mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- Strife game code refactored for coordinates.
This commit is contained in:
parent
c02d922014
commit
9f78bcd1e6
21 changed files with 124 additions and 115 deletions
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@ -1252,6 +1252,15 @@ public:
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fixedvec3 ret = { X(), Y(), Z() };
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return ret;
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}
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fixedvec3 InterpolatedPosition(fixed_t ticFrac) const
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{
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fixedvec3 ret;
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ret.x = PrevX + FixedMul (ticFrac, X() - PrevX);
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ret.y = PrevY + FixedMul (ticFrac, Y() - PrevY);
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ret.z = PrevZ + FixedMul (ticFrac, Z() - PrevZ);
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return ret;
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}
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fixedvec3 PosPlusZ(fixed_t zadd) const
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{
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fixedvec3 ret = { X(), Y(), Z() + zadd };
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@ -826,9 +826,9 @@ static void DrawCoordinates(player_t * CPlayer)
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if (!map_point_coordinates || !automapactive)
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{
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x=CPlayer->mo->x;
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y=CPlayer->mo->y;
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z=CPlayer->mo->z;
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x=CPlayer->mo->X();
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y=CPlayer->mo->Y();
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z=CPlayer->mo->Z();
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}
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else
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{
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@ -1286,7 +1286,8 @@ void DBaseStatusBar::Draw (EHudState state)
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y -= height * 2;
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}
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value = &CPlayer->mo->z;
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fixedvec3 pos = CPlayer->mo->Pos();
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value = &pos.z;
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for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
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{
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mysnprintf (line, countof(line), "%c: %d", labels[i], *value >> FRACBITS);
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@ -22,7 +22,7 @@ AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target);
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DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
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{
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AActor *foo = Spawn("AlienChunkSmall", self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
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AActor *foo = Spawn("AlienChunkSmall", self->PosPlusZ(10*FRACUNIT), ALLOW_REPLACE);
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if (foo != NULL)
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{
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@ -40,7 +40,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
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DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
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{
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AActor *foo = Spawn("AlienChunkLarge", self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
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AActor *foo = Spawn("AlienChunkLarge", self->PosPlusZ(10*FRACUNIT), ALLOW_REPLACE);
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if (foo != NULL)
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{
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@ -62,7 +62,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
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if (self->target == NULL)
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return;
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AActor *foo = Spawn("SpectralLightningV2", self->x, self->y, self->z + 32*FRACUNIT, ALLOW_REPLACE);
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AActor *foo = Spawn("SpectralLightningV2", self->PosPlusZ(32*FRACUNIT), ALLOW_REPLACE);
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foo->velz = -12*FRACUNIT;
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foo->target = self;
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@ -80,22 +80,22 @@ AInventory *ACoin::CreateTossable ()
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if (Amount >= 50)
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{
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Amount -= 50;
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tossed = static_cast<ACoin*>(Spawn("Gold50", Owner->x, Owner->y, Owner->z, NO_REPLACE));
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tossed = static_cast<ACoin*>(Spawn("Gold50", Owner->Pos(), NO_REPLACE));
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}
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else if (Amount >= 25)
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{
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Amount -= 25;
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tossed = static_cast<ACoin*>(Spawn("Gold25", Owner->x, Owner->y, Owner->z, NO_REPLACE));
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tossed = static_cast<ACoin*>(Spawn("Gold25", Owner->Pos(), NO_REPLACE));
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}
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else if (Amount >= 10)
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{
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Amount -= 10;
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tossed = static_cast<ACoin*>(Spawn("Gold10", Owner->x, Owner->y, Owner->z, NO_REPLACE));
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tossed = static_cast<ACoin*>(Spawn("Gold10", Owner->Pos(), NO_REPLACE));
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}
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else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED))
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{
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Amount -= 1;
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tossed = static_cast<ACoin*>(Spawn("Coin", Owner->x, Owner->y, Owner->z, NO_REPLACE));
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tossed = static_cast<ACoin*>(Spawn("Coin", Owner->Pos(), NO_REPLACE));
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}
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else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)
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{
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@ -27,18 +27,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
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{
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A_FaceTarget (self);
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self->angle -= ANGLE_180/16;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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P_SpawnMissileZAimed (self, self->Z() + 40*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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}
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else
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{
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if (P_CheckMissileRange (self))
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{
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A_FaceTarget (self);
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P_SpawnMissileZAimed (self, self->z + 56*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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P_SpawnMissileZAimed (self, self->Z() + 56*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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self->angle -= ANGLE_45/32;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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P_SpawnMissileZAimed (self, self->Z() + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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self->angle += ANGLE_45/16;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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P_SpawnMissileZAimed (self, self->Z() + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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self->angle -= ANGLE_45/16;
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self->reactiontime += 15;
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}
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@ -49,7 +49,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
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{
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self->angle += ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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if (misl != NULL)
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{
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misl->velz += FRACUNIT;
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@ -59,7 +59,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
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{
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self->angle -= ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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if (misl != NULL)
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{
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misl->velz += FRACUNIT;
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@ -24,7 +24,7 @@ void A_SpectralMissile (AActor *self, const char *missilename)
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{
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if (self->target != NULL)
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{
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AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
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AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT),
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self, self->target, PClass::FindClass(missilename), false);
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if (missile != NULL)
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{
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@ -70,7 +70,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack)
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
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{
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AActor *entity = Spawn("EntityBoss", self->x, self->y, self->z + 70*FRACUNIT, ALLOW_REPLACE);
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AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70*FRACUNIT), ALLOW_REPLACE);
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if (entity != NULL)
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{
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entity->angle = self->angle;
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@ -89,13 +89,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
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AActor *spot = self->tracer;
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if (spot == NULL) spot = self;
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fixed_t SpawnX = spot->x;
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fixed_t SpawnY = spot->y;
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fixed_t SpawnZ = spot->z + (self->tracer? 70*FRACUNIT : 0);
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fixedvec3 pos = spot->Vec3Angle(secondRadius, self->angle, self->tracer? 70*FRACUNIT : 0);
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an = self->angle >> ANGLETOFINESHIFT;
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second = Spawn("EntitySecond", SpawnX + FixedMul (secondRadius, finecosine[an]),
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SpawnY + FixedMul (secondRadius, finesine[an]), SpawnZ, ALLOW_REPLACE);
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second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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//second->target = self->target;
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A_FaceTarget (second);
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@ -103,18 +100,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
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second->velx += FixedMul (finecosine[an], 320000);
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second->vely += FixedMul (finesine[an], 320000);
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pos = spot->Vec3Angle(secondRadius, self->angle + ANGLE_90, self->tracer? 70*FRACUNIT : 0);
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an = (self->angle + ANGLE_90) >> ANGLETOFINESHIFT;
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second = Spawn("EntitySecond", SpawnX + FixedMul (secondRadius, finecosine[an]),
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SpawnY + FixedMul (secondRadius, finesine[an]), SpawnZ, ALLOW_REPLACE);
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second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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//second->target = self->target;
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second->velx = FixedMul (secondRadius, finecosine[an]) << 2;
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second->vely = FixedMul (secondRadius, finesine[an]) << 2;
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A_FaceTarget (second);
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pos = spot->Vec3Angle(secondRadius, self->angle - ANGLE_90, self->tracer? 70*FRACUNIT : 0);
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an = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
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second = Spawn("EntitySecond", SpawnX + FixedMul (secondRadius, finecosine[an]),
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SpawnY + FixedMul (secondRadius, finesine[an]), SpawnZ, ALLOW_REPLACE);
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second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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//second->target = self->target;
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second->velx = FixedMul (secondRadius, finecosine[an]) << 2;
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@ -35,9 +35,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide)
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{
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self->SetState (self->FindState("Grenade"));
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}
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if (self->target->z != self->z)
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if (self->target->Z() != self->Z())
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{
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if (self->z + self->height + 54*FRACUNIT < self->ceilingz)
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if (self->Top() + 54*FRACUNIT < self->ceilingz)
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{
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self->SetState (self->FindState("Jump"));
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}
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@ -53,20 +53,20 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
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A_FaceTarget (self);
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self->z += 32*FRACUNIT;
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self->AddZ(32*FRACUNIT);
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self->angle -= ANGLE_45/32;
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proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
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proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindClass("InquisitorShot"));
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if (proj != NULL)
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{
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proj->velz += 9*FRACUNIT;
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}
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self->angle += ANGLE_45/16;
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proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
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proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindClass("InquisitorShot"));
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if (proj != NULL)
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{
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proj->velz += 16*FRACUNIT;
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}
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self->z -= 32*FRACUNIT;
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self->AddZ(-32*FRACUNIT);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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return;
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S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
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self->z += 64*FRACUNIT;
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self->AddZ(64*FRACUNIT);
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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speed = self->Speed * 2/3;
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@ -91,7 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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{
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dist = 1;
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}
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self->velz = (self->target->z - self->z) / dist;
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self->velz = (self->target->Z() - self->Z()) / dist;
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self->reactiontime = 60;
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self->flags |= MF_NOGRAVITY;
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}
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@ -102,7 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
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if (self->reactiontime < 0 ||
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self->velx == 0 ||
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self->vely == 0 ||
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self->z <= self->floorz)
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self->Z() <= self->floorz)
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{
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self->SetState (self->SeeState);
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self->reactiontime = 0;
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@ -119,7 +119,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
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DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
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{
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AActor *foo = Spawn("InquisitorArm", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
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foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22);
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foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
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foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
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@ -21,16 +21,14 @@ IMPLEMENT_CLASS (ALoreShot)
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int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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{
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FVector3 thrust;
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if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST))
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{
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thrust.X = float(target->x - victim->x);
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thrust.Y = float(target->y - victim->y);
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thrust.Z = float(target->z - victim->z);
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fixedvec3 fixthrust = victim->Vec3To(target);
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TVector3<double> thrust(fixthrust.x, fixthrust.y, fixthrust.z);
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thrust.MakeUnit();
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thrust *= float((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
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thrust *= double((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
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victim->velx += fixed_t(thrust.X);
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victim->vely += fixed_t(thrust.Y);
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@ -42,7 +40,7 @@ int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain)
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{
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S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM);
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Spawn("LoreShot2", self->x, self->y, self->z, ALLOW_REPLACE);
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Spawn("LoreShot2", self->x - (self->velx >> 1), self->y - (self->vely >> 1), self->z - (self->velz >> 1), ALLOW_REPLACE);
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Spawn("LoreShot2", self->x - self->velx, self->y - self->vely, self->z - self->velz, ALLOW_REPLACE);
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Spawn("LoreShot2", self->Pos(), ALLOW_REPLACE);
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Spawn("LoreShot2", self->Vec3Offset(-(self->velx >> 1), -(self->vely >> 1), -(self->velz >> 1)), ALLOW_REPLACE);
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Spawn("LoreShot2", self->Vec3Offset(-self->velx, -self->vely, -self->velz), ALLOW_REPLACE);
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}
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@ -104,7 +104,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
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if (self->target == NULL)
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return;
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spot = Spawn("SpectralLightningSpot", self->target->x, self->target->y, self->target->floorz, ALLOW_REPLACE);
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spot = Spawn("SpectralLightningSpot", self->target->X(), self->target->Y(), self->target->floorz, ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot->threshold = 25;
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@ -122,7 +122,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
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{
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AActor *foo = Spawn("ProgrammerBase", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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AActor *foo = Spawn("ProgrammerBase", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
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if (foo != NULL)
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{
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foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
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@ -75,8 +75,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
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AActor *rebel;
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angle_t an;
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rebel = Spawn("Rebel1", self->x, self->y, self->floorz, ALLOW_REPLACE);
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if (!P_TryMove (rebel, rebel->x, rebel->y, true))
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rebel = Spawn("Rebel1", self->X(), self->Y(), self->floorz, ALLOW_REPLACE);
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if (!P_TryMove (rebel, rebel->X(), rebel->Y(), true))
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{
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rebel->Destroy ();
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return;
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@ -112,7 +112,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
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rebel->SetState (rebel->SeeState);
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rebel->angle = self->angle;
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an = self->angle >> ANGLETOFINESHIFT;
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Spawn<ATeleportFog> (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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Spawn<ATeleportFog> (rebel->Vec3Offset(20*finecosine[an], 20*finesine[an], TELEFOGHEIGHT), ALLOW_REPLACE);
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if (--self->health < 0)
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{
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self->SetState(self->FindState(NAME_Death));
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@ -27,7 +27,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
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{
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minz = maxz;
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}
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if (minz < self->z)
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if (minz < self->Z())
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{
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self->velz -= FRACUNIT;
|
||||
}
|
||||
|
@ -35,7 +35,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
|
|||
{
|
||||
self->velz += FRACUNIT;
|
||||
}
|
||||
self->reactiontime = (minz >= self->z) ? 4 : 0;
|
||||
self->reactiontime = (minz >= self->Z()) ? 4 : 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
|
||||
|
@ -48,16 +48,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
|
|||
return;
|
||||
}
|
||||
|
||||
missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2"));
|
||||
missile = P_SpawnMissileZAimed (self, self->Z() + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2"));
|
||||
|
||||
if (missile != NULL && (missile->velx | missile->vely) != 0)
|
||||
{
|
||||
for (int i = 8; i > 1; --i)
|
||||
{
|
||||
trail = Spawn("SentinelFX1",
|
||||
self->x + FixedMul (missile->radius * i, finecosine[missile->angle >> ANGLETOFINESHIFT]),
|
||||
self->y + FixedMul (missile->radius * i, finesine[missile->angle >> ANGLETOFINESHIFT]),
|
||||
missile->z + (missile->velz / 4 * i), ALLOW_REPLACE);
|
||||
self->Vec3Angle(missile->radius*i, missile->angle, (missile->velz / 4 * i)), ALLOW_REPLACE);
|
||||
if (trail != NULL)
|
||||
{
|
||||
trail->target = self;
|
||||
|
@ -67,7 +65,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
|
|||
P_CheckMissileSpawn (trail, self->radius);
|
||||
}
|
||||
}
|
||||
missile->z += missile->velz >> 2;
|
||||
missile->AddZ(missile->velz >> 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@ void ASpectralMonster::Touch (AActor *toucher)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail)
|
||||
{
|
||||
AActor *foo = Spawn("SpectralLightningHTail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE);
|
||||
AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE);
|
||||
|
||||
foo->angle = self->angle;
|
||||
foo->FriendPlayer = self->FriendPlayer;
|
||||
|
@ -61,17 +61,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
|
|||
self->velx += pr_zap5.Random2(3) << FRACBITS;
|
||||
self->vely += pr_zap5.Random2(3) << FRACBITS;
|
||||
|
||||
x = self->x + pr_zap5.Random2(3) * FRACUNIT * 50;
|
||||
y = self->y + pr_zap5.Random2(3) * FRACUNIT * 50;
|
||||
fixedvec2 pos = self->Vec2Offset(
|
||||
pr_zap5.Random2(3) * FRACUNIT * 50,
|
||||
pr_zap5.Random2(3) * FRACUNIT * 50);
|
||||
|
||||
flash = Spawn (self->threshold > 25 ? PClass::FindClass(NAME_SpectralLightningV2) :
|
||||
PClass::FindClass(NAME_SpectralLightningV1), x, y, ONCEILINGZ, ALLOW_REPLACE);
|
||||
PClass::FindClass(NAME_SpectralLightningV1), pos.x, pos.y, ONCEILINGZ, ALLOW_REPLACE);
|
||||
|
||||
flash->target = self->target;
|
||||
flash->velz = -18*FRACUNIT;
|
||||
flash->FriendPlayer = self->FriendPlayer;
|
||||
|
||||
flash = Spawn(NAME_SpectralLightningV2, self->x, self->y, ONCEILINGZ, ALLOW_REPLACE);
|
||||
flash = Spawn(NAME_SpectralLightningV2, self->X(), self->Y(), ONCEILINGZ, ALLOW_REPLACE);
|
||||
|
||||
flash->target = self->target;
|
||||
flash->velz = -18*FRACUNIT;
|
||||
|
@ -128,11 +129,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
|
|||
}
|
||||
if (dest->height >= 56*FRACUNIT)
|
||||
{
|
||||
slope = (dest->z+40*FRACUNIT - self->z) / dist;
|
||||
slope = (dest->Z()+40*FRACUNIT - self->Z()) / dist;
|
||||
}
|
||||
else
|
||||
{
|
||||
slope = (dest->z + self->height*2/3 - self->z) / dist;
|
||||
slope = (dest->Z() + self->height*2/3 - self->Z()) / dist;
|
||||
}
|
||||
if (slope < self->velz)
|
||||
{
|
||||
|
|
|
@ -17,7 +17,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StalkerChaseDecide)
|
|||
{
|
||||
self->SetState (self->FindState("SeeFloor"));
|
||||
}
|
||||
else if (self->ceilingz - self->height > self->z)
|
||||
else if (self->ceilingz > self->Top())
|
||||
{
|
||||
self->SetState (self->FindState("Drop"));
|
||||
}
|
||||
|
|
|
@ -580,7 +580,7 @@ IMPLEMENT_CLASS (AMeat)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_TossGib)
|
||||
{
|
||||
const char *gibtype = (self->flags & MF_NOBLOOD) ? "Junk" : "Meat";
|
||||
AActor *gib = Spawn (gibtype, self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
|
||||
AActor *gib = Spawn (gibtype, self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
|
||||
angle_t an;
|
||||
int speed;
|
||||
|
||||
|
@ -628,7 +628,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
|
|||
{
|
||||
sector_t *sec = self->Sector;
|
||||
|
||||
if (self->z == sec->floorplane.ZatPoint(self))
|
||||
if (self->Z() == sec->floorplane.ZatPoint(self))
|
||||
{
|
||||
if (sec->special == Damage_InstantDeath)
|
||||
{
|
||||
|
@ -681,7 +681,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_DropFire)
|
||||
{
|
||||
AActor *drop = Spawn("FireDroplet", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
|
||||
AActor *drop = Spawn("FireDroplet", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
|
||||
drop->velz = -FRACUNIT;
|
||||
P_RadiusAttack (self, self, 64, 64, NAME_Fire, 0);
|
||||
}
|
||||
|
|
|
@ -360,8 +360,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
|
|||
AActor *trail;
|
||||
|
||||
S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
|
||||
P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
|
||||
trail = Spawn("RocketTrail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE);
|
||||
P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->Pos(), self->angle - ANGLE_180, 2, PF_HITTHING);
|
||||
trail = Spawn("RocketTrail", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE);
|
||||
if (trail != NULL)
|
||||
{
|
||||
trail->velz = FRACUNIT;
|
||||
|
@ -516,10 +516,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
|
|||
self->angle += ANGLE_180;
|
||||
|
||||
// If the torpedo hit the ceiling, it should still spawn the wave
|
||||
savedz = self->z;
|
||||
if (wavedef && self->ceilingz - self->z < wavedef->height)
|
||||
savedz = self->Z();
|
||||
if (wavedef && self->ceilingz - self->Z() < wavedef->height)
|
||||
{
|
||||
self->z = self->ceilingz - wavedef->height;
|
||||
self->SetZ(self->ceilingz - wavedef->height);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 80; ++i)
|
||||
|
@ -527,12 +527,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
|
|||
self->angle += ANGLE_45/10;
|
||||
P_SpawnSubMissile (self, PClass::FindClass("MaulerTorpedoWave"), self->target);
|
||||
}
|
||||
self->z = savedz;
|
||||
self->SetZ(savedz);
|
||||
}
|
||||
|
||||
AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target)
|
||||
{
|
||||
AActor *other = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE);
|
||||
AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE);
|
||||
|
||||
if (other == NULL)
|
||||
{
|
||||
|
@ -619,20 +619,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
|
|||
yofs = -yofs;
|
||||
}
|
||||
|
||||
fixed_t x = self->x + (xofs << FRACBITS);
|
||||
fixed_t y = self->y + (yofs << FRACBITS);
|
||||
sector_t * sector = P_PointInSector(x, y);
|
||||
fixedvec2 pos = self->Vec2Offset(xofs << FRACBITS, yofs << FRACBITS);
|
||||
sector_t * sector = P_PointInSector(pos.x, pos.y);
|
||||
|
||||
// The sector's floor is too high so spawn the flame elsewhere.
|
||||
if (sector->floorplane.ZatPoint(x, y) > self->z + self->MaxStepHeight)
|
||||
if (sector->floorplane.ZatPoint(pos.x, pos.y) > self->Z() + self->MaxStepHeight)
|
||||
{
|
||||
x = self->x;
|
||||
y = self->y;
|
||||
pos.x = self->X();
|
||||
pos.y = self->Y();
|
||||
}
|
||||
|
||||
AActor *drop = Spawn<APhosphorousFire> (
|
||||
x, y,
|
||||
self->z + 4*FRACUNIT, ALLOW_REPLACE);
|
||||
pos.x, pos.y,
|
||||
self->Z() + 4*FRACUNIT, ALLOW_REPLACE);
|
||||
if (drop != NULL)
|
||||
{
|
||||
drop->velx = self->velx + ((pr_phburn.Random2 (7)) << FRACBITS);
|
||||
|
@ -677,9 +676,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
|
|||
|
||||
if (grenadetype != NULL)
|
||||
{
|
||||
self->z += 32*FRACUNIT;
|
||||
self->AddZ(32*FRACUNIT);
|
||||
grenade = P_SpawnSubMissile (self, grenadetype, self);
|
||||
self->z -= 32*FRACUNIT;
|
||||
self->AddZ(-32*FRACUNIT);
|
||||
if (grenade == NULL)
|
||||
return;
|
||||
|
||||
|
@ -690,15 +689,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
|
|||
|
||||
grenade->velz = FixedMul (finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], grenade->Speed) + 8*FRACUNIT;
|
||||
|
||||
fixedvec2 offset;
|
||||
|
||||
an = self->angle >> ANGLETOFINESHIFT;
|
||||
tworadii = self->radius + grenade->radius;
|
||||
grenade->x += FixedMul (finecosine[an], tworadii);
|
||||
grenade->y += FixedMul (finesine[an], tworadii);
|
||||
offset.x = FixedMul (finecosine[an], tworadii);
|
||||
offset.y = FixedMul (finesine[an], tworadii);
|
||||
|
||||
an = self->angle + Angle;
|
||||
an >>= ANGLETOFINESHIFT;
|
||||
grenade->x += FixedMul (finecosine[an], 15*FRACUNIT);
|
||||
grenade->y += FixedMul (finesine[an], 15*FRACUNIT);
|
||||
offset.x += FixedMul (finecosine[an], 15*FRACUNIT);
|
||||
offset.y += FixedMul (finesine[an], 15*FRACUNIT);
|
||||
|
||||
fixedvec2 newpos = grenade->Vec2Offset(offset.x, offset.y);
|
||||
grenade->SetOrigin(newpos.x, newpos.y, grenade->Z(), false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -923,7 +927,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
|
|||
P_BulletSlope (self, &linetarget);
|
||||
if (linetarget != NULL)
|
||||
{
|
||||
spot = Spawn("SpectralLightningSpot", linetarget->x, linetarget->y, linetarget->floorz, ALLOW_REPLACE);
|
||||
spot = Spawn("SpectralLightningSpot", linetarget->X(), linetarget->Y(), linetarget->floorz, ALLOW_REPLACE);
|
||||
if (spot != NULL)
|
||||
{
|
||||
spot->tracer = linetarget;
|
||||
|
@ -931,7 +935,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
|
|||
}
|
||||
else
|
||||
{
|
||||
spot = Spawn("SpectralLightningSpot", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
spot = Spawn("SpectralLightningSpot", self->Pos(), ALLOW_REPLACE);
|
||||
if (spot != NULL)
|
||||
{
|
||||
spot->velx += 28 * finecosine[self->angle >> ANGLETOFINESHIFT];
|
||||
|
@ -989,7 +993,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
|
|||
spot = P_SpawnSubMissile (self, PClass::FindClass("SpectralLightningBall1"), self);
|
||||
if (spot != NULL)
|
||||
{
|
||||
spot->z = self->z + 32*FRACUNIT;
|
||||
spot->SetZ(self->Z() + 32*FRACUNIT);
|
||||
}
|
||||
}
|
||||
self->angle -= (ANGLE_180/20)*10;
|
||||
|
|
|
@ -20,10 +20,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
|
|||
{
|
||||
fixed_t spawnx, spawny;
|
||||
|
||||
spawnx = self->x + (pr_bang4cloud.Random2() & 3) * 10240;
|
||||
spawny = self->y + (pr_bang4cloud.Random2() & 3) * 10240;
|
||||
fixedvec3 pos = self->Vec3Offset((pr_bang4cloud.Random2() & 3) * 10240, (pr_bang4cloud.Random2() & 3) * 10240, 0);
|
||||
|
||||
Spawn("Bang4Cloud", spawnx, spawny, self->z, ALLOW_REPLACE);
|
||||
Spawn("Bang4Cloud", pos, ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -97,7 +96,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut)
|
|||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
foo = Spawn("Rubble1", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
foo = Spawn("Rubble1", self->Pos(), ALLOW_REPLACE);
|
||||
if (foo != NULL)
|
||||
{
|
||||
int t = pr_lightout() & 15;
|
||||
|
|
|
@ -98,8 +98,8 @@ static int WriteTHINGS (FILE *file)
|
|||
mapthinghexen_t mt = { 0, 0, 0, 0, 0, 0, 0, 0, {0} };
|
||||
AActor *mo = players[consoleplayer].mo;
|
||||
|
||||
mt.x = LittleShort(short(mo->x >> FRACBITS));
|
||||
mt.y = LittleShort(short(mo->y >> FRACBITS));
|
||||
mt.x = LittleShort(short(mo->X() >> FRACBITS));
|
||||
mt.y = LittleShort(short(mo->Y() >> FRACBITS));
|
||||
mt.angle = LittleShort(short(MulScale32 (mo->angle >> ANGLETOFINESHIFT, 360)));
|
||||
mt.type = LittleShort((short)1);
|
||||
mt.flags = LittleShort((short)(7|224|MTF_SINGLE));
|
||||
|
|
|
@ -1224,9 +1224,10 @@ void R_DrawSkyBoxes ()
|
|||
extralight = 0;
|
||||
R_SetVisibility (sky->args[0] * 0.25f);
|
||||
|
||||
viewx = sky->PrevX + FixedMul(r_TicFrac, sky->x - sky->PrevX);
|
||||
viewy = sky->PrevY + FixedMul(r_TicFrac, sky->y - sky->PrevY);
|
||||
viewz = sky->PrevZ + FixedMul(r_TicFrac, sky->z - sky->PrevZ);
|
||||
fixedvec3 viewpos = sky->InterpolatedPosition(r_TicFrac);
|
||||
viewx = viewpos.x;
|
||||
viewy = viewpos.y;
|
||||
viewz = viewpos.z;
|
||||
viewangle = savedangle + sky->PrevAngle + FixedMul(r_TicFrac, sky->angle - sky->PrevAngle);
|
||||
|
||||
R_CopyStackedViewParameters();
|
||||
|
@ -1235,8 +1236,8 @@ void R_DrawSkyBoxes ()
|
|||
{
|
||||
extralight = pl->extralight;
|
||||
R_SetVisibility (pl->visibility);
|
||||
viewx = pl->viewx - sky->Mate->x + sky->x;
|
||||
viewy = pl->viewy - sky->Mate->y + sky->y;
|
||||
viewx = pl->viewx - sky->Mate->X() + sky->X();
|
||||
viewy = pl->viewy - sky->Mate->Y() + sky->Y();
|
||||
viewz = pl->viewz;
|
||||
viewangle = pl->viewangle;
|
||||
}
|
||||
|
|
|
@ -670,9 +670,10 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
|
|||
}
|
||||
|
||||
// [RH] Interpolate the sprite's position to make it look smooth
|
||||
fx = thing->PrevX + FixedMul (r_TicFrac, thing->x - thing->PrevX);
|
||||
fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
|
||||
fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ) + thing->GetBobOffset(r_TicFrac);
|
||||
fixedvec3 pos = thing->InterpolatedPosition(r_TicFrac);
|
||||
fx = pos.x;
|
||||
fy = pos.y;
|
||||
fz = pos.z +thing->GetBobOffset(r_TicFrac);
|
||||
|
||||
tex = NULL;
|
||||
voxel = NULL;
|
||||
|
@ -1145,12 +1146,12 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|||
{
|
||||
if(!(rover->top.plane->a) && !(rover->top.plane->b))
|
||||
{
|
||||
if(rover->top.plane->Zat0() <= thing->z) fakefloor = rover;
|
||||
if(rover->top.plane->Zat0() <= thing->Z()) fakefloor = rover;
|
||||
}
|
||||
}
|
||||
if(!(rover->bottom.plane->a) && !(rover->bottom.plane->b))
|
||||
{
|
||||
if(rover->bottom.plane->Zat0() >= thing->z + thing->height) fakeceiling = rover;
|
||||
if(rover->bottom.plane->Zat0() >= thing->Top()) fakeceiling = rover;
|
||||
}
|
||||
}
|
||||
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);
|
||||
|
|
|
@ -587,8 +587,8 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
player - players == consoleplayer &&
|
||||
camera == player->mo &&
|
||||
!demoplayback &&
|
||||
iview->nviewx == camera->x &&
|
||||
iview->nviewy == camera->y &&
|
||||
iview->nviewx == camera->X() &&
|
||||
iview->nviewy == camera->Y() &&
|
||||
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
|
||||
player->playerstate == PST_LIVE &&
|
||||
player->mo->reactiontime == 0 &&
|
||||
|
@ -839,9 +839,9 @@ void R_SetupFrame (AActor *actor)
|
|||
}
|
||||
else
|
||||
{
|
||||
iview->nviewx = camera->x;
|
||||
iview->nviewy = camera->y;
|
||||
iview->nviewz = camera->player ? camera->player->viewz : camera->z + camera->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight);
|
||||
iview->nviewx = camera->X();
|
||||
iview->nviewy = camera->Y();
|
||||
iview->nviewz = camera->player ? camera->player->viewz : camera->Z() + camera->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight);
|
||||
viewsector = camera->Sector;
|
||||
r_showviewer = false;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue