diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 91369803c..caa1592a0 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1497,19 +1497,19 @@ struct SECTOR_OBJECT point, // the point on the track that the sector object is headed toward vel_rate, // rate at which velocity aproaches target dir, // direction traveling on the track - ang, // angle facing - ang_moving, // angle the SO is facing clipdist, // cliping distance for operational sector objects clipbox_dist[MAX_CLIPBOX]; // mult-clip box variables (clipdist equivalent) double clipbox_vdist[MAX_CLIPBOX]; // mult-clip box variables DAngle clipbox_ang[MAX_CLIPBOX]; // mult-clip box variables int16_t clipbox_num, - ang_tgt, // target angle - ang_orig, // original angle - last_ang, // last angle before started spinning - old_ang, // holding variable for the old angle - spin_speed, // spin_speed - spin_ang, // spin angle + __i_ang, // angle facing + __i_ang_moving, // angle the SO is facing + __i_ang_tgt, // target angle + __i_ang_orig, // original angle + __i_last_ang, // last angle before started spinning + __i_old_ang, // holding variable for the old angle + __i_spin_speed, // spin_speed + __i_spin_ang, // spin angle turn_speed, // shift value determines how fast SO turns to match new angle bob_sine_ndx, // index into sine table bob_speed, // shift value for speed diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index e59a9d13a..b3103bf67 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -250,7 +250,7 @@ short RectClipTurn(PLAYER* pp, DAngle new_angl, DVector2* qpos, DVector2* opos) DAngle rot_angl; int point_num; - rot_angl = new_angl + DAngle::fromBuild(sop->spin_ang - sop->ang_orig); + rot_angl = new_angl + DAngle::fromBuild(sop->__i_spin_ang - sop->__i_ang_orig); for (i = 0; i < 4; i++) { xy[i] = rotatepoint(pp->pos.XY(), opos[i], rot_angl); diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index f26aa168b..44c5161f1 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -129,7 +129,7 @@ short DoSOevent(short match, short state) { sop->flags &= ~(SOBJ_WAIT_FOR_EVENT); sop->vel = sop->save_vel; - sop->spin_speed = sop->save_spin_speed; + sop->__i_spin_speed = sop->save_spin_speed; } } @@ -163,7 +163,7 @@ short DoSOevent(short match, short state) vel_adj = -SP_TAG7(me_act); } - sop->spin_speed += spin_adj; + sop->__i_spin_speed += spin_adj; if (TEST_BOOL1(me_act)) sop->vel_tgt += vel_adj; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 67b5fc04f..06a192c02 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -4816,7 +4816,7 @@ void DoPlayerBeginOperate(PLAYER* pp) pp->sop = pp->sop_control = sop; sop->controller = pp->actor; - pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); + pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->__i_ang); pp->pos.XY() = sop->pmid.XY(); updatesector(pp->pos, &pp->cursector); getzsofslopeptr(pp->cursector, pp->pos, &cz, &fz); @@ -4900,7 +4900,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) auto save_sect = pp->cursector; - pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); + pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->__i_ang); pp->pos.XY() = sop->pmid.XY(); updatesector(pp->pos, &pp->cursector); getzsofslopeptr(pp->cursector, pp->pos, &cz, &fz); diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index dd1b8758a..1e2dbc11e 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -659,15 +659,15 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, ("point", w.point, def->point) ("vel_rate", w.vel_rate, def->vel_rate) ("dir", w.dir, def->dir) - ("ang", w.ang, def->ang) - ("ang_moving", w.ang_moving, def->ang_moving) + ("ang", w.__i_ang, def->__i_ang) + ("ang_moving", w.__i_ang_moving, def->__i_ang_moving) ("clipdist", w.clipdist, def->clipdist) - ("ang_tgt", w.ang_tgt, def->ang_tgt) - ("ang_orig", w.ang_orig, def->ang_orig) - ("last_ang", w.last_ang, def->last_ang) - ("old_ang", w.old_ang, def->old_ang) - ("spin_speed", w.spin_speed, def->spin_speed) - ("spin_ang", w.spin_ang, def->spin_ang) + ("ang_tgt", w.__i_ang_tgt, def->__i_ang_tgt) + ("ang_orig", w.__i_ang_orig, def->__i_ang_orig) + ("last_ang", w.__i_last_ang, def->__i_last_ang) + ("old_ang", w.__i_old_ang, def->__i_old_ang) + ("spin_speed", w.__i_spin_speed, def->__i_spin_speed) + ("spin_ang", w.__i_spin_ang, def->__i_spin_ang) ("turn_speed", w.turn_speed, def->turn_speed) ("bob_sine_ndx", w.bob_sine_ndx, def->bob_sine_ndx) ("bob_speed", w.bob_speed, def->bob_speed) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index acf88742a..f33815eda 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1663,7 +1663,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating) sop = &SectorObject[so_num]; - sop->ang_tgt = NORM_ANGLE(sop->ang_tgt + 512); + sop->__i_ang_tgt = NORM_ANGLE(sop->__i_ang_tgt + 512); PlaySound(DIGI_BIGSWITCH, actor, v3df_none); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 0600cb82d..e92846ce7 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -809,7 +809,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) sop->clipbox_vdist[sop->clipbox_num] = (sop->pmid.XY() - itActor->spr.pos.XY()).Length(); auto ang2 = VecToAngle(itActor->spr.pos.XY() - sop->pmid.XY()); - sop->clipbox_ang[sop->clipbox_num] = deltaangle(ang2, DAngle::fromBuild(sop->ang)); + sop->clipbox_ang[sop->clipbox_num] = deltaangle(ang2, DAngle::fromBuild(sop->__i_ang)); sop->clipbox_num++; KillActor(itActor); @@ -942,15 +942,15 @@ void SetupSectorObject(sectortype* sectp, short tag) sop->z_tgt = 0; sop->zdelta = 0; sop->wait_tics = 0; - sop->spin_speed = 0; - sop->spin_ang = 0; - sop->ang_orig = 0; + sop->__i_spin_speed = 0; + sop->__i_spin_ang = 0; + sop->__i_ang_orig = 0; sop->clipdist = 1024; sop->target_dist = 0; sop->turn_speed = 4; sop->floor_loz = -9999999; sop->floor_hiz = 9999999; - sop->ang_tgt = sop->ang = sop->ang_moving = 0; + sop->__i_ang_tgt = sop->__i_ang = sop->__i_ang_moving = 0; sop->op_main_sector = nullptr; sop->ram_damage = 0; sop->max_damage = -9999; @@ -1071,8 +1071,8 @@ void SetupSectorObject(sectortype* sectp, short tag) sop->flags |= (SOBJ_DYNAMIC); sop->scale_type = SO_SCALE_CYCLE; // spin stuff - sop->spin_speed = 16; - sop->last_ang = sop->ang; + sop->__i_spin_speed = 16; + sop->__i_last_ang = sop->__i_ang; // animators sop->Animator = DoTornadoObject; sop->PreMoveAnimator = ScaleSectorObject; @@ -1193,25 +1193,25 @@ void SetupSectorObject(sectortype* sectp, short tag) KillActor(actor); break; case SO_SPIN: - if (sop->spin_speed) + if (sop->__i_spin_speed) break; - sop->spin_speed = actor->spr.lotag; - sop->last_ang = sop->ang; + sop->__i_spin_speed = actor->spr.lotag; + sop->__i_last_ang = sop->__i_ang; KillActor(actor); break; case SO_ANGLE: - sop->ang = sop->ang_moving = actor->int_ang(); - sop->last_ang = sop->ang_orig = sop->ang; - sop->spin_ang = 0; + sop->__i_ang = sop->__i_ang_moving = actor->int_ang(); + sop->__i_last_ang = sop->__i_ang_orig = sop->__i_ang; + sop->__i_spin_ang = 0; KillActor(actor); break; case SO_SPIN_REVERSE: - sop->spin_speed = actor->spr.lotag; - sop->last_ang = sop->ang; + sop->__i_spin_speed = actor->spr.lotag; + sop->__i_last_ang = sop->__i_ang; - if (sop->spin_speed >= 0) - sop->spin_speed = -sop->spin_speed; + if (sop->__i_spin_speed >= 0) + sop->__i_spin_speed = -sop->__i_spin_speed; KillActor(actor); break; @@ -1382,9 +1382,9 @@ void PlaceSectorObjectsOnTracks(void) NextTrackPoint(sop); - sop->ang = getangle((tpoint + sop->point)->pos - sop->pmid); + sop->__i_ang = getangle((tpoint + sop->point)->pos - sop->pmid); - sop->ang_moving = sop->ang_tgt = sop->ang; + sop->__i_ang_moving = sop->__i_ang_tgt = sop->__i_ang; } } @@ -1813,17 +1813,17 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic) } } - if (sop->spin_speed) + if (sop->__i_spin_speed) { // same as below - ignore the objects angle // last_ang is the last true angle before SO started spinning - delta_ang_from_orig = NORM_ANGLE(sop->last_ang + sop->spin_ang - sop->ang_orig); + delta_ang_from_orig = NORM_ANGLE(sop->__i_last_ang + sop->__i_spin_ang - sop->__i_ang_orig); } else { // angle traveling + the new spin angle all offset from the original // angle - delta_ang_from_orig = NORM_ANGLE(sop->ang + sop->spin_ang - sop->ang_orig); + delta_ang_from_orig = NORM_ANGLE(sop->__i_ang + sop->__i_spin_ang - sop->__i_ang_orig); } // Note that this delta angle is from the original angle @@ -2126,20 +2126,20 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics) npos = DoTrack(sop, locktics); // get delta to target angle - delta_ang = getincangle(sop->ang, sop->ang_tgt); + delta_ang = getincangle(sop->__i_ang, sop->__i_ang_tgt); - sop->ang = NORM_ANGLE(sop->ang + (delta_ang >> sop->turn_speed)); + sop->__i_ang = NORM_ANGLE(sop->__i_ang + (delta_ang >> sop->turn_speed)); delta_ang = delta_ang >> sop->turn_speed; // move z values MoveZ(sop); // calculate the spin speed - speed = sop->spin_speed * locktics; + speed = sop->__i_spin_speed * locktics; // spin_ang is incremented by the spin_speed - sop->spin_ang = NORM_ANGLE(sop->spin_ang + speed); + sop->__i_spin_ang = NORM_ANGLE(sop->__i_spin_ang + speed); - if (sop->spin_speed) + if (sop->__i_spin_speed) { // ignore delta angle if spinning GlobSpeedSO = DAngle::fromBuild(speed); @@ -2160,7 +2160,7 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics) // Update the points so there will be no warping if ((sop->flags & (SOBJ_UPDATE|SOBJ_UPDATE_ONCE)) || sop->vel || - (sop->ang != sop->ang_tgt) || + (sop->__i_ang != sop->__i_ang_tgt) || GlobSpeedSO.Degrees()) { sop->flags &= ~(SOBJ_UPDATE_ONCE); @@ -2178,7 +2178,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) // calculate an angle to the target if (sop->vel) - sop->ang_moving = sop->ang_tgt = getangle(tpoint->pos - sop->pmid); + sop->__i_ang_moving = sop->__i_ang_tgt = getangle(tpoint->pos - sop->pmid); // NOTE: Jittery ride - try new value out here // NOTE: Put a loop around this (locktics) to make it more acuruate @@ -2198,30 +2198,30 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) break; case TRACK_SPIN: - if (sop->spin_speed) + if (sop->__i_spin_speed) break; - sop->spin_speed = tpoint->tag_high; - sop->last_ang = sop->ang; + sop->__i_spin_speed = tpoint->tag_high; + sop->__i_last_ang = sop->__i_ang; break; case TRACK_SPIN_REVERSE: { - if (!sop->spin_speed) + if (!sop->__i_spin_speed) break; - if (sop->spin_speed >= 0) + if (sop->__i_spin_speed >= 0) { - sop->spin_speed = -sop->spin_speed; + sop->__i_spin_speed = -sop->__i_spin_speed; } } break; case TRACK_SPIN_STOP: - if (!sop->spin_speed) + if (!sop->__i_spin_speed) break; - sop->spin_speed = 0; + sop->__i_spin_speed = 0; break; case TRACK_BOB_START: @@ -2384,9 +2384,9 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) sop->flags |= (SOBJ_WAIT_FOR_EVENT); sop->save_vel = sop->vel; - sop->save_spin_speed = sop->spin_speed; + sop->save_spin_speed = sop->__i_spin_speed; - sop->vel = sop->spin_speed = 0; + sop->vel = sop->__i_spin_speed = 0; // only set event if non-zero if (tpoint->tag_high) sop->match_event = tpoint->tag_high; @@ -2437,7 +2437,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) sop->target_dist = (sop->pmid.XY() - tpoint->pos.XY()).Length(); // calculate a new angle to the target - sop->ang_moving = sop->ang_tgt = getangle(tpoint->pos - sop->pmid); + sop->__i_ang_moving = sop->__i_ang_tgt = getangle(tpoint->pos - sop->pmid); if ((sop->flags & SOBJ_ZDIFF_MODE)) { @@ -2493,8 +2493,8 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) if (sop->vel && !(sop->flags & SOBJ_MOVE_VERTICAL)) { DVector2 n; - n.X = (((sop->vel) >> 8) * locktics * bcos(sop->ang_moving) >> 14) * inttoworld; - n.Y = (((sop->vel) >> 8) * locktics * bsin(sop->ang_moving) >> 14) * inttoworld; + n.X = (((sop->vel) >> 8) * locktics * bcos(sop->__i_ang_moving) >> 14) * inttoworld; + n.Y = (((sop->vel) >> 8) * locktics * bsin(sop->__i_ang_moving) >> 14) * inttoworld; sop->target_dist -= n.Length(); return n; @@ -2534,10 +2534,10 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, const DVector2 GlobSpeedSO = nullAngle; //sop->ang_tgt = newang; - sop->ang_moving = newang; + sop->__i_ang_moving = newang; - sop->spin_ang = 0; - sop->ang = newang; + sop->__i_spin_ang = 0; + sop->__i_ang = newang; RefreshPoints(sop, pos - sop->pmid.XY(), false); } @@ -2598,20 +2598,20 @@ void TornadoSpin(SECTOR_OBJECT* sop) short locktics = synctics; // get delta to target angle - delta_ang = getincangle(sop->ang, sop->ang_tgt); + delta_ang = getincangle(sop->__i_ang, sop->__i_ang_tgt); - sop->ang = NORM_ANGLE(sop->ang + (delta_ang >> sop->turn_speed)); + sop->__i_ang = NORM_ANGLE(sop->__i_ang + (delta_ang >> sop->turn_speed)); delta_ang = delta_ang >> sop->turn_speed; // move z values MoveZ(sop); // calculate the spin speed - speed = sop->spin_speed * locktics; + speed = sop->__i_spin_speed * locktics; // spin_ang is incremented by the spin_speed - sop->spin_ang = NORM_ANGLE(sop->spin_ang + speed); + sop->__i_spin_ang = NORM_ANGLE(sop->__i_spin_ang + speed); - if (sop->spin_speed) + if (sop->__i_spin_speed) { // ignore delta angle if spinning GlobSpeedSO = DAngle::fromBuild(speed); @@ -2629,7 +2629,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop) // this made them move together more or less - cool! //static short ang = 1024; int ret; - short *ang = &sop->ang_moving; + short *ang = &sop->__i_ang_moving; xvect = sop->vel * bcos(*ang); yvect = sop->vel * bcos(*ang); @@ -2717,30 +2717,30 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) } } - sop->ang_tgt = getangle(actor->user.targetActor->spr.pos - sop->pmid); + sop->__i_ang_tgt = getangle(actor->user.targetActor->spr.pos - sop->pmid); // get delta to target angle - delta_ang = getincangle(sop->ang, sop->ang_tgt); + delta_ang = getincangle(sop->__i_ang, sop->__i_ang_tgt); - //sop->ang += delta_ang >> 4; - sop->ang = NORM_ANGLE(sop->ang + (delta_ang >> 3)); - //sop->ang += delta_ang >> 2; + //sop->__i_ang += delta_ang >> 4; + sop->__i_ang = NORM_ANGLE(sop->__i_ang + (delta_ang >> 3)); + //sop->__i_ang += delta_ang >> 2; if (sop->limit_ang_center >= nullAngle) { - diff = deltaangle(sop->limit_ang_center, DAngle::fromBuild(sop->ang)); + diff = deltaangle(sop->limit_ang_center, DAngle::fromBuild(sop->__i_ang)); if (abs(diff) >= sop->limit_ang_delta) { if (diff < nullAngle) - sop->ang = (sop->limit_ang_center - sop->limit_ang_delta).Buildang(); + sop->__i_ang = (sop->limit_ang_center - sop->limit_ang_delta).Buildang(); else - sop->ang = (sop->limit_ang_center + sop->limit_ang_delta).Buildang(); + sop->__i_ang = (sop->limit_ang_center + sop->limit_ang_delta).Buildang(); } } - OperateSectorObjectForTics(sop, sop->ang, sop->pmid, 2*synctics); + OperateSectorObjectForTics(sop, sop->__i_ang, sop->pmid, 2*synctics); } }