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- eliminated player_int_ceiling_dist, player_int_floor_dist wrappers
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8c5e52938d
commit
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4 changed files with 41 additions and 19 deletions
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@ -500,6 +500,25 @@ inline int clipmove(DVector3& pos, sectortype** const sect, int xvect, int yvect
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return res;
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}
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inline int clipmove(DVector3& pos, sectortype** const sect, int xvect, int yvect,
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int const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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{
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auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
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int res = clipmove(vect, sect, xvect, yvect, walldist, int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, result, clipmoveboxtracenum);
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pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
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return res;
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}
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// this one should be the final version everything needs to migrate to
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inline int clipmove(DVector3& pos, sectortype** const sect, const DVector2& mvec,
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double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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{
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auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
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int res = clipmove(vect, sect, int(mvec.X * worldtoint), int(mvec.Y * worldtoint), int(walldist * worldtoint), int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, result, clipmoveboxtracenum);
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pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
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return res;
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}
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inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true)
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@ -521,6 +540,17 @@ inline int pushmove(DVector3& pos, sectortype** const sect, int32_t const walldi
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return res;
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}
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inline int pushmove(DVector3& pos, sectortype** const sect, int32_t const walldist, double const ceildist, double const flordist,
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uint32_t const cliptype, bool clear = true)
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{
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auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
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int sectno = *sect ? sector.IndexOf(*sect) : -1;
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int res = pushmove_(&vect, §no, walldist, int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, clear);
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pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
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*sect = sectno == -1 ? nullptr : §or[sectno];
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return res;
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}
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#if 0
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inline int pushmove(DVector3& pos, sectortype** const sect, double const walldist, double const ceildist, double const flordist,
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uint32_t const cliptype, bool clear = true)
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@ -607,14 +607,6 @@ struct PLAYER
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{
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pos.XY() += { z.X * inttoworld, z.Y * inttoworld };
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}
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int player_int_ceiling_dist() const
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{
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return p_ceiling_dist * 256;
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}
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int player_int_floor_dist() const
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{
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return p_floor_dist * 256;
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}
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int int_bob_amt() const
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{
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return bob_amt * zworldtoint;
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@ -642,7 +634,7 @@ struct PLAYER
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int16_t down_speed, up_speed; // diving
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int z_speed; // used for diving and flying instead of down_speed, up_speed
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int climb_ndx;
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int p_ceiling_dist,p_floor_dist;
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double p_ceiling_dist,p_floor_dist;
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sectortype* hi_sectp, *lo_sectp;
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int circle_camera_dist;
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@ -1875,7 +1875,7 @@ void DoPlayerSlide(PLAYER* pp)
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if (labs(pp->slide_vect.X) < 12800 && labs(pp->slide_vect.Y) < 12800)
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pp->slide_vect.X = pp->slide_vect.Y = 0;
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -1889,10 +1889,10 @@ void DoPlayerSlide(PLAYER* pp)
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return;
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}
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Collision coll;
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clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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PlayerCheckValidMove(pp);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -2024,7 +2024,7 @@ void DoPlayerMove(PLAYER* pp)
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}
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else
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{
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist() - Z(16), CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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@ -2047,12 +2047,12 @@ void DoPlayerMove(PLAYER* pp)
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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Collision coll;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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actor->spr.cstat = save_cstat;
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PlayerCheckValidMove(pp);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist() - Z(16), CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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@ -4495,7 +4495,7 @@ void DoPlayerCurrent(PLAYER* pp)
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xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
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yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -4511,10 +4511,10 @@ void DoPlayerCurrent(PLAYER* pp)
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return;
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}
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Collision coll;
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clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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PlayerCheckValidMove(pp);
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pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -192,7 +192,7 @@ struct SWPlayer native
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native int z_speed; // used for diving and flying instead of down_speed, up_speed
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native int climb_ndx;
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native double hiz,loz;
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native int p_ceiling_dist,p_floor_dist;
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native double p_ceiling_dist,p_floor_dist;
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native int circle_camera_dist;
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native double siang;
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