gzdoom-gles/src/actorinlines.h
Alexander Kromm d28ba37af2 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
2020-06-07 14:34:48 +02:00

117 lines
2.7 KiB
C

#pragma once
#include "actor.h"
#include "r_defs.h"
#include "g_levellocals.h"
#include "d_player.h"
// These depend on both actor.h and r_defs.h so they cannot be in either file without creating a circular dependency.
inline DVector3 AActor::PosRelative(int portalgroup) const
{
return Pos() + Displacements.getOffset(Sector->PortalGroup, portalgroup);
}
inline DVector3 AActor::PosRelative(const AActor *other) const
{
return Pos() + Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
}
inline DVector3 AActor::PosRelative(sector_t *sec) const
{
return Pos() + Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
}
inline DVector3 AActor::PosRelative(const line_t *line) const
{
return Pos() + Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
}
inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
{
return pos + Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
}
inline void AActor::ClearInterpolation()
{
Prev = Pos();
PrevAngles = Angles;
if (Sector) PrevPortalGroup = Sector->PortalGroup;
else PrevPortalGroup = 0;
}
inline double secplane_t::ZatPoint(const AActor *ac) const
{
return (D + normal.X*ac->X() + normal.Y*ac->Y()) * negiC;
}
inline double sector_t::HighestCeilingAt(AActor *a, sector_t **resultsec)
{
return ::HighestCeilingAt(this, a->X(), a->Y(), resultsec);
}
inline double sector_t::LowestFloorAt(AActor *a, sector_t **resultsec)
{
return ::LowestFloorAt(this, a->X(), a->Y(), resultsec);
}
inline double AActor::GetBobOffset(double ticfrac) const
{
if (!(flags2 & MF2_FLOATBOB))
{
return 0;
}
return BobSin(FloatBobPhase + level.maptime + ticfrac) * FloatBobStrength;
}
inline double AActor::GetCameraHeight() const
{
return CameraHeight == INT_MIN ? Height / 2 : CameraHeight;
}
inline FDropItem *AActor::GetDropItems() const
{
return GetInfo()->DropItems;
}
inline double AActor::GetGravity() const
{
if (flags & MF_NOGRAVITY) return 0;
return level.gravity * Sector->gravity * Gravity * 0.00125;
}
inline double AActor::AttackOffset(double offset)
{
if (player != NULL)
{
return (FloatVar(NAME_AttackZOffset) + offset) * player->crouchfactor;
}
else
{
return 8 + offset;
}
}
inline bool AActor::isFrozen() const
{
if (!(flags5 & MF5_NOTIMEFREEZE))
{
auto state = level.isFrozen();
if (state)
{
if (player == nullptr || player->Bot != nullptr) return true;
// This is the only place in the entire game where the two freeze flags need different treatment.
// The time freezer flag also freezes other players, the global setting does not.
if ((state & 1) && player->timefreezer == 0)
{
return true;
}
}
}
return false;
}