- Exhumed: Rename Player struct to ExhumedPlayer.

This commit is contained in:
Mitchell Richters 2023-09-30 21:01:02 +10:00
parent 6a367c6184
commit 5008ac08ac
4 changed files with 57 additions and 57 deletions

View file

@ -138,7 +138,7 @@ void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
void SelectNewWeapon(int nPlayer);
void CheckClip(int nPlayer);
void MoveWeapons(int nPlayer);
void DrawWeapons(Player* const pPlayer, double interpfrac);
void DrawWeapons(ExhumedPlayer* const pPlayer, double interpfrac);
// items

View file

@ -902,7 +902,7 @@ loc_flag:
//
//---------------------------------------------------------------------------
void DrawWeapons(Player* const pPlayer, double interpfrac)
void DrawWeapons(ExhumedPlayer* const pPlayer, double interpfrac)
{
const auto pPlayerActor = pPlayer->GetActor();
const int nWeapon = pPlayer->nCurrentWeapon;

View file

@ -69,7 +69,7 @@ static constexpr int16_t nItemText[] = {
};
int nLocalPlayer = 0;
Player PlayerList[kMaxPlayers];
ExhumedPlayer PlayerList[kMaxPlayers];
TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers] = { };
int PlayerCount;
int nNetStartSprites;
@ -144,7 +144,7 @@ void InitPlayerKeys(int nPlayer)
void InitPlayerInventory(int nPlayer)
{
const auto pPlayer = &PlayerList[nPlayer];
memset(pPlayer, 0, sizeof(Player));
memset(pPlayer, 0, sizeof(ExhumedPlayer));
ResetPlayerWeapons(nPlayer);
@ -709,7 +709,7 @@ static DExhumedActor* feebtag(const DVector3& pos, sectortype* pSector, int nMag
//
//---------------------------------------------------------------------------
static void doPickupNotification(Player* const pPlayer, const int nItem, const int nSound = -1, const int tintRed = 0, const int tintGreen = 16)
static void doPickupNotification(ExhumedPlayer* const pPlayer, const int nItem, const int nSound = -1, const int tintRed = 0, const int tintGreen = 16)
{
if (pPlayer->nPlayer != nLocalPlayer)
return;
@ -755,7 +755,7 @@ static void doPickupDestroy(DExhumedActor* const pPickupActor, const int nItem)
//
//---------------------------------------------------------------------------
static void doPickupWeapon(Player* pPlayer, DExhumedActor* pPickupActor, int nItem, int nWeapon, int nAmount, int nSound = kSound72)
static void doPickupWeapon(ExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, int nWeapon, int nAmount, int nSound = kSound72)
{
const int weapFlag = 1 << nWeapon;
@ -793,7 +793,7 @@ static void doPickupWeapon(Player* pPlayer, DExhumedActor* pPickupActor, int nIt
//
//---------------------------------------------------------------------------
static void doPickupHealth(Player* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
static void doPickupHealth(ExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
{
if (!pPickupActor->spr.hitag || nAmount > 0 && pPlayer->nHealth >= 800)
return;
@ -841,7 +841,7 @@ static void doPickupHealth(Player* pPlayer, DExhumedActor* pPickupActor, int nIt
//
//---------------------------------------------------------------------------
void doPlayerItemPickups(Player* const pPlayer)
void doPlayerItemPickups(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
@ -1041,7 +1041,7 @@ void doPlayerItemPickups(Player* const pPlayer)
//
//---------------------------------------------------------------------------
void updatePlayerTarget(Player* const pPlayer)
void updatePlayerTarget(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pRa = &Ra[pPlayer->nPlayer];
@ -1104,7 +1104,7 @@ void updatePlayerTarget(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void updatePlayerVelocity(Player* const pPlayer)
static void updatePlayerVelocity(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
@ -1136,7 +1136,7 @@ static void updatePlayerVelocity(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void updatePlayerInventory(Player* const pPlayer)
static void updatePlayerInventory(ExhumedPlayer* const pPlayer)
{
if (const auto invDir = !!(pPlayer->input.actions & SB_INVNEXT) - !!(pPlayer->input.actions & SB_INVPREV))
{
@ -1178,7 +1178,7 @@ static void updatePlayerInventory(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void updatePlayerWeapon(Player* const pPlayer)
static void updatePlayerWeapon(ExhumedPlayer* const pPlayer)
{
const bool bIsFiring = pPlayer->input.actions & SB_FIRE;
@ -1234,7 +1234,7 @@ unsigned GameInterface::getCrouchState()
//
//---------------------------------------------------------------------------
static void updatePlayerAction(Player* const pPlayer)
static void updatePlayerAction(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pInput = &pPlayer->input;
@ -1353,7 +1353,7 @@ static void updatePlayerAction(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void doPlayerCounters(Player* const pPlayer)
static void doPlayerCounters(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const bool bConsolePlayer = pPlayer->nPlayer == nLocalPlayer;
@ -1434,7 +1434,7 @@ static void doPlayerCounters(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void doPlayerUnderwater(Player* const pPlayer, const bool oUnderwater)
static void doPlayerUnderwater(ExhumedPlayer* const pPlayer, const bool oUnderwater)
{
const auto pPlayerActor = pPlayer->GetActor();
const bool bUnderwater = pPlayer->pPlayerViewSect->Flag & kSectUnderwater;
@ -1524,7 +1524,7 @@ static void doPlayerUnderwater(Player* const pPlayer, const bool oUnderwater)
//
//---------------------------------------------------------------------------
static void doPlayerRamses(Player* const pPlayer)
static void doPlayerRamses(ExhumedPlayer* const pPlayer)
{
setForcedSyncInput(pPlayer->nPlayer);
@ -1568,7 +1568,7 @@ static void doPlayerGravity(DExhumedActor* const pPlayerActor)
//
//---------------------------------------------------------------------------
static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertPan)
static void doPlayerCameraEffects(ExhumedPlayer* const pPlayer, const double nDestVertPan)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
@ -1610,7 +1610,7 @@ static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertP
//
//---------------------------------------------------------------------------
static void updatePlayerFloorActor(Player* const pPlayer)
static void updatePlayerFloorActor(ExhumedPlayer* const pPlayer)
{
DExhumedActor* const pFloorActor = pPlayer->pPlayerFloorSprite;
@ -1632,7 +1632,7 @@ static void updatePlayerFloorActor(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void updatePlayerDoppleActor(Player* const pPlayer)
static void updatePlayerDoppleActor(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
@ -1657,7 +1657,7 @@ static void updatePlayerDoppleActor(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void updatePlayerViewSector(Player* const pPlayer, const Collision& nMove, const DVector3& spr_vel)
static void updatePlayerViewSector(ExhumedPlayer* const pPlayer, const Collision& nMove, const DVector3& spr_vel)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
@ -1696,7 +1696,7 @@ static void updatePlayerViewSector(Player* const pPlayer, const Collision& nMove
//
//---------------------------------------------------------------------------
static void doPlayerFloorDamage(Player* const pPlayer, const double nStartVelZ)
static void doPlayerFloorDamage(ExhumedPlayer* const pPlayer, const double nStartVelZ)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayer->nThrust *= 0.5;
@ -1725,7 +1725,7 @@ static void doPlayerFloorDamage(Player* const pPlayer, const double nStartVelZ)
//
//---------------------------------------------------------------------------
static void doPlayerMovingBlocks(Player* const pPlayer, const Collision& nMove, const DVector3& spr_vel, sectortype* const spr_sect)
static void doPlayerMovingBlocks(ExhumedPlayer* const pPlayer, const Collision& nMove, const DVector3& spr_vel, sectortype* const spr_sect)
{
const auto pPlayerActor = pPlayer->GetActor();
sectortype* sect;
@ -1783,7 +1783,7 @@ static void doPlayerMovingBlocks(Player* const pPlayer, const Collision& nMove,
//
//---------------------------------------------------------------------------
static bool doPlayerInput(Player* const pPlayer)
static bool doPlayerInput(ExhumedPlayer* const pPlayer)
{
// update the player/actor's velocity before anything.
updatePlayerVelocity(pPlayer);
@ -1875,7 +1875,7 @@ static bool doPlayerInput(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void doPlayerRunlistSignals(Player* const pPlayer, sectortype* const pStartSect)
static void doPlayerRunlistSignals(ExhumedPlayer* const pPlayer, sectortype* const pStartSect)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
@ -1914,7 +1914,7 @@ static void doPlayerRunlistSignals(Player* const pPlayer, sectortype* const pSta
//
//---------------------------------------------------------------------------
static bool doPlayerDeathRestart(Player* const pPlayer)
static bool doPlayerDeathRestart(ExhumedPlayer* const pPlayer)
{
if (!(pPlayer->input.actions & SB_OPEN) || pPlayer->GetActor()->nAction < 16)
return true;
@ -1960,7 +1960,7 @@ static bool doPlayerDeathRestart(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void doPlayerActionSequence(Player* const pPlayer)
static void doPlayerActionSequence(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
@ -2015,7 +2015,7 @@ static void doPlayerActionSequence(Player* const pPlayer)
//
//---------------------------------------------------------------------------
static void doPlayerDeathPitch(Player* const pPlayer)
static void doPlayerDeathPitch(ExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayer->nThrust.Zero();
@ -2104,7 +2104,7 @@ void AIPlayer::Tick(RunListEvent* ev)
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player* def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, ExhumedPlayer& w, ExhumedPlayer* def)
{
if (arc.BeginObject(keyname))
{
@ -2195,29 +2195,29 @@ void SerializePlayer(FSerializer& arc)
//
//---------------------------------------------------------------------------
DEFINE_FIELD_X(ExhumedPlayer, Player, nHealth);
DEFINE_FIELD_X(ExhumedPlayer, Player, nLives);
DEFINE_FIELD_X(ExhumedPlayer, Player, nDouble);
DEFINE_FIELD_X(ExhumedPlayer, Player, nInvisible);
DEFINE_FIELD_X(ExhumedPlayer, Player, nTorch);
DEFINE_FIELD_X(ExhumedPlayer, Player, actor);
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsMummified);
DEFINE_FIELD_X(ExhumedPlayer, Player, invincibility);
DEFINE_FIELD_X(ExhumedPlayer, Player, nAir);
DEFINE_FIELD_X(ExhumedPlayer, Player, nMaskAmount);
DEFINE_FIELD_X(ExhumedPlayer, Player, keys);
DEFINE_FIELD_X(ExhumedPlayer, Player, nMagic);
DEFINE_FIELD_X(ExhumedPlayer, Player, nItem);
DEFINE_FIELD_X(ExhumedPlayer, Player, items);
DEFINE_FIELD_X(ExhumedPlayer, Player, nAmmo); // TODO - kMaxWeapons?
DEFINE_FIELD_X(ExhumedPlayer, Player, nPlayerWeapons);
DEFINE_FIELD_X(ExhumedPlayer, Player, nCurrentWeapon);
DEFINE_FIELD_X(ExhumedPlayer, Player, nWeapFrame);
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsFiring);
DEFINE_FIELD_X(ExhumedPlayer, Player, nNextWeapon);
DEFINE_FIELD_X(ExhumedPlayer, Player, nState);
DEFINE_FIELD_X(ExhumedPlayer, Player, nLastWeapon);
DEFINE_FIELD_X(ExhumedPlayer, Player, nRun);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nHealth);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nLives);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nDouble);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nInvisible);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nTorch);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, actor);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, bIsMummified);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, invincibility);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nAir);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nMaskAmount);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, keys);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nMagic);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nItem);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, items);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nAmmo); // TODO - kMaxWeapons?
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nPlayerWeapons);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nCurrentWeapon);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nWeapFrame);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, bIsFiring);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nNextWeapon);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nState);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nLastWeapon);
DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nRun);
DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer)
{
@ -2236,14 +2236,14 @@ DEFINE_ACTION_FUNCTION(_Exhumed, GetPlayerClip)
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
{
PARAM_SELF_STRUCT_PROLOGUE(Player);
PARAM_SELF_STRUCT_PROLOGUE(ExhumedPlayer);
auto nLocalPlayer = self - PlayerList;
ACTION_RETURN_BOOL(PlayerList[nLocalPlayer].pPlayerViewSect->Flag & kSectUnderwater);
}
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(Player);
PARAM_SELF_STRUCT_PROLOGUE(ExhumedPlayer);
ACTION_RETURN_INT(self->GetActor()->spr.Angles.Yaw.Buildang());
}

View file

@ -47,7 +47,7 @@ struct PlayerSave
DAngle nAngle;
};
struct Player
struct ExhumedPlayer
{
DExhumedActor* actor;
int16_t nHealth;
@ -120,7 +120,7 @@ struct Player
extern int PlayerCount;
extern Player PlayerList[kMaxPlayers];
extern ExhumedPlayer PlayerList[kMaxPlayers];
extern TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers];
extern int nNetStartSprites;
@ -130,9 +130,9 @@ int GetPlayerFromActor(DExhumedActor* actor);
void SetPlayerMummified(int nPlayer, int bIsMummified);
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
void ShootStaff(int nPlayer);
void updatePlayerTarget(Player* const pPlayer);
void updatePlayerTarget(ExhumedPlayer* const pPlayer);
inline void doPlayerVertPanning(Player* const pPlayer, const double nDestVertPan)
inline void doPlayerVertPanning(ExhumedPlayer* const pPlayer, const double nDestVertPan)
{
const auto nVertPan = (nDestVertPan - pPlayer->Angles.ViewAngles.Pitch.Tan() * 128) * 0.25;
pPlayer->Angles.ViewAngles.Pitch += maphoriz(abs(nVertPan) >= 4 ? Sgn(nVertPan) * 4. : nVertPan * 2.);