- removed all remaining references to level and TThinkerIterator from p_enemy.cpp.
This commit is contained in:
parent
73ea59179c
commit
2ed2202caa
5 changed files with 25 additions and 29 deletions
|
|
@ -1201,7 +1201,7 @@ int P_LookForMonsters (AActor *actor)
|
|||
{
|
||||
int count;
|
||||
AActor *mo;
|
||||
TThinkerIterator<AActor> iterator;
|
||||
auto iterator = actor->Level->GetThinkerIterator<AActor>();
|
||||
|
||||
if (!P_CheckSight (players[0].mo, actor, SF_SEEPASTBLOCKEVERYTHING))
|
||||
{ // Player can't see monster
|
||||
|
|
@ -1258,7 +1258,7 @@ AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams)
|
|||
AActor *link;
|
||||
AActor *other;
|
||||
|
||||
for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
|
||||
for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
|
||||
{
|
||||
link = block->Me;
|
||||
|
||||
|
|
@ -1339,7 +1339,7 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
|||
actor->LastLookActor = nullptr;
|
||||
}
|
||||
|
||||
auto iterator = level.GetActorIterator(actor->TIDtoHate, actor->LastLookActor);
|
||||
auto iterator = actor->Level->GetActorIterator(actor->TIDtoHate, actor->LastLookActor);
|
||||
int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
|
||||
while ((other = iterator.Next()) != actor->LastLookActor)
|
||||
{
|
||||
|
|
@ -1429,7 +1429,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
|
|||
AActor *other;
|
||||
FLookExParams *params = (FLookExParams *)extparam;
|
||||
|
||||
for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
|
||||
for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
|
||||
{
|
||||
link = block->Me;
|
||||
|
||||
|
|
@ -1760,10 +1760,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
// [RH] Set goal now if appropriate
|
||||
if (self->special == Thing_SetGoal && self->args[0] == 0)
|
||||
{
|
||||
auto iterator = level.GetActorIterator(NAME_PatrolPoint, self->args[1]);
|
||||
auto iterator = self->Level->GetActorIterator(NAME_PatrolPoint, self->args[1]);
|
||||
self->special = 0;
|
||||
self->goal = iterator.Next ();
|
||||
self->reactiontime = self->args[2] * TICRATE + level.maptime;
|
||||
self->reactiontime = self->args[2] * TICRATE + self->Level->maptime;
|
||||
if (self->args[3] == 0) self->flags5 &= ~MF5_CHASEGOAL;
|
||||
else self->flags5 |= MF5_CHASEGOAL;
|
||||
}
|
||||
|
|
@ -1838,7 +1838,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
// [RH] Don't start chasing after a goal if it isn't time yet.
|
||||
if (self->target == self->goal)
|
||||
{
|
||||
if (self->reactiontime > level.maptime)
|
||||
if (self->reactiontime > self->Level->maptime)
|
||||
self->target = nullptr;
|
||||
}
|
||||
else if (self->SeeSound)
|
||||
|
|
@ -1889,10 +1889,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
// [RH] Set goal now if appropriate
|
||||
if (self->special == Thing_SetGoal && self->args[0] == 0)
|
||||
{
|
||||
auto iterator = level.GetActorIterator(NAME_PatrolPoint, self->args[1]);
|
||||
auto iterator = self->Level->GetActorIterator(NAME_PatrolPoint, self->args[1]);
|
||||
self->special = 0;
|
||||
self->goal = iterator.Next ();
|
||||
self->reactiontime = self->args[2] * TICRATE + level.maptime;
|
||||
self->reactiontime = self->args[2] * TICRATE + self->Level->maptime;
|
||||
if (self->args[3] == 0)
|
||||
self->flags5 &= ~MF5_CHASEGOAL;
|
||||
else
|
||||
|
|
@ -2020,7 +2020,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
// [RH] Don't start chasing after a goal if it isn't time yet.
|
||||
if (self->target == self->goal)
|
||||
{
|
||||
if (self->reactiontime > level.maptime)
|
||||
if (self->reactiontime > self->Level->maptime)
|
||||
self->target = nullptr;
|
||||
}
|
||||
else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
|
||||
|
|
@ -2150,7 +2150,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look2)
|
|||
|
||||
if (targ && (targ->flags & MF_SHOOTABLE))
|
||||
{
|
||||
if ((level.flags & LEVEL_NOALLIES) ||
|
||||
if ((self->Level->flags & LEVEL_NOALLIES) ||
|
||||
(self->flags & MF_FRIENDLY) != (targ->flags & MF_FRIENDLY))
|
||||
{
|
||||
if (self->flags & MF_AMBUSH)
|
||||
|
|
@ -2372,8 +2372,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
if (result)
|
||||
{
|
||||
// reached the goal
|
||||
auto iterator = level.GetActorIterator(NAME_PatrolPoint, actor->goal->args[0]);
|
||||
auto specit = level.GetActorIterator(NAME_PatrolSpecial, actor->goal->tid);
|
||||
auto iterator = actor->Level->GetActorIterator(NAME_PatrolPoint, actor->goal->args[0]);
|
||||
auto specit = actor->Level->GetActorIterator(NAME_PatrolSpecial, actor->goal->tid);
|
||||
AActor *spec;
|
||||
|
||||
// Execute the specials of any PatrolSpecials with the same TID
|
||||
|
|
@ -2390,7 +2390,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
if (newgoal != NULL && actor->goal == actor->target)
|
||||
{
|
||||
delay = newgoal->args[1];
|
||||
actor->reactiontime = delay * TICRATE + level.maptime;
|
||||
actor->reactiontime = delay * TICRATE + actor->Level->maptime;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -3044,7 +3044,7 @@ int CheckBossDeath (AActor *actor)
|
|||
return false; // no one left alive, so do not end game
|
||||
|
||||
// Make sure all bosses are dead
|
||||
TThinkerIterator<AActor> iterator;
|
||||
auto iterator = actor->Level->GetThinkerIterator<AActor>();
|
||||
AActor *other;
|
||||
|
||||
while ( (other = iterator.Next ()) )
|
||||
|
|
@ -3074,7 +3074,7 @@ void A_BossDeath(AActor *self)
|
|||
|
||||
// Do generic special death actions first
|
||||
bool checked = false;
|
||||
auto Level = &level;
|
||||
auto Level = self->Level;
|
||||
for (unsigned i = 0; i < Level->info->specialactions.Size(); i++)
|
||||
{
|
||||
FSpecialAction *sa = &Level->info->specialactions[i];
|
||||
|
|
@ -3125,7 +3125,7 @@ void A_BossDeath(AActor *self)
|
|||
// victory!
|
||||
if (Level->flags & LEVEL_SPECKILLMONSTERS)
|
||||
{ // Kill any remaining monsters
|
||||
P_Massacre ();
|
||||
Level->Massacre ();
|
||||
}
|
||||
if (Level->flags & LEVEL_MAP07SPECIAL)
|
||||
{
|
||||
|
|
@ -3174,7 +3174,7 @@ void A_BossDeath(AActor *self)
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
int P_Massacre (bool baddies, PClassActor *cls)
|
||||
int FLevelLocals::Massacre (bool baddies, FName cls)
|
||||
{
|
||||
// jff 02/01/98 'em' cheat - kill all monsters
|
||||
// partially taken from Chi's .46 port
|
||||
|
|
@ -3184,7 +3184,7 @@ int P_Massacre (bool baddies, PClassActor *cls)
|
|||
|
||||
int killcount = 0;
|
||||
AActor *actor;
|
||||
TThinkerIterator<AActor> iterator(cls? cls : RUNTIME_CLASS(AActor));
|
||||
auto iterator = GetThinkerIterator<AActor>(cls);
|
||||
|
||||
while ( (actor = iterator.Next ()) )
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue