From 68a1a29db8641348937548fea1cb32dab2317a0c Mon Sep 17 00:00:00 2001 From: GreYFoXGTi Date: Sun, 13 Feb 2011 08:47:51 +0200 Subject: Reverted 1 Letter Refactoring or Edited it to a full name. --- src/game/collision.cpp | 18 +++++++++--------- src/game/collision.h | 6 +++--- src/game/editor/ed_popups.cpp | 18 +++++++++--------- src/game/gamecore.cpp | 36 ++++++++++++++++++------------------ src/game/gamecore.h | 22 +++++++++++----------- src/game/server/gamecontext.cpp | 24 ++++++++++++------------ 6 files changed, 62 insertions(+), 62 deletions(-) diff --git a/src/game/collision.cpp b/src/game/collision.cpp index 43df0be6..9b6d6faa 100644 --- a/src/game/collision.cpp +++ b/src/game/collision.cpp @@ -51,30 +51,30 @@ void CCollision::Init(class CLayers *pLayers) } } -int CCollision::GetTile(int X, int Y) +int CCollision::GetTile(int x, int y) { - int Nx = clamp(X/32, 0, m_Width-1); - int Ny = clamp(Y/32, 0, m_Height-1); + int Nx = clamp(x/32, 0, m_Width-1); + int Ny = clamp(y/32, 0, m_Height-1); return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index; } -bool CCollision::IsTileSolid(int X, int Y) +bool CCollision::IsTileSolid(int x, int y) { - return GetTile(X, Y)&COLFLAG_SOLID; + return GetTile(x, y)&COLFLAG_SOLID; } // TODO: rewrite this smarter! int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { - float D = distance(Pos0, Pos1); - int End(D+1); + float Distance = distance(Pos0, Pos1); + int End(Distance+1); vec2 Last = Pos0; for(int i = 0; i < End; i++) { - float A = i/D; - vec2 Pos = mix(Pos0, Pos1, A); + float PointOnLine = i/Distance; + vec2 Pos = mix(Pos0, Pos1, PointOnLine); if(CheckPoint(Pos.x, Pos.y)) { if(pOutCollision) diff --git a/src/game/collision.h b/src/game/collision.h index 3a0a490a..d16f2d56 100644 --- a/src/game/collision.h +++ b/src/game/collision.h @@ -25,9 +25,9 @@ public: CCollision(); void Init(class CLayers *pLayers); - bool CheckPoint(float X, float Y) { return IsTileSolid(round(X), round(Y)); } - bool CheckPoint(vec2 P) { return CheckPoint(P.x, P.y); } - int GetCollisionAt(float X, float Y) { return GetTile(round(X), round(Y)); } + bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); } + bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); } + int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); } int GetWidth() { return m_Width; }; int GetHeight() { return m_Height; }; int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); diff --git a/src/game/editor/ed_popups.cpp b/src/game/editor/ed_popups.cpp index e43c6c91..3ab4ab49 100644 --- a/src/game/editor/ed_popups.cpp +++ b/src/game/editor/ed_popups.cpp @@ -20,19 +20,19 @@ static struct static int g_UiNumPopups = 0; -void CEditor::UiInvokePopupMenu(void *pID, int Flags, float X, float Y, float W, float H, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect), void *pExtra) +void CEditor::UiInvokePopupMenu(void *pID, int Flags, float x, float y, float Width, float Height, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect), void *pExtra) { Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "editor", "invoked"); - if(X + W > UI()->Screen()->w) - X -= W; - if(Y + H > UI()->Screen()->h) - Y -= H; + if(x + Width > UI()->Screen()->w) + x -= Width; + if(y + Height > UI()->Screen()->h) + y -= Height; s_UiPopups[g_UiNumPopups].m_pId = pID; s_UiPopups[g_UiNumPopups].m_IsMenu = Flags; - s_UiPopups[g_UiNumPopups].m_Rect.x = X; - s_UiPopups[g_UiNumPopups].m_Rect.y = Y; - s_UiPopups[g_UiNumPopups].m_Rect.w = W; - s_UiPopups[g_UiNumPopups].m_Rect.h = H; + s_UiPopups[g_UiNumPopups].m_Rect.x = x; + s_UiPopups[g_UiNumPopups].m_Rect.y = y; + s_UiPopups[g_UiNumPopups].m_Rect.w = Width; + s_UiPopups[g_UiNumPopups].m_Rect.h = Height; s_UiPopups[g_UiNumPopups].m_pfnFunc = pfnFunc; s_UiPopups[g_UiNumPopups].m_pExtra = pExtra; g_UiNumPopups++; diff --git a/src/game/gamecore.cpp b/src/game/gamecore.cpp index a3d3e6c9..52b9b558 100644 --- a/src/game/gamecore.cpp +++ b/src/game/gamecore.cpp @@ -43,9 +43,9 @@ bool CTuningParams::Get(const char *pName, float *pValue) return false; } -float HermiteBasis1(float V) +float HermiteBasis1(float v) { - return 2*V*V*V - 3*V*V+1; + return 2*v*v*v - 3*v*v+1; } float VelocityRamp(float Value, float Start, float Range, float Curvature) @@ -100,16 +100,16 @@ void CCharacterCore::Tick(bool UseInput) m_Direction = m_Input.m_Direction; // setup angle - float A = 0; + float a = 0; if(m_Input.m_TargetX == 0) - A = atanf((float)m_Input.m_TargetY); + a = atanf((float)m_Input.m_TargetY); else - A = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX); + a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX); if(m_Input.m_TargetX < 0) - A = A+pi; + a = a+pi; - m_Angle = (int)(A*256.0f); + m_Angle = (int)(a*256.0f); // handle jump if(m_Input.m_Jump) @@ -209,7 +209,7 @@ void CCharacterCore::Tick(bool UseInput) // Check against other players first if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking) { - float Dist = 0.0f; + float Distance = 0.0f; for(int i = 0; i < MAX_CLIENTS; i++) { CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i]; @@ -219,12 +219,12 @@ void CCharacterCore::Tick(bool UseInput) vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos); if(distance(pCharCore->m_Pos, ClosestPoint) < PhysSize+2.0f) { - if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Dist) + if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance) { m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER; m_HookState = HOOK_GRABBED; m_HookedPlayer = i; - Dist = distance(m_HookPos, pCharCore->m_Pos); + Distance = distance(m_HookPos, pCharCore->m_Pos); } } } @@ -315,28 +315,28 @@ void CCharacterCore::Tick(bool UseInput) continue; // make sure that we don't nudge our self // handle player <-> player collision - float D = distance(m_Pos, pCharCore->m_Pos); + float Distance = distance(m_Pos, pCharCore->m_Pos); vec2 Dir = normalize(m_Pos - pCharCore->m_Pos); - if(D < PhysSize*1.25f && D > 1.0f) + if(Distance < PhysSize*1.25f && Distance > 1.0f) { - float A = (PhysSize*1.45f - D); - float V = 0.5f; + float a = (PhysSize*1.45f - Distance); + float Velocity = 0.5f; // make sure that we don't add excess force by checking the // direction against the current velocity. if not zero. if (length(m_Vel) > 0.0001) - V = 1-(dot(normalize(m_Vel), Dir)+1)/2; + Velocity = 1-(dot(normalize(m_Vel), Dir)+1)/2; - m_Vel += Dir*A*(V*0.75f); + m_Vel += Dir*a*(Velocity*0.75f); m_Vel *= 0.85f; } // handle hook influence if(m_HookedPlayer == i) { - if(D > PhysSize*1.50f) // TODO: fix tweakable variable + if(Distance > PhysSize*1.50f) // TODO: fix tweakable variable { - float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (D/m_pWorld->m_Tuning.m_HookLength); + float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (Distance/m_pWorld->m_Tuning.m_HookLength); float DragSpeed = m_pWorld->m_Tuning.m_HookDragSpeed; // add force to the hooked player diff --git a/src/game/gamecore.h b/src/game/gamecore.h index 6e86d988..9e9ccf4d 100644 --- a/src/game/gamecore.h +++ b/src/game/gamecore.h @@ -54,19 +54,19 @@ inline vec2 GetDirection(int Angle) return vec2(cosf(a), sinf(a)); } -inline vec2 GetDir(float A) +inline vec2 GetDir(float Angle) { - return vec2(cosf(A), sinf(A)); + return vec2(cosf(Angle), sinf(Angle)); } inline float GetAngle(vec2 Dir) { if(Dir.x == 0 && Dir.y == 0) return 0.0f; - float A = atanf(Dir.y/Dir.x); + float a = atanf(Dir.y/Dir.x); if(Dir.x < 0) - A = A+pi; - return A; + a = a+pi; + return a; } inline void StrToInts(int *pInts, int Num, const char *pStr) @@ -105,13 +105,13 @@ inline void IntsToStr(const int *pInts, int Num, char *pStr) -inline vec2 CalcPos(vec2 P, vec2 V, float Curvature, float Speed, float T) +inline vec2 CalcPos(vec2 Pos, vec2 Velocity, float Curvature, float Speed, float Time) { - vec2 N; - T *= Speed; - N.x = P.x + V.x*T; - N.y = P.y + V.y*T + Curvature/10000*(T*T); - return N; + vec2 n; + Time *= Speed; + n.x = Pos.x + Velocity.x*Time; + n.y = Pos.y + Velocity.y*Time + Curvature/10000*(Time*Time); + return n; } diff --git a/src/game/server/gamecontext.cpp b/src/game/server/gamecontext.cpp index 5b82b785..cffa2f9e 100644 --- a/src/game/server/gamecontext.cpp +++ b/src/game/server/gamecontext.cpp @@ -83,19 +83,19 @@ class CCharacter *CGameContext::GetPlayerChar(int ClientID) void CGameContext::CreateDamageInd(vec2 Pos, float Angle, int Amount) { - float A = 3 * 3.14159f / 2 + Angle; + float a = 3 * 3.14159f / 2 + Angle; //float a = get_angle(dir); - float S = A-pi/3; - float E = A+pi/3; + float s = a-pi/3; + float e = a+pi/3; for(int i = 0; i < Amount; i++) { - float F = mix(S, E, float(i+1)/float(Amount+2)); + float f = mix(s, e, float(i+1)/float(Amount+2)); NETEVENT_DAMAGEIND *pEvent = (NETEVENT_DAMAGEIND *)m_Events.Create(NETEVENTTYPE_DAMAGEIND, sizeof(NETEVENT_DAMAGEIND)); if(pEvent) { pEvent->m_X = (int)Pos.x; pEvent->m_Y = (int)Pos.y; - pEvent->m_Angle = (int)(F*256.0f); + pEvent->m_Angle = (int)(f*256.0f); } } } @@ -145,14 +145,14 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag } /* -void create_smoke(vec2 P) +void create_smoke(vec2 Pos) { // create the event EV_EXPLOSION *pEvent = (EV_EXPLOSION *)events.create(EVENT_SMOKE, sizeof(EV_EXPLOSION)); if(pEvent) { - pEvent->x = (int)P.x; - pEvent->y = (int)P.y; + pEvent->x = (int)Pos.x; + pEvent->y = (int)Pos.y; } }*/ @@ -853,9 +853,9 @@ void CGameContext::ConTuneDump(IConsole::IResult *pResult, void *pUserData) char aBuf[256]; for(int i = 0; i < pSelf->Tuning()->Num(); i++) { - float V; - pSelf->Tuning()->Get(i, &V); - str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], V); + float v; + pSelf->Tuning()->Get(i, &v); + str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], v); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", aBuf); } } @@ -1133,4 +1133,4 @@ void CGameContext::OnPostSnap() const char *CGameContext::Version() { return GAME_VERSION; } const char *CGameContext::NetVersion() { return GAME_NETVERSION; } -IGameServer *CreateGameServer() { return new CGameContext; } +IGameServer *CreateGameServer() { return new CGameContext; } \ No newline at end of file -- cgit 1.4.1