||
|
||||
|
@ -74,8 +74,8 @@ void Set(int index, DCoreActor* actor, int type, double val)
|
|||
case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
|
||||
case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
|
||||
|
||||
case Interp_Wall_X: old = wall[index].wall_int_pos.X; wall[index].wall_int_pos.X = xs_CRoundToInt(val); if (wall[index].wall_int_pos.X != old) wall[index].moved(); break;
|
||||
case Interp_Wall_Y: old = wall[index].wall_int_pos.Y; wall[index].wall_int_pos.Y = xs_CRoundToInt(val); if (wall[index].wall_int_pos.Y != old) wall[index].moved(); break;
|
||||
case Interp_Wall_X: old = wall[index].wall_int_pos().X; wall[index].__wall_int_pos.X = xs_CRoundToInt(val); if (wall[index].wall_int_pos().X != old) wall[index].moved(); break;
|
||||
case Interp_Wall_Y: old = wall[index].wall_int_pos().Y; wall[index].__wall_int_pos.Y = xs_CRoundToInt(val); if (wall[index].wall_int_pos().Y != old) wall[index].moved(); break;
|
||||
case Interp_Wall_PanX: wall[index].xpan_ = float(val); break;
|
||||
case Interp_Wall_PanY: wall[index].ypan_ = float(val); break;
|
||||
|
||||
|
|
|
@ -178,8 +178,8 @@ static void ReadSectorV5(FileReader& fr, sectortype& sect)
|
|||
|
||||
static void ReadWallV7(FileReader& fr, walltype& wall)
|
||||
{
|
||||
wall.wall_int_pos.X = fr.ReadInt32();
|
||||
wall.wall_int_pos.Y = fr.ReadInt32();
|
||||
wall.__wall_int_pos.X = fr.ReadInt32();
|
||||
wall.__wall_int_pos.Y = fr.ReadInt32();
|
||||
wall.point2 = fr.ReadInt16();
|
||||
wall.nextwall = fr.ReadInt16();
|
||||
wall.nextsector = fr.ReadInt16();
|
||||
|
@ -199,8 +199,8 @@ static void ReadWallV7(FileReader& fr, walltype& wall)
|
|||
|
||||
static void ReadWallV6(FileReader& fr, walltype& wall)
|
||||
{
|
||||
wall.wall_int_pos.X = fr.ReadInt32();
|
||||
wall.wall_int_pos.Y = fr.ReadInt32();
|
||||
wall.__wall_int_pos.X = fr.ReadInt32();
|
||||
wall.__wall_int_pos.Y = fr.ReadInt32();
|
||||
wall.point2 = fr.ReadInt16();
|
||||
wall.nextsector = fr.ReadInt16();
|
||||
wall.nextwall = fr.ReadInt16();
|
||||
|
@ -220,8 +220,8 @@ static void ReadWallV6(FileReader& fr, walltype& wall)
|
|||
|
||||
static void ReadWallV5(FileReader& fr, walltype& wall)
|
||||
{
|
||||
wall.wall_int_pos.X = fr.ReadInt32();
|
||||
wall.wall_int_pos.Y = fr.ReadInt32();
|
||||
wall.__wall_int_pos.X = fr.ReadInt32();
|
||||
wall.__wall_int_pos.Y = fr.ReadInt32();
|
||||
wall.point2 = fr.ReadInt16();
|
||||
wall.picnum = fr.ReadInt16();
|
||||
wall.overpicnum = fr.ReadInt16();
|
||||
|
@ -649,8 +649,8 @@ static void P_LoadBloodMapWalls(uint8_t* data, size_t len, TArray<walltype>& lwa
|
|||
// only copy what we need to draw the map preview.
|
||||
|
||||
auto pWall = &lwalls[i];
|
||||
pWall->wall_int_pos.X = LittleLong(load.x);
|
||||
pWall->wall_int_pos.Y = LittleLong(load.y);
|
||||
pWall->__wall_int_pos.X = LittleLong(load.x);
|
||||
pWall->__wall_int_pos.Y = LittleLong(load.y);
|
||||
pWall->point2 = LittleShort(load.point2);
|
||||
pWall->nextwall = LittleShort(load.nextwall);
|
||||
pWall->nextsector = LittleShort(load.nextsector);
|
||||
|
|
|
@ -358,7 +358,9 @@ struct sectortype
|
|||
|
||||
struct walltype
|
||||
{
|
||||
vec2_t wall_int_pos;
|
||||
vec2_t __wall_int_pos;
|
||||
|
||||
const vec2_t wall_int_pos() const { return __wall_int_pos; }
|
||||
|
||||
int32_t point2;
|
||||
int32_t nextwall;
|
||||
|
@ -404,10 +406,10 @@ struct walltype
|
|||
walltype* nextWall() const;
|
||||
walltype* lastWall(bool fast = true) const;
|
||||
walltype* point2Wall() const;
|
||||
vec2_t delta() const { return point2Wall()->wall_int_pos - wall_int_pos; }
|
||||
vec2_t center() const { return(point2Wall()->wall_int_pos + wall_int_pos) / 2; }
|
||||
int deltax() const { return point2Wall()->wall_int_pos.X - wall_int_pos.X; }
|
||||
int deltay() const { return point2Wall()->wall_int_pos.Y - wall_int_pos.Y; }
|
||||
vec2_t delta() const { return point2Wall()->wall_int_pos() - wall_int_pos(); }
|
||||
vec2_t center() const { return(point2Wall()->wall_int_pos() + wall_int_pos()) / 2; }
|
||||
int deltax() const { return point2Wall()->wall_int_pos().X - wall_int_pos().X; }
|
||||
int deltay() const { return point2Wall()->wall_int_pos().Y - wall_int_pos().Y; }
|
||||
bool twoSided() const { return nextsector >= 0; }
|
||||
int Length();
|
||||
void calcLength(); // this is deliberately not inlined and stored in a file where it can't be found at compile time.
|
||||
|
@ -549,8 +551,8 @@ inline void walltype::moved()
|
|||
|
||||
inline void walltype::move(int newx, int newy)
|
||||
{
|
||||
wall_int_pos.X = newx;
|
||||
wall_int_pos.Y = newy;
|
||||
__wall_int_pos.X = newx;
|
||||
__wall_int_pos.Y = newy;
|
||||
lengthflags = 3;
|
||||
sectorp()->dirty = EDirty::AllDirty;
|
||||
}
|
||||
|
|
|
@ -219,10 +219,10 @@ DEFINE_ACTION_FUNCTION(_UserMapMenu, DrawPreview)
|
|||
int minx = INT_MAX, miny = INT_MAX, maxx = INT_MIN, maxy = INT_MIN;
|
||||
for (auto& wal : entry->walls)
|
||||
{
|
||||
if (wal.wall_int_pos.X < minx) minx = wal.wall_int_pos.X;
|
||||
if (wal.wall_int_pos.X > maxx) maxx = wal.wall_int_pos.X;
|
||||
if (wal.wall_int_pos.Y < miny) miny = wal.wall_int_pos.Y;
|
||||
if (wal.wall_int_pos.Y > maxy) maxy = wal.wall_int_pos.Y;
|
||||
if (wal.wall_int_pos().X < minx) minx = wal.wall_int_pos().X;
|
||||
if (wal.wall_int_pos().X > maxx) maxx = wal.wall_int_pos().X;
|
||||
if (wal.wall_int_pos().Y < miny) miny = wal.wall_int_pos().Y;
|
||||
if (wal.wall_int_pos().Y > maxy) maxy = wal.wall_int_pos().Y;
|
||||
}
|
||||
float scalex = float(width) / (maxx - minx);
|
||||
float scaley = float(height) / (maxy - miny);
|
||||
|
@ -238,16 +238,16 @@ DEFINE_ACTION_FUNCTION(_UserMapMenu, DrawPreview)
|
|||
{
|
||||
if (wal.nextwall < 0) continue;
|
||||
auto point2 = &entry->walls[wal.point2];
|
||||
twod->AddLine(dcenterx + (wal.wall_int_pos.X - centerx) * scale, dcentery + (wal.wall_int_pos.Y - centery) * scale,
|
||||
dcenterx + (point2->wall_int_pos.X - centerx) * scale, dcentery + (point2->wall_int_pos.Y - centery) * scale,
|
||||
twod->AddLine(dcenterx + (wal.wall_int_pos().X - centerx) * scale, dcentery + (wal.wall_int_pos().Y - centery) * scale,
|
||||
dcenterx + (point2->wall_int_pos().X - centerx) * scale, dcentery + (point2->wall_int_pos().Y - centery) * scale,
|
||||
-1, -1, INT_MAX, INT_MAX, 0xff808080);
|
||||
}
|
||||
for (auto& wal : entry->walls)
|
||||
{
|
||||
if (wal.nextwall >= 0) continue;
|
||||
auto point2 = &entry->walls[wal.point2];
|
||||
twod->AddLine(dcenterx + (wal.wall_int_pos.X - centerx) * scale, dcentery + (wal.wall_int_pos.Y - centery) * scale,
|
||||
dcenterx + (point2->wall_int_pos.X - centerx) * scale, dcentery + (point2->wall_int_pos.Y - centery) * scale,
|
||||
twod->AddLine(dcenterx + (wal.wall_int_pos().X - centerx) * scale, dcentery + (wal.wall_int_pos().Y - centery) * scale,
|
||||
dcenterx + (point2->wall_int_pos().X - centerx) * scale, dcentery + (point2->wall_int_pos().Y - centery) * scale,
|
||||
-1, -1, INT_MAX, INT_MAX, 0xffffffff);
|
||||
}
|
||||
return 0;
|
||||
|
|
|
@ -190,7 +190,7 @@ int GetWindingOrder(TArray<int>& poly)
|
|||
int i = 0;
|
||||
for (auto& index : poly)
|
||||
{
|
||||
points[i++] = wall[index].wall_int_pos;
|
||||
points[i++] = wall[index].wall_int_pos();
|
||||
}
|
||||
StripLoop(points);
|
||||
if (points.Size() == 0) return 1; // Sector has no dimension. We must accept this as valid here.
|
||||
|
@ -246,7 +246,7 @@ static void CollectLoops(TArray<loopcollect>& sectors)
|
|||
{
|
||||
// quick check for the only known cause of this in proper maps:
|
||||
// RRRA E1L3 and SW $yamato have a wall duplicate where the duplicate's index is the original's + 1. These can just be deleted here and be ignored.
|
||||
if (ww > 1 && wall[ww-1].wall_int_pos.X == wall[ww-2].wall_int_pos.X && wall[ww-1].wall_int_pos.Y == wall[ww-2].wall_int_pos.Y && wall[ww-1].point2 == wall[ww-2].point2 && wall[ww - 1].point2 == ww)
|
||||
if (ww > 1 && wall[ww-1].wall_int_pos().X == wall[ww-2].wall_int_pos().X && wall[ww-1].wall_int_pos().Y == wall[ww-2].wall_int_pos().Y && wall[ww-1].point2 == wall[ww-2].point2 && wall[ww - 1].point2 == ww)
|
||||
{
|
||||
thisloop.Clear();
|
||||
break;
|
||||
|
@ -297,7 +297,7 @@ static void CollectLoops(TArray<loopcollect>& sectors)
|
|||
|
||||
static int insideLoop(int vertex, TArray<int>& loop)
|
||||
{
|
||||
auto pt = wall[vertex].wall_int_pos;
|
||||
auto pt = wall[vertex].wall_int_pos();
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
// to reliably detect walls where vertices lie directly on outer walls, we must test the wall's center as well.
|
||||
|
@ -307,8 +307,8 @@ static int insideLoop(int vertex, TArray<int>& loop)
|
|||
for (unsigned ii = 0; ii < loop.Size() - 1; ii++)
|
||||
{
|
||||
auto& wal = wall[loop[ii]];
|
||||
auto& pt1 = wal.wall_int_pos;
|
||||
auto& pt2 = wal.point2Wall()->wall_int_pos;
|
||||
const auto pt1 = wal.wall_int_pos();
|
||||
const auto pt2 = wal.point2Wall()->wall_int_pos();
|
||||
|
||||
if ((pt1.Y >pt.Y) != (pt2.Y > pt.Y)) // skip if both are on the same side.
|
||||
{
|
||||
|
|
|
@ -19,8 +19,8 @@ struct SectionLine
|
|||
int wall;
|
||||
int partner;
|
||||
|
||||
vec2_t v1() const { return ::wall[startpoint].wall_int_pos; }
|
||||
vec2_t v2() const { return ::wall[endpoint].wall_int_pos; }
|
||||
vec2_t v1() const { return ::wall[startpoint].wall_int_pos(); }
|
||||
vec2_t v2() const { return ::wall[endpoint].wall_int_pos(); }
|
||||
walltype* wallp() const { return &::wall[wall]; }
|
||||
SectionLine* partnerLine() const;
|
||||
|
||||
|
|
|
@ -162,7 +162,7 @@ void vertex_t::RecalcVertexHeights()
|
|||
{
|
||||
float heights[2];
|
||||
|
||||
auto point = wall[masterwall].wall_int_pos;
|
||||
auto point = wall[masterwall].wall_int_pos();
|
||||
PlanesAtPoint(§or[sect], point.X, point.Y, &heights[0], &heights[1]);
|
||||
for(auto height : heights)
|
||||
{
|
||||
|
|
|
@ -72,7 +72,7 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, b
|
|||
for (auto& w : wall)
|
||||
{
|
||||
// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
|
||||
auto vv = w.wall_int_pos - view;
|
||||
auto vv = w.wall_int_pos() - view;
|
||||
w.clipangle = bvectangbam(vv.X, vv.Y);
|
||||
}
|
||||
memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0]));
|
||||
|
@ -168,11 +168,11 @@ bool BunchDrawer::CheckClip(walltype* wal, float* topclip, float* bottomclip)
|
|||
// Mirrors and horizons always block the view
|
||||
//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
|
||||
|
||||
PlanesAtPoint(frontsector, wal->wall_int_pos.X, wal->wall_int_pos.Y, &fs_ceilingheight1, &fs_floorheight1);
|
||||
PlanesAtPoint(frontsector, pt2->wall_int_pos.X, pt2->wall_int_pos.Y, &fs_ceilingheight2, &fs_floorheight2);
|
||||
PlanesAtPoint(frontsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &fs_ceilingheight1, &fs_floorheight1);
|
||||
PlanesAtPoint(frontsector, pt2->wall_int_pos().X, pt2->wall_int_pos().Y, &fs_ceilingheight2, &fs_floorheight2);
|
||||
|
||||
PlanesAtPoint(backsector, wal->wall_int_pos.X, wal->wall_int_pos.Y, &bs_ceilingheight1, &bs_floorheight1);
|
||||
PlanesAtPoint(backsector, pt2->wall_int_pos.X, pt2->wall_int_pos.Y, &bs_ceilingheight2, &bs_floorheight2);
|
||||
PlanesAtPoint(backsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &bs_ceilingheight1, &bs_floorheight1);
|
||||
PlanesAtPoint(backsector, pt2->wall_int_pos().X, pt2->wall_int_pos().Y, &bs_ceilingheight2, &bs_floorheight2);
|
||||
|
||||
*bottomclip = max(min(bs_floorheight1, bs_floorheight2), min(fs_floorheight1, fs_floorheight2));
|
||||
|
||||
|
|
|
@ -415,8 +415,8 @@ void HWDrawInfo::CreateScene(bool portal)
|
|||
for (auto w = 0; w < sect->wallnum; w++)
|
||||
{
|
||||
auto wal = sect->firstWall() + w;
|
||||
wal->wall_int_pos.X += eff.geox[i];
|
||||
wal->wall_int_pos.Y += eff.geoy[i];
|
||||
wal->__wall_int_pos.X += eff.geox[i];
|
||||
wal->__wall_int_pos.Y += eff.geoy[i];
|
||||
}
|
||||
sect->dirty = EDirty::AllDirty;
|
||||
if (eff.geosector[i] == drawsectp) drawsectp = eff.geosectorwarp[i];
|
||||
|
@ -434,8 +434,8 @@ void HWDrawInfo::CreateScene(bool portal)
|
|||
for (auto w = 0; w < sect->wallnum; w++)
|
||||
{
|
||||
auto wal = sect->firstWall() + w;
|
||||
wal->wall_int_pos.X -= eff.geox[i];
|
||||
wal->wall_int_pos.Y -= eff.geoy[i];
|
||||
wal->__wall_int_pos.X -= eff.geox[i];
|
||||
wal->__wall_int_pos.Y -= eff.geoy[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -447,8 +447,8 @@ void HWDrawInfo::CreateScene(bool portal)
|
|||
for (auto w = 0; w < sect->wallnum; w++)
|
||||
{
|
||||
auto wal = sect->firstWall() + w;
|
||||
wal->wall_int_pos.X += eff.geox2[i];
|
||||
wal->wall_int_pos.Y += eff.geoy2[i];
|
||||
wal->__wall_int_pos.X += eff.geox2[i];
|
||||
wal->__wall_int_pos.Y += eff.geoy2[i];
|
||||
}
|
||||
sect->dirty = EDirty::AllDirty;
|
||||
if (eff.geosector[i] == orgdrawsectp) drawsectp = eff.geosectorwarp2[i];
|
||||
|
@ -465,8 +465,8 @@ void HWDrawInfo::CreateScene(bool portal)
|
|||
for (auto w = 0; w < sect->wallnum; w++)
|
||||
{
|
||||
auto wal = sect->firstWall() + w;
|
||||
wal->wall_int_pos.X -= eff.geox2[i];
|
||||
wal->wall_int_pos.Y -= eff.geoy2[i];
|
||||
wal->__wall_int_pos.X -= eff.geox2[i];
|
||||
wal->__wall_int_pos.Y -= eff.geoy2[i];
|
||||
}
|
||||
}
|
||||
ingeo = false;
|
||||
|
|
|
@ -524,10 +524,10 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
|
|||
|
||||
di->mClipPortal = this;
|
||||
|
||||
int x = line->wall_int_pos.X;
|
||||
int y = line->wall_int_pos.Y;
|
||||
int dx = line->point2Wall()->wall_int_pos.X - x;
|
||||
int dy = line->point2Wall()->wall_int_pos.Y - y;
|
||||
int x = line->wall_int_pos().X;
|
||||
int y = line->wall_int_pos().Y;
|
||||
int dx = line->point2Wall()->wall_int_pos().X - x;
|
||||
int dy = line->point2Wall()->wall_int_pos().Y - y;
|
||||
|
||||
// this can overflow so use 64 bit math.
|
||||
const int64_t j = int64_t(dx) * dx + int64_t(dy) * dy;
|
||||
|
@ -565,8 +565,8 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
|
|||
|
||||
ClearClipper(di, clipper);
|
||||
|
||||
auto startan = bvectangbam(line->wall_int_pos.X - newx, line->wall_int_pos.Y - newy);
|
||||
auto endan = bvectangbam(line->point2Wall()->wall_int_pos.X - newx, line->point2Wall()->wall_int_pos.Y - newy);
|
||||
auto startan = bvectangbam(line->wall_int_pos().X - newx, line->wall_int_pos().Y - newy);
|
||||
auto endan = bvectangbam(line->point2Wall()->wall_int_pos().X - newx, line->point2Wall()->wall_int_pos().Y - newy);
|
||||
clipper->RestrictVisibleRange(endan, startan); // we check the line from the backside so angles are reversed.
|
||||
return true;
|
||||
}
|
||||
|
@ -635,8 +635,8 @@ bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *cl
|
|||
|
||||
ClearClipper(di, clipper);
|
||||
|
||||
auto startan = bvectangbam(origin->wall_int_pos.X - origx, origin->wall_int_pos.Y - origy);
|
||||
auto endan = bvectangbam(origin->point2Wall()->wall_int_pos.X - origx, origin->point2Wall()->wall_int_pos.Y - origy);
|
||||
auto startan = bvectangbam(origin->wall_int_pos().X - origx, origin->wall_int_pos().Y - origy);
|
||||
auto endan = bvectangbam(origin->point2Wall()->wall_int_pos().X - origx, origin->point2Wall()->wall_int_pos().Y - origy);
|
||||
clipper->RestrictVisibleRange(startan, endan);
|
||||
return true;
|
||||
}
|
||||
|
@ -687,8 +687,8 @@ bool HWLineToSpritePortal::Setup(HWDrawInfo* di, FRenderState& rstate, Clipper*
|
|||
|
||||
ClearClipper(di, clipper);
|
||||
|
||||
auto startan = bvectangbam(origin->wall_int_pos.X - origx, origin->wall_int_pos.Y - origy);
|
||||
auto endan = bvectangbam(origin->point2Wall()->wall_int_pos.X - origx, origin->point2Wall()->wall_int_pos.Y - origy);
|
||||
auto startan = bvectangbam(origin->wall_int_pos().X - origx, origin->wall_int_pos().Y - origy);
|
||||
auto endan = bvectangbam(origin->point2Wall()->wall_int_pos().X - origx, origin->point2Wall()->wall_int_pos().Y - origy);
|
||||
clipper->RestrictVisibleRange(startan, endan);
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -71,7 +71,7 @@ static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
|
|||
// In Wanton Destruction's airplane level there's such a sprite assigned to the wrong sector.
|
||||
if (d.X == 0)
|
||||
{
|
||||
double newdist = fabs(tspr->pos.X - wal.wall_int_pos.X);
|
||||
double newdist = fabs(tspr->pos.X - wal.wall_int_pos().X);
|
||||
if (newdist < maxorthdist)
|
||||
{
|
||||
maxorthdist = newdist;
|
||||
|
@ -80,7 +80,7 @@ static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
|
|||
}
|
||||
else if (d.Y == 0)
|
||||
{
|
||||
double newdist = fabs(tspr->pos.Y - wal.wall_int_pos.Y);
|
||||
double newdist = fabs(tspr->pos.Y - wal.wall_int_pos().Y);
|
||||
if (newdist < maxorthdist)
|
||||
{
|
||||
maxorthdist = newdist;
|
||||
|
@ -914,8 +914,8 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
|
|||
FVector2 v1(WallStartX(wal), WallStartY(wal));
|
||||
FVector2 v2(WallEndX(wal), WallEndY(wal));
|
||||
|
||||
PlanesAtPoint(frontsector, wal->wall_int_pos.X, wal->wall_int_pos.Y, &fch1, &ffh1);
|
||||
PlanesAtPoint(frontsector, p2wall->wall_int_pos.X, p2wall->wall_int_pos.Y, &fch2, &ffh2);
|
||||
PlanesAtPoint(frontsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &fch1, &ffh1);
|
||||
PlanesAtPoint(frontsector, p2wall->wall_int_pos().X, p2wall->wall_int_pos().Y, &fch2, &ffh2);
|
||||
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
@ -1008,8 +1008,8 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
|
|||
float bfh2;
|
||||
float bch1;
|
||||
float bch2;
|
||||
PlanesAtPoint(backsector, wal->wall_int_pos.X, wal->wall_int_pos.Y, &bch1, &bfh1);
|
||||
PlanesAtPoint(backsector, p2wall->wall_int_pos.X, p2wall->wall_int_pos.Y, &bch2, &bfh2);
|
||||
PlanesAtPoint(backsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &bch1, &bfh1);
|
||||
PlanesAtPoint(backsector, p2wall->wall_int_pos().X, p2wall->wall_int_pos().Y, &bch2, &bfh2);
|
||||
|
||||
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
|
||||
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
|
||||
|
|
|
@ -606,8 +606,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype
|
|||
{
|
||||
if (arc.BeginObject(key))
|
||||
{
|
||||
arc("x", c.wall_int_pos.X, def->wall_int_pos.X)
|
||||
("y", c.wall_int_pos.Y, def->wall_int_pos.Y)
|
||||
arc("x", c.__wall_int_pos.X, def->__wall_int_pos.X)
|
||||
("y", c.__wall_int_pos.Y, def->__wall_int_pos.Y)
|
||||
("point2", c.point2, def->point2)
|
||||
("nextwall", c.nextwall, def->nextwall)
|
||||
("nextsector", c.nextsector, def->nextsector)
|
||||
|
|
|
@ -63,8 +63,8 @@ static FVector3 CalcNormal(sectortype* sector, int plane)
|
|||
|
||||
pt[0] = { (float)WallStartX(wal), 0.f, (float)WallStartY(wal)};
|
||||
pt[1] = { (float)WallStartX(wal2), 0.f, (float)WallStartY(wal2)};
|
||||
PlanesAtPoint(sector, wal->wall_int_pos.X, wal->wall_int_pos.Y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Y);
|
||||
PlanesAtPoint(sector, wal2->wall_int_pos.X, wal2->wall_int_pos.Y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Y);
|
||||
PlanesAtPoint(sector, wal->wall_int_pos().X, wal->wall_int_pos().Y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Y);
|
||||
PlanesAtPoint(sector, wal2->wall_int_pos().X, wal2->wall_int_pos().Y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Y);
|
||||
|
||||
if (pt[0].X == pt[1].X)
|
||||
{
|
||||
|
@ -118,10 +118,10 @@ public:
|
|||
offset = off;
|
||||
|
||||
auto firstwall = sec->firstWall();
|
||||
ix1 = firstwall->wall_int_pos.X;
|
||||
iy1 = firstwall->wall_int_pos.Y;
|
||||
ix2 = firstwall->point2Wall()->wall_int_pos.X;
|
||||
iy2 = firstwall->point2Wall()->wall_int_pos.Y;
|
||||
ix1 = firstwall->wall_int_pos().X;
|
||||
iy1 = firstwall->wall_int_pos().Y;
|
||||
ix2 = firstwall->point2Wall()->wall_int_pos().X;
|
||||
iy2 = firstwall->point2Wall()->wall_int_pos().Y;
|
||||
|
||||
if (plane == 0)
|
||||
{
|
||||
|
@ -363,8 +363,8 @@ bool SectionGeometry::ValidateSection(Section* section, int plane)
|
|||
((sec->floorstat ^ compare->floorstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
|
||||
sec->floorxpan_ == compare->floorxpan_ &&
|
||||
sec->floorypan_ == compare->floorypan_ &&
|
||||
sec->firstWall()->wall_int_pos == sdata.poscompare[0] &&
|
||||
sec->firstWall()->point2Wall()->wall_int_pos == sdata.poscompare2[0] &&
|
||||
sec->firstWall()->wall_int_pos() == sdata.poscompare[0] &&
|
||||
sec->firstWall()->point2Wall()->wall_int_pos() == sdata.poscompare2[0] &&
|
||||
!(section->dirty & EDirty::FloorDirty) && sdata.planes[plane].vertices.Size() ) return true;
|
||||
|
||||
section->dirty &= ~EDirty::FloorDirty;
|
||||
|
@ -376,15 +376,15 @@ bool SectionGeometry::ValidateSection(Section* section, int plane)
|
|||
((sec->ceilingstat ^ compare->ceilingstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
|
||||
sec->ceilingxpan_ == compare->ceilingxpan_ &&
|
||||
sec->ceilingypan_ == compare->ceilingypan_ &&
|
||||
sec->firstWall()->wall_int_pos == sdata.poscompare[1] &&
|
||||
sec->firstWall()->point2Wall()->wall_int_pos == sdata.poscompare2[1] &&
|
||||
sec->firstWall()->wall_int_pos() == sdata.poscompare[1] &&
|
||||
sec->firstWall()->point2Wall()->wall_int_pos() == sdata.poscompare2[1] &&
|
||||
!(section->dirty & EDirty::CeilingDirty) && sdata.planes[1].vertices.Size()) return true;
|
||||
|
||||
section->dirty &= ~EDirty::CeilingDirty;
|
||||
}
|
||||
compare->copy(sec);
|
||||
sdata.poscompare[plane] = sec->firstWall()->wall_int_pos;
|
||||
sdata.poscompare2[plane] = sec->firstWall()->point2Wall()->wall_int_pos;
|
||||
sdata.poscompare[plane] = sec->firstWall()->wall_int_pos();
|
||||
sdata.poscompare2[plane] = sec->firstWall()->point2Wall()->wall_int_pos();
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -220,21 +220,21 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
|
|||
pWall->nextsector = mirrorsector;
|
||||
wallarr[mirrorwall[0]].nextwall = nWall;
|
||||
wallarr[mirrorwall[0]].nextsector = nSector;
|
||||
wallarr[mirrorwall[0]].wall_int_pos.X = pWall->point2Wall()->wall_int_pos.X;
|
||||
wallarr[mirrorwall[0]].wall_int_pos.Y = pWall->point2Wall()->wall_int_pos.Y;
|
||||
wallarr[mirrorwall[1]].wall_int_pos.X = pWall->wall_int_pos.X;
|
||||
wallarr[mirrorwall[1]].wall_int_pos.Y = pWall->wall_int_pos.Y;
|
||||
wallarr[mirrorwall[2]].wall_int_pos.X = wallarr[mirrorwall[1]].wall_int_pos.X + (wallarr[mirrorwall[1]].wall_int_pos.X - wallarr[mirrorwall[0]].wall_int_pos.X) * 16;
|
||||
wallarr[mirrorwall[2]].wall_int_pos.Y = wallarr[mirrorwall[1]].wall_int_pos.Y + (wallarr[mirrorwall[1]].wall_int_pos.Y - wallarr[mirrorwall[0]].wall_int_pos.Y) * 16;
|
||||
wallarr[mirrorwall[3]].wall_int_pos.X = wallarr[mirrorwall[0]].wall_int_pos.X + (wallarr[mirrorwall[0]].wall_int_pos.X - wallarr[mirrorwall[1]].wall_int_pos.X) * 16;
|
||||
wallarr[mirrorwall[3]].wall_int_pos.Y = wallarr[mirrorwall[0]].wall_int_pos.Y + (wallarr[mirrorwall[0]].wall_int_pos.Y - wallarr[mirrorwall[1]].wall_int_pos.Y) * 16;
|
||||
wallarr[mirrorwall[0]].__wall_int_pos.X = pWall->point2Wall()->wall_int_pos().X;
|
||||
wallarr[mirrorwall[0]].__wall_int_pos.Y = pWall->point2Wall()->wall_int_pos().Y;
|
||||
wallarr[mirrorwall[1]].__wall_int_pos.X = pWall->wall_int_pos().X;
|
||||
wallarr[mirrorwall[1]].__wall_int_pos.Y = pWall->wall_int_pos().Y;
|
||||
wallarr[mirrorwall[2]].__wall_int_pos.X = wallarr[mirrorwall[1]].wall_int_pos().X + (wallarr[mirrorwall[1]].wall_int_pos().X - wallarr[mirrorwall[0]].wall_int_pos().X) * 16;
|
||||
wallarr[mirrorwall[2]].__wall_int_pos.Y = wallarr[mirrorwall[1]].wall_int_pos().Y + (wallarr[mirrorwall[1]].wall_int_pos().Y - wallarr[mirrorwall[0]].wall_int_pos().Y) * 16;
|
||||
wallarr[mirrorwall[3]].__wall_int_pos.X = wallarr[mirrorwall[0]].wall_int_pos().X + (wallarr[mirrorwall[0]].wall_int_pos().X - wallarr[mirrorwall[1]].wall_int_pos().X) * 16;
|
||||
wallarr[mirrorwall[3]].__wall_int_pos.Y = wallarr[mirrorwall[0]].wall_int_pos().Y + (wallarr[mirrorwall[0]].wall_int_pos().Y - wallarr[mirrorwall[1]].wall_int_pos().Y) * 16;
|
||||
sector.Data()[mirrorsector].setfloorz(sector[nSector].floorz, true);
|
||||
sector.Data()[mirrorsector].setceilingz(sector[nSector].ceilingz, true);
|
||||
int cx, cy, ca;
|
||||
if (pWall->type == kWallStack)
|
||||
{
|
||||
cx = x - (wall[pWall->hitag].wall_int_pos.X - pWall->point2Wall()->wall_int_pos.X);
|
||||
cy = y - (wall[pWall->hitag].wall_int_pos.Y - pWall->point2Wall()->wall_int_pos.Y);
|
||||
cx = x - (wall[pWall->hitag].wall_int_pos().X - pWall->point2Wall()->wall_int_pos().X);
|
||||
cy = y - (wall[pWall->hitag].wall_int_pos().Y - pWall->point2Wall()->wall_int_pos().Y);
|
||||
ca = a;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -2616,7 +2616,7 @@ int actFloorBounceVector(int* x, int* y, int* z, sectortype* pSector, int a5)
|
|||
}
|
||||
walltype* pWall = pSector->firstWall();
|
||||
walltype* pWall2 = pWall->point2Wall();
|
||||
int angle = getangle(pWall2->wall_int_pos.X - pWall->wall_int_pos.X, pWall2->wall_int_pos.Y - pWall->wall_int_pos.Y) + 512;
|
||||
int angle = getangle(pWall2->wall_int_pos().X - pWall->wall_int_pos().X, pWall2->wall_int_pos().Y - pWall->wall_int_pos().Y) + 512;
|
||||
int t2 = pSector->floorheinum << 4;
|
||||
int t3 = approxDist(-0x10000, t2);
|
||||
int t4 = DivScale(-0x10000, t3, 16);
|
||||
|
|
|
@ -392,8 +392,8 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int*
|
|||
{
|
||||
dbCrypt((char*)&load, sizeof(walltypedisk), (gMapRev * sizeof(sectortypedisk)) | 0x7474614d);
|
||||
}
|
||||
pWall->wall_int_pos.X = LittleLong(load.x);
|
||||
pWall->wall_int_pos.Y = LittleLong(load.y);
|
||||
pWall->__wall_int_pos.X = LittleLong(load.x);
|
||||
pWall->__wall_int_pos.Y = LittleLong(load.y);
|
||||
pWall->point2 = LittleShort(load.point2);
|
||||
pWall->nextwall = LittleShort(load.nextwall);
|
||||
pWall->nextsector = LittleShort(load.nextsector);
|
||||
|
|
|
@ -177,10 +177,10 @@ bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, i
|
|||
|
||||
bool CheckProximityWall(walltype* pWall, int x, int y, int nDist)
|
||||
{
|
||||
int x1 = pWall->wall_int_pos.X;
|
||||
int y1 = pWall->wall_int_pos.Y;
|
||||
int x2 = pWall->point2Wall()->wall_int_pos.X;
|
||||
int y2 = pWall->point2Wall()->wall_int_pos.Y;
|
||||
int x1 = pWall->wall_int_pos().X;
|
||||
int y1 = pWall->wall_int_pos().Y;
|
||||
int x2 = pWall->point2Wall()->wall_int_pos().X;
|
||||
int y2 = pWall->point2Wall()->wall_int_pos().Y;
|
||||
nDist <<= 4;
|
||||
if (x1 < x2)
|
||||
{
|
||||
|
@ -539,12 +539,12 @@ int VectorScan(DBloodActor* actor, int nOffset, int nZOffset, int dx, int dy, in
|
|||
|
||||
nOfs = (nOfs * pWall->yrepeat) / 8;
|
||||
nOfs += int((nSizY * pWall->ypan_) / 256);
|
||||
int nLength = approxDist(pWall->wall_int_pos.X - pWall->point2Wall()->wall_int_pos.X, pWall->wall_int_pos.Y - pWall->point2Wall()->wall_int_pos.Y);
|
||||
int nLength = approxDist(pWall->wall_int_pos().X - pWall->point2Wall()->wall_int_pos().X, pWall->wall_int_pos().Y - pWall->point2Wall()->wall_int_pos().Y);
|
||||
int nHOffset;
|
||||
if (pWall->cstat & CSTAT_WALL_XFLIP)
|
||||
nHOffset = approxDist(gHitInfo.hitpos.X - pWall->point2Wall()->wall_int_pos.X, gHitInfo.hitpos.Y - pWall->point2Wall()->wall_int_pos.Y);
|
||||
nHOffset = approxDist(gHitInfo.hitpos.X - pWall->point2Wall()->wall_int_pos().X, gHitInfo.hitpos.Y - pWall->point2Wall()->wall_int_pos().Y);
|
||||
else
|
||||
nHOffset = approxDist(gHitInfo.hitpos.X - pWall->wall_int_pos.X, gHitInfo.hitpos.Y - pWall->wall_int_pos.Y);
|
||||
nHOffset = approxDist(gHitInfo.hitpos.X - pWall->wall_int_pos().X, gHitInfo.hitpos.Y - pWall->wall_int_pos().Y);
|
||||
|
||||
nHOffset = pWall->xpan() + ((nHOffset * pWall->xrepeat) << 3) / nLength;
|
||||
nHOffset %= nSizX;
|
||||
|
|
|
@ -457,7 +457,7 @@ void GibFX(walltype* pWall, GIBFX* pGFX, int a3, int a4, int a5, int a6, CGibVel
|
|||
int r1 = Random(a6);
|
||||
int r2 = Random(a5);
|
||||
int r3 = Random(a4);
|
||||
auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, pWall->wall_int_pos.X + r3, pWall->wall_int_pos.Y + r2, a3 + r1, 0);
|
||||
auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, pWall->wall_int_pos().X + r3, pWall->wall_int_pos().Y + r2, a3 + r1, 0);
|
||||
if (pGib)
|
||||
{
|
||||
if (pGFX->at1 < 0)
|
||||
|
@ -490,8 +490,8 @@ void GibWall(walltype* pWall, GIBTYPE nGibType, CGibVelocity* pVel)
|
|||
assert(nGibType >= 0 && nGibType < kGibMax);
|
||||
int cx, cy, cz, wx, wy, wz;
|
||||
|
||||
cx = (pWall->wall_int_pos.X + pWall->point2Wall()->wall_int_pos.X) >> 1;
|
||||
cy = (pWall->wall_int_pos.Y + pWall->point2Wall()->wall_int_pos.Y) >> 1;
|
||||
cx = (pWall->wall_int_pos().X + pWall->point2Wall()->wall_int_pos().X) >> 1;
|
||||
cy = (pWall->wall_int_pos().Y + pWall->point2Wall()->wall_int_pos().Y) >> 1;
|
||||
auto pSector = pWall->sectorp();
|
||||
int32_t ceilZ, floorZ;
|
||||
getzsofslopeptr(pSector, cx, cy, &ceilZ, &floorZ);
|
||||
|
@ -501,8 +501,8 @@ void GibWall(walltype* pWall, GIBTYPE nGibType, CGibVelocity* pVel)
|
|||
ceilZ = ClipLow(ceilZ, ceilZ2);
|
||||
floorZ = ClipHigh(floorZ, floorZ2);
|
||||
wz = floorZ - ceilZ;
|
||||
wx = pWall->point2Wall()->wall_int_pos.X - pWall->wall_int_pos.X;
|
||||
wy = pWall->point2Wall()->wall_int_pos.Y - pWall->wall_int_pos.Y;
|
||||
wx = pWall->point2Wall()->wall_int_pos().X - pWall->wall_int_pos().X;
|
||||
wy = pWall->point2Wall()->wall_int_pos().Y - pWall->wall_int_pos().Y;
|
||||
cz = (ceilZ + floorZ) >> 1;
|
||||
|
||||
GIBLIST* pGib = &gibList[nGibType];
|
||||
|
|
|
@ -3479,8 +3479,8 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector
|
|||
if (sourceactor->xspr.data4 > 0)
|
||||
{
|
||||
int cx, cy, cz;
|
||||
cx = (pWall->wall_int_pos.X + pWall->point2Wall()->wall_int_pos.X) >> 1;
|
||||
cy = (pWall->wall_int_pos.Y + pWall->point2Wall()->wall_int_pos.Y) >> 1;
|
||||
cx = (pWall->wall_int_pos().X + pWall->point2Wall()->wall_int_pos().X) >> 1;
|
||||
cy = (pWall->wall_int_pos().Y + pWall->point2Wall()->wall_int_pos().Y) >> 1;
|
||||
auto pMySector = pWall->sectorp();
|
||||
int32_t ceilZ, floorZ;
|
||||
getzsofslopeptr(pSector, cx, cy, &ceilZ, &floorZ);
|
||||
|
|
|
@ -2096,8 +2096,8 @@ void AlignSlopes(void)
|
|||
{
|
||||
auto pNextSector = pWall->nextSector();
|
||||
|
||||
int x = (pWall->wall_int_pos.X + pWall2->wall_int_pos.X) / 2;
|
||||
int y = (pWall->wall_int_pos.Y + pWall2->wall_int_pos.Y) / 2;
|
||||
int x = (pWall->wall_int_pos().X + pWall2->wall_int_pos().X) / 2;
|
||||
int y = (pWall->wall_int_pos().Y + pWall2->wall_int_pos().Y) / 2;
|
||||
viewInterpolateSector(§);
|
||||
alignflorslope(§, x, y, getflorzofslopeptr(pNextSector, x, y));
|
||||
alignceilslope(§, x, y, getceilzofslopeptr(pNextSector, x, y));
|
||||
|
@ -2172,8 +2172,8 @@ void trInit(TArray<DBloodActor*>& actors)
|
|||
gBusy.Clear();
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
wal.baseWall.X = wal.wall_int_pos.X;
|
||||
wal.baseWall.Y = wal.wall_int_pos.Y;
|
||||
wal.baseWall.X = wal.wall_int_pos().X;
|
||||
wal.baseWall.Y = wal.wall_int_pos().Y;
|
||||
}
|
||||
for (auto actor : actors)
|
||||
{
|
||||
|
@ -2224,8 +2224,8 @@ void trInit(TArray<DBloodActor*>& actors)
|
|||
TranslateSector(pSector, 0, -65536, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.ang, marker1->spr.pos.X, marker1->spr.pos.Y, marker1->spr.ang, pSector->type == kSectorSlide);
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
wal.baseWall.X = wal.wall_int_pos.X;
|
||||
wal.baseWall.Y = wal.wall_int_pos.Y;
|
||||
wal.baseWall.X = wal.wall_int_pos().X;
|
||||
wal.baseWall.Y = wal.wall_int_pos().Y;
|
||||
}
|
||||
BloodSectIterator it(pSector);
|
||||
while (auto actor = it.Next())
|
||||
|
@ -2243,8 +2243,8 @@ void trInit(TArray<DBloodActor*>& actors)
|
|||
TranslateSector(pSector, 0, -65536, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.pos.X, marker0->spr.pos.Y, 0, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.ang, pSector->type == kSectorRotate);
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
wal.baseWall.X = wal.wall_int_pos.X;
|
||||
wal.baseWall.Y = wal.wall_int_pos.Y;
|
||||
wal.baseWall.X = wal.wall_int_pos().X;
|
||||
wal.baseWall.Y = wal.wall_int_pos().Y;
|
||||
}
|
||||
BloodSectIterator it(pSector);
|
||||
while (auto actor = it.Next())
|
||||
|
|
|
@ -164,7 +164,7 @@ void renderMirror(int cposx, int cposy, int cposz, binangle cang, fixedhoriz cho
|
|||
int dst = 0x7fffffff, i = 0;
|
||||
for (int k = 0; k < mirrorcnt; k++)
|
||||
{
|
||||
int j = abs(mirrorwall[k]->wall_int_pos.X - cposx) + abs(mirrorwall[k]->wall_int_pos.Y - cposy);
|
||||
int j = abs(mirrorwall[k]->wall_int_pos().X - cposx) + abs(mirrorwall[k]->wall_int_pos().Y - cposy);
|
||||
if (j < dst) dst = j, i = k;
|
||||
}
|
||||
|
||||
|
|
|
@ -4189,8 +4189,8 @@ void handle_se20(DDukeActor* actor)
|
|||
}
|
||||
|
||||
auto& wal = actor->temp_walls;
|
||||
dragpoint(wal[0], wal[0]->wall_int_pos.X + x, wal[0]->wall_int_pos.Y + l);
|
||||
dragpoint(wal[1], wal[1]->wall_int_pos.X + x, wal[1]->wall_int_pos.Y + l);
|
||||
dragpoint(wal[0], wal[0]->wall_int_pos().X + x, wal[0]->wall_int_pos().Y + l);
|
||||
dragpoint(wal[1], wal[1]->wall_int_pos().X + x, wal[1]->wall_int_pos().Y + l);
|
||||
|
||||
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
||||
if (ps[p].cursector == actor->sector() && ps[p].on_ground)
|
||||
|
|
|
@ -270,13 +270,13 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
|
|||
if (((dasectp->ceilingz - actor->spr.pos.Z) >> 8) < r)
|
||||
{
|
||||
auto wal = dasectp->firstWall();
|
||||
int d = abs(wal->wall_int_pos.X - actor->spr.pos.X) + abs(wal->wall_int_pos.Y - actor->spr.pos.Y);
|
||||
int d = abs(wal->wall_int_pos().X - actor->spr.pos.X) + abs(wal->wall_int_pos().Y - actor->spr.pos.Y);
|
||||
if (d < r)
|
||||
fi.checkhitceiling(dasectp);
|
||||
else
|
||||
{
|
||||
auto thirdpoint = wal->point2Wall()->point2Wall();
|
||||
d = abs(thirdpoint->wall_int_pos.X - actor->spr.pos.X) + abs(thirdpoint->wall_int_pos.Y - actor->spr.pos.Y);
|
||||
d = abs(thirdpoint->wall_int_pos().X - actor->spr.pos.X) + abs(thirdpoint->wall_int_pos().Y - actor->spr.pos.Y);
|
||||
if (d < r)
|
||||
fi.checkhitceiling(dasectp);
|
||||
}
|
||||
|
@ -284,18 +284,18 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
|
|||
|
||||
for (auto& wal : wallsofsector(dasectp))
|
||||
{
|
||||
if ((abs(wal.wall_int_pos.X - actor->spr.pos.X) + abs(wal.wall_int_pos.Y - actor->spr.pos.Y)) < r)
|
||||
if ((abs(wal.wall_int_pos().X - actor->spr.pos.X) + abs(wal.wall_int_pos().Y - actor->spr.pos.Y)) < r)
|
||||
{
|
||||
if (wal.twoSided())
|
||||
{
|
||||
search.Add(wal.nextSector());
|
||||
}
|
||||
int x1 = (((wal.wall_int_pos.X + wal.point2Wall()->wall_int_pos.X) >> 1) + actor->spr.pos.X) >> 1;
|
||||
int y1 = (((wal.wall_int_pos.Y + wal.point2Wall()->wall_int_pos.Y) >> 1) + actor->spr.pos.Y) >> 1;
|
||||
int x1 = (((wal.wall_int_pos().X + wal.point2Wall()->wall_int_pos().X) >> 1) + actor->spr.pos.X) >> 1;
|
||||
int y1 = (((wal.wall_int_pos().Y + wal.point2Wall()->wall_int_pos().Y) >> 1) + actor->spr.pos.Y) >> 1;
|
||||
sectortype* sect = wal.sectorp();
|
||||
updatesector(x1, y1, §);
|
||||
if (sect && cansee(x1, y1, actor->spr.pos.Z, sect, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector()))
|
||||
fi.checkhitwall(actor, &wal, wal.wall_int_pos.X, wal.wall_int_pos.Y, actor->spr.pos.Z, actor->spr.picnum);
|
||||
fi.checkhitwall(actor, &wal, wal.wall_int_pos().X, wal.wall_int_pos().Y, actor->spr.pos.Z, actor->spr.picnum);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3502,7 +3502,7 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
auto sc = act->sector();
|
||||
if (sc->wallnum != 4) continue;
|
||||
auto wal = sc->firstWall() + 2;
|
||||
alignflorslope(act->sector(), wal->wall_int_pos.X, wal->wall_int_pos.Y, wal->nextSector()->floorz);
|
||||
alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->floorz);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -287,8 +287,8 @@ void dojaildoor(void)
|
|||
{
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
{
|
||||
int x = wal.wall_int_pos.X;
|
||||
int y = wal.wall_int_pos.Y;
|
||||
int x = wal.wall_int_pos().X;
|
||||
int y = wal.wall_int_pos().Y;
|
||||
switch (jaildoordir[i])
|
||||
{
|
||||
case 10:
|
||||
|
@ -339,24 +339,24 @@ void dojaildoor(void)
|
|||
switch (jaildoordir[i])
|
||||
{
|
||||
default: // make case of bad parameters well defined.
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
case 10:
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y + speed;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y + speed;
|
||||
break;
|
||||
case 20:
|
||||
x = wal.wall_int_pos.X - speed;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X - speed;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
case 30:
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y - speed;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y - speed;
|
||||
break;
|
||||
case 40:
|
||||
x = wal.wall_int_pos.X + speed;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X + speed;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
}
|
||||
dragpoint(&wal, x, y);
|
||||
|
@ -421,24 +421,24 @@ void moveminecart(void)
|
|||
switch (minecartdir[i])
|
||||
{
|
||||
default: // make case of bad parameters well defined.
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
case 10:
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y + speed;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y + speed;
|
||||
break;
|
||||
case 20:
|
||||
x = wal.wall_int_pos.X - speed;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X - speed;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
case 30:
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y - speed;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y - speed;
|
||||
break;
|
||||
case 40:
|
||||
x = wal.wall_int_pos.X + speed;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X + speed;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
}
|
||||
dragpoint(&wal, x, y);
|
||||
|
@ -475,24 +475,24 @@ void moveminecart(void)
|
|||
switch (minecartdir[i])
|
||||
{
|
||||
default: // make case of bad parameters well defined.
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
case 10:
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y + speed;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y + speed;
|
||||
break;
|
||||
case 20:
|
||||
x = wal.wall_int_pos.X - speed;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X - speed;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
case 30:
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y - speed;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y - speed;
|
||||
break;
|
||||
case 40:
|
||||
x = wal.wall_int_pos.X + speed;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X + speed;
|
||||
y = wal.wall_int_pos().Y;
|
||||
break;
|
||||
}
|
||||
dragpoint(&wal, x, y);
|
||||
|
@ -504,8 +504,8 @@ void moveminecart(void)
|
|||
min_x = min_y = 0x20000;
|
||||
for (auto& wal : wallsofsector(csect))
|
||||
{
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
if (x > max_x)
|
||||
max_x = x;
|
||||
if (y > max_y)
|
||||
|
|
|
@ -228,13 +228,13 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
|
|||
if (((dasectp->ceilingz - actor->spr.pos.Z) >> 8) < r)
|
||||
{
|
||||
auto wal = dasectp->firstWall();
|
||||
int d = abs(wal->wall_int_pos.X - actor->spr.pos.X) + abs(wal->wall_int_pos.Y - actor->spr.pos.Y);
|
||||
int d = abs(wal->wall_int_pos().X - actor->spr.pos.X) + abs(wal->wall_int_pos().Y - actor->spr.pos.Y);
|
||||
if (d < r)
|
||||
fi.checkhitceiling(dasectp);
|
||||
else
|
||||
{
|
||||
auto thirdpoint = wal->point2Wall()->point2Wall();
|
||||
d = abs(thirdpoint->wall_int_pos.X - actor->spr.pos.X) + abs(thirdpoint->wall_int_pos.Y - actor->spr.pos.Y);
|
||||
d = abs(thirdpoint->wall_int_pos().X - actor->spr.pos.X) + abs(thirdpoint->wall_int_pos().Y - actor->spr.pos.Y);
|
||||
if (d < r)
|
||||
fi.checkhitceiling(dasectp);
|
||||
}
|
||||
|
@ -242,18 +242,18 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
|
|||
|
||||
for (auto& wal : wallsofsector(dasectp))
|
||||
{
|
||||
if ((abs(wal.wall_int_pos.X - actor->spr.pos.X) + abs(wal.wall_int_pos.Y - actor->spr.pos.Y)) < r)
|
||||
if ((abs(wal.wall_int_pos().X - actor->spr.pos.X) + abs(wal.wall_int_pos().Y - actor->spr.pos.Y)) < r)
|
||||
{
|
||||
if (wal.twoSided())
|
||||
{
|
||||
search.Add(wal.nextSector());
|
||||
}
|
||||
int x1 = (((wal.wall_int_pos.X + wal.point2Wall()->wall_int_pos.X) >> 1) + actor->spr.pos.X) >> 1;
|
||||
int y1 = (((wal.wall_int_pos.Y + wal.point2Wall()->wall_int_pos.Y) >> 1) + actor->spr.pos.Y) >> 1;
|
||||
int x1 = (((wal.wall_int_pos().X + wal.point2Wall()->wall_int_pos().X) >> 1) + actor->spr.pos.X) >> 1;
|
||||
int y1 = (((wal.wall_int_pos().Y + wal.point2Wall()->wall_int_pos().Y) >> 1) + actor->spr.pos.Y) >> 1;
|
||||
auto sect = wal.sectorp();
|
||||
updatesector(x1, y1, §);
|
||||
if (sect != nullptr && cansee(x1, y1, actor->spr.pos.Z, sect, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector()))
|
||||
fi.checkhitwall(actor, &wal, wal.wall_int_pos.X, wal.wall_int_pos.Y, actor->spr.pos.Z, actor->spr.picnum);
|
||||
fi.checkhitwall(actor, &wal, wal.wall_int_pos().X, wal.wall_int_pos().Y, actor->spr.pos.Z, actor->spr.picnum);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3456,7 +3456,7 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
auto sc = act->sector();
|
||||
if (sc->wallnum != 4) continue;
|
||||
auto wal = sc->firstWall() + 2;
|
||||
alignflorslope(act->sector(), wal->wall_int_pos.X, wal->wall_int_pos.Y, wal->nextSector()->floorz);
|
||||
alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->floorz);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -964,10 +964,10 @@ void DoWall(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, i
|
|||
switch (lLabelID)
|
||||
{
|
||||
case WALL_X:
|
||||
if (!bSet) SetGameVarID(lVar2, wallp->wall_int_pos.X, sActor, sPlayer);
|
||||
if (!bSet) SetGameVarID(lVar2, wallp->wall_int_pos().X, sActor, sPlayer);
|
||||
break;
|
||||
case WALL_Y:
|
||||
if (bSet) SetGameVarID(lVar2, wallp->wall_int_pos.Y, sActor, sPlayer);
|
||||
if (bSet) SetGameVarID(lVar2, wallp->wall_int_pos().Y, sActor, sPlayer);
|
||||
break;
|
||||
case WALL_POINT2:
|
||||
if (!bSet) SetGameVarID(lVar2, wallp->point2, sActor, sPlayer);
|
||||
|
|
|
@ -715,8 +715,8 @@ void prelevel_common(int g)
|
|||
|
||||
if (sectp->lotag == -1)
|
||||
{
|
||||
ps[0].exit.X = sectp->firstWall()->wall_int_pos.X;
|
||||
ps[0].exit.Y = sectp->firstWall()->wall_int_pos.Y;
|
||||
ps[0].exit.X = sectp->firstWall()->wall_int_pos().X;
|
||||
ps[0].exit.Y = sectp->firstWall()->wall_int_pos().Y;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -288,10 +288,10 @@ int* animateptr(int type, int index, bool write)
|
|||
return sector[index].ceilingzptr(!write);
|
||||
case anim_vertexx:
|
||||
if (write) wall[index].moved();
|
||||
return &wall[index].wall_int_pos.X;
|
||||
return &wall[index].__wall_int_pos.X;
|
||||
case anim_vertexy:
|
||||
if (write) wall[index].moved();
|
||||
return &wall[index].wall_int_pos.Y;
|
||||
return &wall[index].__wall_int_pos.Y;
|
||||
default:
|
||||
assert(false);
|
||||
return &scratch;
|
||||
|
@ -506,8 +506,8 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
|||
dax = 0L, day = 0L;
|
||||
for (auto& wal : wallsofsector(sptr))
|
||||
{
|
||||
dax += wal.wall_int_pos.X;
|
||||
day += wal.wall_int_pos.Y;
|
||||
dax += wal.wall_int_pos().X;
|
||||
day += wal.wall_int_pos().Y;
|
||||
}
|
||||
dax /= sptr->wallnum;
|
||||
day /= sptr->wallnum;
|
||||
|
@ -517,7 +517,7 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
|||
wallfind[0] = nullptr;
|
||||
wallfind[1] = nullptr;
|
||||
for (auto& wal : wallsofsector(sptr))
|
||||
if ((wal.wall_int_pos.X == dax) || (wal.wall_int_pos.Y == day))
|
||||
if ((wal.wall_int_pos().X == dax) || (wal.wall_int_pos().Y == day))
|
||||
{
|
||||
if (wallfind[0] == nullptr)
|
||||
wallfind[0] = &wal;
|
||||
|
@ -533,33 +533,33 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
|||
auto prevwall = wal - 1;
|
||||
if (prevwall < sptr->firstWall()) prevwall += sptr->wallnum;
|
||||
|
||||
if ((wal->wall_int_pos.X == dax) && (wal->wall_int_pos.Y == day))
|
||||
if ((wal->wall_int_pos().X == dax) && (wal->wall_int_pos().Y == day))
|
||||
{
|
||||
dax2 = ((prevwall->wall_int_pos.X + wal->point2Wall()->wall_int_pos.X) >> 1) - wal->wall_int_pos.X;
|
||||
day2 = ((prevwall->wall_int_pos.Y + wal->point2Wall()->wall_int_pos.Y) >> 1) - wal->wall_int_pos.Y;
|
||||
dax2 = ((prevwall->wall_int_pos().X + wal->point2Wall()->wall_int_pos().X) >> 1) - wal->wall_int_pos().X;
|
||||
day2 = ((prevwall->wall_int_pos().Y + wal->point2Wall()->wall_int_pos().Y) >> 1) - wal->wall_int_pos().Y;
|
||||
if (dax2 != 0)
|
||||
{
|
||||
dax2 = wal->point2Wall()->point2Wall()->wall_int_pos.X;
|
||||
dax2 -= wal->point2Wall()->wall_int_pos.X;
|
||||
setanimation(sptr, anim_vertexx, wal, wal->wall_int_pos.X + dax2, sp);
|
||||
setanimation(sptr, anim_vertexx, prevwall, prevwall->wall_int_pos.X + dax2, sp);
|
||||
setanimation(sptr, anim_vertexx, wal->point2Wall(), wal->point2Wall()->wall_int_pos.X + dax2, sp);
|
||||
dax2 = wal->point2Wall()->point2Wall()->wall_int_pos().X;
|
||||
dax2 -= wal->point2Wall()->wall_int_pos().X;
|
||||
setanimation(sptr, anim_vertexx, wal, wal->wall_int_pos().X + dax2, sp);
|
||||
setanimation(sptr, anim_vertexx, prevwall, prevwall->wall_int_pos().X + dax2, sp);
|
||||
setanimation(sptr, anim_vertexx, wal->point2Wall(), wal->point2Wall()->wall_int_pos().X + dax2, sp);
|
||||
callsound(sptr, actor);
|
||||
}
|
||||
else if (day2 != 0)
|
||||
{
|
||||
day2 = wal->point2Wall()->point2Wall()->wall_int_pos.Y;
|
||||
day2 -= wal->point2Wall()->wall_int_pos.Y;
|
||||
setanimation(sptr, anim_vertexy, wal, wal->wall_int_pos.Y + day2, sp);
|
||||
setanimation(sptr, anim_vertexy, prevwall, prevwall->wall_int_pos.Y + day2, sp);
|
||||
setanimation(sptr, anim_vertexy, wal->point2Wall(), wal->point2Wall()->wall_int_pos.Y + day2, sp);
|
||||
day2 = wal->point2Wall()->point2Wall()->wall_int_pos().Y;
|
||||
day2 -= wal->point2Wall()->wall_int_pos().Y;
|
||||
setanimation(sptr, anim_vertexy, wal, wal->wall_int_pos().Y + day2, sp);
|
||||
setanimation(sptr, anim_vertexy, prevwall, prevwall->wall_int_pos().Y + day2, sp);
|
||||
setanimation(sptr, anim_vertexy, wal->point2Wall(), wal->point2Wall()->wall_int_pos().Y + day2, sp);
|
||||
callsound(sptr, actor);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dax2 = ((prevwall->wall_int_pos.X + wal->point2Wall()->wall_int_pos.X) >> 1) - wal->wall_int_pos.X;
|
||||
day2 = ((prevwall->wall_int_pos.Y + wal->point2Wall()->wall_int_pos.Y) >> 1) - wal->wall_int_pos.Y;
|
||||
dax2 = ((prevwall->wall_int_pos().X + wal->point2Wall()->wall_int_pos().X) >> 1) - wal->wall_int_pos().X;
|
||||
day2 = ((prevwall->wall_int_pos().Y + wal->point2Wall()->wall_int_pos().Y) >> 1) - wal->wall_int_pos().Y;
|
||||
if (dax2 != 0)
|
||||
{
|
||||
setanimation(sptr, anim_vertexx, wal, dax, sp);
|
||||
|
@ -974,8 +974,8 @@ void operatesectors(sectortype* sptr, DDukeActor *actor)
|
|||
if (!isRR()) break;
|
||||
for (auto& wal : wallsofsector(sptr))
|
||||
{
|
||||
setanimation(sptr, anim_vertexx, &wal, wal.wall_int_pos.X + 1024, 4);
|
||||
if (wal.twoSided()) setanimation(sptr, anim_vertexx, wal.nextWall(), wal.nextWall()->wall_int_pos.X + 1024, 4);
|
||||
setanimation(sptr, anim_vertexx, &wal, wal.wall_int_pos().X + 1024, 4);
|
||||
if (wal.twoSided()) setanimation(sptr, anim_vertexx, wal.nextWall(), wal.nextWall()->wall_int_pos().X + 1024, 4);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -250,8 +250,8 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
|||
lotag = wwal->lotag;
|
||||
if (lotag == 0) return 0;
|
||||
hitag = wwal->hitag;
|
||||
sx = wwal->wall_int_pos.X;
|
||||
sy = wwal->wall_int_pos.Y;
|
||||
sx = wwal->wall_int_pos().X;
|
||||
sy = wwal->wall_int_pos().Y;
|
||||
picnum = wwal->picnum;
|
||||
switchpal = wwal->pal;
|
||||
}
|
||||
|
|
|
@ -369,8 +369,8 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
lotag = wwal->lotag;
|
||||
if (lotag == 0) return 0;
|
||||
hitag = wwal->hitag;
|
||||
sx = wwal->wall_int_pos.X;
|
||||
sy = wwal->wall_int_pos.Y;
|
||||
sx = wwal->wall_int_pos().X;
|
||||
sy = wwal->wall_int_pos().Y;
|
||||
picnum = wwal->picnum;
|
||||
switchpal = wwal->pal;
|
||||
}
|
||||
|
@ -946,8 +946,8 @@ static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n)
|
|||
|
||||
j = n + 1;
|
||||
|
||||
int x1 = wal->wall_int_pos.X;
|
||||
int y1 = wal->wall_int_pos.Y;
|
||||
int x1 = wal->wall_int_pos().X;
|
||||
int y1 = wal->wall_int_pos().Y;
|
||||
|
||||
auto delta = wal->delta();
|
||||
|
||||
|
@ -2778,8 +2778,8 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
var_cx = 4;
|
||||
for(auto& wal : wallsofsector(nextsect))
|
||||
{
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
if (x > max_x)
|
||||
max_x = x;
|
||||
if (y > max_y)
|
||||
|
@ -2828,24 +2828,24 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
S_PlayActorSound(389, ps[snum].GetActor());
|
||||
for(auto& wal : wallsofsector(nextsect))
|
||||
{
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
switch (wlwal->lotag)
|
||||
{
|
||||
case 42:
|
||||
y = wal.wall_int_pos.Y + var_cx;
|
||||
y = wal.wall_int_pos().Y + var_cx;
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
case 41:
|
||||
x = wal.wall_int_pos.X - var_cx;
|
||||
x = wal.wall_int_pos().X - var_cx;
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
case 40:
|
||||
y = wal.wall_int_pos.Y - var_cx;
|
||||
y = wal.wall_int_pos().Y - var_cx;
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
case 43:
|
||||
x = wal.wall_int_pos.X + var_cx;
|
||||
x = wal.wall_int_pos().X + var_cx;
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
}
|
||||
|
@ -2855,24 +2855,24 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
{
|
||||
for(auto& wal : wallsofsector(nextsect))
|
||||
{
|
||||
x = wal.wall_int_pos.X;
|
||||
y = wal.wall_int_pos.Y;
|
||||
x = wal.wall_int_pos().X;
|
||||
y = wal.wall_int_pos().Y;
|
||||
switch (wlwal->lotag)
|
||||
{
|
||||
case 42:
|
||||
y = wal.wall_int_pos.Y - (var_cx - 2);
|
||||
y = wal.wall_int_pos().Y - (var_cx - 2);
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
case 41:
|
||||
x = wal.wall_int_pos.X + (var_cx - 2);
|
||||
x = wal.wall_int_pos().X + (var_cx - 2);
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
case 40:
|
||||
y = wal.wall_int_pos.Y + (var_cx - 2);
|
||||
y = wal.wall_int_pos().Y + (var_cx - 2);
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
case 43:
|
||||
x = wal.wall_int_pos.X - (var_cx - 2);
|
||||
x = wal.wall_int_pos().X - (var_cx - 2);
|
||||
dragpoint(&wal, x, y);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -784,7 +784,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
{
|
||||
d = FindDistance2D(actor->spr.pos.vec2 - wal.wall_int_pos);
|
||||
d = FindDistance2D(actor->spr.pos.vec2 - wal.wall_int_pos());
|
||||
if (d < q)
|
||||
{
|
||||
q = d;
|
||||
|
@ -798,7 +798,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
{
|
||||
d = FindDistance2D(actor->spr.pos.vec2 - wal.wall_int_pos);
|
||||
d = FindDistance2D(actor->spr.pos.vec2 - wal.wall_int_pos());
|
||||
if (d < q && &wal != actor->temp_walls[0])
|
||||
{
|
||||
q = d;
|
||||
|
@ -958,12 +958,12 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
actor->temp_data[1] = tempwallptr;
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
{
|
||||
msx[tempwallptr] = wal.wall_int_pos.X - actor->spr.pos.X;
|
||||
msy[tempwallptr] = wal.wall_int_pos.Y - actor->spr.pos.Y;
|
||||
msx[tempwallptr] = wal.wall_int_pos().X - actor->spr.pos.X;
|
||||
msy[tempwallptr] = wal.wall_int_pos().Y - actor->spr.pos.Y;
|
||||
tempwallptr++;
|
||||
if (tempwallptr > 2047)
|
||||
{
|
||||
I_Error("Too many moving sectors at (%d,%d).\n", wal.wall_int_pos.X, wal.wall_int_pos.Y);
|
||||
I_Error("Too many moving sectors at (%d,%d).\n", wal.wall_int_pos().X, wal.wall_int_pos().Y);
|
||||
}
|
||||
}
|
||||
if (actor->spr.lotag == SE_30_TWO_WAY_TRAIN || actor->spr.lotag == SE_6_SUBWAY || actor->spr.lotag == SE_14_SUBWAY_CAR || actor->spr.lotag == SE_5_BOSS)
|
||||
|
@ -1098,8 +1098,8 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n)
|
|||
return;
|
||||
}
|
||||
|
||||
int x1 = wal->wall_int_pos.X;
|
||||
int y1 = wal->wall_int_pos.Y;
|
||||
int x1 = wal->wall_int_pos().X;
|
||||
int y1 = wal->wall_int_pos().Y;
|
||||
auto delta = wal->delta() / (n + 1);
|
||||
|
||||
x1 -= Sgn(delta.Y);
|
||||
|
@ -1153,8 +1153,8 @@ void ceilingglass(DDukeActor* actor, sectortype* sectp, int n)
|
|||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
{
|
||||
int x1 = wal.wall_int_pos.X;
|
||||
int y1 = wal.wall_int_pos.Y;
|
||||
int x1 = wal.wall_int_pos().X;
|
||||
int y1 = wal.wall_int_pos().Y;
|
||||
|
||||
auto delta = wal.delta() / (n + 1);
|
||||
|
||||
|
@ -1192,8 +1192,8 @@ void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n)
|
|||
return;
|
||||
}
|
||||
|
||||
int x1 = wal->wall_int_pos.X;
|
||||
int y1 = wal->wall_int_pos.Y;
|
||||
int x1 = wal->wall_int_pos().X;
|
||||
int y1 = wal->wall_int_pos().Y;
|
||||
|
||||
auto delta = wal->delta() / (n + 1);
|
||||
|
||||
|
|
|
@ -215,15 +215,15 @@ void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b)
|
|||
int bestx = 0x7FFFFFF;
|
||||
int besty = bestx;
|
||||
|
||||
int x = wal1.wall_int_pos.X;
|
||||
int y = wal1.wall_int_pos.Y;
|
||||
int x = wal1.wall_int_pos().X;
|
||||
int y = wal1.wall_int_pos().Y;
|
||||
|
||||
walltype* bestwall = nullptr;
|
||||
|
||||
for(auto& wal2 : wallsofsector(pSectorB))
|
||||
{
|
||||
int thisx = x - wal2.wall_int_pos.X;
|
||||
int thisy = y - wal2.wall_int_pos.Y;
|
||||
int thisx = x - wal2.wall_int_pos().X;
|
||||
int thisy = y - wal2.wall_int_pos().Y;
|
||||
int thisdist = abs(thisx) + abs(thisy);
|
||||
int bestdist = abs(bestx) + abs(besty);
|
||||
|
||||
|
@ -235,7 +235,7 @@ void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b)
|
|||
}
|
||||
}
|
||||
|
||||
dragpoint(bestwall, bestwall->wall_int_pos.X + bestx, bestwall->wall_int_pos.Y + besty);
|
||||
dragpoint(bestwall, bestwall->wall_int_pos().X + bestx, bestwall->wall_int_pos().Y + besty);
|
||||
}
|
||||
|
||||
if (b) {
|
||||
|
|
|
@ -806,8 +806,8 @@ void CreatePushBlock(sectortype* pSector)
|
|||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
xSum += wal.wall_int_pos.X;
|
||||
ySum += wal.wall_int_pos.Y;
|
||||
xSum += wal.wall_int_pos().X;
|
||||
ySum += wal.wall_int_pos().Y;
|
||||
}
|
||||
|
||||
int xAvg = xSum / pSector->wallnum;
|
||||
|
@ -829,8 +829,8 @@ void CreatePushBlock(sectortype* pSector)
|
|||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
uint32_t xDiff = abs(xAvg - wal.wall_int_pos.X);
|
||||
uint32_t yDiff = abs(yAvg - wal.wall_int_pos.Y);
|
||||
uint32_t xDiff = abs(xAvg - wal.wall_int_pos().X);
|
||||
uint32_t yDiff = abs(yAvg - wal.wall_int_pos().Y);
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
@ -1036,7 +1036,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel)
|
|||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
dragpoint(&wal, xvect + wal.wall_int_pos.X, yvect + wal.wall_int_pos.Y);
|
||||
dragpoint(&wal, xvect + wal.wall_int_pos().X, yvect + wal.wall_int_pos().Y);
|
||||
}
|
||||
|
||||
pBlockInfo->x += xvect;
|
||||
|
|
|
@ -411,20 +411,20 @@ DExhumedActor* FindWallSprites(sectortype* pSector)
|
|||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
if (wal.wall_int_pos.X < var_24) {
|
||||
var_24 = wal.wall_int_pos.X;
|
||||
if (wal.wall_int_pos().X < var_24) {
|
||||
var_24 = wal.wall_int_pos().X;
|
||||
}
|
||||
|
||||
if (esi < wal.wall_int_pos.X) {
|
||||
esi = wal.wall_int_pos.X;
|
||||
if (esi < wal.wall_int_pos().X) {
|
||||
esi = wal.wall_int_pos().X;
|
||||
}
|
||||
|
||||
if (ecx > wal.wall_int_pos.Y) {
|
||||
ecx = wal.wall_int_pos.Y;
|
||||
if (ecx > wal.wall_int_pos().Y) {
|
||||
ecx = wal.wall_int_pos().Y;
|
||||
}
|
||||
|
||||
if (edi < wal.wall_int_pos.Y) {
|
||||
edi = wal.wall_int_pos.Y;
|
||||
if (edi < wal.wall_int_pos().Y) {
|
||||
edi = wal.wall_int_pos().Y;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -986,23 +986,23 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p
|
|||
SlideData[nSlide].pWall2 = pWall2;
|
||||
SlideData[nSlide].pWall3 = pWall3;
|
||||
|
||||
SlideData[nSlide].x1 = pStartWall->wall_int_pos.X;
|
||||
SlideData[nSlide].y1 = pStartWall->wall_int_pos.Y;
|
||||
SlideData[nSlide].x1 = pStartWall->wall_int_pos().X;
|
||||
SlideData[nSlide].y1 = pStartWall->wall_int_pos().Y;
|
||||
|
||||
SlideData[nSlide].x2 = pWall2->wall_int_pos.X;
|
||||
SlideData[nSlide].y2 = pWall2->wall_int_pos.Y;
|
||||
SlideData[nSlide].x2 = pWall2->wall_int_pos().X;
|
||||
SlideData[nSlide].y2 = pWall2->wall_int_pos().Y;
|
||||
|
||||
SlideData[nSlide].x3 = pWall1->wall_int_pos.X;
|
||||
SlideData[nSlide].y3 = pWall1->wall_int_pos.Y;
|
||||
SlideData[nSlide].x3 = pWall1->wall_int_pos().X;
|
||||
SlideData[nSlide].y3 = pWall1->wall_int_pos().Y;
|
||||
|
||||
SlideData[nSlide].x4 = pWall3->wall_int_pos.X;
|
||||
SlideData[nSlide].y4 = pWall3->wall_int_pos.Y;
|
||||
SlideData[nSlide].x4 = pWall3->wall_int_pos().X;
|
||||
SlideData[nSlide].y4 = pWall3->wall_int_pos().Y;
|
||||
|
||||
SlideData[nSlide].x5 = p2ndLastWall->wall_int_pos.X;
|
||||
SlideData[nSlide].y5 = p2ndLastWall->wall_int_pos.Y;
|
||||
SlideData[nSlide].x5 = p2ndLastWall->wall_int_pos().X;
|
||||
SlideData[nSlide].y5 = p2ndLastWall->wall_int_pos().Y;
|
||||
|
||||
SlideData[nSlide].x6 = pWall4->wall_int_pos.X;
|
||||
SlideData[nSlide].y6 = pWall4->wall_int_pos.Y;
|
||||
SlideData[nSlide].x6 = pWall4->wall_int_pos().X;
|
||||
SlideData[nSlide].y6 = pWall4->wall_int_pos().Y;
|
||||
|
||||
StartInterpolation(pStartWall, Interp_Wall_X);
|
||||
StartInterpolation(pStartWall, Interp_Wall_Y);
|
||||
|
@ -1021,8 +1021,8 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p
|
|||
|
||||
SlideData[nSlide].pActor = pActor;
|
||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
pActor->spr.pos.X = pStartWall->wall_int_pos.X;
|
||||
pActor->spr.pos.Y = pStartWall->wall_int_pos.Y;
|
||||
pActor->spr.pos.X = pStartWall->wall_int_pos().X;
|
||||
pActor->spr.pos.Y = pStartWall->wall_int_pos().Y;
|
||||
pActor->spr.pos.Z = pSector->floorz;
|
||||
pActor->backuppos();
|
||||
|
||||
|
@ -1074,8 +1074,8 @@ void AISlide::Tick(RunListEvent* ev)
|
|||
if (cx == 1)
|
||||
{
|
||||
auto pWall = SlideData[nSlide].pWall1;
|
||||
int x = pWall->wall_int_pos.X;
|
||||
int y = pWall->wall_int_pos.Y;
|
||||
int x = pWall->wall_int_pos().X;
|
||||
int y = pWall->wall_int_pos().Y;
|
||||
|
||||
int nSeekA = LongSeek(&x, SlideData[nSlide].x5, 20, 20);
|
||||
int var_34 = nSeekA;
|
||||
|
@ -1098,15 +1098,15 @@ void AISlide::Tick(RunListEvent* ev)
|
|||
|
||||
pWall = SlideData[nSlide].pStartWall;
|
||||
|
||||
y = pWall->wall_int_pos.Y + var_24;
|
||||
x = pWall->wall_int_pos.X + var_20;
|
||||
y = pWall->wall_int_pos().Y + var_24;
|
||||
x = pWall->wall_int_pos().X + var_20;
|
||||
|
||||
dragpoint(SlideData[nSlide].pStartWall, x, y);
|
||||
|
||||
pWall = SlideData[nSlide].pWall3;
|
||||
|
||||
x = pWall->wall_int_pos.X;
|
||||
y = pWall->wall_int_pos.Y;
|
||||
x = pWall->wall_int_pos().X;
|
||||
y = pWall->wall_int_pos().Y;
|
||||
|
||||
int nSeekC = LongSeek(&x, SlideData[nSlide].x6, 20, 20);
|
||||
int var_30 = nSeekC;
|
||||
|
@ -1124,16 +1124,16 @@ void AISlide::Tick(RunListEvent* ev)
|
|||
|
||||
pWall = SlideData[nSlide].pWall2;
|
||||
|
||||
x = pWall->wall_int_pos.X + var_20;
|
||||
y = pWall->wall_int_pos.Y + var_24;
|
||||
x = pWall->wall_int_pos().X + var_20;
|
||||
y = pWall->wall_int_pos().Y + var_24;
|
||||
|
||||
dragpoint(SlideData[nSlide].pWall2, x, y);
|
||||
}
|
||||
else if (cx == 0) // right branch
|
||||
{
|
||||
auto pWall = SlideData[nSlide].pStartWall;
|
||||
int x = pWall->wall_int_pos.X;
|
||||
int y = pWall->wall_int_pos.Y;
|
||||
int x = pWall->wall_int_pos().X;
|
||||
int y = pWall->wall_int_pos().Y;
|
||||
|
||||
int nSeekA = LongSeek(&x, SlideData[nSlide].x1, 20, 20);
|
||||
int edi = nSeekA;
|
||||
|
@ -1151,15 +1151,15 @@ void AISlide::Tick(RunListEvent* ev)
|
|||
|
||||
pWall = SlideData[nSlide].pWall1;
|
||||
|
||||
y = pWall->wall_int_pos.Y + var_28;
|
||||
x = pWall->wall_int_pos.X + var_1C;
|
||||
y = pWall->wall_int_pos().Y + var_28;
|
||||
x = pWall->wall_int_pos().X + var_1C;
|
||||
|
||||
dragpoint(SlideData[nSlide].pWall1, x, y);
|
||||
|
||||
pWall = SlideData[nSlide].pWall2;
|
||||
|
||||
x = pWall->wall_int_pos.X;
|
||||
y = pWall->wall_int_pos.Y;
|
||||
x = pWall->wall_int_pos().X;
|
||||
y = pWall->wall_int_pos().Y;
|
||||
|
||||
int nSeekC = LongSeek(&x, SlideData[nSlide].x2, 20, 20);
|
||||
edi = nSeekC;
|
||||
|
@ -1177,8 +1177,8 @@ void AISlide::Tick(RunListEvent* ev)
|
|||
|
||||
pWall = SlideData[nSlide].pWall3;
|
||||
|
||||
y = pWall->wall_int_pos.Y + var_28;
|
||||
x = pWall->wall_int_pos.X + var_1C;
|
||||
y = pWall->wall_int_pos().Y + var_28;
|
||||
x = pWall->wall_int_pos().X + var_1C;
|
||||
|
||||
dragpoint(SlideData[nSlide].pWall3, x, y);
|
||||
}
|
||||
|
@ -1565,8 +1565,8 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
|
|||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
x += wal.wall_int_pos.X;
|
||||
y += wal.wall_int_pos.Y;
|
||||
x += wal.wall_int_pos().X;
|
||||
y += wal.wall_int_pos().Y;
|
||||
|
||||
wal.picnum = kClockSymbol16;
|
||||
wal.pal = 0;
|
||||
|
@ -2510,8 +2510,8 @@ void PostProcess()
|
|||
|
||||
if (§ != §j && sectj.Speed && !(sect.Flag & kSectLava))
|
||||
{
|
||||
int xVal = abs(sect.firstWall()->wall_int_pos.X - sectj.firstWall()->wall_int_pos.X);
|
||||
int yVal = abs(sect.firstWall()->wall_int_pos.Y - sectj.firstWall()->wall_int_pos.Y);
|
||||
int xVal = abs(sect.firstWall()->wall_int_pos().X - sectj.firstWall()->wall_int_pos().X);
|
||||
int yVal = abs(sect.firstWall()->wall_int_pos().Y - sectj.firstWall()->wall_int_pos().Y);
|
||||
|
||||
if (xVal < 15000 && yVal < 15000 && (xVal + yVal < var_20))
|
||||
{
|
||||
|
|
|
@ -675,7 +675,7 @@ void CheckAmbience(sectortype* sect)
|
|||
walltype* pWall = pSector2->firstWall();
|
||||
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, &amb, 0))
|
||||
{
|
||||
vec3_t v = { pWall->wall_int_pos.X, pWall->wall_int_pos.Y, pSector2->floorz };
|
||||
vec3_t v = { pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector2->floorz };
|
||||
amb = GetSoundPos(&v);
|
||||
soundEngine->StartSound(SOURCE_Ambient, &amb, nullptr, CHAN_BODY, CHANF_TRANSIENT, sect->Sound + 1, 1.f, ATTN_NORM);
|
||||
return;
|
||||
|
@ -690,7 +690,7 @@ void CheckAmbience(sectortype* sect)
|
|||
}
|
||||
else
|
||||
{
|
||||
vec3_t v = { pWall->wall_int_pos.X, pWall->wall_int_pos.Y, pSector2->floorz };
|
||||
vec3_t v = { pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector2->floorz };
|
||||
amb = GetSoundPos(&v);
|
||||
}
|
||||
return 1;
|
||||
|
|
|
@ -290,7 +290,7 @@ void AISWStepOn::TouchFloor(RunListEvent* ev)
|
|||
if (var_14 != sRunChannels[nChannel].c)
|
||||
{
|
||||
auto pWall = pSector->firstWall();
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->wall_int_pos.X, pWall->wall_int_pos.Y, pSector->floorz);
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector->floorz);
|
||||
|
||||
assert(sRunChannels[nChannel].c < 8);
|
||||
|
||||
|
@ -510,7 +510,7 @@ void AISWPressWall::Use(RunListEvent* ev)
|
|||
auto pWall = SwitchData[nSwitch].pWall;
|
||||
auto pSector = SwitchData[nSwitch].pSector;
|
||||
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->wall_int_pos.X, pWall->wall_int_pos.Y, 0, CHANF_LISTENERZ);
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->wall_int_pos().X, pWall->wall_int_pos().Y, 0, CHANF_LISTENERZ);
|
||||
}
|
||||
|
||||
END_PS_NS
|
||||
|
|
|
@ -205,8 +205,8 @@ void JS_DrawMirrors(PLAYER* pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
if (bIsWallMirror)
|
||||
{
|
||||
j = abs(mirror[cnt].mirrorWall->wall_int_pos.X - tx);
|
||||
j += abs(mirror[cnt].mirrorWall->wall_int_pos.Y - ty);
|
||||
j = abs(mirror[cnt].mirrorWall->wall_int_pos().X - tx);
|
||||
j += abs(mirror[cnt].mirrorWall->wall_int_pos().Y - ty);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
}
|
||||
|
@ -233,8 +233,8 @@ void JS_DrawMirrors(PLAYER* pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
auto wal = mirror[cnt].mirrorWall;
|
||||
|
||||
// Get wall midpoint for offset in mirror view
|
||||
midx = (wal->wall_int_pos.X + wal->point2Wall()->wall_int_pos.X) / 2;
|
||||
midy = (wal->wall_int_pos.Y + wal->point2Wall()->wall_int_pos.Y) / 2;
|
||||
midx = (wal->wall_int_pos().X + wal->point2Wall()->wall_int_pos().X) / 2;
|
||||
midy = (wal->wall_int_pos().Y + wal->point2Wall()->wall_int_pos().Y) / 2;
|
||||
|
||||
// Finish finding offsets
|
||||
tdx = abs(midx - tx);
|
||||
|
|
|
@ -735,8 +735,8 @@ int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z,
|
|||
ASSERT(*sectp);
|
||||
|
||||
// midpoint of wall
|
||||
*x = (wp->wall_int_pos.X + wp->wall_int_pos.X) >> 1;
|
||||
*y = (wp->wall_int_pos.Y + wp->wall_int_pos.Y) >> 1;
|
||||
*x = (wp->wall_int_pos().X + wp->wall_int_pos().X) >> 1;
|
||||
*y = (wp->wall_int_pos().Y + wp->wall_int_pos().Y) >> 1;
|
||||
|
||||
if (!wp->twoSided())
|
||||
{
|
||||
|
|
|
@ -97,10 +97,10 @@ static int &getvalue(so_interp::interp_data& element, bool write)
|
|||
{
|
||||
case soi_wallx:
|
||||
if (write) wall[index].moved();
|
||||
return wall[index].wall_int_pos.X;
|
||||
return wall[index].__wall_int_pos.X;
|
||||
case soi_wally:
|
||||
if (write) wall[index].moved();
|
||||
return wall[index].wall_int_pos.Y;
|
||||
return wall[index].__wall_int_pos.Y;
|
||||
case soi_ceil:
|
||||
return *sector[index].ceilingzptr(!write);
|
||||
case soi_floor:
|
||||
|
|
|
@ -334,7 +334,7 @@ void JS_InitMirrors(void)
|
|||
if (!Found_Cam)
|
||||
{
|
||||
Printf("Cound not find the camera view sprite for match %d\n", wal.hitag);
|
||||
Printf("Map Coordinates: x = %d, y = %d\n", wal.wall_int_pos.X, wal.wall_int_pos.Y);
|
||||
Printf("Map Coordinates: x = %d, y = %d\n", wal.wall_int_pos().X, wal.wall_int_pos().Y);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -363,7 +363,7 @@ void JS_InitMirrors(void)
|
|||
{
|
||||
Printf("Did not find drawtotile for camera number %d\n", mirrorcnt);
|
||||
Printf("wall(%d).hitag == %d\n", wallnum(&wal), wal.hitag);
|
||||
Printf("Map Coordinates: x = %d, y = %d\n", wal.wall_int_pos.X, wal.wall_int_pos.Y);
|
||||
Printf("Map Coordinates: x = %d, y = %d\n", wal.wall_int_pos().X, wal.wall_int_pos().Y);
|
||||
RESET_BOOL1(mirror[mirrorcnt].cameraActor);
|
||||
}
|
||||
}
|
||||
|
@ -512,8 +512,8 @@ void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
|
|||
|
||||
if (bIsWallMirror)
|
||||
{
|
||||
j = abs(mirror[cnt].mirrorWall->wall_int_pos.X - tx);
|
||||
j += abs(mirror[cnt].mirrorWall->wall_int_pos.Y - ty);
|
||||
j = abs(mirror[cnt].mirrorWall->wall_int_pos().X - tx);
|
||||
j += abs(mirror[cnt].mirrorWall->wall_int_pos().Y - ty);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
}
|
||||
|
@ -538,8 +538,8 @@ void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
|
|||
auto wal = mirror[cnt].mirrorWall;
|
||||
|
||||
// Get wall midpoint for offset in mirror view
|
||||
midx = (wal->wall_int_pos.X + wal->point2Wall()->wall_int_pos.X) / 2;
|
||||
midy = (wal->wall_int_pos.Y + wal->point2Wall()->wall_int_pos.Y) / 2;
|
||||
midx = (wal->wall_int_pos().X + wal->point2Wall()->wall_int_pos().X) / 2;
|
||||
midy = (wal->wall_int_pos().Y + wal->point2Wall()->wall_int_pos().Y) / 2;
|
||||
|
||||
// Finish finding offsets
|
||||
tdx = abs(midx - tx);
|
||||
|
|
|
@ -2573,8 +2573,8 @@ void DoPlayerMoveVehicle(PLAYER* pp)
|
|||
{
|
||||
if (wal.extra && (wal.extra & (WALLFX_LOOP_OUTER|WALLFX_LOOP_OUTER_SECONDARY)) == WALLFX_LOOP_OUTER)
|
||||
{
|
||||
x[count] = wal.wall_int_pos.X;
|
||||
y[count] = wal.wall_int_pos.Y;
|
||||
x[count] = wal.wall_int_pos().X;
|
||||
y[count] = wal.wall_int_pos().Y;
|
||||
|
||||
ox[count] = sop->pmid.X - sop->xorig[wallcount];
|
||||
oy[count] = sop->pmid.Y - sop->yorig[wallcount];
|
||||
|
|
|
@ -124,7 +124,7 @@ void WallSetupDontMove(void)
|
|||
{
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
if (wal.wall_int_pos.X < jActor->spr.pos.X && wal.wall_int_pos.X > iActor->spr.pos.X && wal.wall_int_pos.Y < jActor->spr.pos.Y && wal.wall_int_pos.Y > iActor->spr.pos.Y)
|
||||
if (wal.wall_int_pos().X < jActor->spr.pos.X && wal.wall_int_pos().X > iActor->spr.pos.X && wal.wall_int_pos().Y < jActor->spr.pos.Y && wal.wall_int_pos().Y > iActor->spr.pos.Y)
|
||||
{
|
||||
wal.extra |= WALLFX_DONT_MOVE;
|
||||
}
|
||||
|
@ -299,9 +299,9 @@ void WallSetup(void)
|
|||
wall_num->extra |= WALLFX_DONT_STICK;
|
||||
|
||||
if (!sw->type)
|
||||
sw->orig_xy = wall_num->wall_int_pos.Y - (sw->range >> 2);
|
||||
sw->orig_xy = wall_num->wall_int_pos().Y - (sw->range >> 2);
|
||||
else
|
||||
sw->orig_xy = wall_num->wall_int_pos.X - (sw->range >> 2);
|
||||
sw->orig_xy = wall_num->wall_int_pos().X - (sw->range >> 2);
|
||||
|
||||
sw->sintable_ndx = cnt * (2048 / num_points);
|
||||
}
|
||||
|
@ -592,8 +592,8 @@ void SectorMidPoint(sectortype* sectp, int *xmid, int *ymid, int *zmid)
|
|||
|
||||
for(auto& wal : wallsofsector(sectp))
|
||||
{
|
||||
xsum += wal.wall_int_pos.X;
|
||||
ysum += wal.wall_int_pos.Y;
|
||||
xsum += wal.wall_int_pos().X;
|
||||
ysum += wal.wall_int_pos().Y;
|
||||
}
|
||||
|
||||
*xmid = xsum / (sectp->wallnum);
|
||||
|
@ -2381,7 +2381,7 @@ void DoSineWaveFloor(void)
|
|||
wal = sect->firstWall() + 2;
|
||||
|
||||
//Pass (Sector, x, y, z)
|
||||
alignflorslope(sect,wal->wall_int_pos.X,wal->wall_int_pos.Y, wal->nextSector()->floorz);
|
||||
alignflorslope(sect,wal->wall_int_pos().X,wal->wall_int_pos().Y, wal->nextSector()->floorz);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2406,12 +2406,12 @@ void DoSineWaveWall(void)
|
|||
if (!sw->type)
|
||||
{
|
||||
New = sw->orig_xy + MulScale(sw->range, bsin(sw->sintable_ndx), 14);
|
||||
dragpoint(wal, wal->wall_int_pos.X, New);
|
||||
dragpoint(wal, wal->wall_int_pos().X, New);
|
||||
}
|
||||
else
|
||||
{
|
||||
New = sw->orig_xy + MulScale(sw->range, bsin(sw->sintable_ndx), 14);
|
||||
dragpoint(wal, New, wal->wall_int_pos.Y);
|
||||
dragpoint(wal, New, wal->wall_int_pos().Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -274,17 +274,17 @@ int DoSlidorMoveWalls(DSWActor* actor, int amt)
|
|||
if (!wal->twoSided())
|
||||
{
|
||||
// white wall - move 4 points
|
||||
wal->move(wal->wall_int_pos.X - amt, wal->wall_int_pos.Y);
|
||||
pwal->move(pwal->wall_int_pos.X - amt, pwal->wall_int_pos.Y);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X - amt, wal->point2Wall()->wall_int_pos.Y);
|
||||
wal->move(wal->wall_int_pos().X - amt, wal->wall_int_pos().Y);
|
||||
pwal->move(pwal->wall_int_pos().X - amt, pwal->wall_int_pos().Y);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos().X - amt, wal->point2Wall()->wall_int_pos().Y);
|
||||
auto pwal2 = wal->point2Wall()->point2Wall();
|
||||
pwal2->move(pwal2->wall_int_pos.X - amt, pwal2->wall_int_pos.Y);
|
||||
pwal2->move(pwal2->wall_int_pos().X - amt, pwal2->wall_int_pos().Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// red wall - move 2 points
|
||||
dragpoint(wal, wal->wall_int_pos.X - amt, wal->wall_int_pos.Y);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X - amt, wal->point2Wall()->wall_int_pos.Y);
|
||||
dragpoint(wal, wal->wall_int_pos().X - amt, wal->wall_int_pos().Y);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos().X - amt, wal->point2Wall()->wall_int_pos().Y);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -299,17 +299,17 @@ int DoSlidorMoveWalls(DSWActor* actor, int amt)
|
|||
if (!wal->twoSided())
|
||||
{
|
||||
// white wall - move 4 points
|
||||
wal->move(wal->wall_int_pos.X + amt, wal->wall_int_pos.Y);
|
||||
pwal->move(pwal->wall_int_pos.X + amt, pwal->wall_int_pos.Y);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X + amt, wal->point2Wall()->wall_int_pos.Y);
|
||||
wal->move(wal->wall_int_pos().X + amt, wal->wall_int_pos().Y);
|
||||
pwal->move(pwal->wall_int_pos().X + amt, pwal->wall_int_pos().Y);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos().X + amt, wal->point2Wall()->wall_int_pos().Y);
|
||||
auto pwal2 = wal->point2Wall()->point2Wall();
|
||||
pwal2->move(pwal2->wall_int_pos.X + amt, pwal2->wall_int_pos.Y);
|
||||
pwal2->move(pwal2->wall_int_pos().X + amt, pwal2->wall_int_pos().Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// red wall - move 2 points
|
||||
dragpoint(wal, wal->wall_int_pos.X + amt, wal->wall_int_pos.Y);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X + amt, wal->point2Wall()->wall_int_pos.Y);
|
||||
dragpoint(wal, wal->wall_int_pos().X + amt, wal->wall_int_pos().Y);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos().X + amt, wal->point2Wall()->wall_int_pos().Y);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -323,16 +323,16 @@ int DoSlidorMoveWalls(DSWActor* actor, int amt)
|
|||
|
||||
if (!wal->twoSided())
|
||||
{
|
||||
wal->move(wal->wall_int_pos.X, wal->wall_int_pos.Y - amt);
|
||||
pwal->move(pwal->wall_int_pos.X, pwal->wall_int_pos.Y - amt);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y - amt);
|
||||
wal->move(wal->wall_int_pos().X, wal->wall_int_pos().Y - amt);
|
||||
pwal->move(pwal->wall_int_pos().X, pwal->wall_int_pos().Y - amt);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos().X, wal->point2Wall()->wall_int_pos().Y - amt);
|
||||
auto pwal2 = wal->point2Wall()->point2Wall();
|
||||
pwal2->move(pwal2->wall_int_pos.X, pwal2->wall_int_pos.Y - amt);
|
||||
pwal2->move(pwal2->wall_int_pos().X, pwal2->wall_int_pos().Y - amt);
|
||||
}
|
||||
else
|
||||
{
|
||||
dragpoint(wal, wal->wall_int_pos.X, wal->wall_int_pos.Y - amt);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y - amt);
|
||||
dragpoint(wal, wal->wall_int_pos().X, wal->wall_int_pos().Y - amt);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos().X, wal->point2Wall()->wall_int_pos().Y - amt);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -346,16 +346,16 @@ int DoSlidorMoveWalls(DSWActor* actor, int amt)
|
|||
|
||||
if (!wal->twoSided())
|
||||
{
|
||||
wal->move(wal->wall_int_pos.X, wal->wall_int_pos.Y + amt);
|
||||
pwal->move(pwal->wall_int_pos.X, pwal->wall_int_pos.Y + amt);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y + amt);
|
||||
wal->move(wal->wall_int_pos().X, wal->wall_int_pos().Y + amt);
|
||||
pwal->move(pwal->wall_int_pos().X, pwal->wall_int_pos().Y + amt);
|
||||
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos().X, wal->point2Wall()->wall_int_pos().Y + amt);
|
||||
auto pwal2 = wal->point2Wall()->point2Wall();
|
||||
pwal2->move(pwal2->wall_int_pos.X, pwal2->wall_int_pos.Y + amt);
|
||||
pwal2->move(pwal2->wall_int_pos().X, pwal2->wall_int_pos().Y + amt);
|
||||
}
|
||||
else
|
||||
{
|
||||
dragpoint(wal, wal->wall_int_pos.X, wal->wall_int_pos.Y + amt);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y + amt);
|
||||
dragpoint(wal, wal->wall_int_pos().X, wal->wall_int_pos().Y + amt);
|
||||
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos().X, wal->point2Wall()->wall_int_pos().Y + amt);
|
||||
}
|
||||
|
||||
|
||||
|
@ -382,22 +382,22 @@ int DoSlidorInstantClose(DSWActor* actor)
|
|||
switch (wal->lotag)
|
||||
{
|
||||
case TAG_WALL_SLIDOR_LEFT:
|
||||
diff = wal->wall_int_pos.X - actor->spr.pos.X;
|
||||
diff = wal->wall_int_pos().X - actor->spr.pos.X;
|
||||
DoSlidorMoveWalls(actor, diff);
|
||||
break;
|
||||
|
||||
case TAG_WALL_SLIDOR_RIGHT:
|
||||
diff = wal->wall_int_pos.X - actor->spr.pos.X;
|
||||
diff = wal->wall_int_pos().X - actor->spr.pos.X;
|
||||
DoSlidorMoveWalls(actor, -diff);
|
||||
break;
|
||||
|
||||
case TAG_WALL_SLIDOR_UP:
|
||||
diff = wal->wall_int_pos.Y - actor->spr.pos.Y;
|
||||
diff = wal->wall_int_pos().Y - actor->spr.pos.Y;
|
||||
DoSlidorMoveWalls(actor, diff);
|
||||
break;
|
||||
|
||||
case TAG_WALL_SLIDOR_DOWN:
|
||||
diff = wal->wall_int_pos.Y - actor->spr.pos.Y;
|
||||
diff = wal->wall_int_pos().Y - actor->spr.pos.Y;
|
||||
DoSlidorMoveWalls(actor, -diff);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1454,7 +1454,7 @@ void PreMapCombineFloors(void)
|
|||
|
||||
for (auto& wal : wallsofsector(dasect))
|
||||
{
|
||||
wal.move(wal.wall_int_pos.X + dx, wal.wall_int_pos.Y + dy);
|
||||
wal.move(wal.wall_int_pos().X + dx, wal.wall_int_pos().Y + dy);
|
||||
|
||||
if (wal.twoSided())
|
||||
search.Add(wal.nextSector());
|
||||
|
@ -2125,8 +2125,8 @@ void SpriteSetup(void)
|
|||
wallcount = 0;
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
{
|
||||
actor->user.rotator->origX[wallcount] = wal.wall_int_pos.X;
|
||||
actor->user.rotator->origY[wallcount] = wal.wall_int_pos.Y;
|
||||
actor->user.rotator->origX[wallcount] = wal.wall_int_pos().X;
|
||||
actor->user.rotator->origY[wallcount] = wal.wall_int_pos().Y;
|
||||
wallcount++;
|
||||
}
|
||||
|
||||
|
|
|
@ -754,7 +754,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
|
|||
for(auto& wal : wallsofsector(sect))
|
||||
{
|
||||
// all walls have to be in bounds to be in sector object
|
||||
if (!(wal.wall_int_pos.X > xlow && wal.wall_int_pos.X < xhigh && wal.wall_int_pos.Y > ylow && wal.wall_int_pos.Y < yhigh))
|
||||
if (!(wal.wall_int_pos().X > xlow && wal.wall_int_pos().X < xhigh && wal.wall_int_pos().Y > ylow && wal.wall_int_pos().Y < yhigh))
|
||||
{
|
||||
SectorInBounds = false;
|
||||
break;
|
||||
|
@ -1400,8 +1400,8 @@ void PlaceSectorObjectsOnTracks(void)
|
|||
// move all walls in sectors
|
||||
for (auto& wal : wallsofsector(sop->sectp[j]))
|
||||
{
|
||||
sop->xorig[sop->num_walls] = sop->pmid.X - wal.wall_int_pos.X;
|
||||
sop->yorig[sop->num_walls] = sop->pmid.Y - wal.wall_int_pos.Y;
|
||||
sop->xorig[sop->num_walls] = sop->pmid.X - wal.wall_int_pos().X;
|
||||
sop->yorig[sop->num_walls] = sop->pmid.Y - wal.wall_int_pos().Y;
|
||||
sop->num_walls++;
|
||||
}
|
||||
}
|
||||
|
@ -1623,11 +1623,11 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
|
|||
|
||||
if (wal.extra && (wal.extra & WALLFX_LOOP_OUTER))
|
||||
{
|
||||
dragpoint(&wal, wal.wall_int_pos.X + nx, wal.wall_int_pos.Y + ny);
|
||||
dragpoint(&wal, wal.wall_int_pos().X + nx, wal.wall_int_pos().Y + ny);
|
||||
}
|
||||
else
|
||||
{
|
||||
wal.move(wal.wall_int_pos.X + nx, wal.wall_int_pos.Y + ny);
|
||||
wal.move(wal.wall_int_pos().X + nx, wal.wall_int_pos().Y + ny);
|
||||
}
|
||||
|
||||
rot_ang = delta_ang;
|
||||
|
@ -1641,7 +1641,7 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
|
|||
if ((wal.extra & WALLFX_LOOP_SPIN_4X))
|
||||
rot_ang = NORM_ANGLE(rot_ang * 4);
|
||||
|
||||
rotatepoint(sop->pmid.vec2, wal.wall_int_pos, rot_ang, &rxy);
|
||||
rotatepoint(sop->pmid.vec2, wal.wall_int_pos(), rot_ang, &rxy);
|
||||
|
||||
if (wal.extra && (wal.extra & WALLFX_LOOP_OUTER))
|
||||
{
|
||||
|
|
|
@ -100,7 +100,7 @@ int DoWallMove(DSWActor* actor)
|
|||
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
if (wal.wall_int_pos.X == actor->spr.pos.X && wal.wall_int_pos.Y == actor->spr.pos.Y)
|
||||
if (wal.wall_int_pos().X == actor->spr.pos.X && wal.wall_int_pos().Y == actor->spr.pos.Y)
|
||||
{
|
||||
found = true;
|
||||
|
||||
|
|
|
@ -7166,8 +7166,8 @@ void TraverseBreakableWalls(sectortype* start_sect, int x, int y, int z, short a
|
|||
if (wal.lotag == TAG_WALL_BREAK)
|
||||
{
|
||||
// find midpoint
|
||||
xmid = (wal.wall_int_pos.X + wal.point2Wall()->wall_int_pos.X) >> 1;
|
||||
ymid = (wal.wall_int_pos.Y + wal.point2Wall()->wall_int_pos.Y) >> 1;
|
||||
xmid = (wal.wall_int_pos().X + wal.point2Wall()->wall_int_pos().X) >> 1;
|
||||
ymid = (wal.wall_int_pos().Y + wal.point2Wall()->wall_int_pos().Y) >> 1;
|
||||
|
||||
// don't need to go further if wall is too far out
|
||||
|
||||
|
|
Loading…
Reference in a new issue