From e44759d2ea34ef4924df73e2fd4ea07f1e7f57dc Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 28 Sep 2022 18:01:13 +0200 Subject: [PATCH] - renamed dudeSlope --- source/games/blood/src/aibeast.cpp | 2 +- source/games/blood/src/aicaleb.cpp | 4 ++-- source/games/blood/src/aicerber.cpp | 8 ++++---- source/games/blood/src/aicult.cpp | 10 +++++----- source/games/blood/src/aigarg.cpp | 8 ++++---- source/games/blood/src/aighost.cpp | 6 +++--- source/games/blood/src/aigilbst.cpp | 2 +- source/games/blood/src/aitchern.cpp | 8 ++++---- source/games/blood/src/aiunicult.cpp | 18 +++++++++--------- source/games/blood/src/bloodactor.h | 2 +- source/games/blood/src/loadsave.cpp | 2 +- source/games/blood/src/nnexts.cpp | 2 +- source/games/blood/src/player.h | 2 +- 13 files changed, 37 insertions(+), 37 deletions(-) diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index f6a2da5f2..5338c65d3 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -239,7 +239,7 @@ static void beastThinkChase(DBloodActor* actor) if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); - actor->dudeSlope = nDist == 0 ? 0 : int(target->spr.pos.Z - actor->spr.pos.Z / nDist) * 16384; + actor->_dudeSlope = nDist == 0 ? 0 : int(target->spr.pos.Z - actor->spr.pos.Z / nDist) * 16384; if (nDist < 0x140 && nDist > 0xa0 && nDeltaAngle < DAngle15 && (target->spr.flags & 2) && target->IsPlayerActor() && Chance(0x8000)) { diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index bf6962c8d..2e7d92cfa 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -59,7 +59,7 @@ AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, & void SeqAttackCallback(int, DBloodActor* actor) { - DVector3 vect(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); vect.X += Random2F(1500, 4); vect.Y += Random2F(1500, 4); vect.Z += Random2F(1500, 8); @@ -158,7 +158,7 @@ static void calebThinkChase(DBloodActor* actor) if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); - actor->dudeSlope = nDist == 0 ? 0 : target->spr.pos.Z - actor->spr.pos.Z / nDist * 16384; + actor->_dudeSlope = nDist == 0 ? 0 : target->spr.pos.Z - actor->spr.pos.Z / nDist * 16384; if (nDist < 89.5625 && abs(nDeltaAngle) < DAngle1 * 5) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0); diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 3cac27edc..acc00f931 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -84,7 +84,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) DVector3 pos(actor->spr.pos.XY(), height); //auto pos = actor->spr.pos.plusZ(height); // what it probably should be - DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) @@ -100,7 +100,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->dudeSlope / 16384. * nDist; + tvec.Z += actor->_dudeSlope / 16384. * nDist; double tsr = nDist * 9.23828125; double top, bottom; GetActorExtents(actor2, &top, &bottom); @@ -145,7 +145,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) DVector3 pos(actor->spr.pos.XY(), height); //auto pos = actor->spr.pos.plusZ(height); // what it probably should be - DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); DVector3 Aim2(Aim.XY(), 0); double nClosest = 0x7fffffff; @@ -165,7 +165,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->dudeSlope / 16384. * nDist; + tvec.Z += actor->_dudeSlope / 16384. * nDist; double tsr = nDist * 9.23828125; double top, bottom; diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index f0addbfe1..fc01b0a24 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -75,7 +75,7 @@ AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &culti void TommySeqCallback(int, DBloodActor* actor) { - DVector3 vect(actor->spr.angle.ToVector(), actor->dudeSlope / 16384); + DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384); vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14); @@ -87,7 +87,7 @@ void TeslaSeqCallback(int, DBloodActor* actor) { if (Chance(gCultTeslaFireChance[gGameOptions.nDifficulty])) { - DVector3 vect(actor->spr.angle.ToVector(), actor->dudeSlope / 16384); + DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384); vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14); @@ -98,7 +98,7 @@ void TeslaSeqCallback(int, DBloodActor* actor) void ShotSeqCallback(int, DBloodActor* actor) { - DVector3 vect(actor->spr.angle.ToVector(), actor->dudeSlope / 16384); + DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384); vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14); @@ -143,7 +143,7 @@ void cultThrowSeqCallback2(int, DBloodActor* actor) if (gGameOptions.nDifficulty > 2) nMissile = kThingArmedTNTBundle; sfxPlay3DSound(actor, 455, -1, 0); - auto pMissile = actFireThing(actor, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333); + auto pMissile = actFireThing(actor, 0, 0, actor->_dudeSlope - 9460, nMissile, 0x133333); evPostActor(pMissile, 120 * (2 + Random(2)), kCmdOn, actor); } @@ -270,7 +270,7 @@ static void cultThinkChase(DBloodActor* actor) if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); - actor->dudeSlope = nDist == 0 ? 0 : (target->spr.pos.Z - actor->spr.pos.Z) / nDist * 16384; + actor->_dudeSlope = nDist == 0 ? 0 : (target->spr.pos.Z - actor->spr.pos.Z) / nDist * 16384; switch (actor->spr.type) { case kDudeCultistTommy: diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index c4fe049e3..856882032 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -96,7 +96,7 @@ void SlashFSeqCallback(int, DBloodActor* actor) void ThrowFSeqCallback(int, DBloodActor* actor) { - actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee); + actFireThing(actor, 0, 0, actor->_dudeSlope - 7500, kThingBone, 0xeeeee); } void BlastSSeqCallback(int, DBloodActor* actor) @@ -107,7 +107,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) double height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) * REPEAT_SCALE; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); @@ -125,7 +125,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->dudeSlope / 16384. * nDist; + tvec.Z += actor->_dudeSlope / 16384. * nDist; double tsr = nDist * 9.23828125; double top, bottom; @@ -169,7 +169,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) void ThrowSSeqCallback(int, DBloodActor* actor) { - actFireThing(actor, 0., 0., actor->dudeSlope / 16384. * 0.25 - 0.11444, kThingBone, Chance(0x6000) ? 19.2 : 17.066666); + actFireThing(actor, 0., 0., actor->_dudeSlope / 16384. * 0.25 - 0.11444, kThingBone, Chance(0x6000) ? 19.2 : 17.066666); } static void gargThinkTarget(DBloodActor* actor) diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 129adf4bd..397d942a0 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -82,7 +82,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor) void ghostThrowSeqCallback(int, DBloodActor* actor) { - actFireThing(actor, 0., 0., actor->dudeSlope / 16384. * 0.25 - 0.11444, kThingBone, 14.93333); + actFireThing(actor, 0., 0., actor->_dudeSlope / 16384. * 0.25 - 0.11444, kThingBone, 14.93333); } // This functions seems to be identical with BlastSSeqCallback except for the spawn calls at the end. @@ -94,7 +94,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) double height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) * REPEAT_SCALE; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); @@ -112,7 +112,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->dudeSlope / 16384. * nDist; + tvec.Z += actor->_dudeSlope / 16384. * nDist; double tsr = nDist * 9.23828125; double top, bottom; diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 94b2c5f89..7090586f8 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -143,7 +143,7 @@ static void gillThinkChase(DBloodActor* actor) if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); - actor->dudeSlope = nDist == 0 ? 0 : (target->spr.pos.Z - actor->spr.pos.Z) / nDist * 16384; + actor->_dudeSlope = nDist == 0 ? 0 : (target->spr.pos.Z - actor->spr.pos.Z) / nDist * 16384; if (nDist < 57.5625 && abs(nDeltaAngle) < DAngle1 * 5) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dv, 0), CLIPMASK1, 0); diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 36e5b3785..a56b3b1f3 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -65,7 +65,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); @@ -83,7 +83,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->dudeSlope / 16384. * nDist; + tvec.Z += actor->_dudeSlope / 16384. * nDist; double tsr = nDist * 9.23828125; double top, bottom; @@ -123,7 +123,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor) double height = actor->spr.yrepeat * pDudeInfo->eyeHeight * REPEAT_SCALE * 0.25; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), -actor->dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), -actor->_dudeSlope / 16384.); DVector3 Aim2(Aim.XY(), 0); double nClosest = 0x7fffffff; @@ -139,7 +139,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->dudeSlope / 16384. * nDist; + tvec.Z += actor->_dudeSlope / 16384. * nDist; double tsr = nDist * 9.23828125; double top, bottom; diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index e3d63c724..ce1f0bad5 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -152,12 +152,12 @@ static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int { if (weaponType == kGenDudeWeaponHitscan) { - actor->dudeSlope = fStart - ((fStart - fEnd) >> 2); + actor->_dudeSlope = fStart - ((fStart - fEnd) >> 2); } else if (weaponType == kGenDudeWeaponMissile) { const MissileType* pMissile = &missileInfo[pExtra->curWeapon - kMissileBase]; - actor->dudeSlope = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1); + actor->_dudeSlope = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1); } return true; } @@ -225,7 +225,7 @@ void genDudeAttack1(int, DBloodActor* actor) if (pExtra->weaponType == kGenDudeWeaponHitscan) { - dv = DVector3(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + dv = DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); // dispersal modifiers here in case if non-melee enemy if (!dudeIsMelee(actor)) { @@ -264,7 +264,7 @@ void genDudeAttack1(int, DBloodActor* actor) } else if (pExtra->weaponType == kGenDudeWeaponMissile) { - dv = DVector3(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.); + dv = DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); // dispersal modifiers here dv.X += Random3F(dispersion, 14); @@ -529,7 +529,7 @@ static void unicultThinkChase(DBloodActor* actor) if ((PlayClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(actor, false)) playGenDudeSound(actor, kGenDudeSndChasing); - actor->dudeSlope = dist == 0 ? 0 : target->spr.pos.Z - actor->spr.pos.Z / dist * 16384; + actor->_dudeSlope = dist == 0 ? 0 : target->spr.pos.Z - actor->spr.pos.Z / dist * 16384; int curWeapon = actor->genDudeExtra.curWeapon; int weaponType = actor->genDudeExtra.weaponType; @@ -746,9 +746,9 @@ static void unicultThinkChase(DBloodActor* actor) double targetDist = -1; int hit = -1; if (weaponType == kGenDudeWeaponHitscan) - hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.), CLIPMASK1, dist); + hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), CLIPMASK1, dist); else if (weaponType == kGenDudeWeaponMissile) - hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.), CLIPMASK0, dist); + hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), CLIPMASK0, dist); if (hit >= 0) { @@ -861,7 +861,7 @@ static void unicultThinkChase(DBloodActor* actor) else if (weaponType == kGenDudeWeaponHitscan && hscn) { if (genDudeAdjustSlope(actor, dist * worldtoint, weaponType)) break; - VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.), dist, 1); + VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), dist, 1); if (actor == gHitInfo.actor()) break; bool immune = nnExtIsImmune(hitactor, gVectorData[curWeapon].dmgType); @@ -922,7 +922,7 @@ static void unicultThinkChase(DBloodActor* actor) if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) { bool masked = (pHWall->cstat & CSTAT_WALL_MASKED); - if (masked) VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.), dist, 1); + if (masked) VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), dist, 1); if ((actor != gHitInfo.actor()) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) { diff --git a/source/games/blood/src/bloodactor.h b/source/games/blood/src/bloodactor.h index 1e8ac41c8..17877a9be 100644 --- a/source/games/blood/src/bloodactor.h +++ b/source/games/blood/src/bloodactor.h @@ -18,7 +18,7 @@ class DBloodActor : public DCoreActor HAS_OBJECT_POINTERS public: - int dudeSlope; // Q18.14 format + int _dudeSlope; // Q18.14 format bool hasx; XSPRITE xspr; SPRITEHIT hit; diff --git a/source/games/blood/src/loadsave.cpp b/source/games/blood/src/loadsave.cpp index 814166a40..c8951abdd 100644 --- a/source/games/blood/src/loadsave.cpp +++ b/source/games/blood/src/loadsave.cpp @@ -479,7 +479,7 @@ void DBloodActor::Serialize(FSerializer& arc) if (hasX()) { arc("xsprite", xspr) - ("dudeslope", dudeSlope) + ("dudeslope", _dudeSlope) ("dudeextra", dudeExtra) ("explosionflag", explosionhackflag) ("spritehit", hit) diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 6276105a6..47312a24a 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -4646,7 +4646,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH) if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL) var = HitScan_(objActor, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1); else if (objActor->IsDudeActor()) - var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->dudeSlope * inttoworld), arg1, range); + var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->_dudeSlope * inttoworld), arg1, range); else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) { var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8 : -8; // was 0x20000 - HitScan uses Q28.4 for dz! diff --git a/source/games/blood/src/player.h b/source/games/blood/src/player.h index ad7a4c31d..9c78ae502 100644 --- a/source/games/blood/src/player.h +++ b/source/games/blood/src/player.h @@ -114,7 +114,7 @@ struct PLAYER double ozWeapon; double zWeaponVel; double slope; - int int_slope() const { return slope * 16384; } + [[deprecated]] int int_slope() const { return slope * 16384; } bool isUnderwater; bool hasKey[8]; int8_t hasFlag;