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- Renamed player_s to player_t globally to get rid of the duplicate names for this class.
SVN r1011 (trunk)
This commit is contained in:
parent
ff43b7e913
commit
71b0d4d074
21 changed files with 69 additions and 71 deletions
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@ -173,7 +173,7 @@ IMPLEMENT_SERIAL. For a class that won't be saved to disk, do this:
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should be sure to change if you change the structs. The code for
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serializing sector_t and line_t can be found in P_SerializeWorld() in
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p_saveg.cpp. The code for serializing player_t is in p_user.cpp as
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player_s::Serialize().
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player_t::Serialize().
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To determine the type of an object, you can use the IsA() and IsKindOf()
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methods of DObject. IsA() tests if the object is an instance of a
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@ -210,8 +210,8 @@ END_POINTERS
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If you add pointers to any class, you need to update this list accordingly.
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The player class uses a hack, because it is not derived from DObject, to
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clear pointers. See player_s::FixPointers() in p_user.cpp if you add any
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pointers to player_s.
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clear pointers. See player_t::FixPointers() in p_user.cpp if you add any
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pointers to player_t.
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When you want to destroy any object derived from DThinker (this includes all
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actors), call that object's Destroy() method. Do not use delete, because it
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@ -5158,7 +5158,7 @@ May 15, 2006
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There is one important caveat, however. It is not acceptable to blindly 0
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an FString's contents. This necessitated the creation of a proper
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constructor for player_s so that it can be reset without using memset. I
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constructor for player_t so that it can be reset without using memset. I
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did a quick scan of all memsets in the source and didn't see anything else
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with a similar problem, but it's possible I missed something.
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- Fixed: Build tiles were never deallocated.
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@ -7648,7 +7648,7 @@ October 6, 2004
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October 5, 2004
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- Removed MF_NOBLOCKMAP from ColonGibs, SmallBloodPool, BrainStem, and BloodPool. I
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can't see any good reason for them to have this flag set.
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- Fixed: player_s::Serialize() set PendingWeapon to WP_NOCHANGE. I have no idea why.
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- Fixed: player_t::Serialize() set PendingWeapon to WP_NOCHANGE. I have no idea why.
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- Added a playing of "minotaur/attack3" to A_MinotaurAtk3().
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- Fixed: R_FakeFlat() did not set FakeSide to FAKED_BelowFloor when viewing a
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fake plane with SECF_CLIPFAKEPLANES and SECF_FAKEFLOORONLY set and the fake floor
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@ -11757,7 +11757,7 @@ February 12, 2002
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are allowed and vice versa.
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February 11, 2002
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- The player_s struct now serializes the camera. Before, it always set it to
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- The player_t struct now serializes the camera. Before, it always set it to
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mo when loading. I'm not sure why I did that, because it meant you lost your
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camera view when loading a game saved from a different camera.
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- Fixed: SetWeapon only worked if passed the name of a Doom weapon. Anything
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@ -15193,7 +15193,7 @@ August 5, 1999
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including the ones that were created while reading the sectors. Storing
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the thinkers before anything else avoids this.
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- Moved the serialization of player data into G_SerializeLevel. The bots
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use pointers to some actors in their player_s, so we need to keep the
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use pointers to some actors in their player_t, so we need to keep the
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player data in the same context as the actors they reference. (i.e. They
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need to go in the level snapshot instead of outside of them as was done
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previously.)
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@ -664,7 +664,7 @@ public:
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// player to freeze a bit after teleporting
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SDWORD threshold; // if > 0, the target will be chased
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// no matter what (even if shot)
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player_s *player; // only valid if type of APlayerPawn
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player_t *player; // only valid if type of APlayerPawn
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TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
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fixed_t SpawnPoint[3]; // For nightmare respawn
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WORD SpawnAngle;
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@ -86,7 +86,7 @@ public:
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void Main (int buf);
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void Init ();
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void End();
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void CleanBotstuff (player_s *p);
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void CleanBotstuff (player_t *p);
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bool SpawnBot (const char *name, int color = NOCOLOR);
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bool LoadBots ();
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void ForgetBots ();
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@ -82,7 +82,7 @@ void D_ReadUserInfoStrings (int player, BYTE **stream, bool update);
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void D_GetPlayerColor (int player, float *h, float *s, float *v);
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void D_PickRandomTeam (int player);
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int D_PickRandomTeam ();
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class player_s;
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int D_GetFragCount (player_s *player);
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class player_t;
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int D_GetFragCount (player_t *player);
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#endif //__D_CLIENTINFO_H__
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@ -62,7 +62,7 @@ enum
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APMETA_Hexenarmor4,
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};
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class player_s;
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class player_t;
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class APlayerPawn : public AActor
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{
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@ -186,10 +186,10 @@ typedef enum
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//
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// Extended player object info: player_t
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//
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class player_s
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class player_t
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{
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public:
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player_s();
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player_t();
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void Serialize (FArchive &arc);
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size_t FixPointers (const DObject *obj, DObject *replacement);
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@ -346,13 +346,11 @@ public:
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int GetSpawnClass();
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};
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typedef player_s player_t;
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// Bookkeeping on players - state.
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extern player_s players[MAXPLAYERS];
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extern player_t players[MAXPLAYERS];
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extern DWORD playerswiping;
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inline FArchive &operator<< (FArchive &arc, player_s *&p)
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inline FArchive &operator<< (FArchive &arc, player_t *&p)
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{
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return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
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}
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@ -38,7 +38,7 @@
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#include "dobject.h"
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class AActor;
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class player_s;
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class player_t;
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struct pspdef_s;
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typedef void (*actionf_p)( AActor* );
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@ -309,7 +309,7 @@ public:
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}
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}
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void AttachToPlayer (player_s *player)
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void AttachToPlayer (player_t *player)
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{
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DBaseStatusBar::AttachToPlayer (player);
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if (player->mo != NULL)
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@ -20,7 +20,7 @@
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return arc; \
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}
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class player_s;
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class player_t;
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// A powerup is a pseudo-inventory item that applies an effect to its
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// owner while it is present.
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@ -267,7 +267,7 @@ protected:
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void InitEffect ();
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void EndEffect ();
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// Variables
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player_s *Player;
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player_t *Player;
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};
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#endif //__A_ARTIFACTS_H__
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@ -166,7 +166,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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//
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//----------------------------------------------------------------------------
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bool P_UndoPlayerMorph (player_s *activator, player_t *player, bool force)
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bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force)
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{
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AWeapon *beastweap;
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APlayerPawn *mo;
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@ -469,7 +469,7 @@ bool P_UpdateMorphedMonster (AMorphedMonster *beast)
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//
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// Unmorphs the actor if possible.
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// Returns the unmorphed actor, the style with which they were morphed and the
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// health (of the AActor, not the player_s) they last had before unmorphing.
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// health (of the AActor, not the player_t) they last had before unmorphing.
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//
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//----------------------------------------------------------------------------
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@ -27,12 +27,12 @@ enum
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struct PClass;
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class AActor;
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class player_s;
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class player_t;
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class AMorphedMonster;
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bool P_MorphPlayer (player_s *activator, player_s *player, const PClass *morphclass, int duration = 0, int style = 0,
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bool P_MorphPlayer (player_t *activator, player_t *player, const PClass *morphclass, int duration = 0, int style = 0,
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const PClass *enter_flash = NULL, const PClass *exit_flash = NULL);
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bool P_UndoPlayerMorph (player_s *activator, player_s *player, bool force = false);
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bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force = false);
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bool P_MorphMonster (AActor *actor, const PClass *morphclass, int duration = 0, int style = 0,
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const PClass *enter_flash = NULL, const PClass *exit_flash = NULL);
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bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force = false);
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@ -10,7 +10,7 @@
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#define MAX_WEAPONS_PER_SLOT 8
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#define NUM_WEAPON_SLOTS 10
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class player_s;
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class player_t;
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class FConfigFile;
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class AWeapon;
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void Clear ();
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bool AddWeapon (const char *type);
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bool AddWeapon (const PClass *type);
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AWeapon *PickWeapon (player_s *player);
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AWeapon *PickWeapon (player_t *player);
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int CountWeapons ();
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inline const PClass *GetWeapon (int index) const
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return Weapons[index];
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}
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friend AWeapon *PickNextWeapon (player_s *player);
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friend AWeapon *PickPrevWeapon (player_s *player);
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friend AWeapon *PickNextWeapon (player_t *player);
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friend AWeapon *PickPrevWeapon (player_t *player);
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friend struct FWeaponSlots;
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const PClass *Weapons[MAX_WEAPONS_PER_SLOT];
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};
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AWeapon *PickNextWeapon (player_s *player);
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AWeapon *PickPrevWeapon (player_s *player);
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AWeapon *PickNextWeapon (player_t *player);
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AWeapon *PickPrevWeapon (player_t *player);
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// FWeaponSlots::AddDefaultWeapon return codes
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enum ESlotDef
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@ -691,7 +691,7 @@ bool FWeaponSlots::LocateWeapon (const PClass *type, int *const slot, int *const
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return false;
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}
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static bool FindMostRecentWeapon (player_s *player, int *slot, int *index)
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static bool FindMostRecentWeapon (player_t *player, int *slot, int *index)
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{
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if (player->PendingWeapon != WP_NOCHANGE)
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{
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}
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}
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AWeapon *PickNextWeapon (player_s *player)
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AWeapon *PickNextWeapon (player_t *player)
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{
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int startslot, startindex;
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return player->ReadyWeapon;
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}
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AWeapon *PickPrevWeapon (player_s *player)
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AWeapon *PickPrevWeapon (player_t *player)
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{
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int startslot, startindex;
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@ -38,7 +38,7 @@
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#include "v_text.h"
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struct patch_t;
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class player_s;
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class player_t;
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struct FRemapTable;
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extern int SB_state;
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FMugShotState();
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};
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class player_s;
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class player_t;
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struct FMugShot
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{
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FMugShot();
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void Tick(player_s *player);
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void Tick(player_t *player);
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bool SetState(const char *state_name, bool wait_till_done=false);
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int UpdateState(player_s *player, bool xdeath, bool animated_god_mode);
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FTexture *GetFace(player_s *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode);
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int UpdateState(player_t *player, bool xdeath, bool animated_god_mode);
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FTexture *GetFace(player_t *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode);
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FMugShotState *CurrentState;
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int RampageTimer;
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virtual void Draw (EHudState state);
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void DrawTopStuff (EHudState state);
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virtual void FlashItem (const PClass *itemtype);
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virtual void AttachToPlayer (player_s *player);
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virtual void AttachToPlayer (player_t *player);
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virtual void FlashCrosshair ();
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virtual void BlendView (float blend[4]);
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virtual void SetFace (void *skn); // Takes a FPlayerSkin as input
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};
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FImageCollection Images;
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player_s *CPlayer;
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player_t *CPlayer;
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private:
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DBaseStatusBar() {}
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@ -230,7 +230,7 @@ void DBaseStatusBar::SetScaled (bool scale)
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::AttachToPlayer (player_s *player)
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void DBaseStatusBar::AttachToPlayer (player_t *player)
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{
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CPlayer = player;
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SB_state = screen->GetPageCount ();
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@ -45,7 +45,7 @@ extern int chatmodeon;
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// [RH] Draw deathmatch scores
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class player_s;
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void HU_DrawScores (player_s *me);
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class player_t;
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void HU_DrawScores (player_t *me);
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#endif
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//
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// [RH] Functions that actually perform the cheating
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class player_s;
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class player_t;
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struct PClass;
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void cht_DoCheat (player_s *player, int cheat);
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void cht_Give (player_s *player, const char *item, int amount=1);
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void cht_Take (player_s *player, const char *item, int amount=1);
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void cht_Suicide (player_s *player);
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const char *cht_Morph (player_s *player, const PClass *morphclass, bool quickundo);
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void cht_DoCheat (player_t *player, int cheat);
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void cht_Give (player_t *player, const char *item, int amount=1);
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void cht_Take (player_t *player, const char *item, int amount=1);
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void cht_Suicide (player_t *player);
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const char *cht_Morph (player_t *player, const PClass *morphclass, bool quickundo);
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#endif
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@ -23,7 +23,7 @@
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#ifndef __P_LOCAL__
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#define __P_LOCAL__
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#ifndef __R_LOCAL__
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#ifndef __R_LOCAL_H__
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#include "r_local.h"
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#endif
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16
src/p_pspr.h
16
src/p_pspr.h
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FArchive &operator<< (FArchive &, pspdef_t &);
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class player_s;
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class player_t;
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void P_SetPsprite (player_s *player, int position, FState *state);
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void P_SetPspriteNF (player_s *player, int position, FState *state);
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void P_CalcSwing (player_s *player);
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void P_BringUpWeapon (player_s *player);
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void P_FireWeapon (player_s *player);
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void P_DropWeapon (player_s *player);
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void P_BobWeapon (player_s *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
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void P_SetPsprite (player_t *player, int position, FState *state);
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void P_SetPspriteNF (player_t *player, int position, FState *state);
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void P_CalcSwing (player_t *player);
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void P_BringUpWeapon (player_t *player);
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void P_FireWeapon (player_t *player);
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void P_DropWeapon (player_t *player);
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void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
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angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget = NULL);
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void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch);
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@ -199,9 +199,9 @@ CCMD (playerclasses)
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bool onground;
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// The player_s constructor. Since LogText is not a POD, we cannot just
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// The player_t constructor. Since LogText is not a POD, we cannot just
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// memset it all to 0.
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player_s::player_s()
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player_t::player_t()
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: mo(0),
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playerstate(0),
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cls(0),
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@ -298,15 +298,15 @@ player_s::player_s()
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}
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// This function supplements the pointer cleanup in dobject.cpp, because
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// player_s is not derived from DObject. (I tried it, and DestroyScan was
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// player_t is not derived from DObject. (I tried it, and DestroyScan was
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// unable to properly determine the player object's type--possibly
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// because it gets staticly allocated in an array.)
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//
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// This function checks all the DObject pointers in a player_s and NULLs any
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// This function checks all the DObject pointers in a player_t and NULLs any
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// that match the pointer passed in. If you add any pointers that point to
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// DObject (or a subclass), add them here too.
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size_t player_s::FixPointers (const DObject *old, DObject *rep)
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size_t player_t::FixPointers (const DObject *old, DObject *rep)
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{
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APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
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size_t changed = 0;
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@ -327,7 +327,7 @@ size_t player_s::FixPointers (const DObject *old, DObject *rep)
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return changed;
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}
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size_t player_s::PropagateMark()
|
||||
size_t player_t::PropagateMark()
|
||||
{
|
||||
GC::Mark(mo);
|
||||
GC::Mark(poisoner);
|
||||
|
@ -349,7 +349,7 @@ size_t player_s::PropagateMark()
|
|||
return sizeof(*this);
|
||||
}
|
||||
|
||||
void player_s::SetLogNumber (int num)
|
||||
void player_t::SetLogNumber (int num)
|
||||
{
|
||||
char lumpname[16];
|
||||
int lumpnum;
|
||||
|
@ -377,7 +377,7 @@ void player_s::SetLogNumber (int num)
|
|||
}
|
||||
}
|
||||
|
||||
void player_s::SetLogText (const char *text)
|
||||
void player_t::SetLogText (const char *text)
|
||||
{
|
||||
LogText = text;
|
||||
}
|
||||
|
@ -2387,7 +2387,7 @@ void P_UnPredictPlayer ()
|
|||
}
|
||||
}
|
||||
|
||||
void player_s::Serialize (FArchive &arc)
|
||||
void player_t::Serialize (FArchive &arc)
|
||||
{
|
||||
int i;
|
||||
|
||||
|
|
|
@ -84,7 +84,7 @@ struct vertex_t
|
|||
// Forward of LineDefs, for Sectors.
|
||||
struct line_t;
|
||||
|
||||
class player_s;
|
||||
class player_t;
|
||||
class FScanner;
|
||||
class FBitmap;
|
||||
struct FCopyInfo;
|
||||
|
|
Loading…
Reference in a new issue