- forgot the changes to actor.h.

This commit is contained in:
Christoph Oelckers 2016-01-17 22:56:16 +01:00
parent a65ff39872
commit b735138332

View file

@ -847,7 +847,7 @@ public:
bool intersects(AActor *other) const bool intersects(AActor *other) const
{ {
fixed_t blockdist = radius + other->radius; fixed_t blockdist = radius + other->radius;
return ( abs(x - other->x) < blockdist && abs(y - other->y) < blockdist); return ( abs(pos.x - other->pos.x) < blockdist && abs(pos.y - other->pos.y) < blockdist);
} }
PalEntry GetBloodColor() const PalEntry GetBloodColor() const
@ -888,84 +888,84 @@ public:
// to distinguish between portal-aware and portal-unaware distance calculation. // to distinguish between portal-aware and portal-unaware distance calculation.
fixed_t AproxDistance(AActor *other, bool absolute = false) fixed_t AproxDistance(AActor *other, bool absolute = false)
{ {
return P_AproxDistance(x - other->x, y - other->y); return P_AproxDistance(pos.x - other->pos.x, pos.y - other->pos.y);
} }
// same with 'ref' here. // same with 'ref' here.
fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL) fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
{ {
return P_AproxDistance(x - otherx, y - othery); return P_AproxDistance(pos.x - otherx, pos.y - othery);
} }
fixed_t AproxDistance(AActor *other, fixed_t xadd, fixed_t yadd, bool absolute = false) fixed_t AproxDistance(AActor *other, fixed_t xadd, fixed_t yadd, bool absolute = false)
{ {
return P_AproxDistance(x - other->x + xadd, y - other->y + yadd); return P_AproxDistance(pos.x - other->pos.x + xadd, pos.y - other->pos.y + yadd);
} }
fixed_t AproxDistance3D(AActor *other, bool absolute = false) fixed_t AproxDistance3D(AActor *other, bool absolute = false)
{ {
return P_AproxDistance(AproxDistance(other), z - other->z); return P_AproxDistance(AproxDistance(other), pos.z - other->pos.z);
} }
// more precise, but slower version, being used in a few places // more precise, but slower version, being used in a few places
fixed_t Distance2D(AActor *other, bool absolute = false) fixed_t Distance2D(AActor *other, bool absolute = false)
{ {
return xs_RoundToInt(FVector2(x - other->x, y - other->y).Length()); return xs_RoundToInt(FVector2(pos.x - other->pos.x, pos.y - other->pos.y).Length());
} }
// a full 3D version of the above // a full 3D version of the above
fixed_t Distance3D(AActor *other, bool absolute = false) fixed_t Distance3D(AActor *other, bool absolute = false)
{ {
return xs_RoundToInt(FVector3(x - other->x, y - other->y, z - other->z).Length()); return xs_RoundToInt(FVector3(pos.x - other->pos.x, pos.y - other->pos.y, pos.z - other->pos.z).Length());
} }
angle_t AngleTo(AActor *other, bool absolute = false) const angle_t AngleTo(AActor *other, bool absolute = false) const
{ {
return R_PointToAngle2(x, y, other->x, other->y); return R_PointToAngle2(pos.x, pos.y, other->pos.x, other->pos.y);
} }
angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
{ {
return R_PointToAngle2(x, y, other->x + oxofs, other->y + oyofs); return R_PointToAngle2(pos.x, pos.y, other->pos.x + oxofs, other->pos.y + oyofs);
} }
fixed_t AngleTo(fixed_t otherx, fixed_t othery, AActor *ref = NULL) fixed_t AngleTo(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
{ {
return R_PointToAngle2(x, y, otherx, othery); return R_PointToAngle2(pos.x, pos.y, otherx, othery);
} }
fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false) fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false)
{ {
return R_PointToAngle2(myx, myy, other->x, other->y); return R_PointToAngle2(myx, myy, other->pos.x, other->pos.y);
} }
fixedvec2 Vec2To(AActor *other) const fixedvec2 Vec2To(AActor *other) const
{ {
fixedvec2 ret = { other->x - x, other->y - y }; fixedvec2 ret = { other->pos.x - pos.x, other->pos.y - pos.y };
return ret; return ret;
} }
fixedvec3 Vec3To(AActor *other) const fixedvec3 Vec3To(AActor *other) const
{ {
fixedvec3 ret = { other->x - x, other->y - y, other->z - z }; fixedvec3 ret = { other->pos.x - pos.x, other->pos.y - pos.y, other->pos.z - pos.z };
return ret; return ret;
} }
fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy) const fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false) const
{ {
fixedvec2 ret = { x + dx, y + dy }; fixedvec2 ret = { pos.x + dx, pos.y + dy };
return ret; return ret;
} }
fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz) const fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const
{ {
fixedvec3 ret = { x + dx, y + dy, z + dz }; fixedvec3 ret = { pos.x + dx, pos.y + dy, pos.z + dz };
return ret; return ret;
} }
void Move(fixed_t dx, fixed_t dy, fixed_t dz) void Move(fixed_t dx, fixed_t dy, fixed_t dz)
{ {
SetOrigin(x + dx, y + dy, z + dz, true); SetOrigin(pos.x + dx, pos.y + dy, pos.z + dz, true);
} }
inline void SetFriendPlayer(player_t *player); inline void SetFriendPlayer(player_t *player);
@ -987,7 +987,10 @@ public:
// info for drawing // info for drawing
// NOTE: The first member variable *must* be x. // NOTE: The first member variable *must* be x.
fixed_t x,y,z; private:
fixedvec3 pos;
public:
//fixed_t x,y,z;
AActor *snext, **sprev; // links in sector (if needed) AActor *snext, **sprev; // links in sector (if needed)
angle_t angle; angle_t angle;
WORD sprite; // used to find patch_t and flip value WORD sprite; // used to find patch_t and flip value
@ -1185,7 +1188,7 @@ public:
void LinkToWorld (sector_t *sector); void LinkToWorld (sector_t *sector);
void UnlinkFromWorld (); void UnlinkFromWorld ();
void AdjustFloorClip (); void AdjustFloorClip ();
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false); void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving);
bool InStateSequence(FState * newstate, FState * basestate); bool InStateSequence(FState * newstate, FState * basestate);
int GetTics(FState * newstate); int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false); bool SetState (FState *newstate, bool nofunction=false);
@ -1217,19 +1220,19 @@ public:
fixed_t X() const fixed_t X() const
{ {
return x; return pos.x;
} }
fixed_t Y() const fixed_t Y() const
{ {
return y; return pos.y;
} }
fixed_t Z() const fixed_t Z() const
{ {
return z; return pos.z;
} }
void SetZ(fixed_t newz) void SetZ(fixed_t newz)
{ {
z = newz; pos.z = newz;
} }
}; };