diff --git a/src/actor.h b/src/actor.h index f58d48f9a1..f17af7bc2d 100644 --- a/src/actor.h +++ b/src/actor.h @@ -847,7 +847,7 @@ public: bool intersects(AActor *other) const { fixed_t blockdist = radius + other->radius; - return ( abs(pos.x - other->pos.x) < blockdist && abs(pos.y - other->pos.y) < blockdist); + return ( abs(x - other->x) < blockdist && abs(y - other->y) < blockdist); } PalEntry GetBloodColor() const @@ -888,84 +888,84 @@ public: // to distinguish between portal-aware and portal-unaware distance calculation. fixed_t AproxDistance(AActor *other, bool absolute = false) { - return P_AproxDistance(pos.x - other->pos.x, pos.y - other->pos.y); + 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(pos.x - otherx, pos.y - othery); + return P_AproxDistance(x - otherx, y - othery); } fixed_t AproxDistance(AActor *other, fixed_t xadd, fixed_t yadd, bool absolute = false) { - return P_AproxDistance(pos.x - other->pos.x + xadd, pos.y - other->pos.y + yadd); + return P_AproxDistance(x - other->x + xadd, y - other->y + yadd); } fixed_t AproxDistance3D(AActor *other, bool absolute = false) { - return P_AproxDistance(AproxDistance(other), pos.z - other->pos.z); + 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(pos.x - other->pos.x, pos.y - other->pos.y).Length()); + 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(pos.x - other->pos.x, pos.y - other->pos.y, pos.z - other->pos.z).Length()); + 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(pos.x, pos.y, other->pos.x, other->pos.y); + 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(pos.x, pos.y, other->pos.x + oxofs, other->pos.y + oyofs); + 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(pos.x, pos.y, otherx, othery); + 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->pos.x, other->pos.y); + return R_PointToAngle2(myx, myy, other->x, other->y); } fixedvec2 Vec2To(AActor *other) const { - fixedvec2 ret = { other->pos.x - pos.x, other->pos.y - pos.y }; + fixedvec2 ret = { other->x - x, other->y - y }; return ret; } fixedvec3 Vec3To(AActor *other) const { - fixedvec3 ret = { other->pos.x - pos.x, other->pos.y - pos.y, other->pos.z - pos.z }; + fixedvec3 ret = { other->x - x, other->y - y, other->z - z }; return ret; } fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false) const { - fixedvec2 ret = { pos.x + dx, pos.y + dy }; + fixedvec2 ret = { x + dx, y + dy }; return ret; } fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const { - fixedvec3 ret = { pos.x + dx, pos.y + dy, pos.z + dz }; + fixedvec3 ret = { x + dx, y + dy, z + dz }; return ret; } void Move(fixed_t dx, fixed_t dy, fixed_t dz) { - SetOrigin(pos.x + dx, pos.y + dy, pos.z + dz, true); + SetOrigin(x + dx, y + dy, z + dz, true); } inline void SetFriendPlayer(player_t *player); @@ -987,10 +987,7 @@ public: // info for drawing // NOTE: The first member variable *must* be x. -private: - fixedvec3 pos; -public: - //fixed_t x,y,z; + fixed_t x,y,z; AActor *snext, **sprev; // links in sector (if needed) angle_t angle; WORD sprite; // used to find patch_t and flip value @@ -1188,7 +1185,7 @@ public: void LinkToWorld (sector_t *sector); void UnlinkFromWorld (); void AdjustFloorClip (); - void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving); + void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false); bool InStateSequence(FState * newstate, FState * basestate); int GetTics(FState * newstate); bool SetState (FState *newstate, bool nofunction=false); @@ -1220,19 +1217,23 @@ public: fixed_t X() const { - return pos.x; + return x; } fixed_t Y() const { - return pos.y; + return y; } fixed_t Z() const { - return pos.z; + return z; } - void SetZ(fixed_t newz) + fixed_t Top() const { - pos.z = newz; + return z + height; + } + void SetZ(fixed_t newz, bool moving = true) + { + z = newz; } }; diff --git a/src/d_net.cpp b/src/d_net.cpp index 95061d0e1f..29303fa04f 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -2376,7 +2376,7 @@ void Net_DoCommand (int type, BYTE **stream, int player) s = ReadString (stream); if (Trace (players[player].mo->X(), players[player].mo->Y(), - players[player].mo->Z() + players[player].mo->height - (players[player].mo->height>>2), + players[player].mo->Top() - (players[player].mo->height>>2), players[player].mo->Sector, vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo, trace, TRACE_NoSky)) diff --git a/src/p_3dfloors.cpp b/src/p_3dfloors.cpp index abc4d5c595..e294dec692 100644 --- a/src/p_3dfloors.cpp +++ b/src/p_3dfloors.cpp @@ -337,7 +337,7 @@ void P_PlayerOnSpecial3DFloor(player_t* player) { //Water and DEATH FOG!!! heh if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) || - (player->mo->Z() + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo)) + player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo)) continue; } diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 6ce1cfd55d..81420b73ac 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4158,7 +4158,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b } else { - fixed_t z = actor->Z() + actor->height; + fixed_t z = actor->Top(); // Looking through planes from bottom to top for (i = numff-1; i >= 0; --i) { diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 77999c06eb..15861f79e8 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -243,9 +243,9 @@ bool AActor::CheckMeleeRange () // [RH] Don't melee things too far above or below actor. if (!(flags5 & MF5_NOVERTICALMELEERANGE)) { - if (pl->Z() > Z() + height) + if (pl->Z() > Top()) return false; - if (pl->Z() + pl->height < Z()) + if (pl->Top() < Z()) return false; } @@ -280,11 +280,11 @@ bool P_CheckMeleeRange2 (AActor *actor) { return false; } - if (mo->Z() > actor->Z()+actor->height) + if (mo->Z() > actor->Top()) { // Target is higher than the attacker return false; } - else if (actor->Z() > mo->Z()+mo->height) + else if (actor->Z() > mo->Top()) { // Attacker is higher return false; } @@ -2787,7 +2787,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a // If the target z is above the target's head, reposition to the middle of // its body. - if (target_z >= other->Z() + other->height) + if (target_z >= other->Top()) { target_z = other->Z() + (other->height / 2); } diff --git a/src/p_lnspec.cpp b/src/p_lnspec.cpp index 2592c930f6..06e2f5f215 100644 --- a/src/p_lnspec.cpp +++ b/src/p_lnspec.cpp @@ -3107,7 +3107,7 @@ FUNC(LS_GlassBreak) { glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE); - glass->SetZ(glass->z + 24 * FRACUNIT); + glass->SetZ(glass->Z() + 24 * FRACUNIT); glass->SetState (glass->SpawnState + (pr_glass() % glass->health)); an = pr_glass() << (32-8); glass->angle = an; diff --git a/src/p_map.cpp b/src/p_map.cpp index 78a17df109..69f8b6c5be 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -190,7 +190,7 @@ static bool PIT_FindFloorCeiling(line_t *ld, const FBoundingBox &box, FCheckPosi } else if (r >= (1 << 24)) { - P_LineOpening(open, tmf.thing, ld, sx = ld->v2->x, sy = ld->v2->y, tmf.thing->x, tmf.thing->y, flags); + P_LineOpening(open, tmf.thing, ld, sx = ld->v2->x, sy = ld->v2->y, tmf.thing->X(), tmf.thing->Y(), flags); } else { @@ -288,9 +288,9 @@ void P_FindFloorCeiling(AActor *actor, int flags) FCheckPosition tmf; tmf.thing = actor; - tmf.x = actor->x; - tmf.y = actor->y; - tmf.z = actor->z; + tmf.x = actor->X(); + tmf.y = actor->Y(); + tmf.z = actor->Z(); if (flags & FFCF_ONLYSPAWNPOS) { @@ -336,7 +336,7 @@ void P_FindFloorCeiling(AActor *actor, int flags) if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz; - if (!(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->z))) + if (!(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->Z()))) { actor->floorz = tmf.floorz; actor->dropoffz = tmf.dropoffz; @@ -404,13 +404,13 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra line_t *ld; // P_LineOpening requires the thing's z to be the destination z in order to work. - fixed_t savedz = thing->z; - thing->z = z; + fixed_t savedz = thing->Z(); + thing->SetZ(z); while ((ld = it.Next())) { PIT_FindFloorCeiling(ld, box, tmf, 0); } - thing->z = savedz; + thing->SetZ(savedz); if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz; @@ -427,7 +427,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra continue; fixed_t blockdist = th->radius + tmf.thing->radius; - if (abs(th->x - tmf.x) >= blockdist || abs(th->y - tmf.y) >= blockdist) + if (abs(th->X() - tmf.x) >= blockdist || abs(th->Y() - tmf.y) >= blockdist) continue; // [RH] Z-Check @@ -437,8 +437,8 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra { if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP)) { - if (z > th->z + th->height || // overhead - z + thing->height < th->z) // underneath + if (z > th->Top() || // overhead + z + thing->height < th->Z()) // underneath continue; } } @@ -459,7 +459,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra if (modifyactor) { // the move is ok, so link the thing into its new position - thing->SetOrigin(x, y, z); + thing->SetOrigin(x, y, z, false); thing->floorz = tmf.floorz; thing->ceilingz = tmf.ceilingz; thing->floorsector = tmf.floorsector; @@ -507,7 +507,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra void P_PlayerStartStomp(AActor *actor) { AActor *th; - FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius)); + FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius)); while ((th = it.Next())) { @@ -525,9 +525,9 @@ void P_PlayerStartStomp(AActor *actor) if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER)) continue; - if (actor->z > th->z + th->height) + if (actor->Z() > th->Top()) continue; // overhead - if (actor->z + actor->height < th->z) + if (actor->Top() < th->Z()) continue; // underneath P_DamageMobj(th, actor, actor, TELEFRAG_DAMAGE, NAME_Telefrag);