- more refactoring of AActor coordinate access.

This commit is contained in:
Christoph Oelckers 2016-01-17 18:36:14 +01:00
parent 5b610390e1
commit c611456397
9 changed files with 105 additions and 51 deletions

View File

@ -951,6 +951,23 @@ public:
return ret;
}
fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy) const
{
fixedvec2 ret = { x + dx, y + dy };
return ret;
}
fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz) const
{
fixedvec3 ret = { x + dx, y + dy, z + dz };
return ret;
}
void Move(fixed_t dx, fixed_t dy, fixed_t dz)
{
SetOrigin(x + dx, y + dy, z + dz, true);
}
inline void SetFriendPlayer(player_t *player);
bool IsVisibleToPlayer() const;
@ -1168,7 +1185,7 @@ public:
void LinkToWorld (sector_t *sector);
void UnlinkFromWorld ();
void AdjustFloorClip ();
void SetOrigin (fixed_t x, fixed_t y, fixed_t z);
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);
@ -1210,6 +1227,10 @@ public:
{
return z;
}
void SetZ(fixed_t newz)
{
z = newz;
}
};
@ -1284,15 +1305,36 @@ inline AActor *Spawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, repla
return AActor::StaticSpawn (type, x, y, z, allowreplacement);
}
inline AActor *Spawn (const PClass *type, const fixedvec3 &pos, replace_t allowreplacement)
{
return AActor::StaticSpawn (type, pos.x, pos.y, pos.z, allowreplacement);
}
AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
inline AActor *Spawn (const char *type, const fixedvec3 &pos, replace_t allowreplacement)
{
return Spawn (type, pos.x, pos.y, pos.z, allowreplacement);
}
inline AActor *Spawn (FName classname, const fixedvec3 &pos, replace_t allowreplacement)
{
return Spawn (classname, pos.x, pos.y, pos.z, allowreplacement);
}
template<class T>
inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
{
return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement));
}
template<class T>
inline T *Spawn (const fixedvec3 &pos, replace_t allowreplacement)
{
return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), pos.x, pos.y, pos.z, allowreplacement));
}
void PrintMiscActorInfo(AActor * query);

View File

@ -427,7 +427,7 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
{
if (body1)
{
body1->SetOrigin (x, y, z);
body1->SetOrigin (x, y, z, false);
}
else
{
@ -438,7 +438,7 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
{
if (body2)
{
body2->SetOrigin (x, y, z);
body2->SetOrigin (x, y, z, false);
}
else
{
@ -465,10 +465,7 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
float speed = (float)th->Speed;
FVector3 velocity;
velocity[0] = FIXED2FLOAT(dest->x - source->x);
velocity[1] = FIXED2FLOAT(dest->y - source->y);
velocity[2] = FIXED2FLOAT(dest->z - source->z);
TVector3<double> velocity = source->Vec3To(dest);
velocity.MakeUnit();
th->velx = FLOAT2FIXED(velocity[0] * speed);
th->vely = FLOAT2FIXED(velocity[1] * speed);
@ -479,8 +476,8 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
while (dist < SAFE_SELF_MISDIST)
{
dist += th->Speed;
th->SetOrigin (th->x + th->velx, th->y + th->vely, th->z + th->velz);
if (!CleanAhead (th, th->x, th->y, cmd))
th->Move(th->velx, th->vely, th->velz);
if (!CleanAhead (th, th->X(), th->Y(), cmd))
break;
}
th->Destroy ();

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@ -124,9 +124,6 @@ bool DBot::TryWalk (ticcmd_t *cmd)
void DBot::NewChaseDir (ticcmd_t *cmd)
{
fixed_t deltax;
fixed_t deltay;
dirtype_t d[3];
int tdir;
@ -145,19 +142,18 @@ void DBot::NewChaseDir (ticcmd_t *cmd)
olddir = (dirtype_t)player->mo->movedir;
turnaround = opposite[olddir];
deltax = dest->x - player->mo->x;
deltay = dest->y - player->mo->y;
fixedvec2 delta = player->mo->Vec2To(dest);
if (deltax > 10*FRACUNIT)
if (delta.x > 10*FRACUNIT)
d[1] = DI_EAST;
else if (deltax < -10*FRACUNIT)
else if (delta.x < -10*FRACUNIT)
d[1] = DI_WEST;
else
d[1] = DI_NODIR;
if (deltay < -10*FRACUNIT)
if (delta.y < -10*FRACUNIT)
d[2] = DI_SOUTH;
else if (deltay > 10*FRACUNIT)
else if (delta.y > 10*FRACUNIT)
d[2] = DI_NORTH;
else
d[2] = DI_NODIR;
@ -165,14 +161,14 @@ void DBot::NewChaseDir (ticcmd_t *cmd)
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
{
player->mo->movedir = diags[((deltay<0)<<1)+(deltax>0)];
player->mo->movedir = diags[((delta.y<0)<<1)+(delta.x>0)];
if (player->mo->movedir != turnaround && TryWalk(cmd))
return;
}
// try other directions
if (pr_botnewchasedir() > 200
|| abs(deltay)>abs(deltax))
|| abs(delta.y)>abs(delta.x))
{
tdir=d[1];
d[1]=d[2];

View File

@ -2319,10 +2319,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
else
{
const AActor *def = GetDefaultByType (typeinfo);
AActor *spawned = Spawn (typeinfo,
source->x + FixedMul (def->radius * 2 + source->radius, finecosine[source->angle>>ANGLETOFINESHIFT]),
source->y + FixedMul (def->radius * 2 + source->radius, finesine[source->angle>>ANGLETOFINESHIFT]),
source->z + 8 * FRACUNIT, ALLOW_REPLACE);
fixedvec3 spawnpos = source->Vec3Offset(
FixedMul (def->radius * 2 + source->radius, finecosine[source->angle>>ANGLETOFINESHIFT]),
FixedMul (def->radius * 2 + source->radius, finesine[source->angle>>ANGLETOFINESHIFT]),
8 * FRACUNIT);
AActor *spawned = Spawn (typeinfo, spawnpos, ALLOW_REPLACE);
if (spawned != NULL)
{
if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2 || type == DEM_SUMMONMBF)

View File

@ -1441,7 +1441,7 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
}
oldz = players[playernum].mo->Z(); // [RH] Need to save corpse's z-height
players[playernum].mo->z = z; // [RH] Checks are now full 3-D
players[playernum].mo->SetZ(z); // [RH] Checks are now full 3-D
// killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid
// corpse to detect collisions with other players in DM starts
@ -1453,7 +1453,7 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
players[playernum].mo->flags |= MF_SOLID;
i = P_CheckPosition(players[playernum].mo, x, y);
players[playernum].mo->flags &= ~MF_SOLID;
players[playernum].mo->z = oldz; // [RH] Restore corpse's height
players[playernum].mo->SetZ(oldz); // [RH] Restore corpse's height
if (!i)
return false;

View File

@ -795,7 +795,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
highestfloorpic = *rover->top.texture;
highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
}
if(ff_top > lowestfloor[j] && ff_top <= thing->z + thing->MaxStepHeight) lowestfloor[j] = ff_top;
if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
}
}

View File

@ -8602,7 +8602,7 @@ scriptwait:
}
else
{
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
STACK(1) = pcd == PCD_GETACTORX ? actor->X() : pcd == PCD_GETACTORY ? actor->Y() : actor->Z();
}
}
break;

View File

@ -356,9 +356,10 @@ static void MakeFountain (AActor *actor, int color1, int color2)
angle_t an = M_Random()<<(24-ANGLETOFINESHIFT);
fixed_t out = FixedMul (actor->radius, M_Random()<<8);
particle->x = actor->x + FixedMul (out, finecosine[an]);
particle->y = actor->y + FixedMul (out, finesine[an]);
particle->z = actor->z + actor->height + FRACUNIT;
fixedvec3 pos = actor->Vec3Offset(FixedMul(out, finecosine[an]), FixedMul(out, finesine[an]), actor->height + FRACUNIT);
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
if (out < actor->radius/8)
particle->velz += FRACUNIT*10/3;
else
@ -395,9 +396,10 @@ void P_RunEffect (AActor *actor, int effects)
{
// Rocket trail
fixed_t backx = actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
fixed_t backy = actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
fixed_t backz = actor->z - (actor->height>>3) * (actor->velz>>16) + (2*actor->height)/3;
fixed_t backx = - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
fixed_t backy = - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
fixed_t backz = - (actor->height>>3) * (actor->velz>>16) + (2*actor->height)/3;
angle_t an = (moveangle + ANG90) >> ANGLETOFINESHIFT;
int speed;
@ -405,9 +407,13 @@ void P_RunEffect (AActor *actor, int effects)
particle = JitterParticle (3 + (M_Random() & 31));
if (particle) {
fixed_t pathdist = M_Random()<<8;
particle->x = backx - FixedMul(actor->velx, pathdist);
particle->y = backy - FixedMul(actor->vely, pathdist);
particle->z = backz - FixedMul(actor->velz, pathdist);
fixedvec3 pos = actor->Vec3Offset(
backx - FixedMul(actor->velx, pathdist),
backy - FixedMul(actor->vely, pathdist),
backz - FixedMul(actor->velz, pathdist));
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
speed = (M_Random () - 128) * (FRACUNIT/200);
particle->velx += FixedMul (speed, finecosine[an]);
particle->vely += FixedMul (speed, finesine[an]);
@ -420,9 +426,13 @@ void P_RunEffect (AActor *actor, int effects)
particle_t *particle = JitterParticle (3 + (M_Random() & 31));
if (particle) {
fixed_t pathdist = M_Random()<<8;
particle->x = backx - FixedMul(actor->velx, pathdist);
particle->y = backy - FixedMul(actor->vely, pathdist);
particle->z = backz - FixedMul(actor->velz, pathdist) + (M_Random() << 10);
fixedvec3 pos = actor->Vec3Offset(
backx - FixedMul(actor->velx, pathdist),
backy - FixedMul(actor->vely, pathdist),
backz - FixedMul(actor->velz, pathdist) + (M_Random() << 10);
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
speed = (M_Random () - 128) * (FRACUNIT/200);
particle->velx += FixedMul (speed, finecosine[an]);
particle->vely += FixedMul (speed, finesine[an]);
@ -441,10 +451,12 @@ void P_RunEffect (AActor *actor, int effects)
{
// Grenade trail
P_DrawSplash2 (6,
actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
actor->z - (actor->height>>3) * (actor->velz>>16) + (2*actor->height)/3,
fixedvec3 pos = actor->Vec3Offset(
-FixedMul(finecosine[(moveangle) >> ANGLETOFINESHIFT], actor->radius * 2),
-FixedMul(finesine[(moveangle) >> ANGLETOFINESHIFT], actor->radius * 2),
-(actor->height >> 3) * (actor->velz >> 16) + (2 * actor->height) / 3);
P_DrawSplash2 (6, pos.x, pos.y, pos.z,
moveangle + ANG180, 2, 2);
}
if (effects & FX_FOUNTAINMASK)
@ -476,10 +488,11 @@ void P_RunEffect (AActor *actor, int effects)
if (particle != NULL)
{
angle_t ang = M_Random () << (32-ANGLETOFINESHIFT-8);
particle->x = actor->x + FixedMul (actor->radius, finecosine[ang]);
particle->y = actor->y + FixedMul (actor->radius, finesine[ang]);
fixedvec3 pos = actor->Vec3Offset(FixedMul (actor->radius, finecosine[ang]), FixedMul (actor->radius, finesine[ang]), 0);
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
particle->color = *protectColors[M_Random() & 1];
particle->z = actor->z;
particle->velz = FRACUNIT;
particle->accz = M_Random () << 7;
particle->size = 1;
@ -832,9 +845,13 @@ void P_DisconnectEffect (AActor *actor)
if (!p)
break;
p->x = actor->x + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
p->y = actor->y + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
p->z = actor->z + (M_Random()<<8) * (actor->height>>FRACBITS);
fixedvec3 pos = actor->Vec3Offset(
((M_Random()-128)<<9) * (actor->radius>>FRACBITS),
((M_Random()-128)<<9) * (actor->radius>>FRACBITS),
(M_Random()<<8) * (actor->height>>FRACBITS));
p->x = pos.x;
p->y = pos.y;
p->z = pos.z;
p->accz -= FRACUNIT/4096;
p->color = M_Random() < 128 ? maroon1 : maroon2;
p->size = 4;

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@ -585,7 +585,7 @@ sector_t *AActor::LinkToWorldForMapThing ()
return ssec->sector;
}
void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz)
void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
{
UnlinkFromWorld ();
x = ix;