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synced 2024-11-25 21:41:55 +00:00
- handle the remaining write accesses to ceilingz and floorz.
Everything is routed through the wrapper functions now.
This commit is contained in:
parent
059412b75e
commit
fb53f32603
17 changed files with 49 additions and 51 deletions
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@ -512,7 +512,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectort
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("lastentry", c.lastEntry)
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("wallptr", c.wallptr, def->wallptr)
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("wallnum", c.wallnum, def->wallnum)
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#ifndef SECTOR_HACKJOB //
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#ifndef SECTOR_HACKJOB // can't save these in test mode...
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("ceilingz", c.ceilingz, def->ceilingz)
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("floorz", c.floorz, def->floorz)
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#endif
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@ -228,8 +228,8 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
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wallarr[mirrorwall[2]].pos.Y = wallarr[mirrorwall[1]].pos.Y + (wallarr[mirrorwall[1]].pos.Y - wallarr[mirrorwall[0]].pos.Y) * 16;
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wallarr[mirrorwall[3]].pos.X = wallarr[mirrorwall[0]].pos.X + (wallarr[mirrorwall[0]].pos.X - wallarr[mirrorwall[1]].pos.X) * 16;
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wallarr[mirrorwall[3]].pos.Y = wallarr[mirrorwall[0]].pos.Y + (wallarr[mirrorwall[0]].pos.Y - wallarr[mirrorwall[1]].pos.Y) * 16;
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sector.Data()[mirrorsector].floorz = sector[nSector].floorz;
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sector.Data()[mirrorsector].ceilingz = sector[nSector].ceilingz;
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sector.Data()[mirrorsector].setfloorz(sector[nSector].floorz, true);
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sector.Data()[mirrorsector].setceilingz(sector[nSector].ceilingz, true);
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int cx, cy, ca;
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if (pWall->type == kWallStack)
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{
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@ -253,8 +253,8 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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pSector->wallptr = LittleShort(load.wallptr);
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pSector->wallnum = LittleShort(load.wallnum);
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pSector->ceilingz = LittleLong(load.ceilingz);
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pSector->floorz = LittleLong(load.floorz);
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pSector->setceilingz(LittleLong(load.ceilingz));
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pSector->setfloorz(LittleLong(load.floorz));
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pSector->ceilingstat = ESectorFlags::FromInt(LittleShort(load.ceilingstat));
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pSector->floorstat = ESectorFlags::FromInt(LittleShort(load.floorstat));
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pSector->ceilingpicnum = LittleShort(load.ceilingpicnum);
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@ -903,7 +903,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR *pXSector, int a3, int a4)
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if (dz != 0)
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{
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int oldZ = pSector->floorz;
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pSector->baseFloor = pSector->floorz = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16);
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pSector->setfloorz((pSector->baseFloor = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16)));
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pSector->velFloor += (pSector->floorz-oldZ)<<8;
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BloodSectIterator it(pSector);
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@ -931,7 +931,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR *pXSector, int a3, int a4)
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if (dz != 0)
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{
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int oldZ = pSector->ceilingz;
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pSector->baseCeil = pSector->ceilingz = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16);
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pSector->setceilingz((pSector->baseCeil = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16)));
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pSector->velCeil += (pSector->ceilingz-oldZ)<<8;
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BloodSectIterator it(pSector);
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@ -1018,9 +1018,9 @@ int VCrushBusy(sectortype *pSector, unsigned int a2)
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return 1;
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viewInterpolateSector(pSector);
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if (dz1 != 0)
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pSector->ceilingz = vc;
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pSector->setceilingz(vc);
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if (dz2 != 0)
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pSector->floorz = v10;
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pSector->setfloorz(v10);
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pXSector->busy = a2;
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if (pXSector->command == kCmdLink && pXSector->txID)
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evSendSector(pSector,pXSector->txID, kCmdLink);
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@ -1803,7 +1803,7 @@ void ProcessMotion(void)
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{
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int floorZ = pSector->floorz;
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viewInterpolateSector(pSector);
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pSector->floorz = pSector->baseFloor + vdi;
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pSector->setfloorz(pSector->baseFloor + vdi);
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BloodSectIterator itr(pSector);
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while (auto actor = itr.Next())
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@ -1826,7 +1826,7 @@ void ProcessMotion(void)
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{
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int ceilZ = pSector->ceilingz;
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viewInterpolateSector(pSector);
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pSector->ceilingz = pSector->baseCeil + vdi;
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pSector->setceilingz(pSector->baseCeil + vdi);
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BloodSectIterator itr(pSector);
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while (auto actor = itr.Next())
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@ -251,7 +251,7 @@ void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b)
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}
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if (b) {
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pSectorB->ceilingz = pSectorA->floorz;
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pSectorB->setceilingz(pSectorA->floorz);
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}
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if (pSectorA->Flag & 0x1000) {
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@ -900,14 +900,14 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel)
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nZVal = pSector->ceilingz;
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pos.Z = pNextSector->ceilingz + 256;
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pSector->ceilingz = pNextSector->ceilingz;
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pSector->setceilingz(pNextSector->ceilingz);
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}
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else
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{
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nZVal = pSector->floorz;
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pos.Z = pNextSector->floorz - 256;
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pSector->floorz = pNextSector->floorz;
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pSector->setfloorz(pNextSector->floorz);
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}
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auto pSectorB = pSector;
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@ -1061,10 +1061,10 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel)
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}
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if (nSectFlag & kSectUnderwater) {
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pSector->ceilingz = nZVal;
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pSector->setceilingz(nZVal);
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}
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else {
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pSector->floorz = nZVal;
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pSector->setfloorz(nZVal);
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}
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*nXVel = xvect;
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@ -857,7 +857,7 @@ void AIElev::Tick(RunListEvent* ev)
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}
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StartInterpolation(pSector, Interp_Sect_Ceilingz);
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pSector->ceilingz = ceilZ;
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pSector->setceilingz(ceilZ);
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}
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// maybe this doesn't go here?
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@ -1663,7 +1663,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
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pSector->floorshade = 50;
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pSector->extra = -1;
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pSector->floorz = pActor->spr.pos.Z;
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pSector->setfloorz(pActor->spr.pos.Z);
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pActor->spr.pos.Z = (pActor->spr.pos.Z + pSector->floorz) / 2;
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@ -1772,13 +1772,13 @@ void AIEnergyBlock::RadialDamage(RunListEvent* ev)
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int nFloorZ = pSector->floorz;
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pSector->floorz = pActor->spr.pos.Z;
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pSector->setfloorz(pActor->spr.pos.Z);
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pActor->spr.pos.Z -= 256;
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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// restore previous values
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pSector->floorz = nFloorZ;
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pSector->setfloorz(nFloorZ);
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pActor->spr.pos.Z += 256;
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if (ev->nDamage <= 0) {
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@ -2122,13 +2122,13 @@ void DoDrips()
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if (sBob[i].field_3)
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{
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pSector->ceilingz = edx + sBob[i].z;
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pSector->setceilingz(edx + sBob[i].z);
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}
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else
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{
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int nFloorZ = pSector->floorz;
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pSector->floorz = edx + sBob[i].z;
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pSector->setfloorz(edx + sBob[i].z);
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MoveSectorSprites(pSector, pSector->floorz - nFloorZ);
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}
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@ -706,7 +706,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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pSector->floorz = nextSectorP->floorz;
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pSector->setfloorz(nextSectorP->floorz);
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return;
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}
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@ -51,7 +51,7 @@ void DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz,
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// reset Z's
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for (int i = 0; i < save.zcount; i++)
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{
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save.sect[i]->floorz = save.zval[i];
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save.sect[i]->setfloorz(save.zval[i], true);
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save.sect[i]->floorpicnum = save.pic[i];
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save.sect[i]->setfloorslope(save.slope[i]);
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}
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// reset Z's
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for (int i = 0; i < save.zcount; i++)
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{
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save.sect[i]->ceilingz = save.zval[i];
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save.sect[i]->setceilingz(save.zval[i], true);
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save.sect[i]->ceilingpicnum = save.pic[i];
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save.sect[i]->setceilingslope(save.slope[i]);
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}
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@ -212,8 +212,8 @@ void CopySectorMatch(int match)
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dsectp->hitag = ssectp->hitag;
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dsectp->lotag = ssectp->lotag;
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dsectp->floorz = ssectp->floorz;
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dsectp->ceilingz = ssectp->ceilingz;
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dsectp->setfloorz(ssectp->floorz);
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dsectp->setceilingz(ssectp->ceilingz);
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dsectp->floorshade = ssectp->floorshade;
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dsectp->ceilingshade = ssectp->ceilingshade;
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@ -2170,13 +2170,13 @@ struct ANIMstruct
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ANIM_CALLBACKp callback;
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SECTOR_OBJECTp callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
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int& Addr()
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int& Addr(bool write)
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{
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static int scratch;
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switch (animtype)
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{
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case ANIM_Floorz:
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return sector[animindex].floorz;
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return *sector[animindex].floorzptr(!write);
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case ANIM_SopZ:
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return SectorObject[animindex].zmid;
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case ANIM_Spritez:
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@ -102,9 +102,9 @@ static int &getvalue(so_interp::interp_data& element, bool write)
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if (write) wall[index].moved();
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return wall[index].pos.Y;
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case soi_ceil:
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return sector[index].ceilingz;
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return *sector[index].ceilingzptr(!write);
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case soi_floor:
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return sector[index].floorz;
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return *sector[index].floorzptr(!write);
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case soi_sox:
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return SectorObject[index].xmid;
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case soi_soy:
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@ -725,7 +725,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
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save.pic[save.zcount] = actor->spr.sector()->floorpicnum;
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save.slope[save.zcount] = actor->spr.sector()->floorheinum;
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actor->spr.sector()->floorz = newz;
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actor->spr.sector()->setfloorz(newz, true);
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// don't change FAF_MIRROR_PIC - ConnectArea
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if (actor->spr.sector()->floorpicnum != FAF_MIRROR_PIC)
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actor->spr.sector()->floorpicnum = FAF_MIRROR_PIC + 1;
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@ -814,7 +814,7 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
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save.pic[save.zcount] = actor->spr.sector()->ceilingpicnum;
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save.slope[save.zcount] = actor->spr.sector()->ceilingheinum;
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actor->spr.sector()->ceilingz = newz;
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actor->spr.sector()->setceilingz(newz, true);
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// don't change FAF_MIRROR_PIC - ConnectArea
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if (actor->spr.sector()->ceilingpicnum != FAF_MIRROR_PIC)
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@ -879,7 +879,7 @@ void DoExplodeSector(short match)
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sectp = actor->spr.sector();
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sectp->ceilingz -= Z(SP_TAG4(actor));
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sectp->addceilingz(-Z(SP_TAG4(actor)));
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if (SP_TAG5(actor))
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{
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@ -1255,7 +1255,7 @@ void DoChangorMatch(short match)
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if (TEST_BOOL1(actor))
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{
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sectp->ceilingpicnum = SP_TAG4(actor);
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sectp->ceilingz += Z(SP_TAG5(actor));
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sectp->addceilingz(Z(SP_TAG5(actor)));
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sectp->ceilingheinum += SP_TAG6(actor);
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if (sectp->ceilingheinum)
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@ -1269,7 +1269,7 @@ void DoChangorMatch(short match)
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else
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{
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sectp->floorpicnum = SP_TAG4(actor);
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sectp->floorz += Z(SP_TAG5(actor));
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sectp->addfloorz(Z(SP_TAG5(actor)));
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sectp->floorheinum += SP_TAG6(actor);
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if (sectp->floorheinum)
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@ -2342,13 +2342,13 @@ void DoSineWaveFloor(void)
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if (TEST(flags, SINE_FLOOR))
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{
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newz = swf->floor_origz + MulScale(swf->range, bsin(swf->sintable_ndx), 14);
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swf->sectp->floorz = newz;
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swf->sectp->setfloorz(newz);
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}
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if (TEST(flags, SINE_CEILING))
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{
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newz = swf->ceiling_origz + MulScale(swf->range, bsin(swf->sintable_ndx), 14);
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swf->sectp->ceilingz = newz;
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swf->sectp->setceilingz(newz);
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}
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}
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@ -2423,7 +2423,7 @@ void DoAnim(int numtics)
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for (i = AnimCnt - 1; i >= 0; i--)
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{
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animval = Anim[i].Addr();
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animval = Anim[i].Addr(true);
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// if LESS THAN goal
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if (animval < Anim[i].goal)
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@ -2449,7 +2449,7 @@ void DoAnim(int numtics)
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animval = Anim[i].goal;
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}
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Anim[i].Addr() =animval;
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Anim[i].Addr(true) =animval;
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// EQUAL this entry has finished
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if (animval == Anim[i].goal)
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@ -2054,8 +2054,7 @@ void SpriteSetup(void)
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amt = actor->spr.pos.Z - sectp->floorz;
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// start in the on position
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//sectp->floorz = actor->spr.z;
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sectp->floorz += amt;
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sectp->addfloorz(amt);
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actor->user.z_tgt = actor->user.sz;
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MoveSpritesWithSector(actor->spr.sector(), amt, false); // floor
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@ -2075,8 +2074,7 @@ void SpriteSetup(void)
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amt = actor->spr.pos.Z - sectp->ceilingz;
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// starting in the on position
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//sectp->ceilingz = actor->spr.z;
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sectp->ceilingz += amt;
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sectp->addceilingz(amt);
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actor->user.z_tgt = actor->user.sz;
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MoveSpritesWithSector(actor->spr.sector(), amt, true); // ceiling
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@ -2455,7 +2453,7 @@ void SpriteSetup(void)
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SP_TAG4(actor) = abs(sectp->ceilingz - sectp->floorz)>>8;
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sectp->ceilingz = sectp->floorz;
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sectp->setceilingz(sectp->floorz);
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change_actor_stat(actor, STAT_EXPLODING_CEIL_FLOOR);
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break;
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@ -2042,7 +2042,7 @@ void MoveZ(SECTOR_OBJECTp sop)
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if (sop->sectp[i]->hasU() && TEST(sop->sectp[i]->flags, SECTFU_SO_DONT_BOB))
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continue;
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(*sectp)->floorz = sop->zorig_floor[i] + sop->bob_diff;
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(*sectp)->setfloorz(sop->zorig_floor[i] + sop->bob_diff);
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}
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}
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@ -2602,7 +2602,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int
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if (sop->sectp[i]->hasU() && TEST(sop->sectp[i]->flags, SECTFU_SO_DONT_BOB))
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continue;
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(*sectp)->floorz = sop->zorig_floor[i] + sop->bob_diff;
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(*sectp)->setfloorz(sop->zorig_floor[i] + sop->bob_diff);
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}
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}
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@ -370,13 +370,13 @@ int DoVator(DSWActor* actor)
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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{
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lptr = §p->ceilingz;
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lptr = sectp->ceilingzptr();
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amt = DoVatorMove(actor, lptr);
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MoveSpritesWithSector(actor->spr.sector(), amt, true); // ceiling
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}
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else
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{
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lptr = §p->floorz;
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lptr = sectp->floorzptr();
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amt = DoVatorMove(actor, lptr);
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MoveSpritesWithSector(actor->spr.sector(), amt, false); // floor
|
||||
}
|
||||
|
@ -521,13 +521,13 @@ int DoVatorAuto(DSWActor* actor)
|
|||
|
||||
if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
|
||||
{
|
||||
lptr = §p->ceilingz;
|
||||
lptr = sectp->ceilingzptr();
|
||||
amt = DoVatorMove(actor, lptr);
|
||||
MoveSpritesWithSector(actor->spr.sector(), amt, true); // ceiling
|
||||
}
|
||||
else
|
||||
{
|
||||
lptr = §p->floorz;
|
||||
lptr = sectp->floorzptr();
|
||||
amt = DoVatorMove(actor, lptr);
|
||||
MoveSpritesWithSector(actor->spr.sector(), amt, false); // floor
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue