- Exhumed: Tidy up a bunch of small player functions.

This commit is contained in:
Mitchell Richters 2023-03-29 19:40:42 +11:00
parent 0467b02393
commit 3e4dd94fe5

View file

@ -103,9 +103,11 @@ size_t MarkPlayers()
void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle) void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle)
{ {
PlayerList[nPlayer].sPlayerSave.pos = pos; const auto pPlayer = &PlayerList[nPlayer];
PlayerList[nPlayer].sPlayerSave.pSector = pSector;
PlayerList[nPlayer].sPlayerSave.nAngle = nAngle; pPlayer->sPlayerSave.pos = pos;
pPlayer->sPlayerSave.pSector = pSector;
pPlayer->sPlayerSave.nAngle = nAngle;
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -116,11 +118,14 @@ void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle
void InitPlayer() void InitPlayer()
{ {
for (int i = 0; i < kMaxPlayers; i++) { for (int i = 0; i < kMaxPlayers; i++)
PlayerList[i].pActor = nullptr; {
PlayerList[i].Angles = {}; const auto pPlayer = &PlayerList[i];
PlayerList[i].pPlayerPushSect = nullptr;
PlayerList[i].pPlayerViewSect = nullptr; pPlayer->pActor = nullptr;
pPlayer->Angles = {};
pPlayer->pPlayerPushSect = nullptr;
pPlayer->pPlayerViewSect = nullptr;
} }
} }
@ -137,32 +142,26 @@ void InitPlayerKeys(int nPlayer)
void InitPlayerInventory(int nPlayer) void InitPlayerInventory(int nPlayer)
{ {
memset(&PlayerList[nPlayer], 0, sizeof(Player)); const auto pPlayer = &PlayerList[nPlayer];
memset(pPlayer, 0, sizeof(Player));
PlayerList[nPlayer].nItem = -1;
PlayerList[nPlayer].nPlayerSwear = 4;
ResetPlayerWeapons(nPlayer); ResetPlayerWeapons(nPlayer);
PlayerList[nPlayer].nLives = kDefaultLives; pPlayer->nItem = -1;
pPlayer->nPlayerSwear = 4;
pPlayer->nLives = kDefaultLives;
pPlayer->pActor = nullptr;
pPlayer->Angles = {};
pPlayer->nRun = -1;
pPlayer->nPistolClip = 6;
pPlayer->nPlayerClip = 0;
pPlayer->nCurrentWeapon = 0;
pPlayer->nPlayerScore = 0;
PlayerList[nPlayer].pActor = nullptr; if (nPlayer == nLocalPlayer)
PlayerList[nPlayer].Angles = {};
PlayerList[nPlayer].nRun = -1;
PlayerList[nPlayer].nPistolClip = 6;
PlayerList[nPlayer].nPlayerClip = 0;
PlayerList[nPlayer].nCurrentWeapon = 0;
if (nPlayer == nLocalPlayer) {
automapMode = am_off; automapMode = am_off;
}
PlayerList[nPlayer].nPlayerScore = 0;
auto pixels = GetRawPixels(tileGetTextureID(kTile3571 + nPlayer));
const auto pixels = GetRawPixels(tileGetTextureID(kTile3571 + nPlayer));
PlayerList[nPlayer].nPlayerColor = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2]; PlayerList[nPlayer].nPlayerColor = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2];
} }
@ -343,9 +342,8 @@ void RestartPlayer(int nPlayer)
int GrabPlayer() int GrabPlayer()
{ {
if (PlayerCount >= kMaxPlayers) { if (PlayerCount >= kMaxPlayers)
return -1; return -1;
}
return PlayerCount++; return PlayerCount++;
} }
@ -456,29 +454,20 @@ void StartDeathSeq(int nPlayer, int nVal)
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount) int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
{ {
if (!nAmmoAmount) { const auto pPlayer = &PlayerList[nPlayer];
if (!nAmmoAmount)
nAmmoAmount = 1; nAmmoAmount = 1;
}
int nCurAmmo = PlayerList[nPlayer].nAmmo[nWeapon]; const int nCurAmmo = pPlayer->nAmmo[nWeapon];
if (nCurAmmo >= 300 && nAmmoAmount > 0) { if (nCurAmmo >= 300 && nAmmoAmount > 0)
return 0; return 0;
}
nAmmoAmount = nCurAmmo + nAmmoAmount; pPlayer->nAmmo[nWeapon] = min(nCurAmmo + nAmmoAmount, 300);
if (nAmmoAmount > 300) {
nAmmoAmount = 300;
}
PlayerList[nPlayer].nAmmo[nWeapon] = nAmmoAmount; if (nWeapon == 1 && !pPlayer->nPistolClip)
pPlayer->nPistolClip = 6;
if (nWeapon == 1)
{
if (!PlayerList[nPlayer].nPistolClip) {
PlayerList[nPlayer].nPistolClip = 6;
}
}
return 1; return 1;
} }
@ -491,25 +480,23 @@ int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
void SetPlayerMummified(int nPlayer, int bIsMummified) void SetPlayerMummified(int nPlayer, int bIsMummified)
{ {
DExhumedActor* pActor = PlayerList[nPlayer].pActor; const auto pPlayer = &PlayerList[nPlayer];
const auto pPlayerActor = pPlayer->pActor;
pActor->vel.Y = 0; pPlayerActor->vel.XY().Zero();
pActor->vel.X = 0;
PlayerList[nPlayer].bIsMummified = bIsMummified; if ((pPlayer->bIsMummified = bIsMummified))
if (bIsMummified)
{ {
PlayerList[nPlayer].nAction = 13; pPlayer->nAction = 13;
PlayerList[nPlayer].nSeq = kSeqMummy; pPlayer->nSeq = kSeqMummy;
} }
else else
{ {
PlayerList[nPlayer].nAction = 0; pPlayer->nAction = 0;
PlayerList[nPlayer].nSeq = kSeqJoe; pPlayer->nSeq = kSeqJoe;
} }
PlayerList[nPlayer].nSeqSize = 0; pPlayer->nSeqSize = 0;
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -520,9 +507,11 @@ void SetPlayerMummified(int nPlayer, int bIsMummified)
void ShootStaff(int nPlayer) void ShootStaff(int nPlayer)
{ {
PlayerList[nPlayer].nAction = 15; const auto pPlayer = &PlayerList[nPlayer];
PlayerList[nPlayer].nSeqSize = 0;
PlayerList[nPlayer].nSeq = kSeqJoe; pPlayer->nAction = 15;
pPlayer->nSeqSize = 0;
pPlayer->nSeq = kSeqJoe;
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------