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https://github.com/ZDoom/Raze.git
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- moved sync structure into the playerstruct for easier maintenance.
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5a76dce5f8
commit
f4fff5ee30
12 changed files with 36 additions and 37 deletions
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@ -1853,7 +1853,7 @@ void moveweapons_d(void)
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if (s->picnum == SPIT)
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{
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playerAddHoriz(&ps[p].q16horiz, &ps[p].horizAdjust, 32);
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sync[p].actions |= SB_CENTERVIEW;
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ps[p].sync.actions |= SB_CENTERVIEW;
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if (ps[p].loogcnt == 0)
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{
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@ -1400,7 +1400,7 @@ void moveweapons_r(void)
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}
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playerAddHoriz(&ps[p].q16horiz, &ps[p].horizAdjust, 32);
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sync[p].actions |= SB_CENTERVIEW;
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ps[p].sync.actions |= SB_CENTERVIEW;
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if (ps[p].loogcnt == 0)
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{
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@ -49,9 +49,9 @@ void GameInterface::Ticker()
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// Make copies so that the originals do not have to be modified.
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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auto oldactions = sync[i].actions;
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sync[i] = playercmds[i].ucmd;
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if (oldactions & SB_CENTERVIEW) sync[i].actions |= SB_CENTERVIEW;
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auto oldactions = ps[i].sync.actions;
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ps[i].sync = playercmds[i].ucmd;
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if (oldactions & SB_CENTERVIEW) ps[i].sync.actions |= SB_CENTERVIEW;
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}
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if (rtsplaying > 0) rtsplaying--;
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@ -58,7 +58,6 @@ int otherp;
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TileInfo tileinfo[MAXTILES]; // This is not from EDuke32.
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ActorInfo actorinfo[MAXTILES];
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int actor_tog;
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InputPacket sync[MAXPLAYERS];
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int16_t max_ammo_amount[MAX_WEAPONS];
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int16_t weaponsandammosprites[15];
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int PHEIGHT = PHEIGHT_DUKE;
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@ -46,7 +46,6 @@ extern ActorInfo actorinfo[MAXTILES]; // static state
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extern int actor_tog; // cheat state
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extern intptr_t apScriptGameEvent[];
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extern TArray<int> ScriptCode;
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extern InputPacket sync[MAXPLAYERS];
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extern int16_t max_ammo_amount[MAX_WEAPONS];
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extern int16_t weaponsandammosprites[15];
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extern int32_t PHEIGHT;
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@ -128,53 +128,53 @@ inline bool isIn(int value, const std::initializer_list<int>& list)
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// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
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inline bool PlayerInput(int pl, ESyncBits bit)
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{
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return (!!((sync[pl].actions) & bit));
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return (!!((ps[pl].sync.actions) & bit));
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}
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inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
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{
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return (sync[pl].actions & bits);
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return (ps[pl].sync.actions & bits);
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}
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inline void PlayerSetInput(int pl, ESyncBits bit)
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{
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sync[pl].actions |= bit;
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ps[pl].sync.actions |= bit;
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}
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inline int PlayerNewWeapon(int pl)
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{
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return sync[pl].getNewWeapon();
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return ps[pl].sync.getNewWeapon();
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}
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inline void PlayerSetItemUsed(int pl, int num)
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{
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sync[pl].setItemUsed(num - 1);
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ps[pl].sync.setItemUsed(num - 1);
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}
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inline bool PlayerUseItem(int pl, int num)
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{
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return sync[pl].isItemUsed(num - 1);
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return ps[pl].sync.isItemUsed(num - 1);
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}
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inline int PlayerInputSideVel(int pl)
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{
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return sync[pl].svel;
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return ps[pl].sync.svel;
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}
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inline int PlayerInputForwardVel(int pl)
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{
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return sync[pl].fvel;
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return ps[pl].sync.fvel;
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}
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inline fixed_t PlayerInputAngVel(int pl)
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{
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return sync[pl].q16avel;
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return ps[pl].sync.q16avel;
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}
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inline fixed_t PlayerHorizon(int pl)
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{
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return sync[pl].q16horz;
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return ps[pl].sync.q16horz;
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}
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inline void clearfriction()
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@ -67,7 +67,7 @@ void hud_input(int snum)
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i = p->aim_mode;
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p->aim_mode = !PlayerInput(snum, SB_AIMMODE);
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if (p->aim_mode < i)
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
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backupweapon(p);
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@ -483,7 +483,7 @@ void hud_input(int snum)
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OnEvent(EVENT_TURNAROUND, -1, snum, -1);
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if (GetGameVarID(g_iReturnVarID, -1, snum) != 0)
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{
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sync[snum].actions &= ~SB_TURNAROUND;
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ps[snum].sync.actions &= ~SB_TURNAROUND;
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}
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}
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}
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@ -963,7 +963,7 @@ static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
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loc.q16avel = input.q16avel = 0;
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}
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if (p->newowner == -1 && !(sync[playerNum].actions & SB_CENTERVIEW))
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if (p->newowner == -1 && !(ps[playerNum].sync.actions & SB_CENTERVIEW))
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{
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loc.q16horz = clamp(loc.q16horz + input.q16horz, IntToFixed(-MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
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}
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@ -1025,8 +1025,8 @@ static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
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// Do these in the same order as the old code.
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calcviewpitch(p, scaleAdjust);
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processq16avel(p, &input.q16avel);
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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);
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sethorizon(&p->q16horiz, input.q16horz, &sync[myconnectindex].actions, scaleAdjust);
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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);
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sethorizon(&p->q16horiz, input.q16horz, &ps[myconnectindex].sync.actions, scaleAdjust);
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}
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playerProcessHelpers(&p->q16ang, &p->angAdjust, &p->angTarget, &p->q16horiz, &p->horizAdjust, &p->horizTarget, scaleAdjust);
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@ -165,7 +165,7 @@ void forceplayerangle(int snum)
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n = 128 - (krand() & 255);
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playerAddHoriz(&p->q16horiz, &p->horizAdjust, 64);
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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p->setlookang(n >> 1);
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p->setrotscrnang(n >> 1);
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}
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@ -407,7 +407,7 @@ void dokneeattack(int snum, int pi, const std::initializer_list<int> & respawnli
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{
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p->knee_incs++;
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playerAddHoriz(&p->q16horiz, &p->horizAdjust, -48);
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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if (p->knee_incs > 15)
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{
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p->knee_incs = 0;
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@ -961,11 +961,11 @@ void playerCenterView(int snum)
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OnEvent(EVENT_RETURNTOCENTER, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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{
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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}
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else
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{
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sync[snum].actions &= ~SB_CENTERVIEW;
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ps[snum].sync.actions &= ~SB_CENTERVIEW;
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}
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}
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@ -976,11 +976,11 @@ void playerLookUp(int snum, ESyncBits actions)
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OnEvent(EVENT_LOOKUP, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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{
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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}
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else
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{
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sync[snum].actions &= ~SB_LOOK_UP;
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ps[snum].sync.actions &= ~SB_LOOK_UP;
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}
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}
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@ -991,11 +991,11 @@ void playerLookDown(int snum, ESyncBits actions)
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OnEvent(EVENT_LOOKDOWN, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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{
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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}
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else
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{
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sync[snum].actions &= ~SB_LOOK_DOWN;
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ps[snum].sync.actions &= ~SB_LOOK_DOWN;
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}
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}
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@ -1006,7 +1006,7 @@ void playerAimUp(int snum, ESyncBits actions)
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OnEvent(EVENT_AIMUP, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) != 0)
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{
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sync[snum].actions &= ~SB_AIM_UP;
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ps[snum].sync.actions &= ~SB_AIM_UP;
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}
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}
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@ -1017,7 +1017,7 @@ void playerAimDown(int snum, ESyncBits actions)
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OnEvent(EVENT_AIMDOWN, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) != 0)
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{
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sync[snum].actions &= ~SB_AIM_DOWN;
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ps[snum].sync.actions &= ~SB_AIM_DOWN;
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}
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}
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@ -2840,7 +2840,7 @@ void processinput_d(int snum)
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// may still be needed later for demo recording
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processq16avel(p, &sb_avel);
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applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, sb_avel, &sync[snum].actions, 1, p->crouch_toggle || actions & SB_CROUCH);
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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);
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}
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if (p->spritebridge == 0)
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@ -3072,7 +3072,7 @@ HORIZONLY:
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if (cl_syncinput)
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{
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sethorizon(&p->q16horiz, PlayerHorizon(snum), &sync[snum].actions, 1);
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sethorizon(&p->q16horiz, PlayerHorizon(snum), &ps[snum].sync.actions, 1);
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}
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checkhardlanding(p);
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@ -3741,7 +3741,7 @@ void processinput_r(int snum)
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// may still be needed later for demo recording
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processq16avel(p, &sb_avel);
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applylook(&p->q16ang, &p->q16look_ang, &p->q16rotscrnang, &p->one_eighty_count, sb_avel, &sync[snum].actions, 1, p->crouch_toggle || actions & SB_CROUCH);
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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);
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apply_seasick(p, 1);
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}
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@ -4097,7 +4097,7 @@ HORIZONLY:
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if (cl_syncinput)
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{
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sethorizon(&p->q16horiz, PlayerHorizon(snum), &sync[snum].actions, 1);
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sethorizon(&p->q16horiz, PlayerHorizon(snum), &ps[snum].sync.actions, 1);
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}
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checkhardlanding(p);
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@ -119,7 +119,7 @@ void resetplayerstats(int snum)
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p->bobcounter = 0;
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p->on_ground = 0;
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p->player_par = 0;
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sync[snum].actions |= SB_CENTERVIEW;
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ps[snum].sync.actions |= SB_CENTERVIEW;
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p->airleft = 15*26;
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p->rapid_fire_hold = 0;
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p->toggle_key_flag = 0;
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@ -209,6 +209,7 @@ struct player_struct
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// input stuff.
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double horizAdjust, angAdjust;
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fixed_t horizTarget, angTarget;
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InputPacket sync;
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// Access helpers for the widened angle and horizon fields.
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