diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index fecabc8c1..ff9dfe266 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -634,7 +634,7 @@ struct PLAYER int16_t down_speed, up_speed; // diving int z_speed; // used for diving and flying instead of down_speed, up_speed int climb_ndx; - int ceiling_dist,floor_dist; + int p_ceiling_dist,p_floor_dist; sectortype* hi_sectp, *lo_sectp; int circle_camera_dist; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index b40a1d737..65d97d7b1 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1892,7 +1892,7 @@ void DoPlayerSlide(PLAYER* pp) if (labs(pp->slide_vect.X) < 12800 && labs(pp->slide_vect.Y) < 12800) pp->slide_vect.X = pp->slide_vect.Y = 0; - push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); + push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) @@ -1906,10 +1906,10 @@ void DoPlayerSlide(PLAYER* pp) return; } Collision coll; - clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); + clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll); PlayerCheckValidMove(pp); - push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); + push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) @@ -2041,7 +2041,7 @@ void DoPlayerMove(PLAYER* pp) } else { - push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER); + push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER); if (push_ret < 0) { @@ -2064,12 +2064,12 @@ void DoPlayerMove(PLAYER* pp) actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); Collision coll; updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); - clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); + clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll); actor->spr.cstat = save_cstat; PlayerCheckValidMove(pp); - push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER); + push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER); if (push_ret < 0) { @@ -2734,8 +2734,8 @@ void DoPlayerBeginJump(PLAYER* pp) pp->Flags &= ~(PF_CRAWLING); pp->Flags &= ~(PF_LOCK_CRAWL); - pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; - pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; + pp->p_floor_dist = PLAYER_JUMP_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_JUMP_CEILING_DIST; pp->friction = PLAYER_JUMP_FRICTION; PlayerGravity = PLAYER_JUMP_GRAV; @@ -2765,8 +2765,8 @@ void DoPlayerBeginForceJump(PLAYER* pp) pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerForceJump; - pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; - pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; + pp->p_floor_dist = PLAYER_JUMP_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_JUMP_CEILING_DIST; pp->friction = PLAYER_JUMP_FRICTION; PlayerGravity = PLAYER_JUMP_GRAV; @@ -2829,9 +2829,9 @@ void DoPlayerJump(PLAYER* pp) // added this because jumping up to slopes or jumping on steep slopes // sometimes caused the view to go into the slope // if player gets to close the floor while jumping - if (PlayerFloorHit(pp, pp->int_ploz() - pp->floor_dist)) + if (PlayerFloorHit(pp, pp->int_ploz() - pp->p_floor_dist)) { - pp->set_int_ppos_Z(pp->int_ploz() - pp->floor_dist); + pp->set_int_ppos_Z(pp->int_ploz() - pp->p_floor_dist); pp->jump_speed = 0; PlayerSectorBound(pp, Z(1)); @@ -2908,8 +2908,8 @@ void DoPlayerBeginFall(PLAYER* pp) pp->Flags &= ~(PF_CRAWLING); pp->Flags &= ~(PF_LOCK_CRAWL); - pp->floor_dist = PLAYER_FALL_FLOOR_DIST; - pp->ceiling_dist = PLAYER_FALL_CEILING_DIST; + pp->p_floor_dist = PLAYER_FALL_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_FALL_CEILING_DIST; pp->DoPlayerAction = DoPlayerFall; pp->friction = PLAYER_FALL_FRICTION; @@ -2989,10 +2989,10 @@ void DoPlayerFall(PLAYER* pp) // need a test for head hits a sloped ceiling while falling // if player gets to close the Ceiling while Falling - if (PlayerCeilingHit(pp, pp->int_phiz() + pp->ceiling_dist)) + if (PlayerCeilingHit(pp, pp->int_phiz() + pp->p_ceiling_dist)) { // put player at the ceiling - pp->set_int_ppos_Z(pp->int_phiz() + pp->ceiling_dist); + pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist); // don't return or anything - allow to fall until // hit floor } @@ -3392,8 +3392,8 @@ void DoPlayerBeginCrawl(PLAYER* pp) pp->Flags |= (PF_CRAWLING); pp->friction = PLAYER_CRAWL_FRICTION; - pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST; - pp->ceiling_dist = PLAYER_CRAWL_CEILING_DIST; + pp->p_floor_dist = PLAYER_CRAWL_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_CRAWL_CEILING_DIST; pp->DoPlayerAction = DoPlayerCrawl; //pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; @@ -3502,8 +3502,8 @@ void DoPlayerBeginFly(PLAYER* pp) pp->Flags |= (PF_FLYING); pp->friction = PLAYER_FLY_FRICTION; - pp->floor_dist = PLAYER_RUN_FLOOR_DIST; - pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; + pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerFly; pp->z_speed = -Z(10); @@ -4156,8 +4156,8 @@ void DoPlayerBeginDive(PLAYER* pp) pp->Flags &= ~(PF_LOCK_CRAWL); pp->friction = PLAYER_DIVE_FRICTION; - pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; - pp->floor_dist = PLAYER_DIVE_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_DIVE_CEILING_DIST; + pp->p_floor_dist = PLAYER_DIVE_FLOOR_DIST; plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); pp->DoPlayerAction = DoPlayerDive; @@ -4207,8 +4207,8 @@ void DoPlayerBeginDiveNoWarp(PLAYER* pp) pp->Flags &= ~(PF_JUMPING | PF_FALLING); pp->friction = PLAYER_DIVE_FRICTION; - pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; - pp->floor_dist = PLAYER_DIVE_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_DIVE_CEILING_DIST; + pp->p_floor_dist = PLAYER_DIVE_FLOOR_DIST; plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); pp->DoPlayerAction = DoPlayerDive; pp->z_speed = 0; @@ -4413,9 +4413,9 @@ void DoPlayerDive(PLAYER* pp) if (sectu && (sectu->number == 0 || (sectu->flags & SECTFU_CANT_SURFACE))) { // for room over room water the hiz will be the top rooms ceiling - if (pp->int_ppos().Z < pp->int_phiz() + pp->ceiling_dist) + if (pp->int_ppos().Z < pp->int_phiz() + pp->p_ceiling_dist) { - pp->set_int_ppos_Z(pp->int_phiz() + pp->ceiling_dist); + pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist); } } else @@ -4465,7 +4465,7 @@ void DoPlayerDive(PLAYER* pp) DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } // Reverse bobbing when getting close to the ceiling - if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->ceiling_dist) + if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->p_ceiling_dist) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); @@ -4522,7 +4522,7 @@ void DoPlayerCurrent(PLAYER* pp) xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4; yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4; - push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); + push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) @@ -4538,10 +4538,10 @@ void DoPlayerCurrent(PLAYER* pp) return; } Collision coll; - clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); + clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll); PlayerCheckValidMove(pp); - pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); + pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) @@ -4600,8 +4600,8 @@ void DoPlayerBeginWade(PLAYER* pp) pp->Flags &= ~(PF_CRAWLING); pp->friction = PLAYER_WADE_FRICTION; - pp->floor_dist = PLAYER_WADE_FLOOR_DIST; - pp->ceiling_dist = PLAYER_WADE_CEILING_DIST; + pp->p_floor_dist = PLAYER_WADE_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_WADE_CEILING_DIST; pp->DoPlayerAction = DoPlayerWade; DoPlayerFireOutWater(pp); @@ -4763,8 +4763,8 @@ void DoPlayerBeginOperateVehicle(PLAYER* pp) { DSWActor* plActor = pp->actor; - pp->floor_dist = PLAYER_RUN_FLOOR_DIST; - pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; + pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateVehicle; // temporary set to get weapons down @@ -4782,8 +4782,8 @@ void DoPlayerBeginOperateTurret(PLAYER* pp) { DSWActor* plActor = pp->actor; - pp->floor_dist = PLAYER_RUN_FLOOR_DIST; - pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; + pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateTurret; // temporary set to get weapons down @@ -5479,8 +5479,8 @@ void DoPlayerBeginDie(PLAYER* pp) pp->friction = PLAYER_RUN_FRICTION; pp->slide_vect.X = pp->slide_vect.Y = 0; - pp->floor_dist = PLAYER_WADE_FLOOR_DIST; - pp->ceiling_dist = PLAYER_WADE_CEILING_DIST; + pp->p_floor_dist = PLAYER_WADE_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_WADE_CEILING_DIST; ASSERT(pp->DeathType < SIZ(PlayerDeathFunc)); pp->DoPlayerAction = PlayerDeathFunc[pp->DeathType]; pp->sop_control = nullptr; @@ -6123,8 +6123,8 @@ void DoPlayerBeginRun(PLAYER* pp) } pp->friction = PLAYER_RUN_FRICTION; - pp->floor_dist = PLAYER_RUN_FLOOR_DIST; - pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; + pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerRun; ///DamageData[plActor->user.WeaponNum].Init(pp); @@ -6685,8 +6685,8 @@ void InitAllPlayers(void) pp->UziShellLeftAlt = 0; pp->UziShellRightAlt = 0; - pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; - pp->floor_dist = PLAYER_RUN_FLOOR_DIST; + pp->p_ceiling_dist = PLAYER_RUN_CEILING_DIST; + pp->p_floor_dist = PLAYER_RUN_FLOOR_DIST; pp->WpnGotOnceFlags = 0; pp->DoPlayerAction = DoPlayerBeginRun; @@ -7036,8 +7036,8 @@ DEFINE_FIELD_X(SWPlayer, PLAYER, z_speed) DEFINE_FIELD_X(SWPlayer, PLAYER, climb_ndx) DEFINE_FIELD_X(SWPlayer, PLAYER, hiz) DEFINE_FIELD_X(SWPlayer, PLAYER, loz) -DEFINE_FIELD_X(SWPlayer, PLAYER, ceiling_dist) -DEFINE_FIELD_X(SWPlayer, PLAYER, floor_dist) +DEFINE_FIELD_X(SWPlayer, PLAYER, p_ceiling_dist) +DEFINE_FIELD_X(SWPlayer, PLAYER, p_floor_dist) DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_dist) //DEFINE_FIELD_X(SWPlayer, PLAYER, six) //DEFINE_FIELD_X(SWPlayer, PLAYER, siy) diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index b6399f176..f1e4c3b4f 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -455,8 +455,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER* ("climb_ndx", w.climb_ndx) ("hiz", w.hiz) ("loz", w.loz) - ("ceiling_dist", w.ceiling_dist) - ("floor_dist", w.floor_dist) + ("ceiling_dist", w.p_ceiling_dist) + ("floor_dist", w.p_floor_dist) ("hi_sectp", w.hi_sectp) ("lo_sectp", w.lo_sectp) ("hi_sp", w.highActor) diff --git a/wadsrc/static/zscript/games/sw/swgame.zs b/wadsrc/static/zscript/games/sw/swgame.zs index 38d22c013..811bdbaf5 100644 --- a/wadsrc/static/zscript/games/sw/swgame.zs +++ b/wadsrc/static/zscript/games/sw/swgame.zs @@ -192,7 +192,7 @@ struct SWPlayer native native int z_speed; // used for diving and flying instead of down_speed, up_speed native int climb_ndx; native double hiz,loz; - native int ceiling_dist,floor_dist; + native int p_ceiling_dist,p_floor_dist; native int circle_camera_dist; native int16 siang;