SW: Let's replace the macro PEDANTIC_MODE with variable PedanticMode

This commit is contained in:
NY00123 2020-04-14 18:57:09 +03:00 committed by Christoph Oelckers
parent cc4f1f21f9
commit 47ac981a3a
4 changed files with 27 additions and 25 deletions

View file

@ -1542,7 +1542,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
{
#define TURN_SHIFT 2
if (!PEDANTIC_MODE && (pq16ang == &pp->q16ang))
if (!PedanticMode && (pq16ang == &pp->q16ang))
{
*pq16ang = pp->input.q16ang;
sprite[pp->PlayerSprite].ang = fix16_to_int(*pq16ang);
@ -1569,7 +1569,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
// make the first turn in the clockwise direction
// the rest will follow
delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang));
if (PEDANTIC_MODE)
if (PedanticMode)
*pq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(*pq16ang) + (labs(delta_ang) >> TURN_SHIFT)));
else
// Add at least 1 unit to ensure the turn direction is clockwise
@ -1590,7 +1590,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
short delta_ang;
delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang));
if (PEDANTIC_MODE)
if (PedanticMode)
*pq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(*pq16ang) + (delta_ang >> TURN_SHIFT)));
else
*pq16ang = NORM_Q16ANGLE(fix16_sadd(*pq16ang, fix16_from_float(scaleAdjustmentToInterval(delta_ang >> TURN_SHIFT))));
@ -1626,7 +1626,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
*pq16ang += fix16_sdiv(fix16_mul(q16angvel, fix16_from_int(synctics)), fix16_from_int(32));
*pq16ang = NORM_Q16ANGLE(*pq16ang);
if (PEDANTIC_MODE)
if (PedanticMode)
*pq16ang = fix16_floor(*pq16ang);
// update players sprite angle
@ -1832,7 +1832,7 @@ PlayerAutoLook(PLAYERp pp)
if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
{
if ((PEDANTIC_MODE || !TEST(pp->Flags, PF_MOUSE_AIMING_ON))
if ((PedanticMode || !TEST(pp->Flags, PF_MOUSE_AIMING_ON))
&& TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
{
// Get a point, 512 units ahead of player's position
@ -1857,7 +1857,7 @@ PlayerAutoLook(PLAYERp pp)
if ((pp->cursectnum == tempsect) ||
(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizoff += fix16_from_int((((j - k) * 160) >> 16));
else
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
@ -1871,7 +1871,7 @@ PlayerAutoLook(PLAYERp pp)
// tilt when climbing but you can't even really tell it
if (pp->q16horizoff < fix16_from_int(100))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizoff += fix16_from_int((((100 - fix16_to_int(pp->q16horizoff)) >> 3) + 1));
else
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
@ -1883,7 +1883,7 @@ PlayerAutoLook(PLAYERp pp)
// you're not on a slope
if (pp->q16horizoff > 0)
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizoff -= fix16_from_int(((fix16_to_int(pp->q16horizoff) >> 3) + 1));
else
{
@ -1893,7 +1893,7 @@ PlayerAutoLook(PLAYERp pp)
}
if (pp->q16horizoff < 0)
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizoff += fix16_from_int((((fix16_to_int(-pp->q16horizoff)) >> 3) + 1));
else
{
@ -1914,7 +1914,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
// //DSPRINTF(ds,"fix16_to_int(pp->q16horizoff), %d", fix16_to_int(pp->q16horizoff));
// MONO_PRINT(ds);
if (!PEDANTIC_MODE && (pq16horiz == &pp->q16horiz))
if (!PedanticMode && (pq16horiz == &pp->q16horiz))
{
*pq16horiz = pp->input.q16horiz;
return;
@ -1932,7 +1932,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizbase = fix16_from_int(100);
else if (pp->q16horizbase > fix16_from_int(100))
{
@ -1957,7 +1957,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
// adjust *pq16horiz negative
if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
else
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
@ -1966,7 +1966,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
// adjust *pq16horiz positive
if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
else
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
@ -1983,7 +1983,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
// adjust *pq16horiz negative
if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
else
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
@ -1992,7 +1992,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
// adjust *pq16horiz positive
if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
{
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
else
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
@ -2012,7 +2012,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
for (i = 1; i; i--)
{
// this formula does not work for *pq16horiz = 101-103
if (PEDANTIC_MODE)
if (PedanticMode)
pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2));
else
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));