- renamed old FAFcansee function for easier searching.

This commit is contained in:
Christoph Oelckers 2022-08-21 17:27:07 +02:00
parent ff6d1fd284
commit 4aa5de689c
10 changed files with 23 additions and 23 deletions

View file

@ -1088,8 +1088,8 @@ void CameraView(PLAYER* pp, int *tx, int *ty, int *tz, sectortype** tsect, DAngl
ang_test = deltaangle(ang, actor->spr.angle) < DAngle::fromBuild(actor->spr.lotag);
FAFcansee_test =
(FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz, pp->cursector) ||
FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz + int_ActorSizeZ(pp->actor), pp->cursector));
(FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz, pp->cursector) ||
FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz + int_ActorSizeZ(pp->actor), pp->cursector));
player_in_camera = ang_test && FAFcansee_test;

View file

@ -1771,10 +1771,10 @@ void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
int32_t xvect, int32_t yvect, int32_t zvect,
HitInfo& hit, int32_t clipmask);
bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int32_t xe, int32_t ye, int32_t ze, sectortype* secte);
bool FAFcansee_(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int32_t xe, int32_t ye, int32_t ze, sectortype* secte);
inline bool FAFcansee(const DVector3& start, sectortype* sects, const DVector3& end, sectortype* secte)
{
return FAFcansee(int(start.X * worldtoint), int(start.Y * worldtoint), int(start.Z * zworldtoint), sects,
return FAFcansee_(int(start.X * worldtoint), int(start.Y * worldtoint), int(start.Z * zworldtoint), sects,
int(end.X * worldtoint), int(end.Y * worldtoint), int(end.Z * zworldtoint), secte);
}

View file

@ -1194,9 +1194,9 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
ezhl = int_ActorZOfBottom(itActor) - (int_ActorSizeZ(itActor) >> 2);
// If you can't see 'em you can't shoot 'em
if (!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezh, itActor->sector()) &&
!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhm, itActor->sector()) &&
!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhl, itActor->sector())
if (!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezh, itActor->sector()) &&
!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhm, itActor->sector()) &&
!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhl, itActor->sector())
)
continue;
@ -5660,7 +5660,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
DSWActor* killer = pp->KillerActor;
if (killer)
{
if (FAFcansee(killer->int_pos().X, killer->int_pos().Y, int_ActorZOfTop(killer), killer->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
if (FAFcansee_(killer->int_pos().X, killer->int_pos().Y, int_ActorZOfTop(killer), killer->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
{
pp->angle.addadjustment(deltaangle(pp->angle.ang, VecToAngle(killer->int_pos().X - pp->int_ppos().X, killer->int_pos().Y - pp->int_ppos().Y)) * (1. / 16.));
}

View file

@ -222,7 +222,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
}
}
bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects,
bool FAFcansee_(int32_t xs, int32_t ys, int32_t zs, sectortype* sects,
int32_t xe, int32_t ye, int32_t ze, sectortype* secte)
{
int loz, hiz;

View file

@ -1145,7 +1145,7 @@ void WeaponExplodeSectorInRange(DSWActor* wActor)
if ((unsigned int)dist > (wActor->user.Radius/2) + radius)
continue;
if (!FAFcansee(wActor->int_pos().X,wActor->int_pos().Y,wActor->int_pos().Z,wActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
if (!FAFcansee_(wActor->int_pos().X,wActor->int_pos().Y,wActor->int_pos().Z,wActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
continue;
@ -1382,7 +1382,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
{
pp = GlobPlayerP;
if (!FAFcansee(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1), actor->sector()))
if (!FAFcansee_(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1), actor->sector()))
return false;
}

View file

@ -380,7 +380,7 @@ static void UpdateAmbients()
if (sdist < 255 && amb->vocIndex == DIGI_WHIPME)
{
PLAYER* pp = Player + screenpeek;
if (!FAFcansee(spot->int_pos().X, spot->int_pos().Y, spot->int_pos().Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
if (!FAFcansee_(spot->int_pos().X, spot->int_pos().Y, spot->int_pos().Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
{
sdist = 255;
}
@ -562,7 +562,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
// Can the ambient sound see the player? If not, tone it down some.
if ((chanflags & CHANF_LOOP))
{
if (!FAFcansee(vpos.X, vpos.Y, vpos.Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
if (!FAFcansee_(vpos.X, vpos.Y, vpos.Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
{
auto distvec = npos - campos;
npos = campos + distvec * 1.75f; // Play more quietly

View file

@ -5034,7 +5034,7 @@ int DoGet(DSWActor* actor)
auto cstat_bak = actor->spr.cstat;
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
can_see = FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(),
can_see = FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(),
pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector);
actor->spr.cstat = cstat_bak;
@ -5901,7 +5901,7 @@ void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
// if actor can still see the player
look_height = int_ActorZOfTop(actor);
if (FAFcansee(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorUpperZ(plActor), plActor->sector()))
if (FAFcansee_(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorUpperZ(plActor), plActor->sector()))
{
// Player is visible
// adjust update range of this sprite

View file

@ -249,7 +249,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr
updatesector(near_tp->x, near_tp->y, &track_sect);
// if can see the point, return the track number
if (track_sect && FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(16), actor->sector(), near_tp->x, near_tp->y, track_sect->int_floorz() - Z(32), track_sect))
if (track_sect && FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(16), actor->sector(), near_tp->x, near_tp->y, track_sect->int_floorz() - Z(32), track_sect))
{
return short(near_track - &Track[0]);
}
@ -2746,7 +2746,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
if (sActor->spr.statnum == STAT_SO_SHOOT_POINT)
{
if (!FAFcansee(sActor->int_pos().X, sActor->int_pos().Y, sActor->int_pos().Z-Z(4), sActor->sector(),
if (!FAFcansee_(sActor->int_pos().X, sActor->int_pos().Y, sActor->int_pos().Z-Z(4), sActor->sector(),
actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, int_ActorUpperZ(actor->user.targetActor), actor->user.targetActor->sector()))
{
return;

View file

@ -110,7 +110,7 @@ void VisViewChange(PLAYER* pp, int *vis)
}
// save off the brightest vis that you can see
if (FAFcansee(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, x, y, z, sectp))
if (FAFcansee_(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, x, y, z, sectp))
{
if (VIS_VisCur(actor) < BrightestVis)
BrightestVis = VIS_VisCur(actor);

View file

@ -7042,7 +7042,7 @@ int DoDamageTest(DSWActor* actor)
// For speed's sake, try limiting check only to radius weapons!
if (actor->user.Radius > 200)
{
if (!FAFcansee(itActor->int_pos().X,itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
if (!FAFcansee_(itActor->int_pos().X,itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
continue;
}
@ -7187,7 +7187,7 @@ void TraverseBreakableWalls(sectortype* start_sect, int x, int y, int z, short a
sectortype* sectp = nullptr;
if (WallBreakPosition(&wal, &sectp, &hit_x, &hit_y, &hit_z, &wall_ang))
{
if (hit_x != INT32_MAX && sectp != nullptr && FAFcansee(x, y, z, start_sect, hit_x, hit_y, hit_z, sectp))
if (hit_x != INT32_MAX && sectp != nullptr && FAFcansee_(x, y, z, start_sect, hit_x, hit_y, hit_z, sectp))
{
HitBreakWall(&wal, INT32_MAX, INT32_MAX, INT32_MAX, ang, 0);
@ -7259,8 +7259,8 @@ int DoExpDamageTest(DSWActor* actor)
// Second parameter MUST have blocking bits set or cansee won't work
// added second check for FAF water - hitscans were hitting ceiling
if (!FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector()) &&
!FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorLowerZ(actor), itActor->sector()))
if (!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector()) &&
!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorLowerZ(actor), itActor->sector()))
continue;
DoDamage(itActor, actor);
@ -8603,7 +8603,7 @@ int DoMineRangeTest(DSWActor* actor, int range)
if (dist > range)
continue;
if (!FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,int_ActorUpperZ(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
if (!FAFcansee_(itActor->int_pos().X,itActor->int_pos().Y,int_ActorUpperZ(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
continue;
return true;