- replaced P_FindSectorFromTag with an FSectorTagIterator class.

This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
This commit is contained in:
Christoph Oelckers 2015-04-14 22:39:57 +02:00
commit 425e5b9ffc
18 changed files with 354 additions and 329 deletions

View file

@ -312,18 +312,24 @@ static int T_GetPlayerNum(const svalue_t &arg)
// sectors directly by passing a negative value
//
//==========================================================================
int T_FindSectorFromTag(int tagnum,int startsector)
class FSSectorTagIterator : public FSectorTagIterator
{
if (tagnum<=0)
public:
FSSectorTagIterator(int tag)
: FSectorTagIterator(tag)
{
if (startsector<0)
if (tag < 0)
{
if (tagnum==-32768) return 0;
if (-tagnum<numsectors) return -tagnum;
searchtag = INT_MIN;
start = tag == -32768? 0 : -tag < numsectors? -tag : -1;
}
return -1;
}
return P_FindSectorFromTag(tagnum,startsector);
};
inline int T_FindFirstSectorFromTag(int tagnum)
{
FSSectorTagIterator it(tagnum);
return it.Next();
}
@ -1536,7 +1542,8 @@ void FParser::SF_StartSectorSound(void)
tagnum = intvalue(t_argv[0]);
int i=-1;
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sector = &sectors[i];
S_Sound(sector, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1.0f, ATTN_NORM);
@ -1595,7 +1602,8 @@ void FParser::SF_FloorHeight(void)
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
if (sectors[i].floordata) continue; // don't move floors that are active!
@ -1612,7 +1620,7 @@ void FParser::SF_FloorHeight(void)
}
else
{
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{
script_error("sector not found with tagnum %i\n", tagnum);
@ -1671,7 +1679,8 @@ void FParser::SF_MoveFloor(void)
// move all sectors with tag
while ((secnum = T_FindSectorFromTag(tagnum, secnum)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
// Don't start a second thinker on the same floor
@ -1733,7 +1742,8 @@ void FParser::SF_CeilingHeight(void)
dest = fixedvalue(t_argv[1]);
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
if (sectors[i].ceilingdata) continue; // don't move ceilings that are active!
@ -1750,7 +1760,7 @@ void FParser::SF_CeilingHeight(void)
}
else
{
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{
script_error("sector not found with tagnum %i\n", tagnum);
@ -1823,7 +1833,8 @@ void FParser::SF_MoveCeiling(void)
silent=t_argc>4 ? intvalue(t_argv[4]):1;
// move all sectors with tag
while ((secnum = T_FindSectorFromTag(tagnum, secnum)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
@ -1851,7 +1862,7 @@ void FParser::SF_LightLevel(void)
tagnum = intvalue(t_argv[0]);
// argv is sector tag
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{
@ -1865,7 +1876,8 @@ void FParser::SF_LightLevel(void)
int i = -1;
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sectors[i].SetLightLevel(intvalue(t_argv[1]));
}
@ -1984,7 +1996,8 @@ void FParser::SF_FadeLight(void)
destlevel = intvalue(t_argv[1]);
speed = t_argc>2 ? intvalue(t_argv[2]) : 1;
for (i = -1; (i = P_FindSectorFromTag(sectag,i)) >= 0;)
FSectorTagIterator it(sectag);
while ((i = it.Next()) >= 0)
{
if (!sectors[i].lightingdata) new DLightLevel(&sectors[i],destlevel,speed);
}
@ -2006,7 +2019,7 @@ void FParser::SF_FloorTexture(void)
tagnum = intvalue(t_argv[0]);
// argv is sector tag
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
@ -2019,7 +2032,8 @@ void FParser::SF_FloorTexture(void)
FTextureID picnum = TexMan.GetTexture(t_argv[1].string, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sectors[i].SetTexture(sector_t::floor, picnum);
}
@ -2057,7 +2071,7 @@ void FParser::SF_SectorColormap(void)
tagnum = intvalue(t_argv[0]);
// argv is sector tag
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
@ -2068,7 +2082,8 @@ void FParser::SF_SectorColormap(void)
{
DWORD cm = R_ColormapNumForName(t_argv[1].value.s);
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sectors[i].midmap=cm;
sectors[i].heightsec=&sectors[i];
@ -2094,7 +2109,7 @@ void FParser::SF_CeilingTexture(void)
tagnum = intvalue(t_argv[0]);
// argv is sector tag
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
@ -2107,7 +2122,8 @@ void FParser::SF_CeilingTexture(void)
FTextureID picnum = TexMan.GetTexture(t_argv[1].string, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sectors[i].SetTexture(sector_t::ceiling, picnum);
}
@ -4201,7 +4217,7 @@ void FParser::SF_SetColor(void)
{
tagnum = intvalue(t_argv[0]);
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{
@ -4222,7 +4238,8 @@ void FParser::SF_SetColor(void)
else return;
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sectors[i].ColorMap = GetSpecialLights (color, sectors[i].ColorMap->Fade, 0);
}
@ -4314,7 +4331,7 @@ void FParser::SF_SectorType(void)
tagnum = intvalue(t_argv[0]);
// argv is sector tag
secnum = T_FindSectorFromTag(tagnum, -1);
secnum = T_FindFirstSectorFromTag(tagnum);
if(secnum < 0)
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
@ -4327,7 +4344,8 @@ void FParser::SF_SectorType(void)
int spec = intvalue(t_argv[1]);
// set all sectors with tag
while ((i = T_FindSectorFromTag(tagnum, i)) >= 0)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
sectors[i].special = spec;
}
@ -4386,7 +4404,9 @@ void FParser::SF_ChangeTag()
{
if (CheckArgs(2))
{
for (int secnum = -1; (secnum = P_FindSectorFromTag (t_argv[0].value.i, secnum)) >= 0; )
FSectorTagIterator it(t_argv[0].value.i);
int secnum;
while ((secnum = it.Next()) >= 0)
{
sectors[secnum].ClearTags();
sectors[secnum].SetMainTag(t_argv[1].value.i);

View file

@ -452,9 +452,9 @@ bool DFraggleThinker::wait_finished(DRunningScript *script)
case wt_tagwait:
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag(script->wait_data, secnum)) >= 0)
int secnum;
FSectorTagIterator itr(script->wait_data);
while ((secnum = itr.Next()) >= 0)
{
sector_t *sec = &sectors[secnum];
if(sec->floordata || sec->ceilingdata || sec->lightingdata)