- started refactoring p_map.cpp

- added AActor::Top function to replace the frequent occurences of actor->z + actor->height.
This commit is contained in:
Christoph Oelckers 2016-01-18 00:59:16 +01:00
parent b735138332
commit 43314f0c0d
7 changed files with 51 additions and 50 deletions

View File

@ -847,7 +847,7 @@ public:
bool intersects(AActor *other) const bool intersects(AActor *other) const
{ {
fixed_t blockdist = radius + other->radius; fixed_t blockdist = radius + other->radius;
return ( abs(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 PalEntry GetBloodColor() const
@ -888,84 +888,84 @@ public:
// to distinguish between portal-aware and portal-unaware distance calculation. // to distinguish between portal-aware and portal-unaware distance calculation.
fixed_t AproxDistance(AActor *other, bool absolute = false) fixed_t AproxDistance(AActor *other, bool absolute = false)
{ {
return P_AproxDistance(pos.x - other->pos.x, pos.y - other->pos.y); return P_AproxDistance(x - other->x, y - other->y);
} }
// same with 'ref' here. // same with 'ref' here.
fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL) fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
{ {
return P_AproxDistance(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) 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) 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 // more precise, but slower version, being used in a few places
fixed_t Distance2D(AActor *other, bool absolute = false) fixed_t Distance2D(AActor *other, bool absolute = false)
{ {
return xs_RoundToInt(FVector2(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 // a full 3D version of the above
fixed_t Distance3D(AActor *other, bool absolute = false) fixed_t Distance3D(AActor *other, bool absolute = false)
{ {
return xs_RoundToInt(FVector3(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 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 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) 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) 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 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; return ret;
} }
fixedvec3 Vec3To(AActor *other) const 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; return ret;
} }
fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false) const 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; return ret;
} }
fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const 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; return ret;
} }
void Move(fixed_t dx, fixed_t dy, fixed_t dz) void Move(fixed_t dx, fixed_t dy, fixed_t dz)
{ {
SetOrigin(pos.x + dx, pos.y + dy, pos.z + dz, true); SetOrigin(x + dx, y + dy, z + dz, true);
} }
inline void SetFriendPlayer(player_t *player); inline void SetFriendPlayer(player_t *player);
@ -987,10 +987,7 @@ public:
// info for drawing // info for drawing
// NOTE: The first member variable *must* be x. // NOTE: The first member variable *must* be x.
private: fixed_t x,y,z;
fixedvec3 pos;
public:
//fixed_t x,y,z;
AActor *snext, **sprev; // links in sector (if needed) AActor *snext, **sprev; // links in sector (if needed)
angle_t angle; angle_t angle;
WORD sprite; // used to find patch_t and flip value WORD sprite; // used to find patch_t and flip value
@ -1188,7 +1185,7 @@ public:
void LinkToWorld (sector_t *sector); void LinkToWorld (sector_t *sector);
void UnlinkFromWorld (); void UnlinkFromWorld ();
void AdjustFloorClip (); void AdjustFloorClip ();
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving); void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
bool InStateSequence(FState * newstate, FState * basestate); bool InStateSequence(FState * newstate, FState * basestate);
int GetTics(FState * newstate); int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false); bool SetState (FState *newstate, bool nofunction=false);
@ -1220,19 +1217,23 @@ public:
fixed_t X() const fixed_t X() const
{ {
return pos.x; return x;
} }
fixed_t Y() const fixed_t Y() const
{ {
return pos.y; return y;
} }
fixed_t Z() const 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;
} }
}; };

View File

@ -2376,7 +2376,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
s = ReadString (stream); s = ReadString (stream);
if (Trace (players[player].mo->X(), players[player].mo->Y(), 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, players[player].mo->Sector,
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo, vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo,
trace, TRACE_NoSky)) trace, TRACE_NoSky))

View File

@ -337,7 +337,7 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
{ {
//Water and DEATH FOG!!! heh //Water and DEATH FOG!!! heh
if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) || 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; continue;
} }

View File

@ -4158,7 +4158,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
} }
else else
{ {
fixed_t z = actor->Z() + actor->height; fixed_t z = actor->Top();
// Looking through planes from bottom to top // Looking through planes from bottom to top
for (i = numff-1; i >= 0; --i) for (i = numff-1; i >= 0; --i)
{ {

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@ -243,9 +243,9 @@ bool AActor::CheckMeleeRange ()
// [RH] Don't melee things too far above or below actor. // [RH] Don't melee things too far above or below actor.
if (!(flags5 & MF5_NOVERTICALMELEERANGE)) if (!(flags5 & MF5_NOVERTICALMELEERANGE))
{ {
if (pl->Z() > Z() + height) if (pl->Z() > Top())
return false; return false;
if (pl->Z() + pl->height < Z()) if (pl->Top() < Z())
return false; return false;
} }
@ -280,11 +280,11 @@ bool P_CheckMeleeRange2 (AActor *actor)
{ {
return false; return false;
} }
if (mo->Z() > actor->Z()+actor->height) if (mo->Z() > actor->Top())
{ // Target is higher than the attacker { // Target is higher than the attacker
return false; return false;
} }
else if (actor->Z() > mo->Z()+mo->height) else if (actor->Z() > mo->Top())
{ // Attacker is higher { // Attacker is higher
return false; 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 // If the target z is above the target's head, reposition to the middle of
// its body. // its body.
if (target_z >= other->Z() + other->height) if (target_z >= other->Top())
{ {
target_z = other->Z() + (other->height / 2); target_z = other->Z() + (other->height / 2);
} }

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@ -3107,7 +3107,7 @@ FUNC(LS_GlassBreak)
{ {
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE); 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)); glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
an = pr_glass() << (32-8); an = pr_glass() << (32-8);
glass->angle = an; glass->angle = an;

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@ -190,7 +190,7 @@ static bool PIT_FindFloorCeiling(line_t *ld, const FBoundingBox &box, FCheckPosi
} }
else if (r >= (1 << 24)) 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 else
{ {
@ -288,9 +288,9 @@ void P_FindFloorCeiling(AActor *actor, int flags)
FCheckPosition tmf; FCheckPosition tmf;
tmf.thing = actor; tmf.thing = actor;
tmf.x = actor->x; tmf.x = actor->X();
tmf.y = actor->y; tmf.y = actor->Y();
tmf.z = actor->z; tmf.z = actor->Z();
if (flags & FFCF_ONLYSPAWNPOS) if (flags & FFCF_ONLYSPAWNPOS)
{ {
@ -336,7 +336,7 @@ void P_FindFloorCeiling(AActor *actor, int flags)
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz; 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->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz; 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; line_t *ld;
// P_LineOpening requires the thing's z to be the destination z in order to work. // P_LineOpening requires the thing's z to be the destination z in order to work.
fixed_t savedz = thing->z; fixed_t savedz = thing->Z();
thing->z = z; thing->SetZ(z);
while ((ld = it.Next())) while ((ld = it.Next()))
{ {
PIT_FindFloorCeiling(ld, box, tmf, 0); PIT_FindFloorCeiling(ld, box, tmf, 0);
} }
thing->z = savedz; thing->SetZ(savedz);
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz; 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; continue;
fixed_t blockdist = th->radius + tmf.thing->radius; 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; continue;
// [RH] Z-Check // [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 (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
{ {
if (z > th->z + th->height || // overhead if (z > th->Top() || // overhead
z + thing->height < th->z) // underneath z + thing->height < th->Z()) // underneath
continue; continue;
} }
} }
@ -459,7 +459,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
if (modifyactor) if (modifyactor)
{ {
// the move is ok, so link the thing into its new position // 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->floorz = tmf.floorz;
thing->ceilingz = tmf.ceilingz; thing->ceilingz = tmf.ceilingz;
thing->floorsector = tmf.floorsector; 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) void P_PlayerStartStomp(AActor *actor)
{ {
AActor *th; AActor *th;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius)); FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
while ((th = it.Next())) while ((th = it.Next()))
{ {
@ -525,9 +525,9 @@ void P_PlayerStartStomp(AActor *actor)
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER)) if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
continue; continue;
if (actor->z > th->z + th->height) if (actor->Z() > th->Top())
continue; // overhead continue; // overhead
if (actor->z + actor->height < th->z) if (actor->Top() < th->Z())
continue; // underneath continue; // underneath
P_DamageMobj(th, actor, actor, TELEFRAG_DAMAGE, NAME_Telefrag); P_DamageMobj(th, actor, actor, TELEFRAG_DAMAGE, NAME_Telefrag);