- 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:
Christoph Oelckers 2008-06-01 07:52:33 +00:00
parent ff43b7e913
commit 71b0d4d074
21 changed files with 69 additions and 71 deletions

View file

@ -173,7 +173,7 @@ IMPLEMENT_SERIAL. For a class that won't be saved to disk, do this:
should be sure to change if you change the structs. The code for
serializing sector_t and line_t can be found in P_SerializeWorld() in
p_saveg.cpp. The code for serializing player_t is in p_user.cpp as
player_s::Serialize().
player_t::Serialize().
To determine the type of an object, you can use the IsA() and IsKindOf()
methods of DObject. IsA() tests if the object is an instance of a
@ -210,8 +210,8 @@ END_POINTERS
If you add pointers to any class, you need to update this list accordingly.
The player class uses a hack, because it is not derived from DObject, to
clear pointers. See player_s::FixPointers() in p_user.cpp if you add any
pointers to player_s.
clear pointers. See player_t::FixPointers() in p_user.cpp if you add any
pointers to player_t.
When you want to destroy any object derived from DThinker (this includes all
actors), call that object's Destroy() method. Do not use delete, because it

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@ -5158,7 +5158,7 @@ May 15, 2006
There is one important caveat, however. It is not acceptable to blindly 0
an FString's contents. This necessitated the creation of a proper
constructor for player_s so that it can be reset without using memset. I
constructor for player_t so that it can be reset without using memset. I
did a quick scan of all memsets in the source and didn't see anything else
with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
@ -7648,7 +7648,7 @@ October 6, 2004
October 5, 2004
- Removed MF_NOBLOCKMAP from ColonGibs, SmallBloodPool, BrainStem, and BloodPool. I
can't see any good reason for them to have this flag set.
- Fixed: player_s::Serialize() set PendingWeapon to WP_NOCHANGE. I have no idea why.
- Fixed: player_t::Serialize() set PendingWeapon to WP_NOCHANGE. I have no idea why.
- Added a playing of "minotaur/attack3" to A_MinotaurAtk3().
- Fixed: R_FakeFlat() did not set FakeSide to FAKED_BelowFloor when viewing a
fake plane with SECF_CLIPFAKEPLANES and SECF_FAKEFLOORONLY set and the fake floor
@ -11757,7 +11757,7 @@ February 12, 2002
are allowed and vice versa.
February 11, 2002
- The player_s struct now serializes the camera. Before, it always set it to
- The player_t struct now serializes the camera. Before, it always set it to
mo when loading. I'm not sure why I did that, because it meant you lost your
camera view when loading a game saved from a different camera.
- Fixed: SetWeapon only worked if passed the name of a Doom weapon. Anything
@ -15193,7 +15193,7 @@ August 5, 1999
including the ones that were created while reading the sectors. Storing
the thinkers before anything else avoids this.
- Moved the serialization of player data into G_SerializeLevel. The bots
use pointers to some actors in their player_s, so we need to keep the
use pointers to some actors in their player_t, so we need to keep the
player data in the same context as the actors they reference. (i.e. They
need to go in the level snapshot instead of outside of them as was done
previously.)

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@ -664,7 +664,7 @@ public:
// player to freeze a bit after teleporting
SDWORD threshold; // if > 0, the target will be chased
// no matter what (even if shot)
player_s *player; // only valid if type of APlayerPawn
player_t *player; // only valid if type of APlayerPawn
TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
fixed_t SpawnPoint[3]; // For nightmare respawn
WORD SpawnAngle;

View file

@ -86,7 +86,7 @@ public:
void Main (int buf);
void Init ();
void End();
void CleanBotstuff (player_s *p);
void CleanBotstuff (player_t *p);
bool SpawnBot (const char *name, int color = NOCOLOR);
bool LoadBots ();
void ForgetBots ();

View file

@ -82,7 +82,7 @@ void D_ReadUserInfoStrings (int player, BYTE **stream, bool update);
void D_GetPlayerColor (int player, float *h, float *s, float *v);
void D_PickRandomTeam (int player);
int D_PickRandomTeam ();
class player_s;
int D_GetFragCount (player_s *player);
class player_t;
int D_GetFragCount (player_t *player);
#endif //__D_CLIENTINFO_H__

View file

@ -62,7 +62,7 @@ enum
APMETA_Hexenarmor4,
};
class player_s;
class player_t;
class APlayerPawn : public AActor
{
@ -186,10 +186,10 @@ typedef enum
//
// Extended player object info: player_t
//
class player_s
class player_t
{
public:
player_s();
player_t();
void Serialize (FArchive &arc);
size_t FixPointers (const DObject *obj, DObject *replacement);
@ -346,13 +346,11 @@ public:
int GetSpawnClass();
};
typedef player_s player_t;
// Bookkeeping on players - state.
extern player_s players[MAXPLAYERS];
extern player_t players[MAXPLAYERS];
extern DWORD playerswiping;
inline FArchive &operator<< (FArchive &arc, player_s *&p)
inline FArchive &operator<< (FArchive &arc, player_t *&p)
{
return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
}

View file

@ -38,7 +38,7 @@
#include "dobject.h"
class AActor;
class player_s;
class player_t;
struct pspdef_s;
typedef void (*actionf_p)( AActor* );

View file

@ -309,7 +309,7 @@ public:
}
}
void AttachToPlayer (player_s *player)
void AttachToPlayer (player_t *player)
{
DBaseStatusBar::AttachToPlayer (player);
if (player->mo != NULL)

View file

@ -20,7 +20,7 @@
return arc; \
}
class player_s;
class player_t;
// A powerup is a pseudo-inventory item that applies an effect to its
// owner while it is present.
@ -267,7 +267,7 @@ protected:
void InitEffect ();
void EndEffect ();
// Variables
player_s *Player;
player_t *Player;
};
#endif //__A_ARTIFACTS_H__

View file

@ -166,7 +166,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
//
//----------------------------------------------------------------------------
bool P_UndoPlayerMorph (player_s *activator, player_t *player, bool force)
bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force)
{
AWeapon *beastweap;
APlayerPawn *mo;
@ -469,7 +469,7 @@ bool P_UpdateMorphedMonster (AMorphedMonster *beast)
//
// Unmorphs the actor if possible.
// Returns the unmorphed actor, the style with which they were morphed and the
// health (of the AActor, not the player_s) they last had before unmorphing.
// health (of the AActor, not the player_t) they last had before unmorphing.
//
//----------------------------------------------------------------------------

View file

@ -27,12 +27,12 @@ enum
struct PClass;
class AActor;
class player_s;
class player_t;
class AMorphedMonster;
bool P_MorphPlayer (player_s *activator, player_s *player, const PClass *morphclass, int duration = 0, int style = 0,
bool P_MorphPlayer (player_t *activator, player_t *player, const PClass *morphclass, int duration = 0, int style = 0,
const PClass *enter_flash = NULL, const PClass *exit_flash = NULL);
bool P_UndoPlayerMorph (player_s *activator, player_s *player, bool force = false);
bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force = false);
bool P_MorphMonster (AActor *actor, const PClass *morphclass, int duration = 0, int style = 0,
const PClass *enter_flash = NULL, const PClass *exit_flash = NULL);
bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force = false);

View file

@ -10,7 +10,7 @@
#define MAX_WEAPONS_PER_SLOT 8
#define NUM_WEAPON_SLOTS 10
class player_s;
class player_t;
class FConfigFile;
class AWeapon;
@ -21,7 +21,7 @@ public:
void Clear ();
bool AddWeapon (const char *type);
bool AddWeapon (const PClass *type);
AWeapon *PickWeapon (player_s *player);
AWeapon *PickWeapon (player_t *player);
int CountWeapons ();
inline const PClass *GetWeapon (int index) const
@ -29,8 +29,8 @@ public:
return Weapons[index];
}
friend AWeapon *PickNextWeapon (player_s *player);
friend AWeapon *PickPrevWeapon (player_s *player);
friend AWeapon *PickNextWeapon (player_t *player);
friend AWeapon *PickPrevWeapon (player_t *player);
friend struct FWeaponSlots;
@ -38,8 +38,8 @@ private:
const PClass *Weapons[MAX_WEAPONS_PER_SLOT];
};
AWeapon *PickNextWeapon (player_s *player);
AWeapon *PickPrevWeapon (player_s *player);
AWeapon *PickNextWeapon (player_t *player);
AWeapon *PickPrevWeapon (player_t *player);
// FWeaponSlots::AddDefaultWeapon return codes
enum ESlotDef

View file

@ -691,7 +691,7 @@ bool FWeaponSlots::LocateWeapon (const PClass *type, int *const slot, int *const
return false;
}
static bool FindMostRecentWeapon (player_s *player, int *slot, int *index)
static bool FindMostRecentWeapon (player_t *player, int *slot, int *index)
{
if (player->PendingWeapon != WP_NOCHANGE)
{
@ -728,7 +728,7 @@ static bool FindMostRecentWeapon (player_s *player, int *slot, int *index)
}
}
AWeapon *PickNextWeapon (player_s *player)
AWeapon *PickNextWeapon (player_t *player)
{
int startslot, startindex;
@ -760,7 +760,7 @@ AWeapon *PickNextWeapon (player_s *player)
return player->ReadyWeapon;
}
AWeapon *PickPrevWeapon (player_s *player)
AWeapon *PickPrevWeapon (player_t *player)
{
int startslot, startindex;

View file

@ -38,7 +38,7 @@
#include "v_text.h"
struct patch_t;
class player_s;
class player_t;
struct FRemapTable;
extern int SB_state;
@ -196,14 +196,14 @@ private:
FMugShotState();
};
class player_s;
class player_t;
struct FMugShot
{
FMugShot();
void Tick(player_s *player);
void Tick(player_t *player);
bool SetState(const char *state_name, bool wait_till_done=false);
int UpdateState(player_s *player, bool xdeath, bool animated_god_mode);
FTexture *GetFace(player_s *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode);
int UpdateState(player_t *player, bool xdeath, bool animated_god_mode);
FTexture *GetFace(player_t *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode);
FMugShotState *CurrentState;
int RampageTimer;
@ -281,7 +281,7 @@ public:
virtual void Draw (EHudState state);
void DrawTopStuff (EHudState state);
virtual void FlashItem (const PClass *itemtype);
virtual void AttachToPlayer (player_s *player);
virtual void AttachToPlayer (player_t *player);
virtual void FlashCrosshair ();
virtual void BlendView (float blend[4]);
virtual void SetFace (void *skn); // Takes a FPlayerSkin as input
@ -344,7 +344,7 @@ public:
};
FImageCollection Images;
player_s *CPlayer;
player_t *CPlayer;
private:
DBaseStatusBar() {}

View file

@ -230,7 +230,7 @@ void DBaseStatusBar::SetScaled (bool scale)
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachToPlayer (player_s *player)
void DBaseStatusBar::AttachToPlayer (player_t *player)
{
CPlayer = player;
SB_state = screen->GetPageCount ();

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@ -45,7 +45,7 @@ extern int chatmodeon;
// [RH] Draw deathmatch scores
class player_s;
void HU_DrawScores (player_s *me);
class player_t;
void HU_DrawScores (player_t *me);
#endif

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@ -28,12 +28,12 @@
//
// [RH] Functions that actually perform the cheating
class player_s;
class player_t;
struct PClass;
void cht_DoCheat (player_s *player, int cheat);
void cht_Give (player_s *player, const char *item, int amount=1);
void cht_Take (player_s *player, const char *item, int amount=1);
void cht_Suicide (player_s *player);
const char *cht_Morph (player_s *player, const PClass *morphclass, bool quickundo);
void cht_DoCheat (player_t *player, int cheat);
void cht_Give (player_t *player, const char *item, int amount=1);
void cht_Take (player_t *player, const char *item, int amount=1);
void cht_Suicide (player_t *player);
const char *cht_Morph (player_t *player, const PClass *morphclass, bool quickundo);
#endif

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@ -23,7 +23,7 @@
#ifndef __P_LOCAL__
#define __P_LOCAL__
#ifndef __R_LOCAL__
#ifndef __R_LOCAL_H__
#include "r_local.h"
#endif

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@ -81,15 +81,15 @@ typedef struct pspdef_s
FArchive &operator<< (FArchive &, pspdef_t &);
class player_s;
class player_t;
void P_SetPsprite (player_s *player, int position, FState *state);
void P_SetPspriteNF (player_s *player, int position, FState *state);
void P_CalcSwing (player_s *player);
void P_BringUpWeapon (player_s *player);
void P_FireWeapon (player_s *player);
void P_DropWeapon (player_s *player);
void P_BobWeapon (player_s *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
void P_SetPsprite (player_t *player, int position, FState *state);
void P_SetPspriteNF (player_t *player, int position, FState *state);
void P_CalcSwing (player_t *player);
void P_BringUpWeapon (player_t *player);
void P_FireWeapon (player_t *player);
void P_DropWeapon (player_t *player);
void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget = NULL);
void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch);

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@ -199,9 +199,9 @@ CCMD (playerclasses)
bool onground;
// The player_s constructor. Since LogText is not a POD, we cannot just
// The player_t constructor. Since LogText is not a POD, we cannot just
// memset it all to 0.
player_s::player_s()
player_t::player_t()
: mo(0),
playerstate(0),
cls(0),
@ -298,15 +298,15 @@ player_s::player_s()
}
// This function supplements the pointer cleanup in dobject.cpp, because
// player_s is not derived from DObject. (I tried it, and DestroyScan was
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
// because it gets staticly allocated in an array.)
//
// This function checks all the DObject pointers in a player_s and NULLs any
// This function checks all the DObject pointers in a player_t and NULLs any
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.
size_t player_s::FixPointers (const DObject *old, DObject *rep)
size_t player_t::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
size_t changed = 0;
@ -327,7 +327,7 @@ size_t player_s::FixPointers (const DObject *old, DObject *rep)
return changed;
}
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;

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@ -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;