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166 lines
3.7 KiB
C++
166 lines
3.7 KiB
C++
#pragma once
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#include "actor.h"
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#include "r_defs.h"
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#include "g_levellocals.h"
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#include "d_player.h"
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// These depend on both actor.h and r_defs.h so they cannot be in either file without creating a circular dependency.
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inline DVector3 AActor::PosRelative(int portalgroup) const
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{
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, portalgroup);
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}
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inline DVector3 AActor::PosRelative(const AActor *other) const
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{
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
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}
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inline DVector3 AActor::PosRelative(sector_t *sec) const
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{
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
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}
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inline DVector3 AActor::PosRelative(const line_t *line) const
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{
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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}
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/*
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inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
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{
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return pos + Level->Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
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}
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*/
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inline void AActor::ClearInterpolation()
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{
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Prev = Pos();
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PrevAngles = Angles;
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if (Sector) PrevPortalGroup = Sector->PortalGroup;
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else PrevPortalGroup = 0;
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}
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inline double secplane_t::ZatPoint(const AActor *ac) const
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{
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return (D + normal.X*ac->X() + normal.Y*ac->Y()) * negiC;
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}
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inline double sector_t::HighestCeilingAt(AActor *a, sector_t **resultsec)
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{
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return ::HighestCeilingAt(this, a->X(), a->Y(), resultsec);
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}
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inline double sector_t::LowestFloorAt(AActor *a, sector_t **resultsec)
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{
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return ::LowestFloorAt(this, a->X(), a->Y(), resultsec);
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}
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inline double AActor::GetBobOffset(double ticfrac) const
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{
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if (!(flags2 & MF2_FLOATBOB))
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{
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return 0;
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}
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return BobSin(FloatBobPhase + Level->maptime + ticfrac) * FloatBobStrength;
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}
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inline double AActor::GetCameraHeight() const
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{
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return CameraHeight == INT_MIN ? Height / 2 : CameraHeight;
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}
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inline FDropItem *AActor::GetDropItems() const
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{
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return GetInfo()->DropItems;
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}
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inline double AActor::GetGravity() const
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{
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if (flags & MF_NOGRAVITY) return 0;
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return Level->gravity * Sector->gravity * Gravity * 0.00125;
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}
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inline double AActor::AttackOffset(double offset)
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{
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if (player != NULL)
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{
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return (FloatVar(NAME_AttackZOffset) + offset) * player->crouchfactor;
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}
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else
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{
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return 8 + offset;
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}
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}
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class FActorIterator
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{
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public:
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FActorIterator (FLevelLocals *l, int i) : Level(l), base (nullptr), id (i)
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{
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}
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FActorIterator (int i, AActor *start) : Level(start->Level), base (start), id (i)
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{
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}
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AActor *Next ()
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{
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if (id == 0)
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return nullptr;
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if (!base)
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base = Level->TIDHash[id & 127];
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else
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base = base->inext;
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while (base && base->tid != id)
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base = base->inext;
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return base;
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}
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void Reinit()
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{
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base = nullptr;
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}
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private:
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FLevelLocals *Level;
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AActor *base;
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int id;
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};
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template<class T>
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class TActorIterator : public FActorIterator
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{
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public:
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TActorIterator (FLevelLocals *Level, int id) : FActorIterator (Level, id) {}
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T *Next ()
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{
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AActor *actor;
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do
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{
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actor = FActorIterator::Next ();
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} while (actor && !actor->IsKindOf (RUNTIME_CLASS(T)));
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return static_cast<T *>(actor);
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}
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};
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class NActorIterator : public FActorIterator
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{
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const PClass *type;
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public:
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NActorIterator (FLevelLocals *Level, const PClass *cls, int id) : FActorIterator (Level, id) { type = cls; }
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NActorIterator (FLevelLocals *Level, FName cls, int id) : FActorIterator (Level, id) { type = PClass::FindClass(cls); }
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NActorIterator (FLevelLocals *Level, const char *cls, int id) : FActorIterator (Level, id) { type = PClass::FindClass(cls); }
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AActor *Next ()
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{
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AActor *actor;
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if (type == NULL) return NULL;
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do
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{
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actor = FActorIterator::Next ();
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} while (actor && !actor->IsKindOf (type));
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return actor;
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}
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};
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