Merge branch 'zmaster' into edf-gl

Conflicts:
	src/actor.h
This commit is contained in:
Christoph Oelckers 2016-01-11 15:10:10 +01:00
commit d5cf31f821
44 changed files with 330 additions and 231 deletions

View file

@ -119,7 +119,7 @@ Rect SkylineBinPack::Insert(int width, int height)
return newNode; return newNode;
} }
return InsertMinWaste(width, height); return InsertBottomLeft(width, height);
} }
bool SkylineBinPack::RectangleFits(int skylineNodeIndex, int width, int height, int &y) const bool SkylineBinPack::RectangleFits(int skylineNodeIndex, int width, int height, int &y) const
@ -254,6 +254,73 @@ void SkylineBinPack::MergeSkylines()
} }
} }
Rect SkylineBinPack::InsertBottomLeft(int width, int height)
{
int bestHeight;
int bestWidth;
int bestIndex;
Rect newNode = FindPositionForNewNodeBottomLeft(width, height, bestHeight, bestWidth, bestIndex);
if (bestIndex != -1)
{
assert(disjointRects.Disjoint(newNode));
// Perform the actual packing.
AddSkylineLevel(bestIndex, newNode);
usedSurfaceArea += width * height;
#ifdef _DEBUG
disjointRects.Add(newNode);
#endif
}
else
memset(&newNode, 0, sizeof(Rect));
return newNode;
}
Rect SkylineBinPack::FindPositionForNewNodeBottomLeft(int width, int height, int &bestHeight, int &bestWidth, int &bestIndex) const
{
bestHeight = INT_MAX;
bestIndex = -1;
// Used to break ties if there are nodes at the same level. Then pick the narrowest one.
bestWidth = INT_MAX;
Rect newNode = { 0, 0, 0, 0 };
for(unsigned i = 0; i < skyLine.Size(); ++i)
{
int y;
if (RectangleFits(i, width, height, y))
{
if (y + height < bestHeight || (y + height == bestHeight && skyLine[i].width < bestWidth))
{
bestHeight = y + height;
bestIndex = i;
bestWidth = skyLine[i].width;
newNode.x = skyLine[i].x;
newNode.y = y;
newNode.width = width;
newNode.height = height;
assert(disjointRects.Disjoint(newNode));
}
}
/* if (RectangleFits(i, height, width, y))
{
if (y + width < bestHeight || (y + width == bestHeight && skyLine[i].width < bestWidth))
{
bestHeight = y + width;
bestIndex = i;
bestWidth = skyLine[i].width;
newNode.x = skyLine[i].x;
newNode.y = y;
newNode.width = height;
newNode.height = width;
assert(disjointRects.Disjoint(newNode));
}
}
*/ }
return newNode;
}
Rect SkylineBinPack::InsertMinWaste(int width, int height) Rect SkylineBinPack::InsertMinWaste(int width, int height)
{ {
int bestHeight; int bestHeight;

View file

@ -72,7 +72,10 @@ private:
bool useWasteMap; bool useWasteMap;
GuillotineBinPack wasteMap; GuillotineBinPack wasteMap;
Rect InsertBottomLeft(int width, int height);
Rect InsertMinWaste(int width, int height); Rect InsertMinWaste(int width, int height);
Rect FindPositionForNewNodeBottomLeft(int width, int height, int &bestHeight, int &bestWidth, int &bestIndex) const;
Rect FindPositionForNewNodeMinWaste(int width, int height, int &bestHeight, int &bestWastedArea, int &bestIndex) const; Rect FindPositionForNewNodeMinWaste(int width, int height, int &bestHeight, int &bestWastedArea, int &bestIndex) const;
bool RectangleFits(int skylineNodeIndex, int width, int height, int &y) const; bool RectangleFits(int skylineNodeIndex, int width, int height, int &y) const;

View file

@ -611,7 +611,8 @@ extern FDropItemPtrArray DropItemList;
void FreeDropItemChain(FDropItem *chain); void FreeDropItemChain(FDropItem *chain);
int StoreDropItemChain(FDropItem *chain); int StoreDropItemChain(FDropItem *chain);
fixed_t P_AproxDistance (fixed_t dx, fixed_t dy); // since we cannot include p_local here...
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2); // same reason here with r_defs.h
// Map Object definition. // Map Object definition.
@ -853,6 +854,61 @@ public:
return bloodcls; return bloodcls;
} }
// 'absolute' is reserved for a linked portal implementation which needs
// to distinguish between portal-aware and portal-unaware distance calculation.
fixed_t AproxDistance(AActor *other, bool absolute = false)
{
return P_AproxDistance(x - other->x, y - other->y);
}
// same with 'ref' here.
fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
{
return P_AproxDistance(x - otherx, y - othery);
}
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);
}
fixed_t AproxDistance3D(AActor *other, bool absolute = false)
{
return P_AproxDistance(AproxDistance(other), z - other->z);
}
// more precise, but slower version, being used in a few places
fixed_t Distance2D(AActor *other, bool absolute = false)
{
return xs_RoundToInt(FVector2(x - other->x, y - other->y).Length());
}
// a full 3D version of the above
fixed_t Distance3D(AActor *other, bool absolute = false)
{
return xs_RoundToInt(FVector3(x - other->x, y - other->y, z - other->z).Length());
}
angle_t AngleTo(AActor *other, bool absolute = false) const
{
return R_PointToAngle2(x, y, other->x, other->y);
}
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);
}
fixed_t AngleTo(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
{
return R_PointToAngle2(x, y, otherx, othery);
}
fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false)
{
return R_PointToAngle2(myx, myy, other->x, other->y);
}
inline void SetFriendPlayer(player_t *player); inline void SetFriendPlayer(player_t *player);
bool IsVisibleToPlayer() const; bool IsVisibleToPlayer() const;

View file

@ -37,7 +37,7 @@ bool DBot::Reachable (AActor *rtarget)
sector_t *last_s = player->mo->Sector; sector_t *last_s = player->mo->Sector;
fixed_t last_z = last_s->floorplane.ZatPoint (player->mo->x, player->mo->y); fixed_t last_z = last_s->floorplane.ZatPoint (player->mo->x, player->mo->y);
fixed_t estimated_dist = P_AproxDistance (player->mo->x - rtarget->x, player->mo->y - rtarget->y); fixed_t estimated_dist = player->mo->AproxDistance(rtarget);
bool reachable = true; bool reachable = true;
FPathTraverse it(player->mo->x+player->mo->velx, player->mo->y+player->mo->vely, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS); FPathTraverse it(player->mo->x+player->mo->velx, player->mo->y+player->mo->vely, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
@ -123,7 +123,7 @@ bool DBot::Check_LOS (AActor *to, angle_t vangle)
if (vangle == 0) if (vangle == 0)
return false; //Looker seems to be blind. return false; //Looker seems to be blind.
return absangle(R_PointToAngle2 (player->mo->x, player->mo->y, to->x, to->y) - player->mo->angle) <= vangle/2; return absangle(player->mo->AngleTo(to) - player->mo->angle) <= vangle/2;
} }
//------------------------------------- //-------------------------------------
@ -165,10 +165,8 @@ void DBot::Dofire (ticcmd_t *cmd)
//MAKEME: Decrease the rocket suicides even more. //MAKEME: Decrease the rocket suicides even more.
no_fire = true; no_fire = true;
//angle = R_PointToAngle2(player->mo->x, player->mo->y, player->enemy->x, player->enemy->y);
//Distance to enemy. //Distance to enemy.
dist = P_AproxDistance ((player->mo->x + player->mo->velx) - (enemy->x + enemy->velx), dist = player->mo->AproxDistance(enemy, player->mo->velx - enemy->velx, player->mo->vely - enemy->vely);
(player->mo->y + player->mo->vely) - (enemy->y + enemy->vely));
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go. //FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON) if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
@ -219,17 +217,17 @@ void DBot::Dofire (ticcmd_t *cmd)
} }
// prediction aiming // prediction aiming
shootmissile: shootmissile:
dist = P_AproxDistance (player->mo->x - enemy->x, player->mo->y - enemy->y); dist = player->mo->AproxDistance (enemy);
m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed; m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
bglobal.SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1); bglobal.SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
angle = R_PointToAngle2 (player->mo->x, player->mo->y, bglobal.body1->x, bglobal.body1->y); angle = player->mo->AngleTo(bglobal.body1);
if (Check_LOS (enemy, SHOOTFOV)) if (Check_LOS (enemy, SHOOTFOV))
no_fire = false; no_fire = false;
} }
else else
{ {
//Other weapons, mostly instant hit stuff. //Other weapons, mostly instant hit stuff.
angle = R_PointToAngle2 (player->mo->x, player->mo->y, enemy->x, enemy->y); angle = player->mo->AngleTo(enemy);
aiming_penalty = 0; aiming_penalty = 0;
if (enemy->flags & MF_SHADOW) if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10; aiming_penalty += (pr_botdofire()%25)+10;
@ -265,7 +263,6 @@ shootmissile:
cmd->ucmd.buttons |= BT_ATTACK; cmd->ucmd.buttons |= BT_ATTACK;
} }
//Prevents bot from jerking, when firing automatic things with low skill. //Prevents bot from jerking, when firing automatic things with low skill.
//player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->enemy->x, player->enemy->y);
} }
bool FCajunMaster::IsLeader (player_t *player) bool FCajunMaster::IsLeader (player_t *player)
@ -331,8 +328,7 @@ AActor *DBot::Choose_Mate ()
{ {
if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY)) if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
{ {
test = P_AproxDistance (client->mo->x - player->mo->x, test = client->mo->AproxDistance(player->mo);
client->mo->y - player->mo->y);
if (test < closest_dist) if (test < closest_dist)
{ {
@ -402,8 +398,7 @@ AActor *DBot::Find_enemy ()
if (Check_LOS (client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up. if (Check_LOS (client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
//if(P_CheckSight(player->mo, players[count].mo)) //if(P_CheckSight(player->mo, players[count].mo))
{ {
temp = P_AproxDistance (client->mo->x - player->mo->x, temp = client->mo->AproxDistance(player->mo);
client->mo->y - player->mo->y);
//Too dark? //Too dark?
if (temp > DARK_DIST && if (temp > DARK_DIST &&
@ -505,7 +500,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
actor = bglobal.body2; actor = bglobal.body2;
dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y); dist = actor->AproxDistance (enemy);
if (dist < SAFE_SELF_MISDIST) if (dist < SAFE_SELF_MISDIST)
return 0; return 0;
//Predict. //Predict.
@ -522,7 +517,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
{ {
if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST) if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
{ {
ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y); ang = actor->AngleTo(bglobal.body1);
return ang; return ang;
} }
} }
@ -532,7 +527,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
{ {
if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST) if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
{ {
ang = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y); ang = player->mo->AngleTo(enemy);
return ang; return ang;
} }
} }

View file

@ -35,7 +35,7 @@ void DBot::Roam (ticcmd_t *cmd)
if (Reachable(dest)) if (Reachable(dest))
{ // Straight towards it. { // Straight towards it.
angle = R_PointToAngle2(player->mo->x, player->mo->y, dest->x, dest->y); angle = player->mo->AngleTo(dest);
} }
else if (player->mo->movedir < 8) // turn towards movement direction if not there yet else if (player->mo->movedir < 8) // turn towards movement direction if not there yet
{ {
@ -347,7 +347,7 @@ void DBot::Pitch (AActor *target)
double diff; double diff;
diff = target->z - player->mo->z; diff = target->z - player->mo->z;
aim = atan (diff / (double)P_AproxDistance (player->mo->x - target->x, player->mo->y - target->y)); aim = atan(diff / (double)player->mo->AproxDistance(target));
player->mo->pitch = -(int)(aim * ANGLE_180/M_PI); player->mo->pitch = -(int)(aim * ANGLE_180/M_PI);
} }

View file

@ -81,7 +81,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
int r; int r;
stuck = false; stuck = false;
dist = dest ? P_AproxDistance(player->mo->x-dest->x, player->mo->y-dest->y) : 0; dist = dest ? player->mo->AproxDistance(dest) : 0;
if (missile && if (missile &&
((!missile->velx || !missile->vely) || !Check_LOS(missile, SHOOTFOV*3/2))) ((!missile->velx || !missile->vely) || !Check_LOS(missile, SHOOTFOV*3/2)))
@ -96,14 +96,14 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
player->mo->pitch += 80; player->mo->pitch += 80;
//HOW TO MOVE: //HOW TO MOVE:
if (missile && (P_AproxDistance(player->mo->x-missile->x, player->mo->y-missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part. if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
{ {
Pitch (missile); Pitch (missile);
angle = R_PointToAngle2(player->mo->x, player->mo->y, missile->x, missile->y); angle = player->mo->AngleTo(missile);
cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN; cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best. cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((P_AproxDistance(player->mo->x-oldx, player->mo->y-oldy)<50000) if ((player->mo->AproxDistance(oldx, oldy)<50000)
&& t_strafe<=0) && t_strafe<=0)
{ {
t_strafe = 5; t_strafe = 5;
@ -156,7 +156,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
t_fight = AFTERTICS; t_fight = AFTERTICS;
if (t_strafe <= 0 && if (t_strafe <= 0 &&
(P_AproxDistance(player->mo->x-oldx, player->mo->y-oldy)<50000 (player->mo->AproxDistance(oldx, oldy)<50000
|| ((pr_botmove()%30)==10)) || ((pr_botmove()%30)==10))
) )
{ {
@ -165,10 +165,10 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
sleft = !sleft; sleft = !sleft;
} }
angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y); angle = player->mo->AngleTo(enemy);
if (player->ReadyWeapon == NULL || if (player->ReadyWeapon == NULL ||
P_AproxDistance(player->mo->x-enemy->x, player->mo->y-enemy->y) > player->mo->AproxDistance(enemy) >
player->ReadyWeapon->MoveCombatDist) player->ReadyWeapon->MoveCombatDist)
{ {
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
@ -206,9 +206,9 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
goto roam; goto roam;
} }
angle = R_PointToAngle2(player->mo->x, player->mo->y, mate->x, mate->y); angle = player->mo->AngleTo(mate);
matedist = P_AproxDistance(player->mo->x - mate->x, player->mo->y - mate->y); matedist = player->mo->AproxDistance(mate);
if (matedist > (FRIEND_DIST*2)) if (matedist > (FRIEND_DIST*2))
cmd->ucmd.forwardmove = FORWARDRUN; cmd->ucmd.forwardmove = FORWARDRUN;
else if (matedist > FRIEND_DIST) else if (matedist > FRIEND_DIST)
@ -241,7 +241,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
(pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) (pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy. dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
else //hide while t_fight, but keep view at enemy. else //hide while t_fight, but keep view at enemy.
angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y); angle = player->mo->AngleTo(enemy);
} //Just a monster, so kill it. } //Just a monster, so kill it.
else else
dest = enemy; dest = enemy;

View file

@ -3145,8 +3145,8 @@ void FParser::SF_MoveCamera(void)
} }
// set step variables based on distance and speed // set step variables based on distance and speed
mobjangle = R_PointToAngle2(cam->x, cam->y, target->x, target->y); mobjangle = cam->AngleTo(target);
xydist = R_PointToDist2(target->x - cam->x, target->y - cam->y); xydist = cam->Distance2D(target);
xstep = FixedMul(finecosine[mobjangle >> ANGLETOFINESHIFT], movespeed); xstep = FixedMul(finecosine[mobjangle >> ANGLETOFINESHIFT], movespeed);
ystep = FixedMul(finesine[mobjangle >> ANGLETOFINESHIFT], movespeed); ystep = FixedMul(finesine[mobjangle >> ANGLETOFINESHIFT], movespeed);

View file

@ -59,10 +59,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
if (linetarget) if (linetarget)
{ {
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(linetarget);
self->y,
linetarget->x,
linetarget->y);
} }
} }
@ -218,8 +215,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
// turn to face target // turn to face target
if (!(Flags & SF_NOTURN)) if (!(Flags & SF_NOTURN))
{ {
angle = R_PointToAngle2(self->x, self->y, angle = self->AngleTo(linetarget);
linetarget->x, linetarget->y);
if (angle - self->angle > ANG180) if (angle - self->angle > ANG180)
{ {
if (angle - self->angle < (angle_t)(-ANG90 / 20)) if (angle - self->angle < (angle_t)(-ANG90 / 20))

View file

@ -36,7 +36,7 @@ void A_SkullAttack(AActor *self, fixed_t speed)
an = self->angle >> ANGLETOFINESHIFT; an = self->angle >> ANGLETOFINESHIFT;
self->velx = FixedMul (speed, finecosine[an]); self->velx = FixedMul (speed, finecosine[an]);
self->vely = FixedMul (speed, finesine[an]); self->vely = FixedMul (speed, finesine[an]);
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); dist = self->AproxDistance (dest);
dist = dist / speed; dist = dist / speed;
if (dist < 1) if (dist < 1)

View file

@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
return; return;
// change angle // change angle
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y); exact = self->AngleTo(dest);
if (exact != self->angle) if (exact != self->angle)
{ {
@ -102,10 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ {
// change slope // change slope
dist = P_AproxDistance (dest->x - self->x, dist = self->AproxDistance (dest) / self->Speed;
dest->y - self->y);
dist = dist / self->Speed;
if (dist < 1) if (dist < 1)
dist = 1; dist = 1;

View file

@ -276,7 +276,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
// turn to face target // turn to face target
angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); angle = self->AngleTo(linetarget);
if (angle - self->angle > ANG180) if (angle - self->angle > ANG180)
{ {
if (angle - self->angle < (angle_t)(-ANG90/20)) if (angle - self->angle < (angle_t)(-ANG90/20))
@ -326,7 +326,8 @@ static void MarinePunch(AActor *self, int damagemul)
if (linetarget) if (linetarget)
{ {
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); self->angle = self->AngleTo(linetarget);
} }
} }

View file

@ -1479,8 +1479,7 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
if (!playeringame[i] || !players[i].mo || players[i].health <= 0) if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
continue; continue;
distance = P_AproxDistance (players[i].mo->x - spot->x, distance = players[i].mo->AproxDistance (spot->x, spot->y);
players[i].mo->y - spot->y);
if (distance < closest) if (distance < closest)
closest = distance; closest = distance;

View file

@ -178,8 +178,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &linetarget); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &linetarget);
if (linetarget) if (linetarget)
{ {
player->mo->angle = R_PointToAngle2 (player->mo->x, player->mo->angle = player->mo->AngleTo(linetarget);
player->mo->y, linetarget->x, linetarget->y);
} }
P_PlayPeck (player->mo); P_PlayPeck (player->mo);
player->chickenPeck = 12; player->chickenPeck = 12;
@ -211,8 +210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &linetarget); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &linetarget);
if (linetarget) if (linetarget)
{ {
player->mo->angle = R_PointToAngle2 (player->mo->x, player->mo->angle = player->mo->AngleTo(linetarget);
player->mo->y, linetarget->x, linetarget->y);
} }
P_PlayPeck (player->mo); P_PlayPeck (player->mo);
player->chickenPeck = 12; player->chickenPeck = 12;

View file

@ -90,8 +90,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack)
{ {
//S_StartSound(player->mo, sfx_stfhit); //S_StartSound(player->mo, sfx_stfhit);
// turn to face target // turn to face target
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(linetarget);
self->y, linetarget->x, linetarget->y);
} }
} }
@ -307,8 +306,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
S_Sound (self, CHAN_AUTO, "weapons/gauntletshit", 1, ATTN_NORM); S_Sound (self, CHAN_AUTO, "weapons/gauntletshit", 1, ATTN_NORM);
} }
// turn to face target // turn to face target
angle = R_PointToAngle2 (self->x, self->y, angle = self->AngleTo(linetarget);
linetarget->x, linetarget->y);
if (angle-self->angle > ANG180) if (angle-self->angle > ANG180)
{ {
if ((int)(angle-self->angle) < -ANG90/20) if ((int)(angle-self->angle) < -ANG90/20)
@ -648,8 +646,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
} }
else else
{ // Seek { // Seek
angle = R_PointToAngle2(self->x, self->y, self->angle = self->AngleTo(target);
target->x, target->y);
newAngle = true; newAngle = true;
} }
} }
@ -662,8 +659,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
if (linetarget && self->target != linetarget) if (linetarget && self->target != linetarget)
{ {
self->tracer = linetarget; self->tracer = linetarget;
angle = R_PointToAngle2 (self->x, self->y, angle = self->AngleTo(linetarget);
linetarget->x, linetarget->y);
newAngle = true; newAngle = true;
break; break;
} }

View file

@ -91,8 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
P_TraceBleed (newdam > 0 ? newdam : damage, target, self); P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
return; return;
} }
dist = P_AproxDistance (self->x-target->x, self->y-target->y) dist = self->AproxDistance (target) > 8*64*FRACUNIT;
> 8*64*FRACUNIT;
randAttack = pr_atk (); randAttack = pr_atk ();
if (randAttack < atkResolve1[dist]) if (randAttack < atkResolve1[dist])
{ // Ice ball { // Ice ball

View file

@ -33,13 +33,13 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner
return; return;
} }
angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y); angle = Owner->AngleTo(victim);
angle >>= ANGLETOFINESHIFT; angle >>= ANGLETOFINESHIFT;
victim->velx = FixedMul (speed, finecosine[angle]); victim->velx = FixedMul (speed, finecosine[angle]);
victim->vely = FixedMul (speed, finesine[angle]); victim->vely = FixedMul (speed, finesine[angle]);
// Spawn blast puff // Spawn blast puff
ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y); ang = victim->AngleTo(Owner);
ang >>= ANGLETOFINESHIFT; ang >>= ANGLETOFINESHIFT;
x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]); x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]);
y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]); y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]);
@ -141,7 +141,7 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
{ // Must be monster, player, missile, touchy or vulnerable { // Must be monster, player, missile, touchy or vulnerable
continue; continue;
} }
dist = P_AproxDistance (self->x - mo->x, self->y - mo->y); dist = self->AproxDistance (mo);
if (dist > radius) if (dist > radius)
{ // Out of range { // Out of range
continue; continue;

View file

@ -262,14 +262,12 @@ static void CHolyTailFollow (AActor *actor, fixed_t dist)
child = actor->tracer; child = actor->tracer;
if (child) if (child)
{ {
an = R_PointToAngle2(actor->x, actor->y, child->x, an = actor->AngleTo(child) >> ANGLETOFINESHIFT;
child->y)>>ANGLETOFINESHIFT; oldDistance = child->AproxDistance (actor);
oldDistance = P_AproxDistance (child->x-actor->x, child->y-actor->y);
if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]), if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]),
actor->y+FixedMul(dist, finesine[an]), true)) actor->y+FixedMul(dist, finesine[an]), true))
{ {
newDistance = P_AproxDistance (child->x-actor->x, newDistance = child->AproxDistance (actor)-FRACUNIT;
child->y-actor->y)-FRACUNIT;
if (oldDistance < FRACUNIT) if (oldDistance < FRACUNIT)
{ {
if (child->z < actor->z) if (child->z < actor->z)
@ -425,7 +423,7 @@ static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
deltaZ = -15*FRACUNIT; deltaZ = -15*FRACUNIT;
} }
} }
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y); dist = actor->AproxDistance (target);
dist = dist / actor->Speed; dist = dist / actor->Speed;
if (dist < 1) if (dist < 1)
{ {

View file

@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"), false, &linetarget); P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"), false, &linetarget);
if (linetarget != NULL) if (linetarget != NULL)
{ {
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); pmo->angle = pmo->AngleTo(linetarget);
if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER) if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
&& (!(linetarget->flags2&(MF2_DORMANT|MF2_INVULNERABLE)))) && (!(linetarget->flags2&(MF2_DORMANT|MF2_INVULNERABLE))))
{ {
@ -103,7 +103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"), false, &linetarget); P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"), false, &linetarget);
if (linetarget != NULL) if (linetarget != NULL)
{ {
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); pmo->angle = pmo->AngleTo(linetarget);
if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER) if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
{ {
newLife = player->health+(damage>>4); newLife = player->health+(damage>>4);

View file

@ -59,28 +59,21 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
angle = actor->angle>>ANGLETOFINESHIFT; angle = actor->angle>>ANGLETOFINESHIFT;
actor->velx = FixedMul (actor->Speed, finecosine[angle]); actor->velx = FixedMul (actor->Speed, finecosine[angle]);
actor->vely = FixedMul (actor->Speed, finesine[angle]); actor->vely = FixedMul (actor->Speed, finesine[angle]);
dist = actor->AproxDistance (target) / actor->Speed;
if (actor->z+actor->height < target->z || if (actor->z+actor->height < target->z ||
target->z+target->height < actor->z) target->z+target->height < actor->z)
{ {
dist = P_AproxDistance(target->x-actor->x, target->y-actor->y);
dist = dist/actor->Speed;
if (dist < 1) if (dist < 1)
{ {
dist = 1; dist = 1;
} }
actor->velz = (target->z - actor->z)/dist; actor->velz = (target->z - actor->z)/dist;
} }
else
{
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
dist = dist/actor->Speed;
}
if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64) if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64)
{ // attack the destination mobj if it's attackable { // attack the destination mobj if it's attackable
AActor *oldTarget; AActor *oldTarget;
if (absangle(actor->angle-R_PointToAngle2(actor->x, actor->y, if (absangle(actor->angle - actor->AngleTo(target)) < ANGLE_45/2)
target->x, target->y)) < ANGLE_45/2)
{ {
oldTarget = actor->target; oldTarget = actor->target;
actor->target = target; actor->target = target;
@ -105,8 +98,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
{ {
AActor *bestActor = NULL; AActor *bestActor = NULL;
bestAngle = ANGLE_MAX; bestAngle = ANGLE_MAX;
angleToTarget = R_PointToAngle2(actor->x, actor->y, angleToTarget = actor->AngleTo(actor->target);
actor->target->x, actor->target->y);
for (i = 0; i < 5; i++) for (i = 0; i < 5; i++)
{ {
if (!target->args[i]) if (!target->args[i])
@ -119,8 +111,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
{ {
continue; continue;
} }
angleToSpot = R_PointToAngle2(actor->x, actor->y, angleToSpot = actor->AngleTo(mo);
mo->x, mo->y);
if (absangle(angleToSpot-angleToTarget) < bestAngle) if (absangle(angleToSpot-angleToTarget) < bestAngle)
{ {
bestAngle = absangle(angleToSpot-angleToTarget); bestAngle = absangle(angleToSpot-angleToTarget);
@ -196,8 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
self->target = NULL; self->target = NULL;
return; return;
} }
angle = R_PointToAngle2(self->x, self->y, self->target->x, angle = self->AngleTo(self->target);
self->target->y);
if (absangle(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange()) if (absangle(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange())
{ {
int damage = pr_dragonflight.HitDice (8); int damage = pr_dragonflight.HitDice (8);

View file

@ -30,7 +30,7 @@ void AdjustPlayerAngle (AActor *pmo, AActor *linetarget)
angle_t angle; angle_t angle;
int difference; int difference;
angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); angle = pmo->AngleTo(linetarget);
difference = (int)angle - (int)pmo->angle; difference = (int)angle - (int)pmo->angle;
if (abs(difference) > MAX_ANGLE_ADJUST) if (abs(difference) > MAX_ANGLE_ADJUST)
{ {

View file

@ -158,12 +158,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
{ {
self->special2 = 0; self->special2 = 0;
self->velx = self->vely = 0; self->velx = self->vely = 0;
dist = P_AproxDistance (self->x - target->x, self->y - target->y); dist = self->AproxDistance (target);
if (dist < FIREDEMON_ATTACK_RANGE) if (dist < FIREDEMON_ATTACK_RANGE)
{ {
if (pr_firedemonchase() < 30) if (pr_firedemonchase() < 30)
{ {
ang = R_PointToAngle2 (self->x, self->y, target->x, target->y); ang = self->AngleTo(target);
if (pr_firedemonchase() < 128) if (pr_firedemonchase() < 128)
ang += ANGLE_90; ang += ANGLE_90;
else else

View file

@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
return; return;
} }
angle_t ang = R_PointToAngle2(self->x, self->y, targ->x, targ->y); angle_t ang = self->AngleTo(targ);
self->angle = ang; self->angle = ang;
self->args[0]++; self->args[0]++;
ang >>= ANGLETOFINESHIFT; ang >>= ANGLETOFINESHIFT;

View file

@ -37,7 +37,7 @@ bool AArtiHealingRadius::Use (bool pickup)
if (playeringame[i] && if (playeringame[i] &&
players[i].mo != NULL && players[i].mo != NULL &&
players[i].mo->health > 0 && players[i].mo->health > 0 &&
P_AproxDistance (players[i].mo->x - Owner->x, players[i].mo->y - Owner->y) <= HEAL_RADIUS_DIST) players[i].mo->AproxDistance (Owner) <= HEAL_RADIUS_DIST)
{ {
// Q: Is it worth it to make this selectable as a player property? // Q: Is it worth it to make this selectable as a player property?
// A: Probably not - but it sure doesn't hurt. // A: Probably not - but it sure doesn't hurt.

View file

@ -665,8 +665,7 @@ void A_SorcOffense2(AActor *actor)
if (mo) if (mo)
{ {
mo->special2 = 35*5/2; // 5 seconds mo->special2 = 35*5/2; // 5 seconds
dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y); dist = mo->AproxDistance(dest) / mo->Speed;
dist = dist/mo->Speed;
if(dist < 1) dist = 1; if(dist < 1) dist = 1;
mo->velz = (dest->z - mo->z) / dist; mo->velz = (dest->z - mo->z) / dist;
} }

View file

@ -109,8 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck)
if (playeringame[i]) if (playeringame[i])
{ {
AActor *pmo = players[i].mo; AActor *pmo = players[i].mo;
if (P_CheckSight (self, pmo) && (absangle(R_PointToAngle2 (pmo->x, if (P_CheckSight (self, pmo) && (absangle(pmo->AngleTo(self) - pmo->angle) <= ANGLE_45))
pmo->y, self->x, self->y) - pmo->angle) <= ANGLE_45))
{ // Previous state (pottery bit waiting state) { // Previous state (pottery bit waiting state)
self->SetState (self->state - 1); self->SetState (self->state - 1);
return; return;

View file

@ -388,8 +388,7 @@ void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax)
deltaZ = -15*FRACUNIT; deltaZ = -15*FRACUNIT;
} }
} }
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y); dist = actor->AproxDistance (target) / actor->Speed;
dist = dist/actor->Speed;
if (dist < 1) if (dist < 1)
{ {
dist = 1; dist = 1;
@ -486,7 +485,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
z -= source->floorclip; z -= source->floorclip;
th = Spawn (type, x, y, z, ALLOW_REPLACE); th = Spawn (type, x, y, z, ALLOW_REPLACE);
th->target = source; // Originator th->target = source; // Originator
an = R_PointToAngle2(x, y, dest->x, dest->y); an = source->AngleXYTo(x, y, dest);
if (dest->flags & MF_SHADOW) if (dest->flags & MF_SHADOW)
{ // Invisible target { // Invisible target
an += pr_kmissile.Random2()<<21; an += pr_kmissile.Random2()<<21;
@ -495,8 +494,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
an >>= ANGLETOFINESHIFT; an >>= ANGLETOFINESHIFT;
th->velx = FixedMul (th->Speed, finecosine[an]); th->velx = FixedMul (th->Speed, finecosine[an]);
th->vely = FixedMul (th->Speed, finesine[an]); th->vely = FixedMul (th->Speed, finesine[an]);
dist = P_AproxDistance (dest->x - x, dest->y - y); dist = dest->AproxDistance (x, y, source) / th->Speed;
dist = dist/th->Speed;
if (dist < 1) if (dist < 1)
{ {
dist = 1; dist = 1;

View file

@ -190,7 +190,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
} }
else else
{ {
self->angle = R_PointToAngle2(self->x, self->y, target->x, target->y); self->angle = self->AngleTo(target);
self->velx = 0; self->velx = 0;
self->vely = 0; self->vely = 0;
P_ThrustMobj (self, self->angle, self->Speed>>1); P_ThrustMobj (self, self->angle, self->Speed>>1);

View file

@ -185,7 +185,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
{ {
S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM);
} }
dist = P_AproxDistance (self->x-target->x, self->y-target->y); dist = self->AproxDistance (target);
if (target->z+target->height > self->z if (target->z+target->height > self->z
&& target->z+target->height < self->z+self->height && target->z+target->height < self->z+self->height
&& dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT) && dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT)
@ -390,7 +390,7 @@ void P_MinotaurSlam (AActor *source, AActor *target)
fixed_t thrust; fixed_t thrust;
int damage; int damage;
angle = R_PointToAngle2 (source->x, source->y, target->x, target->y); angle = source->AngleTo(target);
angle >>= ANGLETOFINESHIFT; angle >>= ANGLETOFINESHIFT;
thrust = 16*FRACUNIT+(pr_minotaurslam()<<10); thrust = 16*FRACUNIT+(pr_minotaurslam()<<10);
target->velx += FixedMul (thrust, finecosine[angle]); target->velx += FixedMul (thrust, finecosine[angle]);
@ -489,7 +489,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
mo = player->mo; mo = player->mo;
if (mo == master) continue; if (mo == master) continue;
if (mo->health <= 0) continue; if (mo->health <= 0) continue;
dist = P_AproxDistance(self->x - mo->x, self->y - mo->y); dist = self->AproxDistance(mo);
if (dist > MINOTAUR_LOOK_DIST) continue; if (dist > MINOTAUR_LOOK_DIST) continue;
self->target = mo; self->target = mo;
break; break;
@ -514,7 +514,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
if (!(mo->flags3 & MF3_ISMONSTER)) continue; if (!(mo->flags3 & MF3_ISMONSTER)) continue;
if (mo->health <= 0) continue; if (mo->health <= 0) continue;
if (!(mo->flags & MF_SHOOTABLE)) continue; if (!(mo->flags & MF_SHOOTABLE)) continue;
dist = P_AproxDistance (self->x - mo->x, self->y - mo->y); dist = self->AproxDistance(mo);
if (dist > MINOTAUR_LOOK_DIST) continue; if (dist > MINOTAUR_LOOK_DIST) continue;
if ((mo == master) || (mo == self)) continue; if ((mo == master) || (mo == self)) continue;
if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue; if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue;

View file

@ -129,7 +129,7 @@ void DEarthquake::Tick ()
AActor *victim = players[i].mo; AActor *victim = players[i].mo;
fixed_t dist; fixed_t dist;
dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y); dist = m_Spot->AproxDistance (victim, true);
// Check if in damage radius // Check if in damage radius
if (dist < m_DamageRadius && victim->z <= victim->floorz) if (dist < m_DamageRadius && victim->z <= victim->floorz)
{ {
@ -242,8 +242,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
{ {
if (quake->m_Spot != NULL) if (quake->m_Spot != NULL)
{ {
fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x, fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
victim->y - quake->m_Spot->y);
if (dist < quake->m_TremorRadius) if (dist < quake->m_TremorRadius)
{ {
++count; ++count;

View file

@ -37,6 +37,7 @@
#include "p_local.h" #include "p_local.h"
#include "p_lnspec.h" #include "p_lnspec.h"
#include "farchive.h" #include "farchive.h"
#include "r_sky.h"
// arg0 = Visibility*4 for this skybox // arg0 = Visibility*4 for this skybox
@ -87,6 +88,24 @@ void ASkyViewpoint::Destroy ()
class ASkyCamCompat : public ASkyViewpoint class ASkyCamCompat : public ASkyViewpoint
{ {
DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint) DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
// skyboxify all tagged sectors
// This involves changing their texture to the sky flat, because while
// EE works with any texture for its skybox portals, ZDoom doesn't.
void SkyboxifySector(sector_t *sector, int plane)
{
// plane: 0=floor, 1=ceiling, 2=both
if (plane == 1 || plane == 2)
{
sector->CeilingSkyBox = this;
sector->SetTexture(sector_t::ceiling, skyflatnum, false);
}
if (plane == 0 || plane == 2)
{
sector->FloorSkyBox = this;
sector->SetTexture(sector_t::floor, skyflatnum, false);
}
}
public: public:
void BeginPlay (); void BeginPlay ();
}; };
@ -116,23 +135,35 @@ void ASkyCamCompat::BeginPlay ()
// Then, change the alpha // Then, change the alpha
alpha = refline->args[4]; alpha = refline->args[4];
// Finally, skyboxify all tagged sectors
// This involves changing their texture to the sky flat, because while
// EE works with any texture for its skybox portals, ZDoom doesn't.
FSectorTagIterator it(skybox_id); FSectorTagIterator it(skybox_id);
int secnum; int secnum;
while ((secnum = it.Next()) >= 0) while ((secnum = it.Next()) >= 0)
{ {
// plane: 0=floor, 1=ceiling, 2=both SkyboxifySector(&sectors[secnum], refline->args[2]);
if (refline->args[2] == 1 || refline->args[2] == 2) }
// and finally, check for portal copy linedefs
for (int j=0;j<numlines;j++)
{
// Check if this portal needs to be copied to other sectors
// This must be done here to ensure that it gets done only after the portal is set up
if (lines[j].special == Sector_SetPortal &&
lines[j].args[1] == 1 &&
(lines[j].args[2] == refline->args[2] || lines[j].args[2] == 3) &&
lines[j].args[3] == skybox_id)
{ {
sectors[secnum].CeilingSkyBox = this; if (lines[j].args[0] == 0)
sectors[secnum].SetTexture(sector_t::ceiling, skyflatnum, false); {
} SkyboxifySector(lines[j].frontsector, refline->args[2]);
if (refline->args[2] == 0 || refline->args[2] == 2) }
{ else
sectors[secnum].FloorSkyBox = this; {
sectors[secnum].SetTexture(sector_t::floor, skyflatnum, false); FSectorTagIterator itr(lines[j].args[0]);
int s;
while ((s = itr.Next()) >= 0)
{
SkyboxifySector(&sectors[s], refline->args[2]);
}
}
} }
} }
} }

View file

@ -158,7 +158,7 @@ struct FSpotList
while (true) while (true)
{ {
distance = P_AproxDistance(Spots[i]->x - x, Spots[i]->y - y); distance = Spots[i]->AproxDistance(x, y);
if ((distance >= mindist) && ((maxdist == 0) || (distance <= maxdist))) break; if ((distance >= mindist) && ((maxdist == 0) || (distance <= maxdist))) break;

View file

@ -366,7 +366,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
if (player->mo != NULL) if (player->mo != NULL)
{ {
// The next 12 lines are from the Doom statusbar code. // The next 12 lines are from the Doom statusbar code.
badguyangle = R_PointToAngle2(player->mo->x, player->mo->y, player->attacker->x, player->attacker->y); badguyangle = player->mo->AngleTo(player->attacker);
if (badguyangle > player->mo->angle) if (badguyangle > player->mo->angle)
{ {
// whether right or left // whether right or left

View file

@ -11,9 +11,9 @@
static bool CrusaderCheckRange (AActor *self) static bool CrusaderCheckRange (AActor *self)
{ {
if (P_CheckSight (self, self->target) && self->reactiontime == 0) if (self->reactiontime == 0 && P_CheckSight (self, self->target))
{ {
return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT; return self->AproxDistance (self->target) < 264*FRACUNIT;
} }
return false; return false;
} }

View file

@ -20,7 +20,7 @@ bool InquisitorCheckDistance (AActor *self)
{ {
if (self->reactiontime == 0 && P_CheckSight (self, self->target)) if (self->reactiontime == 0 && P_CheckSight (self, self->target))
{ {
return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT; return self->AproxDistance (self->target) < 264*FRACUNIT;
} }
return false; return false;
} }
@ -85,7 +85,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
speed = self->Speed * 2/3; speed = self->Speed * 2/3;
self->velx += FixedMul (speed, finecosine[an]); self->velx += FixedMul (speed, finecosine[an]);
self->vely += FixedMul (speed, finesine[an]); self->vely += FixedMul (speed, finesine[an]);
dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y); dist = self->AproxDistance (self->target);
dist /= speed; dist /= speed;
if (dist < 1) if (dist < 1)
{ {

View file

@ -118,10 +118,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
S_Sound (self, CHAN_WEAPON, S_Sound (self, CHAN_WEAPON,
linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit", linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
1, ATTN_NORM); 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(linetarget);
self->y,
linetarget->x,
linetarget->y);
self->flags |= MF_JUSTATTACKED; self->flags |= MF_JUSTATTACKED;
P_DaggerAlert (self, linetarget); P_DaggerAlert (self, linetarget);
} }

View file

@ -1117,7 +1117,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
if (facetalker) if (facetalker)
{ {
A_FaceTarget (npc); A_FaceTarget (npc);
pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y); pc->angle = pc->AngleTo(npc);
} }
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS)) if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
{ {

View file

@ -138,7 +138,7 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
for (actor = sec->thinglist; actor != NULL; actor = actor->snext) for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
{ {
if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) && if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
(!maxdist || (P_AproxDistance(actor->x - emitter->x, actor->y - emitter->y) <= maxdist))) (!maxdist || (actor->AproxDistance(emitter) <= maxdist)))
{ {
actor->LastHeard = soundtarget; actor->LastHeard = soundtarget;
} }
@ -231,7 +231,7 @@ bool AActor::CheckMeleeRange ()
if (!pl) if (!pl)
return false; return false;
dist = P_AproxDistance (pl->x - x, pl->y - y); dist = AproxDistance (pl);
if (dist >= meleerange + pl->radius) if (dist >= meleerange + pl->radius)
return false; return false;
@ -275,7 +275,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
return false; return false;
} }
mo = actor->target; mo = actor->target;
dist = P_AproxDistance (mo->x-actor->x, mo->y-actor->y); dist = mo->AproxDistance (actor);
if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius) if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius)
{ {
return false; return false;
@ -348,8 +348,7 @@ bool P_CheckMissileRange (AActor *actor)
// OPTIMIZE: get this from a global checksight // OPTIMIZE: get this from a global checksight
// [RH] What? // [RH] What?
dist = P_AproxDistance (actor->x-actor->target->x, dist = actor->AproxDistance (actor->target) - 64*FRACUNIT;
actor->y-actor->target->y) - 64*FRACUNIT;
if (actor->MeleeState == NULL) if (actor->MeleeState == NULL)
dist -= 128*FRACUNIT; // no melee attack, so fire more dist -= 128*FRACUNIT; // no melee attack, so fire more
@ -393,8 +392,8 @@ bool P_HitFriend(AActor * self)
if (self->flags&MF_FRIENDLY && self->target != NULL) if (self->flags&MF_FRIENDLY && self->target != NULL)
{ {
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); angle_t angle = self->AngleTo(self->target);
fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y); fixed_t dist = self->AproxDistance (self->target);
P_AimLineAttack (self, angle, dist, &linetarget, 0, true); P_AimLineAttack (self, angle, dist, &linetarget, 0, true);
if (linetarget != NULL && linetarget != self->target) if (linetarget != NULL && linetarget != self->target)
{ {
@ -450,7 +449,7 @@ bool P_Move (AActor *actor)
if ((actor->flags6 & MF6_JUMPDOWN) && target && if ((actor->flags6 & MF6_JUMPDOWN) && target &&
!(target->IsFriend(actor)) && !(target->IsFriend(actor)) &&
P_AproxDistance(actor->x - target->x, actor->y - target->y) < FRACUNIT*144 && actor->AproxDistance(target) < FRACUNIT*144 &&
pr_dropoff() < 235) pr_dropoff() < 235)
{ {
dropoff = 2; dropoff = 2;
@ -933,7 +932,7 @@ void P_NewChaseDir(AActor * actor)
if (actor->flags3 & MF3_AVOIDMELEE) if (actor->flags3 & MF3_AVOIDMELEE)
{ {
bool ismeleeattacker = false; bool ismeleeattacker = false;
fixed_t dist = P_AproxDistance(actor->x-target->x, actor->y-target->y); fixed_t dist = actor->AproxDistance(target);
if (target->player == NULL) if (target->player == NULL)
{ {
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2); ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
@ -1151,7 +1150,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
fov = allaround ? 0 : ANGLE_180; fov = allaround ? 0 : ANGLE_180;
} }
fixed_t dist = P_AproxDistance (other->x - lookee->x, other->y - lookee->y); fixed_t dist = lookee->AproxDistance (other);
if (maxdist && dist > maxdist) if (maxdist && dist > maxdist)
return false; // [KS] too far return false; // [KS] too far
@ -1161,7 +1160,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
if (fov && fov < ANGLE_MAX) if (fov && fov < ANGLE_MAX)
{ {
angle_t an = R_PointToAngle2 (lookee->x, lookee->y, other->x, other->y) - lookee->angle; angle_t an = lookee->AngleTo(other) - lookee->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{ {
@ -1202,8 +1201,7 @@ bool P_LookForMonsters (AActor *actor)
{ // Not a valid monster { // Not a valid monster
continue; continue;
} }
if (P_AproxDistance (actor->x-mo->x, actor->y-mo->y) if (mo->AproxDistance (actor) > MONS_LOOK_RANGE)
> MONS_LOOK_RANGE)
{ // Out of range { // Out of range
continue; continue;
} }
@ -1703,10 +1701,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) || if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
player->mo->flags3 & MF3_GHOST) player->mo->flags3 & MF3_GHOST)
{ {
if ((P_AproxDistance (player->mo->x - actor->x, if ((player->mo->AproxDistance (actor) > 2*MELEERANGE)
player->mo->y - actor->y) > 2*MELEERANGE) && P_AproxDistance (player->mo->velx, player->mo->vely) < 5*FRACUNIT)
&& P_AproxDistance (player->mo->velx, player->mo->vely)
< 5*FRACUNIT)
{ // Player is sneaking - can't detect { // Player is sneaking - can't detect
continue; continue;
} }
@ -1903,8 +1899,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
} }
else else
{ {
dist = P_AproxDistance (targ->x - self->x, dist = self->AproxDistance (targ);
targ->y - self->y);
// [KS] If the target is too far away, don't respond to the sound. // [KS] If the target is too far away, don't respond to the sound.
if (maxheardist && dist > maxheardist) if (maxheardist && dist > maxheardist)
@ -1975,8 +1970,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
{ {
if (self->flags & MF_AMBUSH) if (self->flags & MF_AMBUSH)
{ {
dist = P_AproxDistance (self->target->x - self->x, dist = self->AproxDistance (self->target);
self->target->y - self->y);
if (P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING) && if (P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING) &&
(!minseedist || dist > minseedist) && (!minseedist || dist > minseedist) &&
(!maxseedist || dist < maxseedist)) (!maxseedist || dist < maxseedist))
@ -2390,12 +2384,12 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
actor->FastChaseStrafeCount = 0; actor->FastChaseStrafeCount = 0;
actor->velx = 0; actor->velx = 0;
actor->vely = 0; actor->vely = 0;
fixed_t dist = P_AproxDistance (actor->x - actor->target->x, actor->y - actor->target->y); fixed_t dist = actor->AproxDistance (actor->target);
if (dist < CLASS_BOSS_STRAFE_RANGE) if (dist < CLASS_BOSS_STRAFE_RANGE)
{ {
if (pr_chase() < 100) if (pr_chase() < 100)
{ {
angle_t ang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); angle_t ang = actor->AngleTo(actor->target);
if (pr_chase() < 128) ang += ANGLE_90; if (pr_chase() < 128) ang += ANGLE_90;
else ang -= ANGLE_90; else ang -= ANGLE_90;
actor->velx = 13 * finecosine[ang>>ANGLETOFINESHIFT]; actor->velx = 13 * finecosine[ang>>ANGLETOFINESHIFT];
@ -2749,7 +2743,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
self->flags &= ~MF_AMBUSH; self->flags &= ~MF_AMBUSH;
angle_t other_angle = R_PointToAngle2 (self->x, self->y, other->x, other->y); angle_t other_angle = self->AngleTo(other);
// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms. // 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
// It also means that there is no need to check for going past the other. // It also means that there is no need to check for going past the other.
@ -2922,10 +2916,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
self->flags &= ~MF_AMBUSH; self->flags &= ~MF_AMBUSH;
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(self->target);
self->y,
self->target->x,
self->target->y);
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, self->target); self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, self->target);
if (linetarget == NULL) if (linetarget == NULL)
@ -2938,10 +2929,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
} }
// Let the aim trail behind the player // Let the aim trail behind the player
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3);
self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE)) if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
{ {

View file

@ -1164,7 +1164,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
else else
{ {
ang = R_PointToAngle2 (origin->x, origin->y, target->x, target->y); ang = origin->AngleTo(target);
} }
// Calculate this as float to avoid overflows so that the // Calculate this as float to avoid overflows so that the

View file

@ -1075,8 +1075,8 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
abs(thing->y - tm.thing->y) < (thing->radius+tm.thing->radius)) abs(thing->y - tm.thing->y) < (thing->radius+tm.thing->radius))
{ {
fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y); fixed_t newdist = thing->AproxDistance(tm.x, tm.y, tm.thing);
fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y); fixed_t olddist = thing->AproxDistance(tm.thing);
if (newdist > olddist) if (newdist > olddist)
{ {
@ -1754,7 +1754,7 @@ void P_FakeZMovement(AActor *mo)
{ // float down towards target if too close { // float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT)) if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{ {
fixed_t dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y); fixed_t dist = mo->AproxDistance(mo->target);
fixed_t delta = (mo->target->z + (mo->height >> 1)) - mo->z; fixed_t delta = (mo->target->z + (mo->height >> 1)) - mo->z;
if (delta < 0 && dist < -(delta * 3)) if (delta < 0 && dist < -(delta * 3))
mo->z -= mo->FloatSpeed; mo->z -= mo->FloatSpeed;
@ -3066,7 +3066,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
if (!ontop) if (!ontop)
{ {
fixed_t speed; fixed_t speed;
angle_t angle = R_PointToAngle2(BlockingMobj->x,BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce() % 16) - 8); angle_t angle = BlockingMobj->AngleTo(mo) + ANGLE_1*((pr_bounce() % 16) - 8);
speed = P_AproxDistance(mo->velx, mo->vely); speed = P_AproxDistance(mo->velx, mo->vely);
speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
mo->angle = angle; mo->angle = angle;
@ -4084,7 +4084,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
pitch = 0; pitch = 0;
} }
P_TraceBleed(damage, target->x, target->y, target->z + target->height / 2, P_TraceBleed(damage, target->x, target->y, target->z + target->height / 2,
target, R_PointToAngle2(missile->x, missile->y, target->x, target->y), target, missile->AngleTo(target),
pitch); pitch);
} }
@ -4853,7 +4853,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
{ {
velz *= 0.8f; velz *= 0.8f;
} }
angle_t ang = R_PointToAngle2(bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT; angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT;
thing->velx += fixed_t(finecosine[ang] * thrust); thing->velx += fixed_t(finecosine[ang] * thrust);
thing->vely += fixed_t(finesine[ang] * thrust); thing->vely += fixed_t(finesine[ang] * thrust);
if (!(flags & RADF_NODAMAGE)) if (!(flags & RADF_NODAMAGE))

View file

@ -1556,7 +1556,7 @@ int P_FaceMobj (AActor *source, AActor *target, angle_t *delta)
angle_t angle2; angle_t angle2;
angle1 = source->angle; angle1 = source->angle;
angle2 = R_PointToAngle2 (source->x, source->y, target->x, target->y); angle2 = source->AngleTo(target);
if (angle2 > angle1) if (angle2 > angle1)
{ {
diff = angle2 - angle1; diff = angle2 - angle1;
@ -1669,8 +1669,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
if (actor->z + actor->height < target->z || if (actor->z + actor->height < target->z ||
target->z + target->height < actor->z) target->z + target->height < actor->z)
{ // Need to seek vertically { // Need to seek vertically
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y); dist = actor->AproxDistance (target) / speed;
dist = dist / speed;
if (dist < 1) if (dist < 1)
{ {
dist = 1; dist = 1;
@ -2020,7 +2019,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
// Don't change the angle if there's THRUREFLECT on the monster. // Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT)) if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{ {
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y); angle = BlockingMobj->AngleTo(mo);
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle)); bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
// Change angle for deflection/reflection // Change angle for deflection/reflection
@ -2380,7 +2379,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{ // float down towards target if too close { // float down towards target if too close
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT))) if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
{ {
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y); dist = mo->AproxDistance (mo->target);
delta = (mo->target->z + (mo->height>>1)) - mo->z; delta = (mo->target->z + (mo->height>>1)) - mo->z;
if (delta < 0 && dist < -(delta*3)) if (delta < 0 && dist < -(delta*3))
mo->z -= mo->FloatSpeed; mo->z -= mo->FloatSpeed;
@ -3089,8 +3088,7 @@ bool AActor::IsOkayToAttack (AActor *link)
// to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player // to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player
if (flags3 & MF3_SCREENSEEKER) if (flags3 & MF3_SCREENSEEKER)
{ {
angle_t angle = R_PointToAngle2(Friend->x, angle_t angle = Friend->AngleTo(link) - Friend->angle;
Friend->y, link->x, link->y) - Friend->angle;
angle >>= 24; angle >>= 24;
if (angle>226 || angle<30) if (angle>226 || angle<30)
{ {
@ -3392,7 +3390,7 @@ void AActor::Tick ()
if (health > 0 if (health > 0
&& !players[i].Bot->enemy && !players[i].Bot->enemy
&& player ? !IsTeammate (players[i].mo) : true && player ? !IsTeammate (players[i].mo) : true
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST && AproxDistance (players[i].mo) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING)) && P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
{ //Probably a monster, so go kill it. { //Probably a monster, so go kill it.
players[i].Bot->enemy = this; players[i].Bot->enemy = this;
@ -5036,7 +5034,7 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t
puff->target = source; puff->target = source;
if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y); if (source != NULL) puff->angle = puff->AngleTo(source);
// If a puff has a crash state and an actor was not hit, // If a puff has a crash state and an actor was not hit,
// it will enter the crash state. This is used by the StrifeSpark // it will enter the crash state. This is used by the StrifeSpark
@ -5783,12 +5781,12 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
P_PlaySpawnSound(th, source); P_PlaySpawnSound(th, source);
th->target = owner; // record missile's originator th->target = owner; // record missile's originator
th->angle = an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y); th->angle = an = source->AngleTo(dest);
an >>= ANGLETOFINESHIFT; an >>= ANGLETOFINESHIFT;
th->velx = FixedMul (th->Speed, finecosine[an]); th->velx = FixedMul (th->Speed, finecosine[an]);
th->vely = FixedMul (th->Speed, finesine[an]); th->vely = FixedMul (th->Speed, finesine[an]);
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y); dist = source->AproxDistance (dest);
if (th->Speed) dist = dist / th->Speed; if (th->Speed) dist = dist / th->Speed;
if (dist < 1) if (dist < 1)
@ -5849,7 +5847,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
{ {
an += pr_spawnmissile.Random2() << 20; an += pr_spawnmissile.Random2() << 20;
} }
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y); dist = source->AproxDistance (dest);
speed = GetDefaultSpeed (type); speed = GetDefaultSpeed (type);
dist /= speed; dist /= speed;
velz = dist != 0 ? (dest->z - source->z)/dist : speed; velz = dist != 0 ? (dest->z - source->z)/dist : speed;

View file

@ -2234,7 +2234,7 @@ void DPusher::Tick ()
{ {
int sx = m_X; int sx = m_X;
int sy = m_Y; int sy = m_Y;
int dist = P_AproxDistance (thing->x - sx,thing->y - sy); int dist = thing->AproxDistance (sx, sy);
int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1); int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
// If speed <= 0, you're outside the effective radius. You also have // If speed <= 0, you're outside the effective radius. You also have
@ -2242,7 +2242,7 @@ void DPusher::Tick ()
if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY))) if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
{ {
angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy); angle_t pushangle = thing->AngleTo(sx, sy);
if (m_Source->GetClass()->TypeName == NAME_PointPusher) if (m_Source->GetClass()->TypeName == NAME_PointPusher)
pushangle += ANG180; // away pushangle += ANG180; // away
pushangle >>= ANGLETOFINESHIFT; pushangle >>= ANGLETOFINESHIFT;

View file

@ -304,7 +304,8 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
} }
else else
{ {
nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y); nolead:
mobj->angle = mobj->AngleTo(targ);
aim.Resize (fspeed); aim.Resize (fspeed);
mobj->velx = fixed_t(aim[0]); mobj->velx = fixed_t(aim[0]);
mobj->vely = fixed_t(aim[1]); mobj->vely = fixed_t(aim[1]);

View file

@ -670,7 +670,7 @@ void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO)
// No target - no jump // No target - no jump
if (!target) if (!target)
return; return;
if (P_AproxDistance(self->x-target->x, self->y-target->y) < dist && if (self->AproxDistance(target) < dist &&
(noz || (noz ||
((self->z > target->z && self->z - (target->z + target->height) < dist) || ((self->z > target->z && self->z - (target->z + target->height) < dist) ||
(self->z <= target->z && target->z - (self->z + self->height) < dist)))) (self->z <= target->z && target->z - (self->z + self->height) < dist))))
@ -1487,10 +1487,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
if (!(flags & CPF_NOTURN)) if (!(flags & CPF_NOTURN))
{ {
// turn to face target // turn to face target
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(linetarget);
self->y,
linetarget->x,
linetarget->y);
} }
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
@ -1614,10 +1611,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
if (aim) if (aim)
{ {
self->angle = R_PointToAngle2 (self->x, self->angle = self->AngleTo(self->target);
self->y,
self->target->x,
self->target->y);
} }
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL); self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL);
if (linetarget == NULL && aim) if (linetarget == NULL && aim)
@ -1631,9 +1625,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
// Let the aim trail behind the player // Let the aim trail behind the player
if (aim) if (aim)
{ {
saved_angle = self->angle = R_PointToAngle2 (self->x, self->y, saved_angle = self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3);
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
if (aim == CRF_AIMDIRECT) if (aim == CRF_AIMDIRECT)
{ {
@ -1642,9 +1634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
self->x += Spawnofs_XY * finecosine[self->angle]; self->x += Spawnofs_XY * finecosine[self->angle];
self->y += Spawnofs_XY * finesine[self->angle]; self->y += Spawnofs_XY * finesine[self->angle];
Spawnofs_XY = 0; Spawnofs_XY = 0;
self->angle = R_PointToAngle2 (self->x, self->y, self->angle = self->AngleTo(self->target,- self->target->velx * 3, -self->target->vely * 3);
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
} }
if (self->target->flags & MF_SHADOW) if (self->target->flags & MF_SHADOW)
@ -3342,8 +3332,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
if (target) if (target)
{ {
FVector2 xyvec(target->x - x1, target->y - y1); fixed_t xydist = self->Distance2D(target);
fixed_t distance = P_AproxDistance((fixed_t)xyvec.Length(), target->z - z1); fixed_t distance = P_AproxDistance(xydist, target->z - z1);
if (range && !(flags & CLOFF_CHECKPARTIAL)) if (range && !(flags & CLOFF_CHECKPARTIAL))
{ {
@ -3357,7 +3347,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
{ {
ang = self->angle; ang = self->angle;
} }
else ang = R_PointToAngle2 (x1, y1, target->x, target->y); else ang = self->AngleTo (target);
angle += ang; angle += ang;
@ -3372,11 +3362,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
} }
else if (flags & CLOFF_AIM_VERT_NOOFFSET) else if (flags & CLOFF_AIM_VERT_NOOFFSET)
{ {
pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + offsetheight + target->height / 2); pitch += R_PointToAngle2 (0,0, xydist, target->z - z1 + offsetheight + target->height / 2);
} }
else else
{ {
pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + target->height / 2); pitch += R_PointToAngle2 (0,0, xydist, target->z - z1 + target->height / 2);
} }
} }
else if (flags & CLOFF_ALLOWNULL) else if (flags & CLOFF_ALLOWNULL)
@ -3546,8 +3536,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
// [FDARI] If actors share team, don't jump // [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return; if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); fixed_t distance = self->AproxDistance3D(target);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return; if (dist_max && (distance > dist_max)) return;
@ -3577,11 +3566,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
if (fov && (fov < ANGLE_MAX)) if (fov && (fov < ANGLE_MAX))
{ {
an = R_PointToAngle2 (viewport->x, an = viewport->AngleTo(target) - viewport->angle;
viewport->y,
target->x,
target->y)
- viewport->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{ {
@ -3635,8 +3620,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); fixed_t distance = self->AproxDistance3D(target);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return; if (dist_max && (distance > dist_max)) return;
@ -3656,11 +3640,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
if (fov && (fov < ANGLE_MAX)) if (fov && (fov < ANGLE_MAX))
{ {
an = R_PointToAngle2 (target->x, an = target->AngleTo(self) - target->angle;
target->y,
self->x,
self->y)
- target->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{ {
@ -4590,7 +4570,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
// Target can dodge if it can see enemy // Target can dodge if it can see enemy
angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle; angle_t angle = self->target->AngleTo(self) - self->target->angle;
angle >>= 24; angle >>= 24;
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30)); bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
@ -4629,7 +4609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
dx = self->target->x; dx = self->target->x;
dy = self->target->y; dy = self->target->y;
dz = self->target->z + (self->target->height>>1); dz = self->target->z + (self->target->height>>1);
angle = R_PointToAngle2(dx, dy, self->x, self->y); angle = self->target->AngleTo(self);
dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]); dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]);
dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]); dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]);
@ -4664,7 +4644,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
if (spawnblood) if (spawnblood)
{ {
P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target); P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target);
P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0); P_TraceBleed(newdam > 0 ? newdam : damage, self->target, self->AngleTo(dx, dy, self->target), 0);
} }
} }
} }
@ -5950,7 +5930,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
continue; continue;
//Make sure it's in range and respect the desire for Z or not. //Make sure it's in range and respect the desire for Z or not.
if (P_AproxDistance(ref->x - mo->x, ref->y - mo->y) < distance && if (ref->AproxDistance(mo) < distance &&
((flags & CPXF_NOZ) || ((flags & CPXF_NOZ) ||
((ref->z > mo->z && ref->z - (mo->z + mo->height) < distance) || ((ref->z > mo->z && ref->z - (mo->z + mo->height) < distance) ||
(ref->z <= mo->z && mo->z - (ref->z + ref->height) < distance)))) (ref->z <= mo->z && mo->z - (ref->z + ref->height) < distance))))

View file

@ -85,6 +85,10 @@
// The number of quads we can batch together. // The number of quads we can batch together.
#define MAX_QUAD_BATCH (NUM_INDEXES / 6) #define MAX_QUAD_BATCH (NUM_INDEXES / 6)
// The default size for a texture atlas.
#define DEF_ATLAS_WIDTH 512
#define DEF_ATLAS_HEIGHT 512
// TYPES ------------------------------------------------------------------- // TYPES -------------------------------------------------------------------
IMPLEMENT_CLASS(D3DFB) IMPLEMENT_CLASS(D3DFB)
@ -1833,8 +1837,8 @@ void D3DFB::DrawPackedTextures(int packnum)
{ {
D3DCOLOR empty_colors[8] = D3DCOLOR empty_colors[8] =
{ {
0xFFFF9999, 0xFF99FF99, 0xFF9999FF, 0xFFFFFF99, 0x50FF0000, 0x5000FF00, 0x500000FF, 0x50FFFF00,
0xFFFF99FF, 0xFF99FFFF, 0xFFFFCC99, 0xFF99CCFF 0x50FF00FF, 0x5000FFFF, 0x50FF8000, 0x500080FF
}; };
Atlas *pack; Atlas *pack;
int x = 8, y = 8; int x = 8, y = 8;
@ -1869,7 +1873,17 @@ void D3DFB::DrawPackedTextures(int packnum)
} }
AddColorOnlyRect(x-1, y-1-LBOffsetI, 258, 258, D3DCOLOR_XRGB(255,255,0)); AddColorOnlyRect(x-1, y-1-LBOffsetI, 258, 258, D3DCOLOR_XRGB(255,255,0));
AddColorOnlyQuad(x, y-LBOffsetI, 256, 256, D3DCOLOR_ARGB(180,0,0,0)); int back = 0;
for (PackedTexture *box = pack->UsedList; box != NULL; box = box->Next)
{
AddColorOnlyQuad(
x + box->Area.left * 256 / pack->Width,
y + box->Area.top * 256 / pack->Height,
(box->Area.right - box->Area.left) * 256 / pack->Width,
(box->Area.bottom - box->Area.top) * 256 / pack->Height, empty_colors[back]);
back = (back + 1) & 7;
}
// AddColorOnlyQuad(x, y-LBOffsetI, 256, 256, D3DCOLOR_ARGB(180,0,0,0));
CheckQuadBatch(); CheckQuadBatch();
@ -1973,8 +1987,8 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
Rect box; Rect box;
bool padded; bool padded;
// check for 254 to account for padding // The - 2 to account for padding
if (w > 254 || h > 254 || wrapping) if (w > 256 - 2 || h > 256 - 2 || wrapping)
{ // Create a new texture atlas. { // Create a new texture atlas.
pack = new Atlas(this, w, h, format); pack = new Atlas(this, w, h, format);
pack->OneUse = true; pack->OneUse = true;
@ -1999,7 +2013,7 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
} }
if (pack == NULL) if (pack == NULL)
{ // Create a new texture atlas. { // Create a new texture atlas.
pack = new Atlas(this, 256, 256, format); pack = new Atlas(this, DEF_ATLAS_WIDTH, DEF_ATLAS_HEIGHT, format);
box = pack->Packer.Insert(w, h); box = pack->Packer.Insert(w, h);
} }
padded = true; padded = true;