- renamed two PLAYER members for easier searching.

This commit is contained in:
Christoph Oelckers 2022-08-21 14:58:45 +02:00
parent 6497456471
commit 8aab82691b
4 changed files with 48 additions and 48 deletions

View file

@ -634,7 +634,7 @@ struct PLAYER
int16_t down_speed, up_speed; // diving
int z_speed; // used for diving and flying instead of down_speed, up_speed
int climb_ndx;
int ceiling_dist,floor_dist;
int p_ceiling_dist,p_floor_dist;
sectortype* hi_sectp, *lo_sectp;
int circle_camera_dist;

View file

@ -1892,7 +1892,7 @@ void DoPlayerSlide(PLAYER* pp)
if (labs(pp->slide_vect.X) < 12800 && labs(pp->slide_vect.Y) < 12800)
pp->slide_vect.X = pp->slide_vect.Y = 0;
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -1906,10 +1906,10 @@ void DoPlayerSlide(PLAYER* pp)
return;
}
Collision coll;
clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
PlayerCheckValidMove(pp);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -2041,7 +2041,7 @@ void DoPlayerMove(PLAYER* pp)
}
else
{
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
if (push_ret < 0)
{
@ -2064,12 +2064,12 @@ void DoPlayerMove(PLAYER* pp)
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
Collision coll;
updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
actor->spr.cstat = save_cstat;
PlayerCheckValidMove(pp);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
if (push_ret < 0)
{
@ -2734,8 +2734,8 @@ void DoPlayerBeginJump(PLAYER* pp)
pp->Flags &= ~(PF_CRAWLING);
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
pp->p_floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_JUMP_CEILING_DIST;
pp->friction = PLAYER_JUMP_FRICTION;
PlayerGravity = PLAYER_JUMP_GRAV;
@ -2765,8 +2765,8 @@ void DoPlayerBeginForceJump(PLAYER* pp)
pp->JumpDuration = MAX_JUMP_DURATION;
pp->DoPlayerAction = DoPlayerForceJump;
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
pp->p_floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_JUMP_CEILING_DIST;
pp->friction = PLAYER_JUMP_FRICTION;
PlayerGravity = PLAYER_JUMP_GRAV;
@ -2829,9 +2829,9 @@ void DoPlayerJump(PLAYER* pp)
// added this because jumping up to slopes or jumping on steep slopes
// sometimes caused the view to go into the slope
// if player gets to close the floor while jumping
if (PlayerFloorHit(pp, pp->int_ploz() - pp->floor_dist))
if (PlayerFloorHit(pp, pp->int_ploz() - pp->p_floor_dist))
{
pp->set_int_ppos_Z(pp->int_ploz() - pp->floor_dist);
pp->set_int_ppos_Z(pp->int_ploz() - pp->p_floor_dist);
pp->jump_speed = 0;
PlayerSectorBound(pp, Z(1));
@ -2908,8 +2908,8 @@ void DoPlayerBeginFall(PLAYER* pp)
pp->Flags &= ~(PF_CRAWLING);
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->floor_dist = PLAYER_FALL_FLOOR_DIST;
pp->ceiling_dist = PLAYER_FALL_CEILING_DIST;
pp->p_floor_dist = PLAYER_FALL_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_FALL_CEILING_DIST;
pp->DoPlayerAction = DoPlayerFall;
pp->friction = PLAYER_FALL_FRICTION;
@ -2989,10 +2989,10 @@ void DoPlayerFall(PLAYER* pp)
// need a test for head hits a sloped ceiling while falling
// if player gets to close the Ceiling while Falling
if (PlayerCeilingHit(pp, pp->int_phiz() + pp->ceiling_dist))
if (PlayerCeilingHit(pp, pp->int_phiz() + pp->p_ceiling_dist))
{
// put player at the ceiling
pp->set_int_ppos_Z(pp->int_phiz() + pp->ceiling_dist);
pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist);
// don't return or anything - allow to fall until
// hit floor
}
@ -3392,8 +3392,8 @@ void DoPlayerBeginCrawl(PLAYER* pp)
pp->Flags |= (PF_CRAWLING);
pp->friction = PLAYER_CRAWL_FRICTION;
pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST;
pp->ceiling_dist = PLAYER_CRAWL_CEILING_DIST;
pp->p_floor_dist = PLAYER_CRAWL_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_CRAWL_CEILING_DIST;
pp->DoPlayerAction = DoPlayerCrawl;
//pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
@ -3502,8 +3502,8 @@ void DoPlayerBeginFly(PLAYER* pp)
pp->Flags |= (PF_FLYING);
pp->friction = PLAYER_FLY_FRICTION;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerFly;
pp->z_speed = -Z(10);
@ -4156,8 +4156,8 @@ void DoPlayerBeginDive(PLAYER* pp)
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->friction = PLAYER_DIVE_FRICTION;
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
pp->floor_dist = PLAYER_DIVE_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_DIVE_CEILING_DIST;
pp->p_floor_dist = PLAYER_DIVE_FLOOR_DIST;
plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
pp->DoPlayerAction = DoPlayerDive;
@ -4207,8 +4207,8 @@ void DoPlayerBeginDiveNoWarp(PLAYER* pp)
pp->Flags &= ~(PF_JUMPING | PF_FALLING);
pp->friction = PLAYER_DIVE_FRICTION;
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
pp->floor_dist = PLAYER_DIVE_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_DIVE_CEILING_DIST;
pp->p_floor_dist = PLAYER_DIVE_FLOOR_DIST;
plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
pp->DoPlayerAction = DoPlayerDive;
pp->z_speed = 0;
@ -4413,9 +4413,9 @@ void DoPlayerDive(PLAYER* pp)
if (sectu && (sectu->number == 0 || (sectu->flags & SECTFU_CANT_SURFACE)))
{
// for room over room water the hiz will be the top rooms ceiling
if (pp->int_ppos().Z < pp->int_phiz() + pp->ceiling_dist)
if (pp->int_ppos().Z < pp->int_phiz() + pp->p_ceiling_dist)
{
pp->set_int_ppos_Z(pp->int_phiz() + pp->ceiling_dist);
pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist);
}
}
else
@ -4465,7 +4465,7 @@ void DoPlayerDive(PLAYER* pp)
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
}
// Reverse bobbing when getting close to the ceiling
if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->ceiling_dist)
if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->p_ceiling_dist)
{
pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2);
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
@ -4522,7 +4522,7 @@ void DoPlayerCurrent(PLAYER* pp)
xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -4538,10 +4538,10 @@ void DoPlayerCurrent(PLAYER* pp)
return;
}
Collision coll;
clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
PlayerCheckValidMove(pp);
pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -4600,8 +4600,8 @@ void DoPlayerBeginWade(PLAYER* pp)
pp->Flags &= ~(PF_CRAWLING);
pp->friction = PLAYER_WADE_FRICTION;
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
pp->ceiling_dist = PLAYER_WADE_CEILING_DIST;
pp->p_floor_dist = PLAYER_WADE_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_WADE_CEILING_DIST;
pp->DoPlayerAction = DoPlayerWade;
DoPlayerFireOutWater(pp);
@ -4763,8 +4763,8 @@ void DoPlayerBeginOperateVehicle(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerOperateVehicle;
// temporary set to get weapons down
@ -4782,8 +4782,8 @@ void DoPlayerBeginOperateTurret(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerOperateTurret;
// temporary set to get weapons down
@ -5479,8 +5479,8 @@ void DoPlayerBeginDie(PLAYER* pp)
pp->friction = PLAYER_RUN_FRICTION;
pp->slide_vect.X = pp->slide_vect.Y = 0;
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
pp->ceiling_dist = PLAYER_WADE_CEILING_DIST;
pp->p_floor_dist = PLAYER_WADE_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_WADE_CEILING_DIST;
ASSERT(pp->DeathType < SIZ(PlayerDeathFunc));
pp->DoPlayerAction = PlayerDeathFunc[pp->DeathType];
pp->sop_control = nullptr;
@ -6123,8 +6123,8 @@ void DoPlayerBeginRun(PLAYER* pp)
}
pp->friction = PLAYER_RUN_FRICTION;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerRun;
///DamageData[plActor->user.WeaponNum].Init(pp);
@ -6685,8 +6685,8 @@ void InitAllPlayers(void)
pp->UziShellLeftAlt = 0;
pp->UziShellRightAlt = 0;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->WpnGotOnceFlags = 0;
pp->DoPlayerAction = DoPlayerBeginRun;
@ -7036,8 +7036,8 @@ DEFINE_FIELD_X(SWPlayer, PLAYER, z_speed)
DEFINE_FIELD_X(SWPlayer, PLAYER, climb_ndx)
DEFINE_FIELD_X(SWPlayer, PLAYER, hiz)
DEFINE_FIELD_X(SWPlayer, PLAYER, loz)
DEFINE_FIELD_X(SWPlayer, PLAYER, ceiling_dist)
DEFINE_FIELD_X(SWPlayer, PLAYER, floor_dist)
DEFINE_FIELD_X(SWPlayer, PLAYER, p_ceiling_dist)
DEFINE_FIELD_X(SWPlayer, PLAYER, p_floor_dist)
DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_dist)
//DEFINE_FIELD_X(SWPlayer, PLAYER, six)
//DEFINE_FIELD_X(SWPlayer, PLAYER, siy)

View file

@ -455,8 +455,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
("climb_ndx", w.climb_ndx)
("hiz", w.hiz)
("loz", w.loz)
("ceiling_dist", w.ceiling_dist)
("floor_dist", w.floor_dist)
("ceiling_dist", w.p_ceiling_dist)
("floor_dist", w.p_floor_dist)
("hi_sectp", w.hi_sectp)
("lo_sectp", w.lo_sectp)
("hi_sp", w.highActor)

View file

@ -192,7 +192,7 @@ struct SWPlayer native
native int z_speed; // used for diving and flying instead of down_speed, up_speed
native int climb_ndx;
native double hiz,loz;
native int ceiling_dist,floor_dist;
native int p_ceiling_dist,p_floor_dist;
native int circle_camera_dist;
native int16 siang;