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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- p_sight.cpp, p_spec.cpp and p_switch.cpp refactored.
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parent
4d8070927d
commit
13e25faea7
3 changed files with 39 additions and 38 deletions
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@ -68,11 +68,11 @@ public:
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SightCheck(const AActor * t1, const AActor * t2, int flags)
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{
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lastztop = lastzbottom = sightzstart = t1->z + t1->height - (t1->height>>2);
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lastztop = lastzbottom = sightzstart = t1->Z() + t1->height - (t1->height>>2);
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lastsector = t1->Sector;
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sightthing=t1;
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seeingthing=t2;
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bottomslope = t2->z - sightzstart;
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bottomslope = t2->Z() - sightzstart;
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topslope = bottomslope + t2->height;
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Flags = flags;
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@ -132,7 +132,7 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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{
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int frontflag;
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frontflag = P_PointOnLineSidePrecise(sightthing->x, sightthing->y, li);
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frontflag = P_PointOnLineSidePrecise(sightthing->X(), sightthing->Y(), li);
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//Check 3D FLOORS!
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for(int i=1;i<=2;i++)
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@ -413,8 +413,8 @@ bool SightCheck::P_SightTraverseIntercepts ()
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if((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
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if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(seeingthing->x, seeingthing->y);
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fixed_t ff_top=rover->top.plane->ZatPoint(seeingthing->x, seeingthing->y);
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(seeingthing);
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fixed_t ff_top=rover->top.plane->ZatPoint(seeingthing);
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if (lastztop<=ff_bottom && topz>ff_bottom && lastzbottom<=ff_bottom && bottomz>ff_bottom) return false;
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if (lastzbottom>=ff_top && bottomz<ff_top && lastztop>=ff_top && topz<ff_top) return false;
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@ -458,8 +458,8 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
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if(!(rover->flags & FF_EXISTS)) continue;
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightthing->x, sightthing->y);
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fixed_t ff_top=rover->top.plane->ZatPoint(sightthing->x, sightthing->y);
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightthing);
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fixed_t ff_top=rover->top.plane->ZatPoint(sightthing);
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if (sightzstart < ff_top && sightzstart >= ff_bottom)
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{
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@ -691,16 +691,16 @@ sightcounts[0]++;
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if (!(flags & SF_IGNOREWATERBOUNDARY))
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{
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if ((s1->GetHeightSec() &&
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((t1->z + t1->height <= s1->heightsec->floorplane.ZatPoint (t1->x, t1->y) &&
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t2->z >= s1->heightsec->floorplane.ZatPoint (t2->x, t2->y)) ||
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(t1->z >= s1->heightsec->ceilingplane.ZatPoint (t1->x, t1->y) &&
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t2->z + t1->height <= s1->heightsec->ceilingplane.ZatPoint (t2->x, t2->y))))
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((t1->Z() + t1->height <= s1->heightsec->floorplane.ZatPoint(t1) &&
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t2->Z() >= s1->heightsec->floorplane.ZatPoint(t2)) ||
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(t1->Z() >= s1->heightsec->ceilingplane.ZatPoint(t1) &&
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t2->Z() + t1->height <= s1->heightsec->ceilingplane.ZatPoint(t2))))
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(s2->GetHeightSec() &&
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((t2->z + t2->height <= s2->heightsec->floorplane.ZatPoint (t2->x, t2->y) &&
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t1->z >= s2->heightsec->floorplane.ZatPoint (t1->x, t1->y)) ||
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(t2->z >= s2->heightsec->ceilingplane.ZatPoint (t2->x, t2->y) &&
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t1->z + t2->height <= s2->heightsec->ceilingplane.ZatPoint (t1->x, t1->y)))))
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((t2->Z() + t2->height <= s2->heightsec->floorplane.ZatPoint(t2) &&
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t1->Z() >= s2->heightsec->floorplane.ZatPoint(t1)) ||
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(t2->Z() >= s2->heightsec->ceilingplane.ZatPoint(t2) &&
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t1->Z() + t2->height <= s2->heightsec->ceilingplane.ZatPoint(t1)))))
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{
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res = false;
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goto done;
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@ -713,7 +713,7 @@ sightcounts[0]++;
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validcount++;
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{
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SightCheck s(t1, t2, flags);
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res = s.P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y);
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res = s.P_SightPathTraverse (t1->X(), t1->Y(), t2->X(), t2->Y());
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}
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done:
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@ -430,7 +430,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (player->mo->z != sector->floorplane.ZatPoint(player->mo)
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if (player->mo->Z() != sector->floorplane.ZatPoint(player->mo)
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&& !player->mo->waterlevel)
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{
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return;
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@ -507,7 +507,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
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if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
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return;
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if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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if (!(flags & DAMAGE_IN_AIR) && actor->Z() != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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return;
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if (protectClass != NULL)
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@ -553,12 +553,12 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
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z1 = z2;
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z2 = zz;
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}
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if (actor->z + actor->height > z1)
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if (actor->Z() + actor->height > z1)
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{
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || actor->z <= z2)
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if ((flags & DAMAGE_IN_AIR) || actor->Z() <= z2)
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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@ -1058,7 +1058,7 @@ void P_SpawnSkybox(ASkyViewpoint *origin)
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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origin->Sector = Sector = P_PointInSector(origin->x, origin->y);
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origin->Sector = Sector = P_PointInSector(origin->X(), origin->Y());
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}
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if (Sector)
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{
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@ -2152,8 +2152,8 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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if (source) // point source exist?
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{
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m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
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m_X = m_Source->x;
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m_Y = m_Source->y;
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m_X = m_Source->X();
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m_Y = m_Source->Y();
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}
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m_Affectee = affectee;
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}
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@ -2268,7 +2268,7 @@ void DPusher::Tick ()
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{
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if (hsec == NULL)
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{ // NOT special water sector
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if (thing->z > thing->floorz) // above ground
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if (thing->Z() > thing->floorz) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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@ -2282,7 +2282,7 @@ void DPusher::Tick ()
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(thing);
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if (thing->z > ht) // above ground
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if (thing->Z() > ht) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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@ -2310,7 +2310,7 @@ void DPusher::Tick ()
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->z > floor->ZatPoint(thing))
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if (thing->Z() > floor->ZatPoint(thing))
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{ // above ground
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xspeed = yspeed = 0; // no force
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}
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@ -138,8 +138,9 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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P_MakeDivline (line, &dll);
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dlu.x = user->x;
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dlu.y = user->y;
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fixedvec3 pos = user->PosRelative(line);
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dlu.x = pos.x;
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dlu.y = pos.y;
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dlu.dx = finecosine[user->angle >> ANGLETOFINESHIFT];
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dlu.dy = finesine[user->angle >> ANGLETOFINESHIFT];
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inter = P_InterceptVector(&dll, &dlu);
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@ -167,11 +168,11 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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onesided:
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fixed_t sectorc = front->ceilingplane.ZatPoint(checkx, checky);
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fixed_t sectorf = front->floorplane.ZatPoint(checkx, checky);
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return (user->z + user->height >= sectorf && user->z <= sectorc);
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return (user->Top() >= sectorf && user->Z() <= sectorc);
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}
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// Now get the information from the line.
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P_LineOpening(open, NULL, line, checkx, checky, user->x, user->y);
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P_LineOpening(open, NULL, line, checkx, checky, pos.x, pos.y);
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if (open.range <= 0)
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goto onesided;
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@ -187,8 +188,8 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_UPPERTEXTURE)) continue;
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if (user->z > rover->top.plane->ZatPoint(checkx, checky) ||
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user->z + user->height < rover->bottom.plane->ZatPoint(checkx, checky))
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if (user->Z() > rover->top.plane->ZatPoint(checkx, checky) ||
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user->Top() < rover->bottom.plane->ZatPoint(checkx, checky))
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continue;
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// This 3D floor depicts a switch texture in front of the player's eyes
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@ -196,7 +197,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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}
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}
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return (user->z + user->height > open.top);
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return (user->Top() > open.top);
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}
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else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
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{
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@ -209,8 +210,8 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_LOWERTEXTURE)) continue;
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if (user->z > rover->top.plane->ZatPoint(checkx, checky) ||
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user->z + user->height < rover->bottom.plane->ZatPoint(checkx, checky))
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if (user->Z() > rover->top.plane->ZatPoint(checkx, checky) ||
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user->Top() < rover->bottom.plane->ZatPoint(checkx, checky))
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continue;
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// This 3D floor depicts a switch texture in front of the player's eyes
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@ -218,7 +219,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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}
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}
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return (user->z < open.bottom);
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return (user->Z() < open.bottom);
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}
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else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
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{
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// to keep compatibility with Eternity's implementation.
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if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot))
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return false;
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return user->z < checktop && user->z + user->height > checkbot;
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return user->Z() < checktop && user->Top() > checkbot;
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}
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else
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{
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// no switch found. Check whether the player can touch either top or bottom texture
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return (user->z + user->height > open.top) || (user->z < open.bottom);
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return (user->Top() > open.top) || (user->Z() < open.bottom);
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}
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}
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