mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-17 01:01:09 +00:00
- Duke: Remove PlayerInput()
wrapper.
* Regex used: `PlayerInput\(\w+\,\s?(SB_\w+)\)` -> `!!(p->cmd.ucmd.actions & $1)`.
This commit is contained in:
parent
68bf5f6997
commit
0d25bbe84a
10 changed files with 38 additions and 43 deletions
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@ -339,13 +339,13 @@ void movetransports_d(void)
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if (onfloorz == 0 && fabs(act->spr.pos.Z - act2->getOffsetZ()) < 24)
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{
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if ((p->jetpack_on == 0) || (p->jetpack_on && (PlayerInput(pnum, SB_JUMP) || p->cmd.ucmd.vel.Z > 0)) ||
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(p->jetpack_on && (PlayerInput(pnum, SB_CROUCH) || p->cmd.ucmd.vel.Z < 0)))
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if ((p->jetpack_on == 0) || (p->jetpack_on && (!!(p->cmd.ucmd.actions & SB_JUMP) || p->cmd.ucmd.vel.Z > 0)) ||
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(p->jetpack_on && (!!(p->cmd.ucmd.actions & SB_CROUCH) || p->cmd.ucmd.vel.Z < 0)))
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{
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act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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act2->backupvec2();
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if (p->jetpack_on && (PlayerInput(pnum, SB_JUMP) || p->jetpack_on < 11))
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if (p->jetpack_on && (!!(p->cmd.ucmd.actions & SB_JUMP) || p->jetpack_on < 11))
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act2->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight;
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else act2->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight;
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act2->backuppos();
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@ -378,7 +378,7 @@ void movetransports_d(void)
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}
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if (onfloorz && sectlotag == ST_1_ABOVE_WATER && p->on_ground && act2->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(pnum, SB_CROUCH) || p->cmd.ucmd.vel.Z < 0 || p->vel.Z > 8))
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if (onfloorz && sectlotag == ST_1_ABOVE_WATER && p->on_ground && act2->getOffsetZ() > (sectp->floorz - 16) && (!!(p->cmd.ucmd.actions & SB_CROUCH) || p->cmd.ucmd.vel.Z < 0 || p->vel.Z > 8))
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// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
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{
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k = 1;
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@ -309,13 +309,13 @@ void movetransports_r(void)
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if (onfloorz == 0 && fabs(act->spr.pos.Z - act2->getOffsetZ()) < 24)
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{
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if ((p->jetpack_on == 0) || (p->jetpack_on && (PlayerInput(pnum, SB_JUMP) || p->cmd.ucmd.vel.Z > 0)) ||
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(p->jetpack_on && (PlayerInput(pnum, SB_CROUCH) || p->cmd.ucmd.vel.Z < 0)))
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if ((p->jetpack_on == 0) || (p->jetpack_on && (!!(p->cmd.ucmd.actions & SB_JUMP) || p->cmd.ucmd.vel.Z > 0)) ||
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(p->jetpack_on && (!!(p->cmd.ucmd.actions & SB_CROUCH) || p->cmd.ucmd.vel.Z < 0)))
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{
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act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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act2->backupvec2();
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if (p->jetpack_on && (PlayerInput(pnum, SB_JUMP) || p->jetpack_on < 11))
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if (p->jetpack_on && (!!(p->cmd.ucmd.actions & SB_JUMP) || p->jetpack_on < 11))
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act2->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight;
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else act2->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight;
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act2->backupz();
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@ -2002,7 +2002,7 @@ int ParseState::parse(void)
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double vel = g_ac->vel.X;
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// sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable.
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if( (l& pducking) && p->on_ground && PlayerInput(g_p, SB_CROUCH))
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if( (l& pducking) && p->on_ground && !!(p->cmd.ucmd.actions & SB_CROUCH))
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j = 1;
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else if( (l& pfalling) && p->jumping_counter == 0 && !p->on_ground && p->vel.Z > 8 )
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j = 1;
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@ -2010,15 +2010,15 @@ int ParseState::parse(void)
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j = 1;
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else if( (l& pstanding) && vel >= 0 && vel < 0.5)
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j = 1;
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else if( (l& pwalking) && vel >= 0.5 && !(PlayerInput(g_p, SB_RUN)) )
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else if( (l& pwalking) && vel >= 0.5 && !(!!(p->cmd.ucmd.actions & SB_RUN)) )
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j = 1;
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else if( (l& prunning) && vel >= 0.5 && PlayerInput(g_p, SB_RUN) )
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else if( (l& prunning) && vel >= 0.5 && !!(p->cmd.ucmd.actions & SB_RUN) )
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j = 1;
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else if( (l& phigher) && pact->getOffsetZ() < g_ac->spr.pos.Z - 48)
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j = 1;
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else if( (l& pwalkingback) && vel <= -0.5 && !(PlayerInput(g_p, SB_RUN)) )
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else if( (l& pwalkingback) && vel <= -0.5 && !(!!(p->cmd.ucmd.actions & SB_RUN)) )
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j = 1;
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else if( (l& prunningback) && vel <= -0.5 && (PlayerInput(g_p, SB_RUN)) )
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else if( (l& prunningback) && vel <= -0.5 && (!!(p->cmd.ucmd.actions & SB_RUN)) )
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j = 1;
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else if( (l& pkicking) && ( p->quick_kick > 0 || ( p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 0 ) ) )
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j = 1;
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@ -2080,7 +2080,7 @@ int ParseState::parse(void)
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parseifelse(int(g_ac->floorz - g_ac->ceilingz) < *insptr); // Note: int cast here is needed to use the same truncation behavior as the old fixed point code.
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break;
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case concmd_ifhitspace:
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parseifelse(PlayerInput(g_p, SB_OPEN));
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parseifelse(!!(p->cmd.ucmd.actions & SB_OPEN));
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break;
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case concmd_ifoutside:
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parseifelse(g_ac->sector()->ceilingstat & CSTAT_SECTOR_SKY);
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@ -106,11 +106,6 @@ inline bool isIn(int value, const std::initializer_list<int>& list)
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}
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// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
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inline bool PlayerInput(int pl, ESyncBits bit)
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{
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return (!!((getPlayer(pl)->cmd.ucmd.actions) & bit));
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}
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inline void PlayerSetItemUsed(int pl, int num)
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{
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getPlayer(pl)->cmd.ucmd.setItemUsed(num - 1);
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@ -60,7 +60,7 @@ void hud_input(int plnum)
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auto pact = p->GetActor();
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i = p->aim_mode;
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p->aim_mode = !PlayerInput(plnum, SB_AIMMODE);
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p->aim_mode = !!!(p->cmd.ucmd.actions & SB_AIMMODE);
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if (p->aim_mode < i)
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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@ -76,7 +76,7 @@ void hud_input(int plnum)
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if (isRR())
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{
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if (PlayerInput(plnum, SB_QUICK_KICK) && p->last_pissed_time == 0)
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if (!!(p->cmd.ucmd.actions & SB_QUICK_KICK) && p->last_pissed_time == 0)
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{
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if (!isRRRA() || p->GetActor()->spr.extra > 0)
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{
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@ -94,7 +94,7 @@ void hud_input(int plnum)
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}
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else
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{
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if (PlayerInput(plnum, SB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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if (!!(p->cmd.ucmd.actions & SB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_QUICKKICK, plnum, nullptr, -1);
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@ -106,7 +106,7 @@ void hud_input(int plnum)
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}
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}
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}
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if (!PlayerInput(plnum, SB_QUICK_KICK)) p->quick_kick_msg = false;
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if (!!!(p->cmd.ucmd.actions & SB_QUICK_KICK)) p->quick_kick_msg = false;
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if (!(p->cmd.ucmd.actions & SB_INTERFACE_BITS))
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p->interface_toggle_flag = 0;
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@ -119,7 +119,7 @@ void hud_input(int plnum)
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if (p->GetActor()->spr.extra <= 0) return;
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// Activate an inventory item. This just forwards to the other inventory bits. If the inventory selector was taken out of the playsim this could be removed.
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if (PlayerInput(plnum, SB_INVUSE) && p->newOwner == nullptr)
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if (!!(p->cmd.ucmd.actions & SB_INVUSE) && p->newOwner == nullptr)
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_INVENTORY, plnum, nullptr, -1);
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@ -159,11 +159,11 @@ void hud_input(int plnum)
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return;
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}
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if (PlayerInput(plnum, SB_INVPREV) || PlayerInput(plnum, SB_INVNEXT))
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if (!!(p->cmd.ucmd.actions & SB_INVPREV) || !!(p->cmd.ucmd.actions & SB_INVNEXT))
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{
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p->invdisptime = 26 * 2;
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if (PlayerInput(plnum, SB_INVNEXT)) k = 1;
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if (!!(p->cmd.ucmd.actions & SB_INVNEXT)) k = 1;
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else k = 0;
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dainv = p->inven_icon;
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@ -225,13 +225,13 @@ void hud_input(int plnum)
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else dainv = 0;
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// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
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if (PlayerInput(plnum, SB_INVPREV))
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if (!!(p->cmd.ucmd.actions & SB_INVPREV))
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{
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SetGameVarID(g_iReturnVarID, dainv, nullptr, plnum);
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OnEvent(EVENT_INVENTORYLEFT, plnum, nullptr, -1);
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dainv = GetGameVarID(g_iReturnVarID, nullptr, plnum).safeValue();
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}
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if (PlayerInput(plnum, SB_INVNEXT))
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if (!!(p->cmd.ucmd.actions & SB_INVNEXT))
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{
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SetGameVarID(g_iReturnVarID, dainv, nullptr, plnum);
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OnEvent(EVENT_INVENTORYRIGHT, plnum, nullptr, -1);
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@ -250,7 +250,7 @@ void hud_input(int plnum)
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// Here we have to be extra careful that the weapons do not get mixed up, so let's keep the code for Duke and RR completely separate.
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fi.selectweapon(plnum, weap);
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if (PlayerInput(plnum, SB_HOLSTER))
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if (!!(p->cmd.ucmd.actions & SB_HOLSTER))
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{
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if (p->curr_weapon > KNEE_WEAPON)
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{
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@ -476,7 +476,7 @@ void hud_input(int plnum)
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}
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}
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if (PlayerInput(plnum, SB_TURNAROUND) && p->Angles.YawSpin == nullAngle && p->on_crane == nullptr)
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if (!!(p->cmd.ucmd.actions & SB_TURNAROUND) && p->Angles.YawSpin == nullAngle && p->on_crane == nullptr)
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1);
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@ -1330,7 +1330,7 @@ int checkp(DDukeActor* self, DDukePlayer* p, int flags)
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unsigned plindex = unsigned(p->pnum);
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// sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable.
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if ((flags & pducking) && p->on_ground && PlayerInput(plindex, SB_CROUCH))
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if ((flags & pducking) && p->on_ground && !!(p->cmd.ucmd.actions & SB_CROUCH))
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j = 1;
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else if ((flags & pfalling) && p->jumping_counter == 0 && !p->on_ground && p->vel.Z > 8)
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j = 1;
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@ -1338,15 +1338,15 @@ int checkp(DDukeActor* self, DDukePlayer* p, int flags)
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j = 1;
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else if ((flags & pstanding) && vel >= 0 && vel < 0.5)
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j = 1;
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else if ((flags & pwalking) && vel >= 0.5 && !(PlayerInput(plindex, SB_RUN)))
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else if ((flags & pwalking) && vel >= 0.5 && !(!!(p->cmd.ucmd.actions & SB_RUN)))
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j = 1;
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else if ((flags & prunning) && vel >= 0.5 && PlayerInput(plindex, SB_RUN))
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else if ((flags & prunning) && vel >= 0.5 && !!(p->cmd.ucmd.actions & SB_RUN))
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j = 1;
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else if ((flags & phigher) && p->GetActor()->getOffsetZ() < self->spr.pos.Z - 48)
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j = 1;
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else if ((flags & pwalkingback) && vel <= -0.5 && !(PlayerInput(plindex, SB_RUN)))
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else if ((flags & pwalkingback) && vel <= -0.5 && !(!!(p->cmd.ucmd.actions & SB_RUN)))
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j = 1;
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else if ((flags & prunningback) && vel <= -0.5 && (PlayerInput(plindex, SB_RUN)))
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else if ((flags & prunningback) && vel <= -0.5 && (!!(p->cmd.ucmd.actions & SB_RUN)))
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j = 1;
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else if ((flags & pkicking) && (p->quick_kick > 0 || (p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 0)))
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j = 1;
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@ -521,7 +521,7 @@ int doincrements_d(DDukePlayer* p)
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}
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S_PlayActorSound(DUKE_CRACK_FIRST, pact);
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}
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else if (p->knuckle_incs == 22 || PlayerInput(snum, SB_FIRE))
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else if (p->knuckle_incs == 22 || !!(p->cmd.ucmd.actions & SB_FIRE))
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p->knuckle_incs = 0;
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return 1;
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@ -586,7 +586,7 @@ int doincrements_r(DDukePlayer* p)
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else S_PlayActorSound(DUKE_CRACK2, pact);
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}
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}
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else if (p->knuckle_incs == 22 || PlayerInput(snum, SB_FIRE))
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else if (p->knuckle_incs == 22 || !!(p->cmd.ucmd.actions & SB_FIRE))
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p->knuckle_incs = 0;
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return 1;
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@ -223,7 +223,7 @@ void checksectors_d(int snum)
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if (chatmodeon || p->GetActor()->spr.extra <= 0) return;
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if (ud.cashman && PlayerInput(snum, SB_OPEN))
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if (ud.cashman && !!(p->cmd.ucmd.actions & SB_OPEN))
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lotsofstuff(p->GetActor(), 2, DukeMailClass);
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if (p->newOwner != nullptr)
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@ -233,14 +233,14 @@ void checksectors_d(int snum)
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clearcameras(p);
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return;
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}
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else if (PlayerInput(snum, SB_ESCAPE))
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else if (!!(p->cmd.ucmd.actions & SB_ESCAPE))
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{
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clearcameras(p);
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return;
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}
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}
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if (!(PlayerInput(snum, SB_OPEN)))
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if (!(!!(p->cmd.ucmd.actions & SB_OPEN)))
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p->toggle_key_flag = 0;
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else if (!p->toggle_key_flag)
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@ -312,7 +312,7 @@ void checksectors_d(int snum)
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return;
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}
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if (!PlayerInput(snum, SB_OPEN)) return;
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if (!!!(p->cmd.ucmd.actions & SB_OPEN)) return;
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else if (p->newOwner != nullptr)
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{
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clearcameras(p);
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@ -205,11 +205,11 @@ void checksectors_r(int snum)
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if (chatmodeon || p->GetActor()->spr.extra <= 0) return;
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if (ud.cashman && PlayerInput(snum, SB_OPEN))
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if (ud.cashman && !!(p->cmd.ucmd.actions & SB_OPEN))
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lotsofstuff(p->GetActor(), 2, DukeMailClass);
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if (!(PlayerInput(snum, SB_OPEN)))
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if (!(!!(p->cmd.ucmd.actions & SB_OPEN)))
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p->toggle_key_flag = 0;
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else if (!p->toggle_key_flag)
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@ -339,7 +339,7 @@ void checksectors_r(int snum)
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}
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}
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if (!PlayerInput(snum, SB_OPEN)) return;
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if (!!!(p->cmd.ucmd.actions & SB_OPEN)) return;
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if (near.hitWall == nullptr && near.hitSector == nullptr && near.actor() == nullptr)
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if (hits(p->GetActor()) < 32)
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