make various getter and pure-math methods clearscope, and where applicable, const

Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen

# Conflicts:
#	src/actor.h
#	src/actorinlines.h
This commit is contained in:
Alexander Kromm 2020-06-07 13:47:27 +07:00 committed by drfrag
parent 90476761a4
commit d28ba37af2
4 changed files with 23 additions and 23 deletions

View file

@ -850,7 +850,7 @@ public:
return (Pos().XY() - otherpos).LengthSquared();
}
double Distance2D(AActor *other, bool absolute = false)
double Distance2D(AActor *other, bool absolute = false) const
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return (Pos().XY() - otherpos).Length();
@ -861,7 +861,7 @@ public:
return DVector2(X() - x, Y() - y).Length();
}
double Distance2D(AActor *other, double xadd, double yadd, bool absolute = false)
double Distance2D(AActor *other, double xadd, double yadd, bool absolute = false) const
{
DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return DVector2(X() - otherpos.X + xadd, Y() - otherpos.Y + yadd).Length();
@ -1490,7 +1490,7 @@ public:
// This is used by many vertical velocity calculations.
// Better have it in one place, if something needs to be changed about the formula.
double DistanceBySpeed(AActor *dest, double speed)
double DistanceBySpeed(AActor *dest, double speed) const
{
return MAX(1., Distance2D(dest) / speed);
}
@ -1500,7 +1500,7 @@ public:
void DeleteAttachedLights();
static void DeleteAllAttachedLights();
static void RecreateAllAttachedLights();
bool isFrozen();
bool isFrozen() const;
bool hasmodel;
};

View file

@ -95,7 +95,7 @@ inline double AActor::AttackOffset(double offset)
}
inline bool AActor::isFrozen()
inline bool AActor::isFrozen() const
{
if (!(flags5 & MF5_NOTIMEFREEZE))
{

View file

@ -450,7 +450,7 @@ class Actor : Thinker native
return sin(fb * (180./32)) * 8;
}
native bool isFrozen();
native clearscope bool isFrozen() const;
virtual native void BeginPlay();
virtual native void Activate(Actor activator);
virtual native void Deactivate(Actor activator);
@ -602,7 +602,7 @@ class Actor : Thinker native
native clearscope string GetTag(string defstr = "") const;
native void SetTag(string defstr = "");
native double GetBobOffset(double frac = 0);
native clearscope double GetBobOffset(double frac = 0) const;
native void ClearCounters();
native bool GiveBody (int num, int max=0);
native bool HitFloor();
@ -698,7 +698,7 @@ class Actor : Thinker native
native void FindFloorCeiling(int flags = 0);
native double, double GetFriction();
native bool, Actor TestMobjZ(bool quick = false);
native static bool InStateSequence(State newstate, State basestate);
native clearscope static bool InStateSequence(State newstate, State basestate);
bool TryWalk ()
{
@ -746,7 +746,7 @@ class Actor : Thinker native
native bool LookForEnemies(bool allaround, LookExParams params = null);
native bool LookForPlayers(bool allaround, LookExParams params = null);
native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
native double DistanceBySpeed(Actor other, double speed);
native clearscope double DistanceBySpeed(Actor other, double speed) const;
native name GetSpecies();
native void PlayActiveSound();
native void Howl();
@ -782,7 +782,7 @@ class Actor : Thinker native
return level.totaltime - SpawnTime;
}
double AccuracyFactor()
clearscope double AccuracyFactor() const
{
return 1. / (1 << (accuracy * 5 / 100));
}

View file

@ -2712,23 +2712,23 @@ struct PlayerInfo native play // self is what internally is known as player_t
native void SetSubtitleNumber (int text, Sound sound_id = 0);
native bool Resurrect();
native String GetUserName() const;
native Color GetColor() const;
native Color GetDisplayColor() const;
native int GetColorSet() const;
native int GetPlayerClassNum() const;
native int GetSkin() const;
native bool GetNeverSwitch() const;
native int GetGender() const;
native int GetTeam() const;
native float GetAutoaim() const;
native bool GetNoAutostartMap() const;
native clearscope String GetUserName() const;
native clearscope Color GetColor() const;
native clearscope Color GetDisplayColor() const;
native clearscope int GetColorSet() const;
native clearscope int GetPlayerClassNum() const;
native clearscope int GetSkin() const;
native clearscope bool GetNeverSwitch() const;
native clearscope int GetGender() const;
native clearscope int GetTeam() const;
native clearscope float GetAutoaim() const;
native clearscope bool GetNoAutostartMap() const;
native double GetWBobSpeed() const;
native double GetWBobFire() const;
native double GetMoveBob() const;
native double GetStillBob() const;
native void SetFOV(float fov);
native bool GetClassicFlight() const;
native clearscope bool GetClassicFlight() const;
native void SendPitchLimits();
native clearscope bool HasWeaponsInSlot(int slot) const;
@ -2765,7 +2765,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
if (mo) mo.BringUpWeapon();
}
bool IsTotallyFrozen()
clearscope bool IsTotallyFrozen() const
{
return
gamestate == GS_TITLELEVEL ||