From 49104f9b24fe78e8c0b39120a8493fa00d983beb Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sat, 30 Sep 2023 20:56:00 +1000 Subject: [PATCH] - Blood: Rename `PLAYER` struct to `BloodPlayer`. --- source/games/blood/src/actor.cpp | 24 +-- source/games/blood/src/ai.cpp | 6 +- source/games/blood/src/aibat.cpp | 2 +- source/games/blood/src/aiboneel.cpp | 2 +- source/games/blood/src/aicerber.cpp | 2 +- source/games/blood/src/aigarg.cpp | 2 +- source/games/blood/src/aighost.cpp | 2 +- source/games/blood/src/aihand.cpp | 2 +- source/games/blood/src/aispid.cpp | 4 +- source/games/blood/src/aitchern.cpp | 2 +- source/games/blood/src/aiunicult.cpp | 6 +- source/games/blood/src/aizomba.cpp | 2 +- source/games/blood/src/animatesprite.cpp | 6 +- source/games/blood/src/asound.cpp | 2 +- source/games/blood/src/blood.cpp | 10 +- source/games/blood/src/bloodactor.h | 2 +- source/games/blood/src/callback.cpp | 8 +- source/games/blood/src/choke.cpp | 4 +- source/games/blood/src/choke.h | 6 +- source/games/blood/src/endgame.cpp | 2 +- source/games/blood/src/eventq.cpp | 2 +- source/games/blood/src/hudsprites.cpp | 4 +- source/games/blood/src/messages.cpp | 34 ++-- source/games/blood/src/misc.h | 16 +- source/games/blood/src/nnexts.cpp | 70 +++---- source/games/blood/src/nnexts.h | 22 +-- source/games/blood/src/player.cpp | 232 +++++++++++------------ source/games/blood/src/player.h | 66 +++---- source/games/blood/src/prediction.cpp | 6 +- source/games/blood/src/qav.cpp | 4 +- source/games/blood/src/qav.h | 4 +- source/games/blood/src/sbar.cpp | 2 +- source/games/blood/src/sfx.cpp | 4 +- source/games/blood/src/sound.h | 2 +- source/games/blood/src/triggers.cpp | 6 +- source/games/blood/src/view.cpp | 16 +- source/games/blood/src/view.h | 6 +- source/games/blood/src/weapon.cpp | 186 +++++++++--------- 38 files changed, 389 insertions(+), 389 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 04cafc257..1192cd718 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -3053,7 +3053,7 @@ static void checkAddFrag(DBloodActor* killerActor, DBloodActor* actor) { if (killerActor->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[killerActor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[killerActor->spr.type - kDudePlayer1]; if (gGameOptions.nGameType == 1) pPlayer->fragCount++; } @@ -3068,7 +3068,7 @@ static void checkAddFrag(DBloodActor* killerActor, DBloodActor* actor) case kDudeBurningInnocent: break; default: - PLAYER* pKillerPlayer = &gPlayer[killerActor->spr.type - kDudePlayer1]; + BloodPlayer* pKillerPlayer = &gPlayer[killerActor->spr.type - kDudePlayer1]; pKillerPlayer->fragCount++; break; } @@ -3616,7 +3616,7 @@ static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DA } else { - PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (actor->xspr.health > 0 || playerSeqPlaying(pPlayer, 16)) damage = playerDamageSprite(source, pPlayer, damageType, damage); @@ -3630,7 +3630,7 @@ static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DA // //--------------------------------------------------------------------------- -static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType, PLAYER* pSourcePlayer) +static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType, BloodPlayer* pSourcePlayer) { assert(actor->spr.type >= kThingBase && actor->spr.type < kThingMax); int nType = actor->spr.type - kThingBase; @@ -3739,7 +3739,7 @@ int actDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE damageT if (source == nullptr) source = actor; - PLAYER* pSourcePlayer = nullptr; + BloodPlayer* pSourcePlayer = nullptr; if (source->IsPlayerActor()) pSourcePlayer = &gPlayer[source->spr.type - kDudePlayer1]; if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pSourcePlayer, actor)) return 0; @@ -4334,7 +4334,7 @@ static void checkFloorHit(DBloodActor* actor) } #endif - PLAYER* pPlayer = nullptr; + BloodPlayer* pPlayer = nullptr; if (actor->IsPlayerActor()) pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; switch (actor2->spr.type) @@ -4691,7 +4691,7 @@ static Collision MoveThing(DBloodActor* actor) void MoveDude(DBloodActor* actor) { - PLAYER* pPlayer = nullptr; + BloodPlayer* pPlayer = nullptr; if (actor->IsPlayerActor()) pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { @@ -5543,8 +5543,8 @@ static void actCheckProximity() auto Owner = actor->GetOwner(); if (!Owner->IsPlayerActor()) continue; - PLAYER* pPlayer = &gPlayer[Owner->spr.type - kDudePlayer1]; - PLAYER* pPlayer2 = dudeactor->IsPlayerActor() ? &gPlayer[dudeactor->spr.type - kDudePlayer1] : nullptr; + BloodPlayer* pPlayer = &gPlayer[Owner->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer2 = dudeactor->IsPlayerActor() ? &gPlayer[dudeactor->spr.type - kDudePlayer1] : nullptr; if (dudeactor == Owner || dudeactor->spr.type == kDudeZombieAxeBuried || dudeactor->spr.type == kDudeRat || dudeactor->spr.type == kDudeBat) continue; if (gGameOptions.nGameType == 3 && pPlayer2 && pPlayer->teamId == pPlayer2->teamId) continue; @@ -5975,7 +5975,7 @@ static void actCheckDudes() } if (actor->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (pPlayer->voodooTargets) voodooTarget(pPlayer); if (pPlayer->hand && Chance(0x8000)) actDamageSprite(actor, actor, kDamageDrown, 12); @@ -6049,7 +6049,7 @@ static void actCheckDudes() if (actor->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; double nDrag = FixedToFloat(gDudeDrag); if (actor->xspr.height > 0) nDrag -= Scale(nDrag, (double)actor->xspr.height, 256.); @@ -6624,7 +6624,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 if (!gGameOptions.bFriendlyFire && IsTargetTeammate(shooter, hitactor)) return; if (hitactor->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[hitactor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[hitactor->spr.type - kDudePlayer1]; if (powerupCheck(pPlayer, kPwUpReflectShots)) { gHitInfo.hitActor = shooter; diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index f99cea5b0..6e53a67da 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -971,7 +971,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType { aiPatrolStop(actor, source, actor->xspr.dudeAmbush); - PLAYER* pPlayer = getPlayerById(source->spr.type); + BloodPlayer* pPlayer = getPlayerById(source->spr.type); if (!pPlayer) return nDamage; //if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0; if (readyForCrit(source, actor)) @@ -1491,7 +1491,7 @@ void aiThinkTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (actor->GetOwner() == pPlayer->GetActor() || pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; @@ -1536,7 +1536,7 @@ void aiLookForTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (actor->GetOwner() == pPlayer->GetActor() || pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 00d5b116c..b07371fdb 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -94,7 +94,7 @@ static void batThinkTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 28971bdb6..1bc2c5fa1 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -106,7 +106,7 @@ static void eelThinkTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index f099f3e92..1c3b4e419 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -237,7 +237,7 @@ static void cerberusThinkTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 27a89604a..3c1deb872 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -193,7 +193,7 @@ static void gargThinkTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 120980ee1..19b116003 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -174,7 +174,7 @@ static void ghostThinkTarget(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aihand.cpp b/source/games/blood/src/aihand.cpp index 2dda123bd..5ec2bd105 100644 --- a/source/games/blood/src/aihand.cpp +++ b/source/games/blood/src/aihand.cpp @@ -47,7 +47,7 @@ void HandJumpSeqCallback(int, DBloodActor* actor) auto target = actor->GetTarget(); if (target->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; if (!pPlayer->hand) { pPlayer->hand = 1; diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index 5f4f24ad0..bd9b0ac58 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -49,7 +49,7 @@ static void spidBlindEffect(DBloodActor* actor, int nBlind, int max) { nBlind <<= 4; max <<= 4; - PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (pPlayer->blindEffect < max) { pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect + nBlind, max); @@ -74,7 +74,7 @@ void SpidBiteSeqCallback(int, DBloodActor* actor) if (hit == 3 && gHitInfo.actor()->IsPlayerActor()) { vec.Z += target->spr.pos.Z - actor->spr.pos.Z; - PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; switch (actor->spr.type) { case kDudeSpiderBrown: diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 24f284ae0..b226422b7 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -198,7 +198,7 @@ static void sub_725A4(DBloodActor* actor) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index ce6202529..02c114186 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -461,7 +461,7 @@ static void unicultThinkChase(DBloodActor* actor) if (target->xspr.health <= 0) // target is dead { - PLAYER* pPlayer = NULL; + BloodPlayer* pPlayer = NULL; if ((!target->IsPlayerActor()) || ((pPlayer = getPlayerById(target->spr.type)) != NULL && pPlayer->fragger == actor)) { playGenDudeSound(actor, kGenDudeSndTargetDead); @@ -498,7 +498,7 @@ static void unicultThinkChase(DBloodActor* actor) } else if (target->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW); @@ -1758,7 +1758,7 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event) { if (actTarget->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[actTarget->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actTarget->spr.type - kDudePlayer1]; if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) return; } double top, bottom; diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 524645fe3..797113d06 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -209,7 +209,7 @@ static void myThinkTarget(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); for (int p = connecthead; p >= 0; p = connectpoint2[p]) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; auto owneractor = actor->GetOwner(); if (owneractor == nullptr || owneractor == pPlayer->GetActor() || pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index be3ff2543..812462dd6 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -490,7 +490,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF case kViewEffectShowWeapon: { assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8); - PLAYER* pPlayer = &gPlayer[pTSprite->type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[pTSprite->type - kDudePlayer1]; WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon]; auto nTex = weaponIcon.textureID(); if (!nTex.isValid()) break; @@ -555,7 +555,7 @@ static int GetOctant(const DVector2& dPos) void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, double interpfrac) { - PLAYER* pPlayer = &gPlayer[gViewIndex]; + BloodPlayer* pPlayer = &gPlayer[gViewIndex]; int nViewSprites = tsprites.Size(); // shift before interpolating to increase precision. DAngle myclock = DAngle::fromBuild((PlayClock << 3) + (4 << 3) * interpfrac); @@ -841,7 +841,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, if (powerupCheck(pPlayer, kPwUpBeastVision) > 0) pTSprite->shade = -128; if (IsPlayerSprite(pTSprite)) { - PLAYER* thisPlayer = &gPlayer[pTSprite->type - kDudePlayer1]; + BloodPlayer* thisPlayer = &gPlayer[pTSprite->type - kDudePlayer1]; if (powerupCheck(thisPlayer, kPwUpShadowCloak) && !powerupCheck(pPlayer, kPwUpBeastVision)) { pTSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pTSprite->pal = 5; diff --git a/source/games/blood/src/asound.cpp b/source/games/blood/src/asound.cpp index 399173bc0..a4512c918 100644 --- a/source/games/blood/src/asound.cpp +++ b/source/games/blood/src/asound.cpp @@ -43,7 +43,7 @@ int nAmbChannels = 0; // //--------------------------------------------------------------------------- -void ambProcess(PLAYER* pPlayer) +void ambProcess(BloodPlayer* pPlayer) { if (!SoundEnabled()) return; diff --git a/source/games/blood/src/blood.cpp b/source/games/blood/src/blood.cpp index fe6c2044a..5151fedfa 100644 --- a/source/games/blood/src/blood.cpp +++ b/source/games/blood/src/blood.cpp @@ -123,7 +123,7 @@ bool bNoDemo = false; int gNetPlayers; int gChokeCounter = 0; int blood_globalflags; -PLAYER gPlayerTemp[kMaxPlayers]; +BloodPlayer gPlayerTemp[kMaxPlayers]; int gHealthTemp[kMaxPlayers]; int16_t startang; sectortype* startsector; @@ -339,7 +339,7 @@ void StartLevel(MapRecord* level, bool newgame) { for (int i = connecthead; i >= 0; i = connectpoint2[i]) { - PLAYER* pPlayer = &gPlayer[i]; + BloodPlayer* pPlayer = &gPlayer[i]; pPlayer->GetActor()->xspr.health &= 0xf000; pPlayer->GetActor()->xspr.health |= gHealthTemp[i]; pPlayer->weaponQav = gPlayerTemp[i].weaponQav; @@ -421,7 +421,7 @@ void GameInterface::Ticker(const ticcmd_t* playercmds) thinktime.Reset(); thinktime.Clock(); - PLAYER* pPlayer = &gPlayer[myconnectindex]; + BloodPlayer* pPlayer = &gPlayer[myconnectindex]; // disable synchronised input if set by game. resetForcedSyncInput(); @@ -762,13 +762,13 @@ DEFINE_ACTION_FUNCTION(_Blood, GetViewPlayer) DEFINE_ACTION_FUNCTION(_BloodPlayer, GetHealth) { - PARAM_SELF_STRUCT_PROLOGUE(PLAYER); + PARAM_SELF_STRUCT_PROLOGUE(BloodPlayer); ACTION_RETURN_INT(self->GetActor()->xspr.health); } DEFINE_ACTION_FUNCTION_NATIVE(_BloodPlayer, powerupCheck, powerupCheck) { - PARAM_SELF_STRUCT_PROLOGUE(PLAYER); + PARAM_SELF_STRUCT_PROLOGUE(BloodPlayer); PARAM_INT(pwup); ACTION_RETURN_INT(powerupCheck(self, pwup)); } diff --git a/source/games/blood/src/bloodactor.h b/source/games/blood/src/bloodactor.h index a260dde36..43633b895 100644 --- a/source/games/blood/src/bloodactor.h +++ b/source/games/blood/src/bloodactor.h @@ -172,7 +172,7 @@ inline bool IsTargetTeammate(DBloodActor* pSource, DBloodActor* pTarget) { if (!pSource->IsPlayerActor()) return false; - PLAYER* pSourcePlayer = &gPlayer[pSource->spr.type - kDudePlayer1]; + BloodPlayer* pSourcePlayer = &gPlayer[pSource->spr.type - kDudePlayer1]; return IsTargetTeammate(pSourcePlayer, pTarget); } diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index 90d137479..62557d8e9 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -337,7 +337,7 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10 if (!actor) return; if (actor->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (!pPlayer->bubbleTime) return; double top, bottom; @@ -694,7 +694,7 @@ void LeechStateTimer(DBloodActor* actor, sectortype*) // 20 // //--------------------------------------------------------------------------- -void sub_76A08(DBloodActor* actor, DBloodActor* actor2, PLAYER* pPlayer) // ??? +void sub_76A08(DBloodActor* actor, DBloodActor* actor2, BloodPlayer* pPlayer) // ??? { double top, bottom; GetActorExtents(actor, &top, &bottom); @@ -726,7 +726,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused evPostActor(actor, 0, kCallbackRemove); return; } - PLAYER* pPlayer; + BloodPlayer* pPlayer; if (Owner->IsPlayerActor()) pPlayer = &gPlayer[Owner->spr.type - kDudePlayer1]; else @@ -753,7 +753,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused continue; if (actor2->hasX()) { - PLAYER* pPlayer2; + BloodPlayer* pPlayer2; if (actor2->IsPlayerActor()) pPlayer2 = &gPlayer[actor2->spr.type - kDudePlayer1]; else diff --git a/source/games/blood/src/choke.cpp b/source/games/blood/src/choke.cpp index 5877cc350..85b47a56d 100644 --- a/source/games/blood/src/choke.cpp +++ b/source/games/blood/src/choke.cpp @@ -35,7 +35,7 @@ BEGIN_BLD_NS // //--------------------------------------------------------------------------- -void CChoke::init(int a1, void(*a2)(PLAYER*)) +void CChoke::init(int a1, void(*a2)(BloodPlayer*)) { callback = a2; if (!qav && a1 != -1) @@ -82,7 +82,7 @@ void CChoke::animateChoke(int x, int y, double interpfrac) // //--------------------------------------------------------------------------- -void chokeCallback(PLAYER* pPlayer) +void chokeCallback(BloodPlayer* pPlayer) { int t = gGameOptions.nDifficulty + 2; if (pPlayer->handTime < 64) diff --git a/source/games/blood/src/choke.h b/source/games/blood/src/choke.h index d2b9a82e1..48e2930e0 100644 --- a/source/games/blood/src/choke.h +++ b/source/games/blood/src/choke.h @@ -40,7 +40,7 @@ public: x = 0; y = 0; }; - void init(int a1, void(*a2)(PLAYER*)); + void init(int a1, void(*a2)(BloodPlayer*)); void animateChoke(int x, int y, double interpfrac); void reset() { time = 0; } QAV* qav; @@ -48,10 +48,10 @@ public: int time; int x; int y; - void(*callback)(PLAYER*); + void(*callback)(BloodPlayer*); }; -void chokeCallback(PLAYER*); +void chokeCallback(BloodPlayer*); extern CChoke gChoke; diff --git a/source/games/blood/src/endgame.cpp b/source/games/blood/src/endgame.cpp index 70554bca8..c8f222497 100644 --- a/source/games/blood/src/endgame.cpp +++ b/source/games/blood/src/endgame.cpp @@ -37,7 +37,7 @@ void GameInterface::LevelCompleted(MapRecord* map, int skill) { if (gPlayer[i].GetActor()) { - memcpy(&gPlayerTemp[i], &gPlayer[i], sizeof(PLAYER)); + memcpy(&gPlayerTemp[i], &gPlayer[i], sizeof(BloodPlayer)); gHealthTemp[i] = gPlayer[i].GetActor()->xspr.health; } } diff --git a/source/games/blood/src/eventq.cpp b/source/games/blood/src/eventq.cpp index c2ce7dcbe..5c0559c36 100644 --- a/source/games/blood/src/eventq.cpp +++ b/source/games/blood/src/eventq.cpp @@ -311,7 +311,7 @@ void evSend(EventObject& eob, int rxId, COMMAND_ID command, DBloodActor* initiat if (gModernMap) { // allow to send commands on player sprites - PLAYER* pPlayer = NULL; + BloodPlayer* pPlayer = NULL; if (playerRXRngIsFine(rxId)) { if ((pPlayer = getPlayerById((rxId - kChannelPlayer7) + kMaxPlayers)) != nullptr) diff --git a/source/games/blood/src/hudsprites.cpp b/source/games/blood/src/hudsprites.cpp index 8a75c29db..c6e66c1eb 100644 --- a/source/games/blood/src/hudsprites.cpp +++ b/source/games/blood/src/hudsprites.cpp @@ -100,7 +100,7 @@ static void viewBurnTime(int gScale) // //--------------------------------------------------------------------------- -void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, double zDelta, DAngle angle, int basepal, double interpfrac) +void hudDraw(BloodPlayer* pPlayer, sectortype* pSector, double bobx, double boby, double zDelta, DAngle angle, int basepal, double interpfrac) { if (gViewPos == 0) { @@ -169,7 +169,7 @@ void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, dou } int zn = int(((pPlayer->zWeapon - pPlayer->zView - 12) * 2.) + 220); - PLAYER* pPSprite = &gPlayer[pPlayer->GetActor()->spr.type - kDudePlayer1]; + BloodPlayer* pPSprite = &gPlayer[pPlayer->GetActor()->spr.type - kDudePlayer1]; if (pPlayer->GetActor()->IsPlayerActor() && pPSprite->hand == 1) { gChoke.animateChoke(160, zn, interpfrac); diff --git a/source/games/blood/src/messages.cpp b/source/games/blood/src/messages.cpp index 41594c809..7eef94dc0 100644 --- a/source/games/blood/src/messages.cpp +++ b/source/games/blood/src/messages.cpp @@ -46,7 +46,7 @@ void sub_5A928(void) buttonMap.ClearButton(i); } -const char* SetGodMode(PLAYER* pPlayer, bool god) +const char* SetGodMode(BloodPlayer* pPlayer, bool god) { playerSetGodMode(pPlayer, god); bPlayerCheated = true; @@ -60,13 +60,13 @@ const char* SetClipMode(bool noclip) return gNoClip ? GStrings("TXTB_NOCLIP") : GStrings("TXTB_NOCLIPOFF"); } -void packStuff(PLAYER* pPlayer) +void packStuff(BloodPlayer* pPlayer) { for (int i = 0; i < 5; i++) packAddItem(pPlayer, i); } -void packClear(PLAYER* pPlayer) +void packClear(BloodPlayer* pPlayer) { pPlayer->packItemId = 0; for (int i = 0; i < 5; i++) @@ -76,7 +76,7 @@ void packClear(PLAYER* pPlayer) } } -void SetAmmo(PLAYER* pPlayer, bool stat) +void SetAmmo(BloodPlayer* pPlayer, bool stat) { if (stat) { @@ -92,7 +92,7 @@ void SetAmmo(PLAYER* pPlayer, bool stat) } } -void SetWeapons(PLAYER* pPlayer, bool stat) +void SetWeapons(BloodPlayer* pPlayer, bool stat) { for (int i = 0; i < 14; i++) { @@ -114,7 +114,7 @@ void SetWeapons(PLAYER* pPlayer, bool stat) } } -void SetToys(PLAYER* pPlayer, bool stat) +void SetToys(BloodPlayer* pPlayer, bool stat) { if (stat) { @@ -128,7 +128,7 @@ void SetToys(PLAYER* pPlayer, bool stat) } } -void SetArmor(PLAYER* pPlayer, bool stat) +void SetArmor(BloodPlayer* pPlayer, bool stat) { int nAmount; if (stat) @@ -145,7 +145,7 @@ void SetArmor(PLAYER* pPlayer, bool stat) pPlayer->armor[i] = nAmount; } -void SetKeys(PLAYER* pPlayer, bool stat) +void SetKeys(BloodPlayer* pPlayer, bool stat) { for (int i = 1; i <= 7; i++) pPlayer->hasKey[i] = stat; @@ -173,7 +173,7 @@ void SetMap(bool stat) viewSetMessage(GStrings("TXTB_NOALLMAP")); } -void SetWooMode(PLAYER* pPlayer, bool stat) +void SetWooMode(BloodPlayer* pPlayer, bool stat) { if (stat) { @@ -191,12 +191,12 @@ void SetWooMode(PLAYER* pPlayer, bool stat) } } -void ToggleWooMode(PLAYER* pPlayer) +void ToggleWooMode(BloodPlayer* pPlayer) { SetWooMode(pPlayer, !(powerupCheck(pPlayer, kPwUpTwoGuns) != 0)); } -void ToggleBoots(PLAYER* pPlayer) +void ToggleBoots(BloodPlayer* pPlayer) { if (powerupCheck(pPlayer, kPwUpJumpBoots)) { @@ -217,7 +217,7 @@ void ToggleBoots(PLAYER* pPlayer) } } -void ToggleInvisibility(PLAYER* pPlayer) +void ToggleInvisibility(BloodPlayer* pPlayer) { if (powerupCheck(pPlayer, kPwUpShadowCloak)) { @@ -233,7 +233,7 @@ void ToggleInvisibility(PLAYER* pPlayer) } } -void ToggleInvulnerability(PLAYER* pPlayer) +void ToggleInvulnerability(BloodPlayer* pPlayer) { if (powerupCheck(pPlayer, kPwUpDeathMask)) { @@ -249,7 +249,7 @@ void ToggleInvulnerability(PLAYER* pPlayer) } } -void ToggleDelirium(PLAYER* pPlayer) +void ToggleDelirium(BloodPlayer* pPlayer) { if (powerupCheck(pPlayer, kPwUpDeliriumShroom)) { @@ -292,7 +292,7 @@ static int parseArgs(char* pzArgs, int* nArg1, int* nArg2) const char* GameInterface::GenericCheat(int player, int cheat) { // message processing is not perfect because many cheats output multiple messages. - PLAYER* pPlayer = &gPlayer[player]; + BloodPlayer* pPlayer = &gPlayer[player]; if (gGameOptions.nGameType != 0 || numplayers > 1) // sp only for now. return nullptr; @@ -512,7 +512,7 @@ static cheatseq_t s_CheatInfo[] = { void cheatReset(void) { - PLAYER* pPlayer = &gPlayer[myconnectindex]; + BloodPlayer* pPlayer = &gPlayer[myconnectindex]; bPlayerCheated = 0; playerSetGodMode(pPlayer, 0); gNoClip = 0; @@ -530,7 +530,7 @@ void cheatReset(void) static void cmd_Give(int player, uint8_t** stream, bool skip) { - PLAYER* pPlayer = &gPlayer[player]; + BloodPlayer* pPlayer = &gPlayer[player]; int type = ReadByte(stream); if (skip) return; diff --git a/source/games/blood/src/misc.h b/source/games/blood/src/misc.h index 86e194af4..6433a70f2 100644 --- a/source/games/blood/src/misc.h +++ b/source/games/blood/src/misc.h @@ -48,16 +48,16 @@ void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation); void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer); int qanimateoffs(int a1, int a2); -struct PLAYER; +struct BloodPlayer; -bool checkLitSprayOrTNT(PLAYER* pPlayer); +bool checkLitSprayOrTNT(BloodPlayer* pPlayer); void WeaponInit(void); -void WeaponDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle); -void WeaponRaise(PLAYER* pPlayer); -void WeaponLower(PLAYER* pPlayer); -int WeaponUpgrade(PLAYER* pPlayer, int newWeapon); -void WeaponProcess(PLAYER* pPlayer); -void WeaponUpdateState(PLAYER* pPlayer); +void WeaponDraw(BloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle); +void WeaponRaise(BloodPlayer* pPlayer); +void WeaponLower(BloodPlayer* pPlayer); +int WeaponUpgrade(BloodPlayer* pPlayer, int newWeapon); +void WeaponProcess(BloodPlayer* pPlayer); +void WeaponUpdateState(BloodPlayer* pPlayer); void teslaHit(DBloodActor* pMissile, int a2); void WeaponPrecache(); diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 8e495749f..556d11a70 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -1175,7 +1175,7 @@ void nnExtProcessSuperSprites() { for (int a = connecthead; a >= 0; a = connectpoint2[a]) { - PLAYER* pPlayer = &gPlayer[a]; + BloodPlayer* pPlayer = &gPlayer[a]; if (!pPlayer || !xsprIsFine(pPlayer->GetActor()) || pPlayer->GetActor()->xspr.health <= 0) continue; @@ -1213,7 +1213,7 @@ void nnExtProcessSuperSprites() for (int a = connecthead; a >= 0; a = connectpoint2[a]) { - PLAYER* pPlayer = &gPlayer[a]; + BloodPlayer* pPlayer = &gPlayer[a]; if (!pPlayer || !xsprIsFine(pPlayer->GetActor()) || pPlayer->GetActor()->xspr.health <= 0) continue; @@ -1300,7 +1300,7 @@ void nnExtProcessSuperSprites() if (debrisactor->xspr.physAttr & kPhysDebrisTouch) { - PLAYER* pPlayer = NULL; + BloodPlayer* pPlayer = NULL; for (int a = connecthead; a != -1; a = connectpoint2[a]) { pPlayer = &gPlayer[a]; @@ -1940,7 +1940,7 @@ void windGenStopWindOnSectors(DBloodActor* sourceactor) // //--------------------------------------------------------------------------- -void trPlayerCtrlStartScene(DBloodActor* sourceactor, PLAYER* pPlayer, bool force) +void trPlayerCtrlStartScene(DBloodActor* sourceactor, BloodPlayer* pPlayer, bool force) { TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer]; @@ -1982,7 +1982,7 @@ void trPlayerCtrlStartScene(DBloodActor* sourceactor, PLAYER* pPlayer, bool forc // //--------------------------------------------------------------------------- -void trPlayerCtrlStopScene(PLAYER* pPlayer) +void trPlayerCtrlStopScene(BloodPlayer* pPlayer) { TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer]; auto initiator = pCtrl->qavScene.initiator; @@ -2014,7 +2014,7 @@ void trPlayerCtrlStopScene(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlLink(DBloodActor* sourceactor, PLAYER* pPlayer, bool checkCondition) +void trPlayerCtrlLink(DBloodActor* sourceactor, BloodPlayer* pPlayer, bool checkCondition) { // save player's sprite index to let the tracking condition know it after savegame loading... auto actor = pPlayer->GetActor(); @@ -2074,7 +2074,7 @@ void trPlayerCtrlLink(DBloodActor* sourceactor, PLAYER* pPlayer, bool checkCondi // //--------------------------------------------------------------------------- -void trPlayerCtrlSetRace(int value, PLAYER* pPlayer) +void trPlayerCtrlSetRace(int value, BloodPlayer* pPlayer) { playerSetRace(pPlayer, value); switch (pPlayer->lifeMode) @@ -2098,7 +2098,7 @@ void trPlayerCtrlSetRace(int value, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlSetMoveSpeed(int value, PLAYER* pPlayer) +void trPlayerCtrlSetMoveSpeed(int value, BloodPlayer* pPlayer) { int speed = ClipRange(value, 0, 500); for (int i = 0; i < kModeMax; i++) @@ -2119,7 +2119,7 @@ void trPlayerCtrlSetMoveSpeed(int value, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlSetJumpHeight(int value, PLAYER* pPlayer) +void trPlayerCtrlSetJumpHeight(int value, BloodPlayer* pPlayer) { int jump = ClipRange(value, 0, 500); for (int i = 0; i < kModeMax; i++) @@ -2136,7 +2136,7 @@ void trPlayerCtrlSetJumpHeight(int value, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlSetScreenEffect(int value, int timeval, PLAYER* pPlayer) +void trPlayerCtrlSetScreenEffect(int value, int timeval, BloodPlayer* pPlayer) { int eff = ClipLow(value, 0); int time = (eff > 0) ? timeval : 0; @@ -2179,7 +2179,7 @@ void trPlayerCtrlSetScreenEffect(int value, int timeval, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlSetLookAngle(int value, PLAYER* pPlayer) +void trPlayerCtrlSetLookAngle(int value, BloodPlayer* pPlayer) { static constexpr double upAngle = 289; static constexpr double downAngle = -347; @@ -2199,7 +2199,7 @@ void trPlayerCtrlSetLookAngle(int value, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlEraseStuff(int value, PLAYER* pPlayer) +void trPlayerCtrlEraseStuff(int value, BloodPlayer* pPlayer) { switch (value) @@ -2251,7 +2251,7 @@ void trPlayerCtrlEraseStuff(int value, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void trPlayerCtrlGiveStuff(int data2, int weapon, int data4, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl) +void trPlayerCtrlGiveStuff(int data2, int weapon, int data4, BloodPlayer* pPlayer, TRPLAYERCTRL* pCtrl) { switch (data2) { @@ -2321,7 +2321,7 @@ void trPlayerCtrlGiveStuff(int data2, int weapon, int data4, PLAYER* pPlayer, TR // //--------------------------------------------------------------------------- -void trPlayerCtrlUsePackItem(int data2, int data3, int data4, PLAYER* pPlayer, int evCmd) +void trPlayerCtrlUsePackItem(int data2, int data3, int data4, BloodPlayer* pPlayer, int evCmd) { unsigned int invItem = data2 - 1; switch (evCmd) @@ -2357,7 +2357,7 @@ void trPlayerCtrlUsePackItem(int data2, int data3, int data4, PLAYER* pPlayer, i // //--------------------------------------------------------------------------- -void trPlayerCtrlUsePowerup(DBloodActor* sourceactor, PLAYER* pPlayer, int evCmd) +void trPlayerCtrlUsePowerup(DBloodActor* sourceactor, BloodPlayer* pPlayer, int evCmd) { bool relative = (sourceactor->spr.flags & kModernTypeFlag1); @@ -2891,7 +2891,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe if (iactor->spr.statnum != kStatDude || !iactor->IsDudeActor() || !iactor->hasX()) continue; - PLAYER* pPlayer = getPlayerById(iactor->spr.type); + BloodPlayer* pPlayer = getPlayerById(iactor->spr.type); if (pXSector->Underwater) { if (aLower) @@ -3138,7 +3138,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) { - PLAYER* pPlayer = getPlayerById(actor->spr.type); + BloodPlayer* pPlayer = getPlayerById(actor->spr.type); XSECTOR* pXSector = (sourceactor->sector()->hasX()) ? &sourceactor->sector()->xs() : nullptr; bool isDude = (!pPlayer && actor->IsDudeActor()); @@ -3559,7 +3559,7 @@ void damageSprites(DBloodActor* sourceactor, DBloodActor* actor) int health = 0; - PLAYER* pPlayer = getPlayerById(actor->spr.type); + BloodPlayer* pPlayer = getPlayerById(actor->spr.type); int dmgType = (sourceactor->xspr.data2 >= kDmgFall) ? ClipHigh(sourceactor->xspr.data2, kDmgElectric) : -1; int dmg = actor->xspr.health << 4; int armor[3]; @@ -4304,7 +4304,7 @@ bool condCheckWall(DBloodActor* aCond, int cmpOp, bool PUSH) bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH) { int var = -1; - PLAYER* pPlayer = NULL; + BloodPlayer* pPlayer = NULL; int cond = aCond->xspr.data1 - kCondPlayerBase; int arg1 = aCond->xspr.data2; int arg2 = aCond->xspr.data3; @@ -4550,7 +4550,7 @@ bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH) bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH) { - int var = -1, var2 = -1, var3 = -1; PLAYER* pPlayer = NULL; bool retn = false; + int var = -1, var2 = -1, var3 = -1; BloodPlayer* pPlayer = NULL; bool retn = false; int cond = aCond->xspr.data1 - kCondSpriteBase; int arg1 = aCond->xspr.data2; int arg2 = aCond->xspr.data3; int arg3 = aCond->xspr.data4; @@ -5727,7 +5727,7 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event) else if (actor->xspr.data1 >= 666 && actor->xspr.data1 < 669) useSpriteDamager(actor, -1, nullptr, nullptr); else { - PLAYER* pPlayer = getPlayerById(actor->xspr.data1); + BloodPlayer* pPlayer = getPlayerById(actor->xspr.data1); if (pPlayer != NULL) useSpriteDamager(actor, OBJ_SPRITE, 0, pPlayer->GetActor()); } @@ -5746,7 +5746,7 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event) case kMarkerWarpDest: if (actor->xspr.txID <= 0) { - PLAYER* pPlayer = getPlayerById(actor->xspr.data1); + BloodPlayer* pPlayer = getPlayerById(actor->xspr.data1); if (pPlayer != NULL && SetSpriteState(actor, actor->xspr.state ^ 1, initiator) == 1) useTeleportTarget(actor, pPlayer->GetActor()); return true; @@ -5981,7 +5981,7 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event) return true; case kModernPlayerControl: { // WIP - PLAYER* pPlayer = NULL; + BloodPlayer* pPlayer = NULL; int cmd = (event.cmd >= kCmdNumberic) ? event.cmd : actor->xspr.command; @@ -7252,7 +7252,7 @@ QAV* playerQavSceneLoad(int qavId) // //--------------------------------------------------------------------------- -void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) +void playerQavSceneProcess(BloodPlayer* pPlayer, QAVSCENE* pQavScene) { auto initiator = pQavScene->initiator; if (initiator->hasX()) @@ -7303,7 +7303,7 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) // //--------------------------------------------------------------------------- -void playerQavSceneDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle) +void playerQavSceneDraw(BloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle) { if (pPlayer == NULL || pPlayer->sceneQav == -1) return; @@ -7347,7 +7347,7 @@ void playerQavSceneDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, in // //--------------------------------------------------------------------------- -void playerQavScenePlay(PLAYER* pPlayer) +void playerQavScenePlay(BloodPlayer* pPlayer) { if (pPlayer == NULL) return; @@ -7363,7 +7363,7 @@ void playerQavScenePlay(PLAYER* pPlayer) } } -void playerQavSceneReset(PLAYER* pPlayer) +void playerQavSceneReset(BloodPlayer* pPlayer) { QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene; pQavScene->initiator = nullptr; @@ -7371,28 +7371,28 @@ void playerQavSceneReset(PLAYER* pPlayer) pQavScene->qavResrc = NULL; } -bool playerSizeShrink(PLAYER* pPlayer, int divider) +bool playerSizeShrink(BloodPlayer* pPlayer, int divider) { pPlayer->GetActor()->xspr.scale = 256 / divider; playerSetRace(pPlayer, kModeHumanShrink); return true; } -bool playerSizeGrow(PLAYER* pPlayer, int multiplier) +bool playerSizeGrow(BloodPlayer* pPlayer, int multiplier) { pPlayer->GetActor()->xspr.scale = 256 * multiplier; playerSetRace(pPlayer, kModeHumanGrown); return true; } -bool playerSizeReset(PLAYER* pPlayer) +bool playerSizeReset(BloodPlayer* pPlayer) { playerSetRace(pPlayer, kModeHuman); pPlayer->GetActor()->xspr.scale = 0; return true; } -void playerDeactivateShrooms(PLAYER* pPlayer) +void playerDeactivateShrooms(BloodPlayer* pPlayer) { powerupDeactivate(pPlayer, kPwUpGrowShroom); pPlayer->pwUpTime[kPwUpGrowShroom] = 0; @@ -7407,7 +7407,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -PLAYER* getPlayerById(int id) +BloodPlayer* getPlayerById(int id) { // relative to connected players if (id >= 1 && id <= kMaxPlayers) @@ -8381,7 +8381,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) PATROL_FOUND_SOUNDS patrolBonkles[kMaxPatrolFoundSounds]; assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); - DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); PLAYER* pPlayer = NULL; + DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); BloodPlayer* pPlayer = NULL; for (int i = 0; i < kMaxPatrolFoundSounds; i++) { @@ -9286,7 +9286,7 @@ void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng) pSpr->spr.Angles.Yaw = nAng; else { - PLAYER* pPlayer = getPlayerById(pSpr->spr.type); + BloodPlayer* pPlayer = getPlayerById(pSpr->spr.type); if (pPlayer) pPlayer->GetActor()->spr.Angles.Yaw = nAng; else @@ -9349,7 +9349,7 @@ void killEffectGenCallbacks(DBloodActor* actor) else if (actor->xspr.txID >= kChannelPlayer0 && actor->xspr.txID < kChannelPlayer0 + kMaxPlayers) { // player sprites - PLAYER* pPlayer = getPlayerById(actor->xspr.txID - kChannelPlayer0); + BloodPlayer* pPlayer = getPlayerById(actor->xspr.txID - kChannelPlayer0); if (pPlayer && pPlayer->GetActor() != nullptr) dokillEffectGenCallbacks(pPlayer->GetActor()); } diff --git a/source/games/blood/src/nnexts.h b/source/games/blood/src/nnexts.h index 05c1f0ff9..da3c60d0c 100644 --- a/source/games/blood/src/nnexts.h +++ b/source/games/blood/src/nnexts.h @@ -331,8 +331,8 @@ void useCustomDudeSpawn(DBloodActor* pXSource, DBloodActor* pSprite); void useVelocityChanger(DBloodActor* pXSource, sectortype* sect, DBloodActor* causerID, DBloodActor* pSprite); void seqTxSendCmdAll(DBloodActor* pXSource, DBloodActor* nIndex, COMMAND_ID cmd, bool modernSend, DBloodActor* initiator); // ------------------------------------------------------------------------- // -void trPlayerCtrlLink(DBloodActor* pXSource, PLAYER* pPlayer, bool checkCondition); -void trPlayerCtrlStopScene(PLAYER* pPlayer); +void trPlayerCtrlLink(DBloodActor* pXSource, BloodPlayer* pPlayer, bool checkCondition); +void trPlayerCtrlStopScene(BloodPlayer* pPlayer); // ------------------------------------------------------------------------- // void modernTypeTrigger(int type, sectortype* sect, walltype* wal, DBloodActor* actor, EVENT& event); bool modernTypeOperateSector(sectortype* pSector, const EVENT& event); @@ -340,22 +340,22 @@ bool modernTypeOperateSprite(DBloodActor*, EVENT& event); bool modernTypeOperateWall(walltype* pWall, const EVENT& event); void modernTypeSendCommand(DBloodActor* nSprite, int channel, COMMAND_ID command, DBloodActor* initiator); // ------------------------------------------------------------------------- // -bool playerSizeShrink(PLAYER* pPlayer, int divider); -bool playerSizeGrow(PLAYER* pPlayer, int multiplier); -bool playerSizeReset(PLAYER* pPlayer); -void playerDeactivateShrooms(PLAYER* pPlayer); +bool playerSizeShrink(BloodPlayer* pPlayer, int divider); +bool playerSizeGrow(BloodPlayer* pPlayer, int multiplier); +bool playerSizeReset(BloodPlayer* pPlayer); +void playerDeactivateShrooms(BloodPlayer* pPlayer); // ------------------------------------------------------------------------- // QAV* playerQavSceneLoad(int qavId); -void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene); -void playerQavScenePlay(PLAYER* pPlayer); -void playerQavSceneDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle); -void playerQavSceneReset(PLAYER* pPlayer); +void playerQavSceneProcess(BloodPlayer* pPlayer, QAVSCENE* pQavScene); +void playerQavScenePlay(BloodPlayer* pPlayer); +void playerQavSceneDraw(BloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle); +void playerQavSceneReset(BloodPlayer* pPlayer); // ------------------------------------------------------------------------- // void callbackUniMissileBurst(DBloodActor* actor, sectortype* nSprite); void callbackMakeMissileBlocking(DBloodActor* actor, sectortype* nSprite); void callbackGenDudeUpdate(DBloodActor* actor, sectortype* nSprite); // ------------------------------------------------------------------------- // -PLAYER* getPlayerById(int id); +BloodPlayer* getPlayerById(int id); bool isGrown(DBloodActor* pSprite); bool isShrinked(DBloodActor* pSprite); bool IsBurningDude(DBloodActor* pSprite); diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 049ff587b..c1fa051bc 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -34,7 +34,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. BEGIN_BLD_NS -PLAYER gPlayer[kMaxPlayers]; +BloodPlayer gPlayer[kMaxPlayers]; bool gBlueFlagDropped = false; bool gRedFlagDropped = false; @@ -230,7 +230,7 @@ DAMAGEINFO damageInfo[7] = { // //--------------------------------------------------------------------------- -inline bool IsTargetTeammate(PLAYER* pSourcePlayer, DBloodActor* target) +inline bool IsTargetTeammate(BloodPlayer* pSourcePlayer, DBloodActor* target) { if (pSourcePlayer == nullptr) return false; @@ -238,7 +238,7 @@ inline bool IsTargetTeammate(PLAYER* pSourcePlayer, DBloodActor* target) return false; if (gGameOptions.nGameType == 1 || gGameOptions.nGameType == 3) { - PLAYER* pTargetPlayer = &gPlayer[target->spr.type - kDudePlayer1]; + BloodPlayer* pTargetPlayer = &gPlayer[target->spr.type - kDudePlayer1]; if (pSourcePlayer != pTargetPlayer) { if (gGameOptions.nGameType == 1) @@ -258,7 +258,7 @@ inline bool IsTargetTeammate(PLAYER* pSourcePlayer, DBloodActor* target) // //--------------------------------------------------------------------------- -int powerupCheck(PLAYER* pPlayer, int nPowerUp) +int powerupCheck(BloodPlayer* pPlayer, int nPowerUp) { assert(pPlayer != NULL); assert(nPowerUp >= 0 && nPowerUp < kMaxPowerUps); @@ -275,7 +275,7 @@ int powerupCheck(PLAYER* pPlayer, int nPowerUp) // //--------------------------------------------------------------------------- -bool powerupActivate(PLAYER* pPlayer, int nPowerUp) +bool powerupActivate(BloodPlayer* pPlayer, int nPowerUp) { if (powerupCheck(pPlayer, nPowerUp) > 0 && gPowerUpInfo[nPowerUp].pickupOnce) return 0; @@ -348,7 +348,7 @@ bool powerupActivate(PLAYER* pPlayer, int nPowerUp) // //--------------------------------------------------------------------------- -void powerupDeactivate(PLAYER* pPlayer, int nPowerUp) +void powerupDeactivate(BloodPlayer* pPlayer, int nPowerUp) { int nPack = powerupToPackItem(nPowerUp); if (nPack >= 0) @@ -403,7 +403,7 @@ void powerupDeactivate(PLAYER* pPlayer, int nPowerUp) // //--------------------------------------------------------------------------- -void powerupSetState(PLAYER* pPlayer, int nPowerUp, bool bState) +void powerupSetState(BloodPlayer* pPlayer, int nPowerUp, bool bState) { if (!bState) powerupActivate(pPlayer, nPowerUp); @@ -417,7 +417,7 @@ void powerupSetState(PLAYER* pPlayer, int nPowerUp, bool bState) // //--------------------------------------------------------------------------- -void powerupProcess(PLAYER* pPlayer) +void powerupProcess(BloodPlayer* pPlayer) { pPlayer->packItemTime = ClipLow(pPlayer->packItemTime - 4, 0); for (int i = kMaxPowerUps - 1; i >= 0; i--) @@ -453,7 +453,7 @@ void powerupProcess(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void powerupClear(PLAYER* pPlayer) +void powerupClear(BloodPlayer* pPlayer) { for (int i = kMaxPowerUps - 1; i >= 0; i--) { @@ -519,7 +519,7 @@ int powerupToPackItem(int nPowerUp) // //--------------------------------------------------------------------------- -bool packAddItem(PLAYER* pPlayer, unsigned int nPack) +bool packAddItem(BloodPlayer* pPlayer, unsigned int nPack) { if (nPack <= 4) { @@ -545,12 +545,12 @@ bool packAddItem(PLAYER* pPlayer, unsigned int nPack) // //--------------------------------------------------------------------------- -int packCheckItem(PLAYER* pPlayer, int nPack) +int packCheckItem(BloodPlayer* pPlayer, int nPack) { return pPlayer->packSlots[nPack].curAmount; } -bool packItemActive(PLAYER* pPlayer, int nPack) +bool packItemActive(BloodPlayer* pPlayer, int nPack) { return pPlayer->packSlots[nPack].isActive; } @@ -561,7 +561,7 @@ bool packItemActive(PLAYER* pPlayer, int nPack) // //--------------------------------------------------------------------------- -void packUseItem(PLAYER* pPlayer, int nPack) +void packUseItem(BloodPlayer* pPlayer, int nPack) { bool v4 = 0; int nPowerUp = -1; @@ -614,7 +614,7 @@ void packUseItem(PLAYER* pPlayer, int nPack) // //--------------------------------------------------------------------------- -void packPrevItem(PLAYER* pPlayer) +void packPrevItem(BloodPlayer* pPlayer) { if (pPlayer->packItemTime > 0) { @@ -643,7 +643,7 @@ void packPrevItem(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void packNextItem(PLAYER* pPlayer) +void packNextItem(BloodPlayer* pPlayer) { if (pPlayer->packItemTime > 0) { @@ -671,7 +671,7 @@ void packNextItem(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -bool playerSeqPlaying(PLAYER* pPlayer, int nSeq) +bool playerSeqPlaying(BloodPlayer* pPlayer, int nSeq) { int nCurSeq = seqGetID(pPlayer->GetActor()); if (pPlayer->pDudeInfo->seqStartID + nSeq == nCurSeq && seqGetStatus(pPlayer->GetActor()) >= 0) @@ -685,7 +685,7 @@ bool playerSeqPlaying(PLAYER* pPlayer, int nSeq) // //--------------------------------------------------------------------------- -void playerSetRace(PLAYER* pPlayer, int nLifeMode) +void playerSetRace(BloodPlayer* pPlayer, int nLifeMode) { assert(nLifeMode >= kModeHuman && nLifeMode <= kModeHumanGrown); DUDEINFO* pDudeInfo = pPlayer->pDudeInfo; @@ -705,12 +705,12 @@ void playerSetRace(PLAYER* pPlayer, int nLifeMode) // //--------------------------------------------------------------------------- -void playerSetGodMode(PLAYER* pPlayer, bool bGodMode) +void playerSetGodMode(BloodPlayer* pPlayer, bool bGodMode) { pPlayer->godMode = bGodMode; } -void playerResetInertia(PLAYER* pPlayer) +void playerResetInertia(BloodPlayer* pPlayer) { POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pPlayer->zView = pPlayer->GetActor()->spr.pos.Z - pPosture->eyeAboveZ; @@ -719,7 +719,7 @@ void playerResetInertia(PLAYER* pPlayer) viewBackupView(pPlayer->nPlayer); } -void playerCorrectInertia(PLAYER* pPlayer, const DVector3& oldpos) +void playerCorrectInertia(BloodPlayer* pPlayer, const DVector3& oldpos) { auto zAdj = pPlayer->GetActor()->spr.pos.Z - oldpos.Z; pPlayer->zView += zAdj; @@ -729,7 +729,7 @@ void playerCorrectInertia(PLAYER* pPlayer, const DVector3& oldpos) pPlayer->GetActor()->opos.Z += zAdj; } -void playerResetPowerUps(PLAYER* pPlayer) +void playerResetPowerUps(BloodPlayer* pPlayer) { for (int i = 0; i < kMaxPowerUps; i++) { if (!VanillaMode() && (i == kPwUpJumpBoots || i == kPwUpDivingSuit || i == kPwUpCrystalBall || i == kPwUpBeastVision)) @@ -738,7 +738,7 @@ void playerResetPowerUps(PLAYER* pPlayer) } } -void playerResetPosture(PLAYER* pPlayer) { +void playerResetPosture(BloodPlayer* pPlayer) { memcpy(pPlayer->pPosture, gPostureDefaults, sizeof(gPostureDefaults)); if (!VanillaMode()) { pPlayer->bobPhase = 0; @@ -759,7 +759,7 @@ void playerResetPosture(PLAYER* pPlayer) { void playerStart(int nPlayer, int bNewLevel) { - PLAYER* pPlayer = &gPlayer[nPlayer]; + BloodPlayer* pPlayer = &gPlayer[nPlayer]; InputPacket* pInput = &pPlayer->input; ZONE* pStartZone = NULL; @@ -918,7 +918,7 @@ void playerStart(int nPlayer, int bNewLevel) // //--------------------------------------------------------------------------- -void playerReset(PLAYER* pPlayer) +void playerReset(BloodPlayer* pPlayer) { static int dword_136400[] = { 3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1 @@ -984,7 +984,7 @@ void playerInit(int nPlayer, unsigned int a2) if (!(a2 & 1)) gPlayer[nPlayer] = {}; - PLAYER* pPlayer = &gPlayer[nPlayer]; + BloodPlayer* pPlayer = &gPlayer[nPlayer]; pPlayer->nPlayer = nPlayer; pPlayer->teamId = nPlayer; if (gGameOptions.nGameType == 3) @@ -1004,7 +1004,7 @@ void playerInit(int nPlayer, unsigned int a2) // //--------------------------------------------------------------------------- -bool findDroppedLeech(PLAYER* a1, DBloodActor* a2) +bool findDroppedLeech(BloodPlayer* a1, DBloodActor* a2) { BloodStatIterator it(kStatThing); while (auto actor = it.Next()) @@ -1023,7 +1023,7 @@ bool findDroppedLeech(PLAYER* a1, DBloodActor* a2) // //--------------------------------------------------------------------------- -bool PickupItem(PLAYER* pPlayer, DBloodActor* itemactor) +bool PickupItem(BloodPlayer* pPlayer, DBloodActor* itemactor) { char buffer[80]; int pickupSnd = 775; @@ -1256,7 +1256,7 @@ bool PickupItem(PLAYER* pPlayer, DBloodActor* itemactor) // //--------------------------------------------------------------------------- -bool PickupAmmo(PLAYER* pPlayer, DBloodActor* ammoactor) +bool PickupAmmo(BloodPlayer* pPlayer, DBloodActor* ammoactor) { const AMMOITEMDATA* pAmmoItemData = &gAmmoItemData[ammoactor->spr.type - kItemAmmoBase]; int nAmmoType = pAmmoItemData->type; @@ -1280,7 +1280,7 @@ bool PickupAmmo(PLAYER* pPlayer, DBloodActor* ammoactor) // //--------------------------------------------------------------------------- -bool PickupWeapon(PLAYER* pPlayer, DBloodActor* weaponactor) +bool PickupWeapon(BloodPlayer* pPlayer, DBloodActor* weaponactor) { const WEAPONITEMDATA* pWeaponItemData = &gWeaponItemData[weaponactor->spr.type - kItemWeaponBase]; int nWeaponType = pWeaponItemData->type; @@ -1325,7 +1325,7 @@ bool PickupWeapon(PLAYER* pPlayer, DBloodActor* weaponactor) // //--------------------------------------------------------------------------- -void PickUp(PLAYER* pPlayer, DBloodActor* actor) +void PickUp(BloodPlayer* pPlayer, DBloodActor* actor) { const char* msg = nullptr; int nType = actor->spr.type; @@ -1376,7 +1376,7 @@ void PickUp(PLAYER* pPlayer, DBloodActor* actor) // //--------------------------------------------------------------------------- -void CheckPickUp(PLAYER* pPlayer) +void CheckPickUp(BloodPlayer* pPlayer) { auto plActor = pPlayer->GetActor(); auto ppos = plActor->spr.pos; @@ -1417,7 +1417,7 @@ void CheckPickUp(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -int ActionScan(PLAYER* pPlayer, HitInfo* out) +int ActionScan(BloodPlayer* pPlayer, HitInfo* out) { auto plActor = pPlayer->GetActor(); *out = {}; @@ -1509,7 +1509,7 @@ unsigned GameInterface::getCrouchState() // //--------------------------------------------------------------------------- -void ProcessInput(PLAYER* pPlayer) +void ProcessInput(BloodPlayer* pPlayer) { enum { @@ -1764,7 +1764,7 @@ void ProcessInput(PLAYER* pPlayer) CheckPickUp(pPlayer); } -void playerProcess(PLAYER* pPlayer) +void playerProcess(BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; @@ -1892,12 +1892,12 @@ void playerProcess(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -DBloodActor* playerFireMissile(PLAYER* pPlayer, double xyoff, const DVector3& dv, int nType) +DBloodActor* playerFireMissile(BloodPlayer* pPlayer, double xyoff, const DVector3& dv, int nType) { return actFireMissile(pPlayer->GetActor(), xyoff, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv, nType); } -DBloodActor* playerFireThing(PLAYER* pPlayer, double xyoff, double zvel, int thingType, double nSpeed) +DBloodActor* playerFireThing(BloodPlayer* pPlayer, double xyoff, double zvel, int thingType, double nSpeed) { return actFireThing(pPlayer->GetActor(), xyoff, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->slope * 0.25 + zvel, thingType, nSpeed); } @@ -1908,7 +1908,7 @@ DBloodActor* playerFireThing(PLAYER* pPlayer, double xyoff, double zvel, int thi // //--------------------------------------------------------------------------- -void playerFrag(PLAYER* pKiller, PLAYER* pVictim) +void playerFrag(BloodPlayer* pKiller, BloodPlayer* pVictim) { assert(pKiller != NULL); assert(pVictim != NULL); @@ -1974,11 +1974,11 @@ void playerFrag(PLAYER* pKiller, PLAYER* pVictim) // //--------------------------------------------------------------------------- -void FragPlayer(PLAYER* pPlayer, DBloodActor* killer) +void FragPlayer(BloodPlayer* pPlayer, DBloodActor* killer) { if (killer && killer->IsPlayerActor()) { - PLAYER* pKiller = &gPlayer[killer->spr.type - kDudePlayer1]; + BloodPlayer* pKiller = &gPlayer[killer->spr.type - kDudePlayer1]; playerFrag(pKiller, pPlayer); int nTeam1 = pKiller->teamId & 1; int nTeam2 = pPlayer->teamId & 1; @@ -2005,7 +2005,7 @@ void FragPlayer(PLAYER* pPlayer, DBloodActor* killer) // //--------------------------------------------------------------------------- -int playerDamageArmor(PLAYER* pPlayer, DAMAGE_TYPE nType, int nDamage) +int playerDamageArmor(BloodPlayer* pPlayer, DAMAGE_TYPE nType, int nDamage) { DAMAGEINFO* pDamageInfo = &damageInfo[nType]; int nArmorType = pDamageInfo->armorType; @@ -2032,7 +2032,7 @@ int playerDamageArmor(PLAYER* pPlayer, DAMAGE_TYPE nType, int nDamage) // //--------------------------------------------------------------------------- -void flagDropped(PLAYER* pPlayer, int a2) +void flagDropped(BloodPlayer* pPlayer, int a2) { DBloodActor* playeractor = pPlayer->GetActor(); DBloodActor* actor; @@ -2066,7 +2066,7 @@ void flagDropped(PLAYER* pPlayer, int a2) // //--------------------------------------------------------------------------- -int playerDamageSprite(DBloodActor* source, PLAYER* pPlayer, DAMAGE_TYPE nDamageType, int nDamage) +int playerDamageSprite(DBloodActor* source, BloodPlayer* pPlayer, DAMAGE_TYPE nDamageType, int nDamage) { assert(pPlayer != NULL); if (pPlayer->damageControl[nDamageType] || pPlayer->godMode) @@ -2234,7 +2234,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER* pPlayer, DAMAGE_TYPE nDamage // //--------------------------------------------------------------------------- -int UseAmmo(PLAYER* pPlayer, int nAmmoType, int nDec) +int UseAmmo(BloodPlayer* pPlayer, int nAmmoType, int nDec) { if (gInfiniteAmmo) return 9999; @@ -2250,7 +2250,7 @@ int UseAmmo(PLAYER* pPlayer, int nAmmoType, int nDec) // //--------------------------------------------------------------------------- -void voodooTarget(PLAYER* pPlayer) +void voodooTarget(BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); double aimz = pPlayer->aim.Z; @@ -2277,7 +2277,7 @@ void voodooTarget(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void playerLandingSound(PLAYER* pPlayer) +void playerLandingSound(BloodPlayer* pPlayer) { static int surfaceSound[] = { -1, @@ -2322,7 +2322,7 @@ void PlayerSurvive(int, DBloodActor* actor) sfxPlay3DSound(actor, 3009, 0, 6); if (actor->IsPlayerActor()) { - PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; + BloodPlayer* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (pPlayer->nPlayer == myconnectindex) viewSetMessage(GStrings("TXT_LIVEAGAIM")); else @@ -2347,7 +2347,7 @@ void PlayerKneelsOver(int, DBloodActor* actor) { if (gPlayer[p].GetActor() == actor) { - PLAYER* pPlayer = &gPlayer[p]; + BloodPlayer* pPlayer = &gPlayer[p]; playerDamageSprite(pPlayer->fragger, pPlayer, kDamageSpirit, 500 << 4); return; } @@ -2396,7 +2396,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, POSTURE& w, POSTUR return arc; } -FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER* def) +FSerializer& Serialize(FSerializer& arc, const char* keyname, BloodPlayer& w, BloodPlayer* def) { if (arc.BeginObject(keyname)) { @@ -2563,76 +2563,76 @@ void SerializePlayers(FSerializer& arc) -DEFINE_FIELD_X(BloodPlayer, PLAYER, newWeapon) -DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponQav) -DEFINE_FIELD_X(BloodPlayer, PLAYER, qavCallback) -DEFINE_FIELD_X(BloodPlayer, PLAYER, isRunning) -DEFINE_FIELD_X(BloodPlayer, PLAYER, posture) // stand, crouch, swim -DEFINE_FIELD_X(BloodPlayer, PLAYER, sceneQav) // by NoOne: used to keep qav id -DEFINE_FIELD_X(BloodPlayer, PLAYER, bobPhase) -DEFINE_FIELD_X(BloodPlayer, PLAYER, bobAmp) -DEFINE_FIELD_X(BloodPlayer, PLAYER, bobHeight) -DEFINE_FIELD_X(BloodPlayer, PLAYER, bobWidth) -DEFINE_FIELD_X(BloodPlayer, PLAYER, swayAmp) -DEFINE_FIELD_X(BloodPlayer, PLAYER, swayHeight) -DEFINE_FIELD_X(BloodPlayer, PLAYER, swayWidth) -DEFINE_FIELD_X(BloodPlayer, PLAYER, nPlayer) // Connect id -DEFINE_FIELD_X(BloodPlayer, PLAYER, lifeMode) -DEFINE_FIELD_X(BloodPlayer, PLAYER, zView) -DEFINE_FIELD_X(BloodPlayer, PLAYER, zViewVel) -DEFINE_FIELD_X(BloodPlayer, PLAYER, zWeapon) -DEFINE_FIELD_X(BloodPlayer, PLAYER, zWeaponVel) -DEFINE_FIELD_X(BloodPlayer, PLAYER, slope) -DEFINE_FIELD_X(BloodPlayer, PLAYER, isUnderwater) -DEFINE_FIELD_X(BloodPlayer, PLAYER, hasKey) -DEFINE_FIELD_X(BloodPlayer, PLAYER, hasFlag) -DEFINE_FIELD_X(BloodPlayer, PLAYER, damageControl) -DEFINE_FIELD_X(BloodPlayer, PLAYER, curWeapon) -DEFINE_FIELD_X(BloodPlayer, PLAYER, nextWeapon) -DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponTimer) -DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponState) -DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponAmmo) //rename -DEFINE_FIELD_X(BloodPlayer, PLAYER, hasWeapon) -DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponMode) -DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponOrder) -DEFINE_FIELD_X(BloodPlayer, PLAYER, ammoCount) -DEFINE_FIELD_X(BloodPlayer, PLAYER, qavLoop) -DEFINE_FIELD_X(BloodPlayer, PLAYER, fuseTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, throwTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, throwPower) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, newWeapon) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, weaponQav) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, qavCallback) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, isRunning) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, posture) // stand, crouch, swim +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, sceneQav) // by NoOne: used to keep qav id +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, bobPhase) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, bobAmp) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, bobHeight) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, bobWidth) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, swayAmp) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, swayHeight) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, swayWidth) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, nPlayer) // Connect id +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, lifeMode) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, zView) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, zViewVel) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, zWeapon) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, zWeaponVel) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, slope) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, isUnderwater) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, hasKey) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, hasFlag) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, damageControl) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, curWeapon) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, nextWeapon) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, weaponTimer) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, weaponState) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, weaponAmmo) //rename +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, hasWeapon) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, weaponMode) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, weaponOrder) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, ammoCount) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, qavLoop) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, fuseTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, throwTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, throwPower) //DEFINE_FIELD_X(BloodPlayer, PLAYER, aim) // world -DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTargetsCount) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, aimTargetsCount) //DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTargets) -DEFINE_FIELD_X(BloodPlayer, PLAYER, deathTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, pwUpTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, teamId) -DEFINE_FIELD_X(BloodPlayer, PLAYER, fragCount) -DEFINE_FIELD_X(BloodPlayer, PLAYER, fragInfo) -DEFINE_FIELD_X(BloodPlayer, PLAYER, underwaterTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, bubbleTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, restTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, kickPower) -DEFINE_FIELD_X(BloodPlayer, PLAYER, laughCount) -DEFINE_FIELD_X(BloodPlayer, PLAYER, godMode) -DEFINE_FIELD_X(BloodPlayer, PLAYER, fallScream) -DEFINE_FIELD_X(BloodPlayer, PLAYER, cantJump) -DEFINE_FIELD_X(BloodPlayer, PLAYER, packItemTime) // pack timer -DEFINE_FIELD_X(BloodPlayer, PLAYER, packItemId) // pack id 1: diving suit, 2: crystal ball, 3: -DEFINE_FIELD_X(BloodPlayer, PLAYER, packSlots) // at325 1]: diving suit, [2]: crystal ball, -DEFINE_FIELD_X(BloodPlayer, PLAYER, armor) // armor +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, deathTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, pwUpTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, teamId) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, fragCount) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, fragInfo) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, underwaterTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, bubbleTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, restTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, kickPower) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, laughCount) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, godMode) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, fallScream) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, cantJump) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, packItemTime) // pack timer +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, packItemId) // pack id 1: diving suit, 2: crystal ball, 3: +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, packSlots) // at325 1]: diving suit, [2]: crystal ball, +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, armor) // armor //DEFINE_FIELD_X(BloodPlayer, PLAYER, voodooTarget) -DEFINE_FIELD_X(BloodPlayer, PLAYER, flickerEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, tiltEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, visibility) -DEFINE_FIELD_X(BloodPlayer, PLAYER, painEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, blindEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, chokeEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, handTime) -DEFINE_FIELD_X(BloodPlayer, PLAYER, hand) // if true, there is hand start choking the player -DEFINE_FIELD_X(BloodPlayer, PLAYER, pickupEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, flashEffect) // if true, reduce pPlayer->visibility counter -DEFINE_FIELD_X(BloodPlayer, PLAYER, quakeEffect) -DEFINE_FIELD_X(BloodPlayer, PLAYER, player_par) -DEFINE_FIELD_X(BloodPlayer, PLAYER, nWaterPal) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, flickerEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, tiltEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, visibility) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, painEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, blindEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, chokeEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, handTime) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, hand) // if true, there is hand start choking the player +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, pickupEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, flashEffect) // if true, reduce pPlayer->visibility counter +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, quakeEffect) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, player_par) +DEFINE_FIELD_X(BloodPlayer, BloodPlayer, nWaterPal) END_BLD_NS diff --git a/source/games/blood/src/player.h b/source/games/blood/src/player.h index 1c8498298..19ec5db5a 100644 --- a/source/games/blood/src/player.h +++ b/source/games/blood/src/player.h @@ -78,7 +78,7 @@ struct POSTURE extern POSTURE gPostureDefaults[kModeMax][kPostureMax]; -struct PLAYER +struct BloodPlayer { DBloodActor* actor; DUDEINFO* pDudeInfo; @@ -196,9 +196,9 @@ struct POWERUPINFO FTextureID textureID() const { return tileGetTextureID(picno); } }; -void playerResetPosture(PLAYER* pPlayer); +void playerResetPosture(BloodPlayer* pPlayer); -extern PLAYER gPlayer[kMaxPlayers]; +extern BloodPlayer gPlayer[kMaxPlayers]; extern bool gBlueFlagDropped; extern bool gRedFlagDropped; @@ -208,40 +208,40 @@ extern int team_ticker[kMaxPlayers]; extern AMMOINFO gAmmoInfo[]; extern POWERUPINFO gPowerUpInfo[kMaxPowerUps]; -bool IsTargetTeammate(PLAYER* pSourcePlayer, DBloodActor* target); -int powerupCheck(PLAYER* pPlayer, int nPowerUp); -bool powerupActivate(PLAYER* pPlayer, int nPowerUp); -void powerupDeactivate(PLAYER* pPlayer, int nPowerUp); -void powerupSetState(PLAYER* pPlayer, int nPowerUp, bool bState); -void powerupProcess(PLAYER* pPlayer); -void powerupClear(PLAYER* pPlayer); +bool IsTargetTeammate(BloodPlayer* pSourcePlayer, DBloodActor* target); +int powerupCheck(BloodPlayer* pPlayer, int nPowerUp); +bool powerupActivate(BloodPlayer* pPlayer, int nPowerUp); +void powerupDeactivate(BloodPlayer* pPlayer, int nPowerUp); +void powerupSetState(BloodPlayer* pPlayer, int nPowerUp, bool bState); +void powerupProcess(BloodPlayer* pPlayer); +void powerupClear(BloodPlayer* pPlayer); int packItemToPowerup(int nPack); int powerupToPackItem(int nPowerUp); -bool packAddItem(PLAYER* pPlayer, unsigned int nPack); -int packCheckItem(PLAYER* pPlayer, int nPack); -bool packItemActive(PLAYER* pPlayer, int nPack); -void packUseItem(PLAYER* pPlayer, int nPack); -void packPrevItem(PLAYER* pPlayer); -void packNextItem(PLAYER* pPlayer); -bool playerSeqPlaying(PLAYER* pPlayer, int nSeq); -void playerSetRace(PLAYER* pPlayer, int nLifeMode); -void playerSetGodMode(PLAYER* pPlayer, bool bGodMode); -void playerResetInertia(PLAYER* pPlayer); -void playerCorrectInertia(PLAYER* pPlayer, const DVector3& oldpos); +bool packAddItem(BloodPlayer* pPlayer, unsigned int nPack); +int packCheckItem(BloodPlayer* pPlayer, int nPack); +bool packItemActive(BloodPlayer* pPlayer, int nPack); +void packUseItem(BloodPlayer* pPlayer, int nPack); +void packPrevItem(BloodPlayer* pPlayer); +void packNextItem(BloodPlayer* pPlayer); +bool playerSeqPlaying(BloodPlayer* pPlayer, int nSeq); +void playerSetRace(BloodPlayer* pPlayer, int nLifeMode); +void playerSetGodMode(BloodPlayer* pPlayer, bool bGodMode); +void playerResetInertia(BloodPlayer* pPlayer); +void playerCorrectInertia(BloodPlayer* pPlayer, const DVector3& oldpos); void playerStart(int nPlayer, int bNewLevel = 0); -void playerReset(PLAYER* pPlayer); +void playerReset(BloodPlayer* pPlayer); void playerInit(int nPlayer, unsigned int a2); -void CheckPickUp(PLAYER* pPlayer); -void ProcessInput(PLAYER* pPlayer); -void playerProcess(PLAYER* pPlayer); -DBloodActor* playerFireMissile(PLAYER* pPlayer, double xyoff, const DVector3& vec, int nType); -DBloodActor* playerFireThing(PLAYER* pPlayer, double xyoff, double zvel, int thingType, double nSpeed); -void playerFrag(PLAYER* pKiller, PLAYER* pVictim); -int playerDamageArmor(PLAYER* pPlayer, DAMAGE_TYPE nType, int nDamage); -int playerDamageSprite(DBloodActor* nSource, PLAYER* pPlayer, DAMAGE_TYPE nDamageType, int nDamage); -int UseAmmo(PLAYER* pPlayer, int nAmmoType, int nDec); -void voodooTarget(PLAYER* pPlayer); -void playerLandingSound(PLAYER* pPlayer); +void CheckPickUp(BloodPlayer* pPlayer); +void ProcessInput(BloodPlayer* pPlayer); +void playerProcess(BloodPlayer* pPlayer); +DBloodActor* playerFireMissile(BloodPlayer* pPlayer, double xyoff, const DVector3& vec, int nType); +DBloodActor* playerFireThing(BloodPlayer* pPlayer, double xyoff, double zvel, int thingType, double nSpeed); +void playerFrag(BloodPlayer* pKiller, BloodPlayer* pVictim); +int playerDamageArmor(BloodPlayer* pPlayer, DAMAGE_TYPE nType, int nDamage); +int playerDamageSprite(DBloodActor* nSource, BloodPlayer* pPlayer, DAMAGE_TYPE nDamageType, int nDamage); +int UseAmmo(BloodPlayer* pPlayer, int nAmmoType, int nDec); +void voodooTarget(BloodPlayer* pPlayer); +void playerLandingSound(BloodPlayer* pPlayer); void PlayerSurvive(int, DBloodActor*); END_BLD_NS diff --git a/source/games/blood/src/prediction.cpp b/source/games/blood/src/prediction.cpp index ef168e7da..d621d6eb8 100644 --- a/source/games/blood/src/prediction.cpp +++ b/source/games/blood/src/prediction.cpp @@ -39,7 +39,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. BEGIN_BLD_NS -void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput); +void fakePlayerProcess(BloodPlayer* pPlayer, InputPacket* pInput); void fakeActProcessSprites(void); bool gPrediction = true; @@ -98,7 +98,7 @@ void viewUpdatePrediction(InputPacket* pInput) #endif } -static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput) +static void fakeProcessInput(BloodPlayer* pPlayer, InputPacket* pInput) { #if 0 POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.posture]; @@ -253,7 +253,7 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput) #endif } -void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput) +void fakePlayerProcess(BloodPlayer* pPlayer, InputPacket* pInput) { #if 0 auto pSprite = pPlayer->actor; diff --git a/source/games/blood/src/qav.cpp b/source/games/blood/src/qav.cpp index 9113b88a0..a1357a3bb 100644 --- a/source/games/blood/src/qav.cpp +++ b/source/games/blood/src/qav.cpp @@ -227,7 +227,7 @@ void QAV::Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double // //--------------------------------------------------------------------------- -void QAV::Play(int start, int end, int nCallback, PLAYER* pData) +void QAV::Play(int start, int end, int nCallback, BloodPlayer* pData) { auto pActor = pData ? pData->GetActor() : nullptr; assert(ticksPerFrame > 0); @@ -326,7 +326,7 @@ void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick) // //--------------------------------------------------------------------------- -void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* interpfrac, bool const fixedduration, bool const ignoreWeaponTimer) +void qavProcessTimer(BloodPlayer* const pPlayer, QAV* const pQAV, int* duration, double* interpfrac, bool const fixedduration, bool const ignoreWeaponTimer) { // Process clock based on QAV's ticrate and last tick value. if (!paused) diff --git a/source/games/blood/src/qav.h b/source/games/blood/src/qav.h index 927637721..8d4257ac2 100644 --- a/source/games/blood/src/qav.h +++ b/source/games/blood/src/qav.h @@ -230,13 +230,13 @@ struct QAV uint16_t res_id; FRAMEINFO frames[1]; // 24 void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const interpfrac, DAngle angle = nullAngle); - void Play(int, int, int, PLAYER*); + void Play(int, int, int, BloodPlayer*); void Precache(int palette = 0); }; QAV* getQAV(int res_id); void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick); -void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* interpfrac, bool const fixedduration = false, bool const ignoreWeaponTimer = false); +void qavProcessTimer(BloodPlayer* const pPlayer, QAV* const pQAV, int* duration, double* interpfrac, bool const fixedduration = false, bool const ignoreWeaponTimer = false); inline bool qavIsOriginal(const int res_id) { diff --git a/source/games/blood/src/sbar.cpp b/source/games/blood/src/sbar.cpp index b09866a8f..ee04ca48e 100644 --- a/source/games/blood/src/sbar.cpp +++ b/source/games/blood/src/sbar.cpp @@ -73,7 +73,7 @@ static void UpdateFrame(void) // //--------------------------------------------------------------------------- -void UpdateStatusBar(PLAYER* pPlayer) +void UpdateStatusBar(BloodPlayer* pPlayer) { if (automapMode == am_off && hud_size <= Hud_Stbar) { diff --git a/source/games/blood/src/sfx.cpp b/source/games/blood/src/sfx.cpp index 7d5c5df3c..7402d981b 100644 --- a/source/games/blood/src/sfx.cpp +++ b/source/games/blood/src/sfx.cpp @@ -63,7 +63,7 @@ void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3 { if (pos != nullptr && type != SOURCE_None) { - PLAYER* pPlayer = &gPlayer[myconnectindex]; + BloodPlayer* pPlayer = &gPlayer[myconnectindex]; FVector3 camera; if (pPlayer && pPlayer->GetActor()) camera = GetSoundPos(pPlayer->GetActor()->spr.pos); @@ -105,7 +105,7 @@ void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3 void GameInterface::UpdateSounds() { - PLAYER* pPlayer = &gPlayer[myconnectindex]; + BloodPlayer* pPlayer = &gPlayer[myconnectindex]; SoundListener listener; if (pPlayer->GetActor()) diff --git a/source/games/blood/src/sound.h b/source/games/blood/src/sound.h index c843fad3c..7efa6c95c 100644 --- a/source/games/blood/src/sound.h +++ b/source/games/blood/src/sound.h @@ -58,7 +58,7 @@ void sfxKillAllSounds(void); void sfxSetReverb(bool toggle); void sfxSetReverb2(bool toggle); -void ambProcess(PLAYER* pPlayer); +void ambProcess(BloodPlayer* pPlayer); void ambKillAll(void); void ambInit(void); diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index ade014ab0..38749cb65 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -237,7 +237,7 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event) int nPlayer = actor->xspr.data4; if (nPlayer >= 0 && nPlayer < kMaxPlayers && playeringame[nPlayer]) { - PLAYER* pPlayer = &gPlayer[nPlayer]; + BloodPlayer* pPlayer = &gPlayer[nPlayer]; if (pPlayer->GetActor()->xspr.health > 0) { evKillActor(actor); @@ -598,7 +598,7 @@ void OperateSprite(DBloodActor* actor, EVENT event) case kSoundPlayer: if (gGameOptions.nGameType == 0) { - PLAYER* pPlayer = &gPlayer[myconnectindex]; + BloodPlayer* pPlayer = &gPlayer[myconnectindex]; if (pPlayer->GetActor()->xspr.health <= 0) break; @@ -1596,7 +1596,7 @@ void OperateTeleport(sectortype* pSector) { if (actor->spr.statnum == kStatDude) { - PLAYER* pPlayer; + BloodPlayer* pPlayer; bool bPlayer = actor->IsPlayerActor(); if (bPlayer) pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index 3a2d886eb..48a109c0c 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -58,7 +58,7 @@ int gViewIndex; void viewBackupView(int nPlayer) { - PLAYER* pPlayer = &gPlayer[nPlayer]; + BloodPlayer* pPlayer = &gPlayer[nPlayer]; pPlayer->ozView = pPlayer->zView; pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView - 12; pPlayer->obobHeight = pPlayer->bobHeight; @@ -100,7 +100,7 @@ void viewDrawText(FFont* pFont, const char* pString, int x, int y, int nShade, i // //--------------------------------------------------------------------------- -void viewDrawAimedPlayerName(PLAYER* pPlayer) +void viewDrawAimedPlayerName(BloodPlayer* pPlayer) { if (!cl_idplayers || (pPlayer->aim.XY().isZero())) return; @@ -280,7 +280,7 @@ void UpdateDacs(int nPalette, bool bNoTint) // //--------------------------------------------------------------------------- -void UpdateBlend(PLAYER* pPlayer) +void UpdateBlend(BloodPlayer* pPlayer) { int nRed = 0; int nGreen = 0; @@ -324,7 +324,7 @@ int gShowFrameRate = 1; // //--------------------------------------------------------------------------- -void viewUpdateDelirium(PLAYER* pPlayer) +void viewUpdateDelirium(BloodPlayer* pPlayer) { gScreenTiltO = gScreenTilt; deliriumTurnO = deliriumTurn; @@ -371,7 +371,7 @@ void viewUpdateDelirium(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void viewUpdateShake(PLAYER* pPlayer, DVector3& cPos, DRotator& cAngles, double& pshakeX, double& pshakeY) +void viewUpdateShake(BloodPlayer* pPlayer, DVector3& cPos, DRotator& cAngles, double& pshakeX, double& pshakeY) { auto doEffect = [&](const int& effectType) { @@ -404,7 +404,7 @@ int32_t g_frameRate; // //--------------------------------------------------------------------------- -static void DrawMap(PLAYER* pPlayer, const double interpfrac) +static void DrawMap(BloodPlayer* pPlayer, const double interpfrac) { int tm = 0; if (viewport3d.Left() > 0) @@ -423,7 +423,7 @@ static void DrawMap(PLAYER* pPlayer, const double interpfrac) // //--------------------------------------------------------------------------- -static void SetupView(PLAYER* pPlayer, DVector3& cPos, DRotator& cAngles, sectortype*& pSector, double& zDelta, double& shakeX, double& shakeY, const double interpfrac) +static void SetupView(BloodPlayer* pPlayer, DVector3& cPos, DRotator& cAngles, sectortype*& pSector, double& zDelta, double& shakeX, double& shakeY, const double interpfrac) { double bobWidth, bobHeight; @@ -558,7 +558,7 @@ void renderCrystalBall() void viewDrawScreen(bool sceneonly) { - PLAYER* pPlayer = &gPlayer[gViewIndex]; + BloodPlayer* pPlayer = &gPlayer[gViewIndex]; FireProcess(); diff --git a/source/games/blood/src/view.h b/source/games/blood/src/view.h index 73340e7b5..0a98bb3c2 100644 --- a/source/games/blood/src/view.h +++ b/source/games/blood/src/view.h @@ -73,13 +73,13 @@ extern DAngle gScreenTiltO, gScreenTilt; extern int gShowFrameRate; extern int gLastPal; -void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, double zDelta, DAngle angle, int basepal, double interpfrac); +void hudDraw(BloodPlayer* pPlayer, sectortype* pSector, double bobx, double boby, double zDelta, DAngle angle, int basepal, double interpfrac); void viewInitializePrediction(void); void viewUpdatePrediction(InputPacket* pInput); void viewCorrectPrediction(void); void viewBackupView(int nPlayer); void InitStatusBar(void); -void UpdateStatusBar(PLAYER* pPlayer); +void UpdateStatusBar(BloodPlayer* pPlayer); void viewInit(void); void viewprocessSprites(tspriteArray& tsprites, int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t smooth); void viewSetMessage(const char* pMessage, const char* color = nullptr, const MESSAGE_PRIORITY priority = MESSAGE_PRIORITY_NORMAL); @@ -89,7 +89,7 @@ void viewSetErrorMessage(const char* pMessage); void DoLensEffect(void); void UpdateDacs(int nPalette, bool bNoTint = false); void viewDrawScreen(bool sceneonly = false); -void viewUpdateDelirium(PLAYER* pPlayer); +void viewUpdateDelirium(BloodPlayer* pPlayer); void viewSetSystemMessage(const char* pMessage, ...); inline void viewInterpolateSector(sectortype* pSector) diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index b6c69ab22..d416b21b1 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -32,38 +32,38 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. BEGIN_BLD_NS -void FirePitchfork(int, PLAYER* pPlayer); -void FireSpray(int, PLAYER* pPlayer); -void ThrowCan(int, PLAYER* pPlayer); -void DropCan(int, PLAYER* pPlayer); -void ExplodeCan(int, PLAYER* pPlayer); -void ThrowBundle(int, PLAYER* pPlayer); -void DropBundle(int, PLAYER* pPlayer); -void ExplodeBundle(int, PLAYER* pPlayer); -void ThrowProx(int, PLAYER* pPlayer); -void DropProx(int, PLAYER* pPlayer); -void ThrowRemote(int, PLAYER* pPlayer); -void DropRemote(int, PLAYER* pPlayer); -void FireRemote(int, PLAYER* pPlayer); -void FireShotgun(int nTrigger, PLAYER* pPlayer); -void EjectShell(int, PLAYER* pPlayer); -void FireTommy(int nTrigger, PLAYER* pPlayer); -void FireSpread(int nTrigger, PLAYER* pPlayer); -void AltFireSpread(int nTrigger, PLAYER* pPlayer); -void AltFireSpread2(int nTrigger, PLAYER* pPlayer); -void FireFlare(int nTrigger, PLAYER* pPlayer); -void AltFireFlare(int nTrigger, PLAYER* pPlayer); -void FireVoodoo(int nTrigger, PLAYER* pPlayer); -void AltFireVoodoo(int nTrigger, PLAYER* pPlayer); -void DropVoodoo(int nTrigger, PLAYER* pPlayer); -void FireTesla(int nTrigger, PLAYER* pPlayer); -void AltFireTesla(int nTrigger, PLAYER* pPlayer); -void FireNapalm(int nTrigger, PLAYER* pPlayer); -void FireNapalm2(int nTrigger, PLAYER* pPlayer); -void AltFireNapalm(int nTrigger, PLAYER* pPlayer); -void FireLifeLeech(int nTrigger, PLAYER* pPlayer); -void AltFireLifeLeech(int nTrigger, PLAYER* pPlayer); -void FireBeast(int nTrigger, PLAYER* pPlayer); +void FirePitchfork(int, BloodPlayer* pPlayer); +void FireSpray(int, BloodPlayer* pPlayer); +void ThrowCan(int, BloodPlayer* pPlayer); +void DropCan(int, BloodPlayer* pPlayer); +void ExplodeCan(int, BloodPlayer* pPlayer); +void ThrowBundle(int, BloodPlayer* pPlayer); +void DropBundle(int, BloodPlayer* pPlayer); +void ExplodeBundle(int, BloodPlayer* pPlayer); +void ThrowProx(int, BloodPlayer* pPlayer); +void DropProx(int, BloodPlayer* pPlayer); +void ThrowRemote(int, BloodPlayer* pPlayer); +void DropRemote(int, BloodPlayer* pPlayer); +void FireRemote(int, BloodPlayer* pPlayer); +void FireShotgun(int nTrigger, BloodPlayer* pPlayer); +void EjectShell(int, BloodPlayer* pPlayer); +void FireTommy(int nTrigger, BloodPlayer* pPlayer); +void FireSpread(int nTrigger, BloodPlayer* pPlayer); +void AltFireSpread(int nTrigger, BloodPlayer* pPlayer); +void AltFireSpread2(int nTrigger, BloodPlayer* pPlayer); +void FireFlare(int nTrigger, BloodPlayer* pPlayer); +void AltFireFlare(int nTrigger, BloodPlayer* pPlayer); +void FireVoodoo(int nTrigger, BloodPlayer* pPlayer); +void AltFireVoodoo(int nTrigger, BloodPlayer* pPlayer); +void DropVoodoo(int nTrigger, BloodPlayer* pPlayer); +void FireTesla(int nTrigger, BloodPlayer* pPlayer); +void AltFireTesla(int nTrigger, BloodPlayer* pPlayer); +void FireNapalm(int nTrigger, BloodPlayer* pPlayer); +void FireNapalm2(int nTrigger, BloodPlayer* pPlayer); +void AltFireNapalm(int nTrigger, BloodPlayer* pPlayer); +void FireLifeLeech(int nTrigger, BloodPlayer* pPlayer); +void AltFireLifeLeech(int nTrigger, BloodPlayer* pPlayer); +void FireBeast(int nTrigger, BloodPlayer* pPlayer); typedef void(*QAVTypeCast)(int, void*); @@ -146,12 +146,12 @@ enum // //--------------------------------------------------------------------------- -double getThrowPower(PLAYER* pPlayer) +double getThrowPower(BloodPlayer* pPlayer) { return pPlayer->throwPower * 23.46666 + 6.4; } -void setThrowPower(PLAYER* pPlayer) +void setThrowPower(BloodPlayer* pPlayer) { pPlayer->throwPower = min((PlayClock - pPlayer->throwTime) / 240., 1.); } @@ -162,7 +162,7 @@ void setThrowPower(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -bool checkLitSprayOrTNT(PLAYER* pPlayer) +bool checkLitSprayOrTNT(BloodPlayer* pPlayer) { switch (pPlayer->curWeapon) { @@ -208,7 +208,7 @@ static bool BannedUnderwater(int nWeapon) // //--------------------------------------------------------------------------- -static bool CheckWeaponAmmo(PLAYER* pPlayer, int weapon, int ammotype, int count) +static bool CheckWeaponAmmo(BloodPlayer* pPlayer, int weapon, int ammotype, int count) { if (gInfiniteAmmo) return 1; @@ -227,7 +227,7 @@ static bool CheckWeaponAmmo(PLAYER* pPlayer, int weapon, int ammotype, int count // //--------------------------------------------------------------------------- -static bool CheckAmmo(PLAYER* pPlayer, int ammotype, int count) +static bool CheckAmmo(BloodPlayer* pPlayer, int ammotype, int count) { if (gInfiniteAmmo) return 1; @@ -246,7 +246,7 @@ static bool CheckAmmo(PLAYER* pPlayer, int ammotype, int count) // //--------------------------------------------------------------------------- -static bool checkAmmo2(const PLAYER* pPlayer, int ammotype, int amount) +static bool checkAmmo2(const BloodPlayer* pPlayer, int ammotype, int amount) { if (gInfiniteAmmo) return 1; @@ -261,7 +261,7 @@ static bool checkAmmo2(const PLAYER* pPlayer, int ammotype, int amount) // //--------------------------------------------------------------------------- -void SpawnBulletEject(PLAYER* pPlayer, double dist, int rdist) +void SpawnBulletEject(BloodPlayer* pPlayer, double dist, int rdist) { POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pPlayer->zView = pPlayer->GetActor()->spr.pos.Z - pPosture->eyeAboveZ; @@ -269,7 +269,7 @@ void SpawnBulletEject(PLAYER* pPlayer, double dist, int rdist) fxSpawnEjectingBrass(pPlayer->GetActor(), dz, dist, rdist); } -void SpawnShellEject(PLAYER* pPlayer, double dist, int rdist) +void SpawnShellEject(BloodPlayer* pPlayer, double dist, int rdist) { POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pPlayer->zView = pPlayer->GetActor()->spr.pos.Z - pPosture->eyeAboveZ; @@ -328,7 +328,7 @@ void WeaponPrecache() // //--------------------------------------------------------------------------- -void WeaponDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle) +void WeaponDraw(BloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle) { assert(pPlayer != NULL); if (pPlayer->weaponQav == kQAVNone) @@ -357,7 +357,7 @@ void WeaponDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum // //--------------------------------------------------------------------------- -void WeaponPlay(PLAYER* pPlayer) +void WeaponPlay(BloodPlayer* pPlayer) { assert(pPlayer != NULL); if (pPlayer->weaponQav == kQAVNone) @@ -373,7 +373,7 @@ void WeaponPlay(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -static void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int callback = -1, bool looped = false) +static void StartQAV(BloodPlayer* pPlayer, int nWeaponQAV, int callback = -1, bool looped = false) { assert(nWeaponQAV < kQAVEnd); auto res_id = qavGetCorrectID(nWeaponQAV); @@ -389,7 +389,7 @@ static void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int callback = -1, bool lo pPlayer->weaponTimer -= 4; } -static void SetQAV(PLAYER* pPlayer, int nWeaponQAV) +static void SetQAV(BloodPlayer* pPlayer, int nWeaponQAV) { assert(nWeaponQAV < kQAVEnd); pPlayer->weaponQav = qavGetCorrectID(nWeaponQAV); @@ -436,7 +436,7 @@ WEAPONTRACK gWeaponTrack[] = { // //--------------------------------------------------------------------------- -void UpdateAimVector(PLAYER* pPlayer) +void UpdateAimVector(BloodPlayer* pPlayer) { assert(pPlayer != NULL); auto plActor = pPlayer->GetActor(); @@ -590,7 +590,7 @@ t_WeaponModes weaponModes[] = { { 0, -1 }, }; -void WeaponRaise(PLAYER* pPlayer) +void WeaponRaise(BloodPlayer* pPlayer) { assert(pPlayer != NULL); int prevWeapon = pPlayer->curWeapon; @@ -746,7 +746,7 @@ void WeaponRaise(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void WeaponLower(PLAYER* pPlayer) +void WeaponLower(BloodPlayer* pPlayer) { assert(pPlayer != NULL); if (checkLitSprayOrTNT(pPlayer)) @@ -939,7 +939,7 @@ void WeaponLower(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void WeaponUpdateState(PLAYER* pPlayer) +void WeaponUpdateState(BloodPlayer* pPlayer) { static int lastWeapon = 0; static int lastState = 0; @@ -1162,7 +1162,7 @@ void WeaponUpdateState(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FirePitchfork(int, PLAYER* pPlayer) +void FirePitchfork(int, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); double r1 = Random2F(2000, 14); @@ -1178,7 +1178,7 @@ void FirePitchfork(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FireSpray(int, PLAYER* pPlayer) +void FireSpray(int, BloodPlayer* pPlayer) { playerFireMissile(pPlayer, 0, pPlayer->aim, kMissileFlameSpray); UseAmmo(pPlayer, 6, 4); @@ -1194,7 +1194,7 @@ void FireSpray(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void ThrowCan(int, PLAYER* pPlayer) +void ThrowCan(int, BloodPlayer* pPlayer) { sfxKill3DSound(pPlayer->GetActor(), -1, 441); double nSpeed = getThrowPower(pPlayer); @@ -1217,7 +1217,7 @@ void ThrowCan(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void DropCan(int, PLAYER* pPlayer) +void DropCan(int, BloodPlayer* pPlayer) { sfxKill3DSound(pPlayer->GetActor(), -1, 441); auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0); @@ -1234,7 +1234,7 @@ void DropCan(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void ExplodeCan(int, PLAYER* pPlayer) +void ExplodeCan(int, BloodPlayer* pPlayer) { sfxKill3DSound(pPlayer->GetActor(), -1, 441); auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0); @@ -1254,7 +1254,7 @@ void ExplodeCan(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void ThrowBundle(int, PLAYER* pPlayer) +void ThrowBundle(int, BloodPlayer* pPlayer) { sfxKill3DSound(pPlayer->GetActor(), 16, -1); double nSpeed = getThrowPower(pPlayer); @@ -1277,7 +1277,7 @@ void ThrowBundle(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void DropBundle(int, PLAYER* pPlayer) +void DropBundle(int, BloodPlayer* pPlayer) { sfxKill3DSound(pPlayer->GetActor(), 16, -1); auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0); @@ -1294,7 +1294,7 @@ void DropBundle(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void ExplodeBundle(int, PLAYER* pPlayer) +void ExplodeBundle(int, BloodPlayer* pPlayer) { sfxKill3DSound(pPlayer->GetActor(), 16, -1); auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0); @@ -1314,7 +1314,7 @@ void ExplodeBundle(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void ThrowProx(int, PLAYER* pPlayer) +void ThrowProx(int, BloodPlayer* pPlayer) { double nSpeed = getThrowPower(pPlayer); sfxPlay3DSound(pPlayer->GetActor(), 455, 1, 0); @@ -1333,7 +1333,7 @@ void ThrowProx(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void DropProx(int, PLAYER* pPlayer) +void DropProx(int, BloodPlayer* pPlayer) { auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedProxBomb, 0); if (spawned) @@ -1349,7 +1349,7 @@ void DropProx(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void ThrowRemote(int, PLAYER* pPlayer) +void ThrowRemote(int, BloodPlayer* pPlayer) { double nSpeed = getThrowPower(pPlayer); sfxPlay3DSound(pPlayer->GetActor(), 455, 1, 0); @@ -1368,7 +1368,7 @@ void ThrowRemote(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void DropRemote(int, PLAYER* pPlayer) +void DropRemote(int, BloodPlayer* pPlayer) { auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedRemoteBomb, 0); if (spawned) @@ -1378,7 +1378,7 @@ void DropRemote(int, PLAYER* pPlayer) } } -void FireRemote(int, PLAYER* pPlayer) +void FireRemote(int, BloodPlayer* pPlayer) { evSendGame(90 + (pPlayer->GetActor()->spr.type - kDudePlayer1), kCmdOn); } @@ -1391,7 +1391,7 @@ void FireRemote(int, PLAYER* pPlayer) enum { kMaxShotgunBarrels = 4 }; -void FireShotgun(int nTrigger, PLAYER* pPlayer) +void FireShotgun(int nTrigger, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); assert(nTrigger > 0 && nTrigger <= kMaxShotgunBarrels); @@ -1438,13 +1438,13 @@ void FireShotgun(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void EjectShell(int, PLAYER* pPlayer) +void EjectShell(int, BloodPlayer* pPlayer) { SpawnShellEject(pPlayer, 25 / 16., 35); SpawnShellEject(pPlayer, 3, 35); } -void FireTommy(int nTrigger, PLAYER* pPlayer) +void FireTommy(int nTrigger, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); sfxPlay3DSound(pPlayer->GetActor(), 431, -1, 0); @@ -1490,7 +1490,7 @@ enum { kMaxSpread = 14 }; static constexpr DAngle DAngle10 = DAngle::fromDeg(10); static constexpr DAngle DAngle20 = DAngle::fromDeg(20); -void FireSpread(int nTrigger, PLAYER* pPlayer) +void FireSpread(int nTrigger, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); assert(nTrigger > 0 && nTrigger <= kMaxSpread); @@ -1518,7 +1518,7 @@ void FireSpread(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireSpread(int nTrigger, PLAYER* pPlayer) +void AltFireSpread(int nTrigger, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); assert(nTrigger > 0 && nTrigger <= kMaxSpread); @@ -1554,7 +1554,7 @@ void AltFireSpread(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireSpread2(int nTrigger, PLAYER* pPlayer) +void AltFireSpread2(int nTrigger, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); assert(nTrigger > 0 && nTrigger <= kMaxSpread); @@ -1612,7 +1612,7 @@ void AltFireSpread2(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FireFlare(int nTrigger, PLAYER* pPlayer) +void FireFlare(int nTrigger, BloodPlayer* pPlayer) { auto plActor = pPlayer->GetActor(); double offset = 0; @@ -1638,7 +1638,7 @@ void FireFlare(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireFlare(int nTrigger, PLAYER* pPlayer) +void AltFireFlare(int nTrigger, BloodPlayer* pPlayer) { auto plActor = pPlayer->GetActor(); double offset = 0; @@ -1664,7 +1664,7 @@ void AltFireFlare(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FireVoodoo(int nTrigger, PLAYER* pPlayer) +void FireVoodoo(int nTrigger, BloodPlayer* pPlayer) { nTrigger--; DBloodActor* actor = pPlayer->GetActor(); @@ -1713,7 +1713,7 @@ void FireVoodoo(int nTrigger, PLAYER* pPlayer) int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 11 << 4); if (targetactor->IsPlayerActor()) { - PLAYER* pOtherPlayer = &gPlayer[targetactor->spr.type - kDudePlayer1]; + BloodPlayer* pOtherPlayer = &gPlayer[targetactor->spr.type - kDudePlayer1]; pOtherPlayer->blindEffect = 128; } UseAmmo(pPlayer, 9, nDamage / 4); @@ -1728,7 +1728,7 @@ void FireVoodoo(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireVoodoo(int nTrigger, PLAYER* pPlayer) +void AltFireVoodoo(int nTrigger, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); if (nTrigger == 2) { @@ -1756,7 +1756,7 @@ void AltFireVoodoo(int nTrigger, PLAYER* pPlayer) if (targetactor->IsPlayerActor()) { - PLAYER* pOtherPlayer = &gPlayer[targetactor->spr.type - kDudePlayer1]; + BloodPlayer* pOtherPlayer = &gPlayer[targetactor->spr.type - kDudePlayer1]; if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask)) powerupActivate(pOtherPlayer, kPwUpDeliriumShroom); } @@ -1794,7 +1794,7 @@ void AltFireVoodoo(int nTrigger, PLAYER* pPlayer) UseAmmo(pPlayer, 9, nDamage); if (targetactor->IsPlayerActor()) { - PLAYER* pOtherPlayer = &gPlayer[targetactor->spr.type - kDudePlayer1]; + BloodPlayer* pOtherPlayer = &gPlayer[targetactor->spr.type - kDudePlayer1]; if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask)) powerupActivate(pOtherPlayer, kPwUpDeliriumShroom); } @@ -1814,7 +1814,7 @@ void AltFireVoodoo(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void DropVoodoo(int, PLAYER* pPlayer) +void DropVoodoo(int, BloodPlayer* pPlayer) { sfxPlay3DSound(pPlayer->GetActor(), 455, 2, 0); auto spawned = playerFireThing(pPlayer, 0, -4730 / 65536., kThingVoodooHead, 12.8); @@ -1850,7 +1850,7 @@ struct TeslaMissile // //--------------------------------------------------------------------------- -void FireTesla(int nTrigger, PLAYER* pPlayer) +void FireTesla(int nTrigger, BloodPlayer* pPlayer) { TeslaMissile teslaMissile[6] = { @@ -1891,7 +1891,7 @@ void FireTesla(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireTesla(int, PLAYER* pPlayer) +void AltFireTesla(int, BloodPlayer* pPlayer) { auto plActor = pPlayer->GetActor(); playerFireMissile(pPlayer, 0., pPlayer->aim, kMissileTeslaAlt); @@ -1907,7 +1907,7 @@ void AltFireTesla(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FireNapalm(int nTrigger, PLAYER* pPlayer) +void FireNapalm(int nTrigger, BloodPlayer* pPlayer) { auto plActor = pPlayer->GetActor(); double offset = 0; @@ -1926,7 +1926,7 @@ void FireNapalm(int nTrigger, PLAYER* pPlayer) pPlayer->flashEffect = 1; } -void FireNapalm2(int, PLAYER* pPlayer) +void FireNapalm2(int, BloodPlayer* pPlayer) { auto plActor = pPlayer->GetActor(); playerFireMissile(pPlayer, -7.5, pPlayer->aim, kMissileFireballNapalm); @@ -1942,7 +1942,7 @@ void FireNapalm2(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireNapalm(int, PLAYER* pPlayer) +void AltFireNapalm(int, BloodPlayer* pPlayer) { auto missile = playerFireThing(pPlayer, 0, -4730 / 65536., kThingNapalmBall, 18.13333); if (missile) @@ -1964,7 +1964,7 @@ void AltFireNapalm(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FireLifeLeech(int nTrigger, PLAYER* pPlayer) +void FireLifeLeech(int nTrigger, BloodPlayer* pPlayer) { if (!CheckAmmo(pPlayer, 8, 1)) return; @@ -1991,7 +1991,7 @@ void FireLifeLeech(int nTrigger, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void AltFireLifeLeech(int, PLAYER* pPlayer) +void AltFireLifeLeech(int, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); sfxPlay3DSound(pPlayer->GetActor(), 455, 2, 0); @@ -2030,7 +2030,7 @@ void AltFireLifeLeech(int, PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void FireBeast(int, PLAYER* pPlayer) +void FireBeast(int, BloodPlayer* pPlayer) { DBloodActor* actor = pPlayer->GetActor(); double r1 = Random2F(2000, 14); @@ -2061,7 +2061,7 @@ static const uint8_t gWeaponUpgrade[][13] = { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, }; -int WeaponUpgrade(PLAYER* pPlayer, int newWeapon) +int WeaponUpgrade(BloodPlayer* pPlayer, int newWeapon) { int weaponswitch = WeaponSwitch(pPlayer - gPlayer); int weapon = pPlayer->curWeapon; @@ -2079,7 +2079,7 @@ int WeaponUpgrade(PLAYER* pPlayer, int newWeapon) static const int OrderNext[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 1 }; static const int OrderPrev[] = { 12, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 1 }; -static int WeaponFindNext(PLAYER* pPlayer, int* a2, int bDir) +static int WeaponFindNext(BloodPlayer* pPlayer, int* a2, int bDir) { int weapon = pPlayer->curWeapon; do @@ -2118,7 +2118,7 @@ static int WeaponFindNext(PLAYER* pPlayer, int* a2, int bDir) // //--------------------------------------------------------------------------- -static int WeaponFindLoaded(PLAYER* pPlayer, int* a2) +static int WeaponFindLoaded(BloodPlayer* pPlayer, int* a2) { int v4 = 1; int v14 = 0; @@ -2165,7 +2165,7 @@ static int WeaponFindLoaded(PLAYER* pPlayer, int* a2) // //--------------------------------------------------------------------------- -int processSprayCan(PLAYER* pPlayer) +int processSprayCan(BloodPlayer* pPlayer) { const char bUseShootAsThrow = !VanillaMode() && (pPlayer->input.actions & SB_FIRE); switch (pPlayer->weaponState) @@ -2210,7 +2210,7 @@ int processSprayCan(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -static bool processTNT(PLAYER* pPlayer) +static bool processTNT(BloodPlayer* pPlayer) { const char bUseShootAsThrow = !VanillaMode() && (pPlayer->input.actions & SB_FIRE); switch (pPlayer->weaponState) @@ -2255,7 +2255,7 @@ static bool processTNT(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -static bool processProxy(PLAYER* pPlayer) +static bool processProxy(BloodPlayer* pPlayer) { switch (pPlayer->weaponState) { @@ -2279,7 +2279,7 @@ static bool processProxy(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -static bool processRemote(PLAYER* pPlayer) +static bool processRemote(BloodPlayer* pPlayer) { switch (pPlayer->weaponState) { @@ -2301,7 +2301,7 @@ static bool processRemote(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -static bool processLeech(PLAYER* pPlayer) +static bool processLeech(BloodPlayer* pPlayer) { switch (pPlayer->weaponState) { @@ -2331,7 +2331,7 @@ static bool processLeech(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -static bool processTesla(PLAYER* pPlayer) +static bool processTesla(BloodPlayer* pPlayer) { switch (pPlayer->weaponState) { @@ -2370,7 +2370,7 @@ static bool processTesla(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -void WeaponProcess(PLAYER* pPlayer) { +void WeaponProcess(BloodPlayer* pPlayer) { pPlayer->flashEffect = ClipLow(pPlayer->flashEffect - 1, 0);