SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct.

This commit is contained in:
Mitchell Richters 2020-05-19 20:11:10 +10:00 committed by Christoph Oelckers
parent 423c9da071
commit 31eb55c1fa
4 changed files with 13 additions and 20 deletions

View File

@ -1054,11 +1054,9 @@ ResizeView(PLAYERp pp)
if (inputState.GetKeyStatus(KEYSC_ESC)) if (inputState.GetKeyStatus(KEYSC_ESC))
{ {
extern SWBOOL ScrollMode2D;
inputState.ClearKeyStatus(sc_Escape); inputState.ClearKeyStatus(sc_Escape);
dimensionmode = 3; dimensionmode = 3;
ScrollMode2D = FALSE; pp->ScrollMode2D = FALSE;
SetRedrawScreen(pp); SetRedrawScreen(pp);
} }
} }
@ -2189,9 +2187,7 @@ drawscreen(PLAYERp pp)
if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex) if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex)
{ {
extern SWBOOL ScrollMode2D; if (pp->ScrollMode2D)
if (ScrollMode2D)
{ {
tx = pp->mfposx; tx = pp->mfposx;
ty = pp->mfposy; ty = pp->mfposy;
@ -2218,7 +2214,7 @@ drawscreen(PLAYERp pp)
} }
// Draw the line map on top of texture 2d map or just stand alone // Draw the line map on top of texture 2d map or just stand alone
drawoverheadmap(tx, ty, zoom, fix16_to_int(tq16ang)); drawoverheadmap(tx, ty, zoom, fix16_to_int(tq16ang), pp->ScrollMode2D);
} }
for (j = 0; j < MAXSPRITES; j++) for (j = 0; j < MAXSPRITES; j++)

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@ -188,7 +188,6 @@ SWBOOL FirstTimeIntoGame;
SWBOOL BorderAdjust = FALSE; SWBOOL BorderAdjust = FALSE;
SWBOOL InterpolateSectObj; SWBOOL InterpolateSectObj;
SWBOOL LocationInfo = 0; SWBOOL LocationInfo = 0;
void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
int DispFrameRate = FALSE; int DispFrameRate = FALSE;
int DispMono = TRUE; int DispMono = TRUE;
int Fog = FALSE; int Fog = FALSE;
@ -229,7 +228,6 @@ SWBOOL PauseMode = FALSE;
SWBOOL PauseKeySet = FALSE; SWBOOL PauseKeySet = FALSE;
SWBOOL SlowMode = FALSE; SWBOOL SlowMode = FALSE;
SWBOOL FrameAdvanceTics = 3; SWBOOL FrameAdvanceTics = 3;
SWBOOL ScrollMode2D = FALSE;
SWBOOL DebugSO = FALSE; SWBOOL DebugSO = FALSE;
SWBOOL DebugPanel = FALSE; SWBOOL DebugPanel = FALSE;
@ -2556,7 +2554,7 @@ void RunLevel(void)
domovethings(); domovethings();
} }
if (!ScrollMode2D && !pp->on_vehicle) if (!pp->ScrollMode2D && !pp->on_vehicle)
getinput(myconnectindex); getinput(myconnectindex);
} }
@ -3118,7 +3116,7 @@ void getinput(int const playerNum)
MirrorDelay = 1; MirrorDelay = 1;
dimensionmode = 3; dimensionmode = 3;
SetFragBar(pp); SetFragBar(pp);
ScrollMode2D = FALSE; pp->ScrollMode2D = FALSE;
SetRedrawScreen(pp); SetRedrawScreen(pp);
} }
} }
@ -3129,14 +3127,14 @@ void getinput(int const playerNum)
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode)) if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{ {
buttonMap.ClearButton(gamefunc_Map_Follow_Mode); buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D; pp->ScrollMode2D = !pp->ScrollMode2D;
pp->mfposx = pp->posx; pp->mfposx = pp->posx;
pp->mfposy = pp->posy; pp->mfposy = pp->posy;
} }
} }
// If in 2D follow mode, scroll around. // If in 2D follow mode, scroll around.
if (ScrollMode2D && !Prediction) if (pp->ScrollMode2D && !Prediction)
{ {
keymove = keymove / 2; keymove = keymove / 2;
@ -3154,7 +3152,7 @@ void getinput(int const playerNum)
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode)) if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{ {
buttonMap.ClearButton(gamefunc_Map_Follow_Mode); buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D; pp->ScrollMode2D = !pp->ScrollMode2D;
// Reset coords // Reset coords
pp->mfposx = pp->posx; pp->mfposx = pp->posx;
pp->mfposy = pp->posy; pp->mfposy = pp->posy;
@ -3208,7 +3206,7 @@ void getinput(int const playerNum)
} }
// !JIM! Added M_Active() so that you don't move at all while using menus // !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || ScrollMode2D || InputMode) if (M_Active() || pp->ScrollMode2D || InputMode)
return; return;
SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open))); SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
@ -3585,7 +3583,7 @@ void getinput(int const playerNum)
#define MAP_BLOCK_SPRITE (DK_BLUE + 6) #define MAP_BLOCK_SPRITE (DK_BLUE + 6)
void drawoverheadmap(int cposx, int cposy, int czoom, short cang) void drawoverheadmap(int cposx, int cposy, int czoom, short cang, SWBOOL ScrollMode2D)
{ {
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff; int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry; int dax, day, cosang, sinang, xspan, yspan, sprx, spry;

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@ -1283,7 +1283,7 @@ struct PLAYERstruct
short Heads; // Number of Accursed Heads orbiting player short Heads; // Number of Accursed Heads orbiting player
int PlayerVersion; int PlayerVersion;
SWBOOL on_vehicle; SWBOOL on_vehicle, ScrollMode2D;
}; };
extern PLAYER Player[MAX_SW_PLAYERS_REG+1]; extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
@ -2402,7 +2402,7 @@ int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
void AnimateCacheCursor(void); // game.c void AnimateCacheCursor(void); // game.c
void TerminateGame(void); // game.c void TerminateGame(void); // game.c
void TerminateLevel(void); // game.c void TerminateLevel(void); // game.c
void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c void drawoverheadmap(int cposx,int cposy,int czoom,short cang, SWBOOL ScrollMode2D); // game.c
void DrawMenuLevelScreen(void); // game.c void DrawMenuLevelScreen(void); // game.c
void DebugWriteString(char *string); // game.c void DebugWriteString(char *string); // game.c
void ManualPlayerInsert(PLAYERp pp); // game.c void ManualPlayerInsert(PLAYERp pp); // game.c

View File

@ -7794,8 +7794,7 @@ domovethings(void)
DoPlayerSectorUpdatePreMove(pp); DoPlayerSectorUpdatePreMove(pp);
ChopsCheck(pp); ChopsCheck(pp);
// extern SWBOOL ScrollMode2D; //if (!pp->ScrollMode2D)
//if (!ScrollMode2D)
if (pp->DoPlayerAction) pp->DoPlayerAction(pp); if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
UpdatePlayerSprite(pp); UpdatePlayerSprite(pp);