diff --git a/source/games/exhumed/src/aistuff.h b/source/games/exhumed/src/aistuff.h index 0716f7bd9..700eaba01 100644 --- a/source/games/exhumed/src/aistuff.h +++ b/source/games/exhumed/src/aistuff.h @@ -132,10 +132,10 @@ void RestoreMinAmmo(int nPlayer); void FillWeapons(int nPlayer); void ResetPlayerWeapons(int nPlayer); void InitWeapons(); -void SetNewWeapon(int nPlayer, int nWeapon); -void SetNewWeaponImmediate(int nPlayer, int nWeapon); -void SetNewWeaponIfBetter(int nPlayer, int nWeapon); -void SelectNewWeapon(int nPlayer); +void SetNewWeapon(DExhumedPlayer* const pPlayer, int nWeapon); +void SetNewWeaponImmediate(DExhumedPlayer* const pPlayer, int nWeapon); +void SetNewWeaponIfBetter(DExhumedPlayer* const pPlayer, int nWeapon); +void SelectNewWeapon(DExhumedPlayer* const pPlayer); void CheckClip(int nPlayer); void MoveWeapons(int nPlayer); void DrawWeapons(DExhumedPlayer* const pPlayer, double interpfrac); diff --git a/source/games/exhumed/src/bullet.cpp b/source/games/exhumed/src/bullet.cpp index 5d55c99c0..66fd4cfa0 100644 --- a/source/games/exhumed/src/bullet.cpp +++ b/source/games/exhumed/src/bullet.cpp @@ -448,11 +448,11 @@ MOVEEND: HITSPRITE: if (pActor->spr.pal == 5 && hitactor->spr.statnum == 100) { - int nPlayer = GetPlayerFromActor(hitactor); - if (!getPlayer(nPlayer)->bIsMummified) + const auto pPlayer = getPlayer(GetPlayerFromActor(hitactor)); + if (!pPlayer->bIsMummified) { - getPlayer(nPlayer)->bIsMummified = true; - SetNewWeapon(nPlayer, kWeaponMummified); + pPlayer->bIsMummified = true; + SetNewWeapon(pPlayer, kWeaponMummified); } } else diff --git a/source/games/exhumed/src/grenade.cpp b/source/games/exhumed/src/grenade.cpp index a9aa4d36c..4162b3733 100644 --- a/source/games/exhumed/src/grenade.cpp +++ b/source/games/exhumed/src/grenade.cpp @@ -267,23 +267,23 @@ void AIGrenade::Tick(RunListEvent* ev) pActor->nIndex2--; if (!pActor->nIndex2) { - int nPlayer = pActor->spr.intowner; + const auto pPlayer = getPlayer(pActor->spr.intowner); if (pActor->nTurn < 0) { - getPlayer(nPlayer)->nState = 0; - getPlayer(nPlayer)->nWeapFrame = 0; + pPlayer->nState = 0; + pPlayer->nWeapFrame = 0; - if (getPlayer(nPlayer)->nAmmo[kWeaponGrenade]) + if (pPlayer->nAmmo[kWeaponGrenade]) { - getPlayer(nPlayer)->bIsFiring = false; + pPlayer->bIsFiring = false; } else { - SelectNewWeapon(nPlayer); + SelectNewWeapon(pPlayer); - getPlayer(nPlayer)->nCurrentWeapon = getPlayer(nPlayer)->nNextWeapon; - getPlayer(nPlayer)->nNextWeapon = -1; + pPlayer->nCurrentWeapon = pPlayer->nNextWeapon; + pPlayer->nNextWeapon = -1; } } diff --git a/source/games/exhumed/src/gun.cpp b/source/games/exhumed/src/gun.cpp index f8b37d3ea..707969899 100644 --- a/source/games/exhumed/src/gun.cpp +++ b/source/games/exhumed/src/gun.cpp @@ -141,37 +141,37 @@ void InitWeapons() // //--------------------------------------------------------------------------- -void SetNewWeapon(int nPlayer, int nWeapon) +void SetNewWeapon(DExhumedPlayer* const pPlayer, int nWeapon) { if (nWeapon == kWeaponMummified) { - getPlayer(nPlayer)->nLastWeapon = getPlayer(nPlayer)->nCurrentWeapon; - getPlayer(nPlayer)->bIsFiring = false; - getPlayer(nPlayer)->nState = 5; - SetPlayerMummified(nPlayer, true); + pPlayer->nLastWeapon = pPlayer->nCurrentWeapon; + pPlayer->bIsFiring = false; + pPlayer->nState = 5; + SetPlayerMummified(pPlayer, true); - getPlayer(nPlayer)->nWeapFrame = 0; + pPlayer->nWeapFrame = 0; } else { if (nWeapon < 0) { - getPlayer(nPlayer)->nPlayerOldWeapon = getPlayer(nPlayer)->nCurrentWeapon; + pPlayer->nPlayerOldWeapon = pPlayer->nCurrentWeapon; } - else if (nWeapon != kWeaponGrenade || getPlayer(nPlayer)->nAmmo[kWeaponGrenade] > 0) + else if (nWeapon != kWeaponGrenade || pPlayer->nAmmo[kWeaponGrenade] > 0) { - int nCurrentWeapon = getPlayer(nPlayer)->nCurrentWeapon; + int nCurrentWeapon = pPlayer->nCurrentWeapon; if (nCurrentWeapon != kWeaponMummified) { - if (getPlayer(nPlayer)->bIsFiring || nWeapon == nCurrentWeapon) { + if (pPlayer->bIsFiring || nWeapon == nCurrentWeapon) { return; } } else { - getPlayer(nPlayer)->nCurrentWeapon = nWeapon; - getPlayer(nPlayer)->nWeapFrame = 0; + pPlayer->nCurrentWeapon = nWeapon; + pPlayer->nWeapFrame = 0; } } else { @@ -179,7 +179,7 @@ void SetNewWeapon(int nPlayer, int nWeapon) } } - getPlayer(nPlayer)->nNextWeapon = nWeapon; + pPlayer->nNextWeapon = nWeapon; } //--------------------------------------------------------------------------- @@ -188,20 +188,20 @@ void SetNewWeapon(int nPlayer, int nWeapon) // //--------------------------------------------------------------------------- -void SetNewWeaponImmediate(int nPlayer, int nWeapon) +void SetNewWeaponImmediate(DExhumedPlayer* const pPlayer, int nWeapon) { - SetNewWeapon(nPlayer, nWeapon); + SetNewWeapon(pPlayer, nWeapon); - getPlayer(nPlayer)->nCurrentWeapon = nWeapon; - getPlayer(nPlayer)->nNextWeapon = -1; - getPlayer(nPlayer)->nWeapFrame = 0; - getPlayer(nPlayer)->nState = 0; + pPlayer->nCurrentWeapon = nWeapon; + pPlayer->nNextWeapon = -1; + pPlayer->nWeapFrame = 0; + pPlayer->nState = 0; } -void SetNewWeaponIfBetter(int nPlayer, int nWeapon) +void SetNewWeaponIfBetter(DExhumedPlayer* const pPlayer, int nWeapon) { - if (nWeapon > getPlayer(nPlayer)->nCurrentWeapon) { - SetNewWeapon(nPlayer, nWeapon); + if (nWeapon > pPlayer->nCurrentWeapon) { + SetNewWeapon(pPlayer, nWeapon); } } @@ -211,11 +211,11 @@ void SetNewWeaponIfBetter(int nPlayer, int nWeapon) // //--------------------------------------------------------------------------- -void SelectNewWeapon(int nPlayer) +void SelectNewWeapon(DExhumedPlayer* const pPlayer) { int nWeapon = kWeaponRing; // start at the highest weapon number - uint16_t di = getPlayer(nPlayer)->nPlayerWeapons; + uint16_t di = pPlayer->nPlayerWeapons; uint16_t dx = 0x40; // bit 7 turned on while (dx) @@ -223,7 +223,7 @@ void SelectNewWeapon(int nPlayer) if (di & dx) { // we have this weapon - if (!WeaponInfo[nWeapon].d || getPlayer(nPlayer)->nAmmo[WeaponInfo[nWeapon].nAmmoType]) + if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType]) break; } @@ -234,9 +234,9 @@ void SelectNewWeapon(int nPlayer) if (nWeapon < 0) nWeapon = kWeaponSword; - getPlayer(nPlayer)->bIsFiring = false; + pPlayer->bIsFiring = false; - SetNewWeapon(nPlayer, nWeapon); + SetNewWeapon(pPlayer, nWeapon); } //--------------------------------------------------------------------------- @@ -480,7 +480,7 @@ void MoveWeapons(int nPlayer) nWeapon = pPlayer->nCurrentWeapon; - SetPlayerMummified(nPlayer, false); + SetPlayerMummified(pPlayer, false); break; } else @@ -542,7 +542,7 @@ void MoveWeapons(int nPlayer) } else { - SelectNewWeapon(nPlayer); + SelectNewWeapon(pPlayer); } Ra[nPlayer].nState = 0; @@ -563,7 +563,7 @@ void MoveWeapons(int nPlayer) } else { - SelectNewWeapon(nPlayer); + SelectNewWeapon(pPlayer); pPlayer->nState = 5; pPlayer->nWeapFrame = getSequence(nSeqFile, WeaponInfo[kWeaponGrenade].b[0])->frames.Size() - 1; // CHECKME @@ -888,7 +888,7 @@ loc_flag: } else if (nWeapon != kWeaponGrenade) { - SelectNewWeapon(nPlayer); + SelectNewWeapon(pPlayer); // go to loc_27609: } } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 80c0afc13..14f2afd98 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -399,7 +399,7 @@ void StartDeathSeq(int nPlayer, int nVal) pPlayerActor->oviewzoffset = pPlayerActor->viewzoffset = -55; pPlayerActor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE|CSTAT_SPRITE_BLOCK_ALL); - SetNewWeaponImmediate(nPlayer, -2); + SetNewWeaponImmediate(pPlayer, -2); if (nTotalPlayers == 1) { @@ -443,9 +443,8 @@ int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount) // //--------------------------------------------------------------------------- -void SetPlayerMummified(int nPlayer, int bIsMummified) +void SetPlayerMummified(DExhumedPlayer* const pPlayer, int bIsMummified) { - const auto pPlayer = getPlayer(nPlayer); const auto pPlayerActor = pPlayer->GetActor(); pPlayerActor->vel.XY().Zero(); @@ -757,7 +756,7 @@ static void doPickupWeapon(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, } else { - SetNewWeaponIfBetter(pPlayer->pnum, nWeapon); + SetNewWeaponIfBetter(pPlayer, nWeapon); pPlayer->nPlayerWeapons |= weapFlag; AddAmmo(pPlayer->pnum, WeaponInfo[nWeapon].nAmmoType, nAmount); } @@ -865,7 +864,7 @@ void doPlayerItemPickups(DExhumedPlayer* const pPlayer) if (!(pPlayer->nPlayerWeapons & 0x10)) { pPlayer->nPlayerWeapons |= 0x10; - SetNewWeaponIfBetter(pPlayer->pnum, 4); + SetNewWeaponIfBetter(pPlayer, 4); } if (nItem == 55) @@ -1195,7 +1194,7 @@ static void updatePlayerWeapon(DExhumedPlayer* const pPlayer) } while (nextWeap && (!haveWeap || (haveWeap && !pPlayer->nAmmo[nextWeap]))); - SetNewWeapon(pPlayer->pnum, nextWeap); + SetNewWeapon(pPlayer, nextWeap); } else if (newWeap == WeaponSel_Alt) { @@ -1203,7 +1202,7 @@ static void updatePlayerWeapon(DExhumedPlayer* const pPlayer) } else if (pPlayer->nPlayerWeapons & (1 << (newWeap - 1))) { - SetNewWeapon(pPlayer->pnum, newWeap - 1); + SetNewWeapon(pPlayer, newWeap - 1); } } @@ -2031,7 +2030,7 @@ static void doPlayerDeathPitch(DExhumedPlayer* const pPlayer) } else if (pPlayerActor->spr.Angles.Pitch.Sgn() >= 0 && !(pPlayerActor->sector()->Flag & kSectUnderwater)) { - SetNewWeapon(pPlayer->pnum, pPlayer->nDeathType + 8); + SetNewWeapon(pPlayer, pPlayer->nDeathType + 8); } pPlayer->dVertPan--; diff --git a/source/games/exhumed/src/player.h b/source/games/exhumed/src/player.h index 15ebd5404..bf6280636 100644 --- a/source/games/exhumed/src/player.h +++ b/source/games/exhumed/src/player.h @@ -139,7 +139,7 @@ extern int nNetStartSprites; extern int nCurStartSprite; int GetPlayerFromActor(DExhumedActor* actor); -void SetPlayerMummified(int nPlayer, int bIsMummified); +void SetPlayerMummified(DExhumedPlayer* const pPlayer, int bIsMummified); int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount); void ShootStaff(int nPlayer); void updatePlayerTarget(DExhumedPlayer* const pPlayer); diff --git a/source/games/exhumed/src/ra.cpp b/source/games/exhumed/src/ra.cpp index 8550cd99d..5a1db2bb3 100644 --- a/source/games/exhumed/src/ra.cpp +++ b/source/games/exhumed/src/ra.cpp @@ -305,7 +305,7 @@ void AIRa::Tick(RunListEvent* ev) { Ra[nPlayer].nAction = 3; Ra[nPlayer].nFrame = 0; - SelectNewWeapon(nPlayer); + SelectNewWeapon(getPlayer(nPlayer)); } } }