- moved sync structure into the playerstruct for easier maintenance.

This commit is contained in:
Christoph Oelckers 2020-09-23 16:56:04 +02:00
parent 5a76dce5f8
commit f4fff5ee30
12 changed files with 36 additions and 37 deletions

View file

@ -1853,7 +1853,7 @@ void moveweapons_d(void)
if (s->picnum == SPIT)
{
playerAddHoriz(&ps[p].q16horiz, &ps[p].horizAdjust, 32);
sync[p].actions |= SB_CENTERVIEW;
ps[p].sync.actions |= SB_CENTERVIEW;
if (ps[p].loogcnt == 0)
{

View file

@ -1400,7 +1400,7 @@ void moveweapons_r(void)
}
playerAddHoriz(&ps[p].q16horiz, &ps[p].horizAdjust, 32);
sync[p].actions |= SB_CENTERVIEW;
ps[p].sync.actions |= SB_CENTERVIEW;
if (ps[p].loogcnt == 0)
{

View file

@ -49,9 +49,9 @@ void GameInterface::Ticker()
// Make copies so that the originals do not have to be modified.
for (int i = 0; i < MAXPLAYERS; i++)
{
auto oldactions = sync[i].actions;
sync[i] = playercmds[i].ucmd;
if (oldactions & SB_CENTERVIEW) sync[i].actions |= SB_CENTERVIEW;
auto oldactions = ps[i].sync.actions;
ps[i].sync = playercmds[i].ucmd;
if (oldactions & SB_CENTERVIEW) ps[i].sync.actions |= SB_CENTERVIEW;
}
if (rtsplaying > 0) rtsplaying--;

View file

@ -58,7 +58,6 @@ int otherp;
TileInfo tileinfo[MAXTILES]; // This is not from EDuke32.
ActorInfo actorinfo[MAXTILES];
int actor_tog;
InputPacket sync[MAXPLAYERS];
int16_t max_ammo_amount[MAX_WEAPONS];
int16_t weaponsandammosprites[15];
int PHEIGHT = PHEIGHT_DUKE;

View file

@ -46,7 +46,6 @@ extern ActorInfo actorinfo[MAXTILES]; // static state
extern int actor_tog; // cheat state
extern intptr_t apScriptGameEvent[];
extern TArray<int> ScriptCode;
extern InputPacket sync[MAXPLAYERS];
extern int16_t max_ammo_amount[MAX_WEAPONS];
extern int16_t weaponsandammosprites[15];
extern int32_t PHEIGHT;

View file

@ -128,53 +128,53 @@ inline bool isIn(int value, const std::initializer_list<int>& list)
// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
inline bool PlayerInput(int pl, ESyncBits bit)
{
return (!!((sync[pl].actions) & bit));
return (!!((ps[pl].sync.actions) & bit));
}
inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
{
return (sync[pl].actions & bits);
return (ps[pl].sync.actions & bits);
}
inline void PlayerSetInput(int pl, ESyncBits bit)
{
sync[pl].actions |= bit;
ps[pl].sync.actions |= bit;
}
inline int PlayerNewWeapon(int pl)
{
return sync[pl].getNewWeapon();
return ps[pl].sync.getNewWeapon();
}
inline void PlayerSetItemUsed(int pl, int num)
{
sync[pl].setItemUsed(num - 1);
ps[pl].sync.setItemUsed(num - 1);
}
inline bool PlayerUseItem(int pl, int num)
{
return sync[pl].isItemUsed(num - 1);
return ps[pl].sync.isItemUsed(num - 1);
}
inline int PlayerInputSideVel(int pl)
{
return sync[pl].svel;
return ps[pl].sync.svel;
}
inline int PlayerInputForwardVel(int pl)
{
return sync[pl].fvel;
return ps[pl].sync.fvel;
}
inline fixed_t PlayerInputAngVel(int pl)
{
return sync[pl].q16avel;
return ps[pl].sync.q16avel;
}
inline fixed_t PlayerHorizon(int pl)
{
return sync[pl].q16horz;
return ps[pl].sync.q16horz;
}
inline void clearfriction()

View file

@ -67,7 +67,7 @@ void hud_input(int snum)
i = p->aim_mode;
p->aim_mode = !PlayerInput(snum, SB_AIMMODE);
if (p->aim_mode < i)
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
backupweapon(p);
@ -483,7 +483,7 @@ void hud_input(int snum)
OnEvent(EVENT_TURNAROUND, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) != 0)
{
sync[snum].actions &= ~SB_TURNAROUND;
ps[snum].sync.actions &= ~SB_TURNAROUND;
}
}
}
@ -963,7 +963,7 @@ static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
loc.q16avel = input.q16avel = 0;
}
if (p->newowner == -1 && !(sync[playerNum].actions & SB_CENTERVIEW))
if (p->newowner == -1 && !(ps[playerNum].sync.actions & SB_CENTERVIEW))
{
loc.q16horz = clamp(loc.q16horz + input.q16horz, IntToFixed(-MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
}
@ -1025,8 +1025,8 @@ static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
// Do these in the same order as the old code.
calcviewpitch(p, scaleAdjust);
processq16avel(p, &input.q16avel);
applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, input.q16avel, &sync[myconnectindex].actions, scaleAdjust, p->crouch_toggle || sync[myconnectindex].actions & SB_CROUCH);
sethorizon(&p->q16horiz, input.q16horz, &sync[myconnectindex].actions, scaleAdjust);
applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, input.q16avel, &ps[myconnectindex].sync.actions, scaleAdjust, p->crouch_toggle || ps[myconnectindex].sync.actions & SB_CROUCH);
sethorizon(&p->q16horiz, input.q16horz, &ps[myconnectindex].sync.actions, scaleAdjust);
}
playerProcessHelpers(&p->q16ang, &p->angAdjust, &p->angTarget, &p->q16horiz, &p->horizAdjust, &p->horizTarget, scaleAdjust);

View file

@ -165,7 +165,7 @@ void forceplayerangle(int snum)
n = 128 - (krand() & 255);
playerAddHoriz(&p->q16horiz, &p->horizAdjust, 64);
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
p->setlookang(n >> 1);
p->setrotscrnang(n >> 1);
}
@ -407,7 +407,7 @@ void dokneeattack(int snum, int pi, const std::initializer_list<int> & respawnli
{
p->knee_incs++;
playerAddHoriz(&p->q16horiz, &p->horizAdjust, -48);
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
if (p->knee_incs > 15)
{
p->knee_incs = 0;
@ -961,11 +961,11 @@ void playerCenterView(int snum)
OnEvent(EVENT_RETURNTOCENTER, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
}
else
{
sync[snum].actions &= ~SB_CENTERVIEW;
ps[snum].sync.actions &= ~SB_CENTERVIEW;
}
}
@ -976,11 +976,11 @@ void playerLookUp(int snum, ESyncBits actions)
OnEvent(EVENT_LOOKUP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
}
else
{
sync[snum].actions &= ~SB_LOOK_UP;
ps[snum].sync.actions &= ~SB_LOOK_UP;
}
}
@ -991,11 +991,11 @@ void playerLookDown(int snum, ESyncBits actions)
OnEvent(EVENT_LOOKDOWN, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
}
else
{
sync[snum].actions &= ~SB_LOOK_DOWN;
ps[snum].sync.actions &= ~SB_LOOK_DOWN;
}
}
@ -1006,7 +1006,7 @@ void playerAimUp(int snum, ESyncBits actions)
OnEvent(EVENT_AIMUP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) != 0)
{
sync[snum].actions &= ~SB_AIM_UP;
ps[snum].sync.actions &= ~SB_AIM_UP;
}
}
@ -1017,7 +1017,7 @@ void playerAimDown(int snum, ESyncBits actions)
OnEvent(EVENT_AIMDOWN, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) != 0)
{
sync[snum].actions &= ~SB_AIM_DOWN;
ps[snum].sync.actions &= ~SB_AIM_DOWN;
}
}

View file

@ -2840,7 +2840,7 @@ void processinput_d(int snum)
// may still be needed later for demo recording
processq16avel(p, &sb_avel);
applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, sb_avel, &sync[snum].actions, 1, p->crouch_toggle || actions & SB_CROUCH);
applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, sb_avel, &ps[snum].sync.actions, 1, p->crouch_toggle || actions & SB_CROUCH);
}
if (p->spritebridge == 0)
@ -3072,7 +3072,7 @@ HORIZONLY:
if (cl_syncinput)
{
sethorizon(&p->q16horiz, PlayerHorizon(snum), &sync[snum].actions, 1);
sethorizon(&p->q16horiz, PlayerHorizon(snum), &ps[snum].sync.actions, 1);
}
checkhardlanding(p);

View file

@ -3741,7 +3741,7 @@ void processinput_r(int snum)
// may still be needed later for demo recording
processq16avel(p, &sb_avel);
applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, sb_avel, &sync[snum].actions, 1, p->crouch_toggle || actions & SB_CROUCH);
applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, sb_avel, &ps[snum].sync.actions, 1, p->crouch_toggle || actions & SB_CROUCH);
apply_seasick(p, 1);
}
@ -4097,7 +4097,7 @@ HORIZONLY:
if (cl_syncinput)
{
sethorizon(&p->q16horiz, PlayerHorizon(snum), &sync[snum].actions, 1);
sethorizon(&p->q16horiz, PlayerHorizon(snum), &ps[snum].sync.actions, 1);
}
checkhardlanding(p);

View file

@ -119,7 +119,7 @@ void resetplayerstats(int snum)
p->bobcounter = 0;
p->on_ground = 0;
p->player_par = 0;
sync[snum].actions |= SB_CENTERVIEW;
ps[snum].sync.actions |= SB_CENTERVIEW;
p->airleft = 15*26;
p->rapid_fire_hold = 0;
p->toggle_key_flag = 0;

View file

@ -209,6 +209,7 @@ struct player_struct
// input stuff.
double horizAdjust, angAdjust;
fixed_t horizTarget, angTarget;
InputPacket sync;
// Access helpers for the widened angle and horizon fields.