From 2c0f64cf9fa06834cb10522e7399b950de486e19 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 10 Jan 2016 20:46:26 +0100 Subject: [PATCH] - refactoring of R_PointToAngle2 when used to calculate direction between two actors. --- src/actor.h | 22 ++++++++++++++++- src/b_func.cpp | 11 ++++----- src/b_move.cpp | 2 +- src/b_think.cpp | 8 +++---- src/fragglescript/t_func.cpp | 4 ++-- src/g_doom/a_doomweaps.cpp | 8 ++----- src/g_doom/a_revenant.cpp | 2 +- src/g_doom/a_scriptedmarine.cpp | 5 ++-- src/g_heretic/a_chicken.cpp | 6 ++--- src/g_heretic/a_hereticweaps.cpp | 12 ++++------ src/g_hexen/a_blastradius.cpp | 4 ++-- src/g_hexen/a_clericholy.cpp | 3 +-- src/g_hexen/a_clericstaff.cpp | 4 ++-- src/g_hexen/a_dragon.cpp | 12 ++++------ src/g_hexen/a_fighterplayer.cpp | 2 +- src/g_hexen/a_firedemon.cpp | 2 +- src/g_hexen/a_flies.cpp | 2 +- src/g_hexen/a_hexenspecialdecs.cpp | 3 +-- src/g_hexen/a_korax.cpp | 2 +- src/g_hexen/a_magelightning.cpp | 2 +- src/g_raven/a_minotaur.cpp | 2 +- src/g_shared/sbar_mugshot.cpp | 2 +- src/g_strife/a_strifeweapons.cpp | 5 +--- src/p_conversation.cpp | 2 +- src/p_enemy.cpp | 18 +++++--------- src/p_interaction.cpp | 2 +- src/p_map.cpp | 6 ++--- src/p_mobj.cpp | 11 ++++----- src/p_spec.cpp | 2 +- src/p_things.cpp | 3 ++- src/thingdef/thingdef_codeptr.cpp | 38 ++++++++---------------------- 31 files changed, 92 insertions(+), 115 deletions(-) diff --git a/src/actor.h b/src/actor.h index 0cd87ec52..114dd1179 100644 --- a/src/actor.h +++ b/src/actor.h @@ -612,7 +612,7 @@ extern FDropItemPtrArray DropItemList; void FreeDropItemChain(FDropItem *chain); int StoreDropItemChain(FDropItem *chain); fixed_t P_AproxDistance (fixed_t dx, fixed_t dy); // since we cannot include p_local here... - +angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2); // same reason here with r_defs.h // Map Object definition. @@ -889,6 +889,26 @@ public: 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(x, y, other->x, other->y); + } + + angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const + { + 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(x, y, otherx, othery); + } + + fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false) + { + return R_PointToAngle2(myx, myy, other->x, other->y); + } + inline void SetFriendPlayer(player_t *player); bool IsVisibleToPlayer() const; diff --git a/src/b_func.cpp b/src/b_func.cpp index 87b1e5416..9594d29d8 100644 --- a/src/b_func.cpp +++ b/src/b_func.cpp @@ -123,7 +123,7 @@ bool DBot::Check_LOS (AActor *to, angle_t vangle) if (vangle == 0) return false; //Looker seems to be blind. - return absangle(R_PointToAngle2 (player->mo->x, player->mo->y, to->x, to->y) - player->mo->angle) <= vangle/2; + return absangle(player->mo->AngleTo(to) - player->mo->angle) <= vangle/2; } //------------------------------------- @@ -220,14 +220,14 @@ shootmissile: dist = player->mo->AproxDistance (enemy); m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed; bglobal.SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1); - angle = R_PointToAngle2 (player->mo->x, player->mo->y, bglobal.body1->x, bglobal.body1->y); + angle = player->mo->AngleTo(bglobal.body1); if (Check_LOS (enemy, SHOOTFOV)) no_fire = false; } else { //Other weapons, mostly instant hit stuff. - angle = R_PointToAngle2 (player->mo->x, player->mo->y, enemy->x, enemy->y); + angle = player->mo->AngleTo(enemy); aiming_penalty = 0; if (enemy->flags & MF_SHADOW) aiming_penalty += (pr_botdofire()%25)+10; @@ -263,7 +263,6 @@ shootmissile: cmd->ucmd.buttons |= BT_ATTACK; } //Prevents bot from jerking, when firing automatic things with low skill. - //player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->enemy->x, player->enemy->y); } bool FCajunMaster::IsLeader (player_t *player) @@ -518,7 +517,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd) { if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST) { - ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y); + ang = actor->AngleTo(bglobal.body1); return ang; } } @@ -528,7 +527,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd) { if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST) { - ang = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y); + ang = player->mo->AngleTo(enemy); return ang; } } diff --git a/src/b_move.cpp b/src/b_move.cpp index c608c5d03..5cacd5664 100644 --- a/src/b_move.cpp +++ b/src/b_move.cpp @@ -35,7 +35,7 @@ void DBot::Roam (ticcmd_t *cmd) if (Reachable(dest)) { // Straight towards it. - angle = R_PointToAngle2(player->mo->x, player->mo->y, dest->x, dest->y); + angle = player->mo->AngleTo(dest); } else if (player->mo->movedir < 8) // turn towards movement direction if not there yet { diff --git a/src/b_think.cpp b/src/b_think.cpp index 73c5066ab..ced5b4b4e 100644 --- a/src/b_think.cpp +++ b/src/b_think.cpp @@ -99,7 +99,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd) if (missile && (player->mo->AproxDistance(missile)mo->x, player->mo->y, missile->x, missile->y); + angle = player->mo->AngleTo(missile); cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN; cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best. @@ -165,7 +165,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd) sleft = !sleft; } - angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y); + angle = player->mo->AngleTo(enemy); if (player->ReadyWeapon == NULL || player->mo->AproxDistance(enemy) > @@ -206,7 +206,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd) goto roam; } - angle = R_PointToAngle2(player->mo->x, player->mo->y, mate->x, mate->y); + angle = player->mo->AngleTo(mate); matedist = player->mo->AproxDistance(mate); if (matedist > (FRIEND_DIST*2)) @@ -241,7 +241,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd) (pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy. else //hide while t_fight, but keep view at enemy. - angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y); + angle = player->mo->AngleTo(enemy); } //Just a monster, so kill it. else dest = enemy; diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index fdf904764..ceabc9ce5 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -3145,8 +3145,8 @@ void FParser::SF_MoveCamera(void) } // set step variables based on distance and speed - mobjangle = R_PointToAngle2(cam->x, cam->y, target->x, target->y); - xydist = R_PointToDist2(target->x - cam->x, target->y - cam->y); + mobjangle = cam->AngleTo(target); + xydist = cam->Distance2D(target); xstep = FixedMul(finecosine[mobjangle >> ANGLETOFINESHIFT], movespeed); ystep = FixedMul(finesine[mobjangle >> ANGLETOFINESHIFT], movespeed); diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp index 899f1f7d5..79dd6253f 100644 --- a/src/g_doom/a_doomweaps.cpp +++ b/src/g_doom/a_doomweaps.cpp @@ -59,10 +59,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch) if (linetarget) { S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); - self->angle = R_PointToAngle2 (self->x, - self->y, - linetarget->x, - linetarget->y); + self->angle = self->AngleTo(linetarget); } } @@ -218,8 +215,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) // turn to face target if (!(Flags & SF_NOTURN)) { - angle = R_PointToAngle2(self->x, self->y, - linetarget->x, linetarget->y); + angle = self->AngleTo(linetarget); if (angle - self->angle > ANG180) { if (angle - self->angle < (angle_t)(-ANG90 / 20)) diff --git a/src/g_doom/a_revenant.cpp b/src/g_doom/a_revenant.cpp index 90c6e0a51..06fdfa6aa 100644 --- a/src/g_doom/a_revenant.cpp +++ b/src/g_doom/a_revenant.cpp @@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer) return; // change angle - exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y); + exact = self->AngleTo(dest); if (exact != self->angle) { diff --git a/src/g_doom/a_scriptedmarine.cpp b/src/g_doom/a_scriptedmarine.cpp index be39b545b..6e75d80e6 100644 --- a/src/g_doom/a_scriptedmarine.cpp +++ b/src/g_doom/a_scriptedmarine.cpp @@ -276,7 +276,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw) S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM); // turn to face target - angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); + angle = self->AngleTo(linetarget); if (angle - self->angle > ANG180) { if (angle - self->angle < (angle_t)(-ANG90/20)) @@ -326,7 +326,8 @@ static void MarinePunch(AActor *self, int damagemul) if (linetarget) { S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); - self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); + self->angle = self->AngleTo(linetarget); + } } diff --git a/src/g_heretic/a_chicken.cpp b/src/g_heretic/a_chicken.cpp index 082774a3d..f4ad4c211 100644 --- a/src/g_heretic/a_chicken.cpp +++ b/src/g_heretic/a_chicken.cpp @@ -178,8 +178,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1) P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &linetarget); if (linetarget) { - player->mo->angle = R_PointToAngle2 (player->mo->x, - player->mo->y, linetarget->x, linetarget->y); + player->mo->angle = player->mo->AngleTo(linetarget); } P_PlayPeck (player->mo); player->chickenPeck = 12; @@ -211,8 +210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2) P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &linetarget); if (linetarget) { - player->mo->angle = R_PointToAngle2 (player->mo->x, - player->mo->y, linetarget->x, linetarget->y); + player->mo->angle = player->mo->AngleTo(linetarget); } P_PlayPeck (player->mo); player->chickenPeck = 12; diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp index afc4f6007..711bbd960 100644 --- a/src/g_heretic/a_hereticweaps.cpp +++ b/src/g_heretic/a_hereticweaps.cpp @@ -90,8 +90,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack) { //S_StartSound(player->mo, sfx_stfhit); // turn to face target - self->angle = R_PointToAngle2 (self->x, - self->y, linetarget->x, linetarget->y); + self->angle = self->AngleTo(linetarget); } } @@ -307,8 +306,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack) S_Sound (self, CHAN_AUTO, "weapons/gauntletshit", 1, ATTN_NORM); } // turn to face target - angle = R_PointToAngle2 (self->x, self->y, - linetarget->x, linetarget->y); + angle = self->AngleTo(linetarget); if (angle-self->angle > ANG180) { if ((int)(angle-self->angle) < -ANG90/20) @@ -648,8 +646,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) } else { // Seek - angle = R_PointToAngle2(self->x, self->y, - target->x, target->y); + self->angle = self->AngleTo(target); newAngle = true; } } @@ -662,8 +659,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) if (linetarget && self->target != linetarget) { self->tracer = linetarget; - angle = R_PointToAngle2 (self->x, self->y, - linetarget->x, linetarget->y); + angle = self->AngleTo(linetarget); newAngle = true; break; } diff --git a/src/g_hexen/a_blastradius.cpp b/src/g_hexen/a_blastradius.cpp index 53ce08b50..c7fb17fef 100644 --- a/src/g_hexen/a_blastradius.cpp +++ b/src/g_hexen/a_blastradius.cpp @@ -33,13 +33,13 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner return; } - angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y); + angle = Owner->AngleTo(victim); angle >>= ANGLETOFINESHIFT; victim->velx = FixedMul (speed, finecosine[angle]); victim->vely = FixedMul (speed, finesine[angle]); // Spawn blast puff - ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y); + ang = victim->AngleTo(Owner); ang >>= ANGLETOFINESHIFT; x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]); y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]); diff --git a/src/g_hexen/a_clericholy.cpp b/src/g_hexen/a_clericholy.cpp index 73ffeac88..39fee109d 100644 --- a/src/g_hexen/a_clericholy.cpp +++ b/src/g_hexen/a_clericholy.cpp @@ -262,8 +262,7 @@ static void CHolyTailFollow (AActor *actor, fixed_t dist) child = actor->tracer; if (child) { - an = R_PointToAngle2(actor->x, actor->y, child->x, - child->y)>>ANGLETOFINESHIFT; + an = actor->AngleTo(child) >> ANGLETOFINESHIFT; oldDistance = child->AproxDistance (actor); if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]), actor->y+FixedMul(dist, finesine[an]), true)) diff --git a/src/g_hexen/a_clericstaff.cpp b/src/g_hexen/a_clericstaff.cpp index b397fc12b..eeda968fa 100644 --- a/src/g_hexen/a_clericstaff.cpp +++ b/src/g_hexen/a_clericstaff.cpp @@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"), false, &linetarget); if (linetarget != NULL) { - pmo->angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); + pmo->angle = pmo->AngleTo(linetarget); if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER) && (!(linetarget->flags2&(MF2_DORMANT|MF2_INVULNERABLE)))) { @@ -103,7 +103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"), false, &linetarget); if (linetarget != NULL) { - pmo->angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); + pmo->angle = pmo->AngleTo(linetarget); if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER) { newLife = player->health+(damage>>4); diff --git a/src/g_hexen/a_dragon.cpp b/src/g_hexen/a_dragon.cpp index 5b18c0d57..d33e7b07b 100644 --- a/src/g_hexen/a_dragon.cpp +++ b/src/g_hexen/a_dragon.cpp @@ -73,8 +73,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax) { // attack the destination mobj if it's attackable AActor *oldTarget; - if (absangle(actor->angle-R_PointToAngle2(actor->x, actor->y, - target->x, target->y)) < ANGLE_45/2) + if (absangle(actor->angle - actor->AngleTo(target)) < ANGLE_45/2) { oldTarget = actor->target; actor->target = target; @@ -99,8 +98,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax) { AActor *bestActor = NULL; bestAngle = ANGLE_MAX; - angleToTarget = R_PointToAngle2(actor->x, actor->y, - actor->target->x, actor->target->y); + angleToTarget = actor->AngleTo(actor->target); for (i = 0; i < 5; i++) { if (!target->args[i]) @@ -113,8 +111,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax) { continue; } - angleToSpot = R_PointToAngle2(actor->x, actor->y, - mo->x, mo->y); + angleToSpot = actor->AngleTo(mo); if (absangle(angleToSpot-angleToTarget) < bestAngle) { bestAngle = absangle(angleToSpot-angleToTarget); @@ -190,8 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight) self->target = NULL; return; } - angle = R_PointToAngle2(self->x, self->y, self->target->x, - self->target->y); + angle = self->AngleTo(self->target); if (absangle(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange()) { int damage = pr_dragonflight.HitDice (8); diff --git a/src/g_hexen/a_fighterplayer.cpp b/src/g_hexen/a_fighterplayer.cpp index 5df183901..82cb8bd05 100644 --- a/src/g_hexen/a_fighterplayer.cpp +++ b/src/g_hexen/a_fighterplayer.cpp @@ -30,7 +30,7 @@ void AdjustPlayerAngle (AActor *pmo, AActor *linetarget) angle_t angle; int difference; - angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); + angle = pmo->AngleTo(linetarget); difference = (int)angle - (int)pmo->angle; if (abs(difference) > MAX_ANGLE_ADJUST) { diff --git a/src/g_hexen/a_firedemon.cpp b/src/g_hexen/a_firedemon.cpp index b1cfafc0c..c003dc21d 100644 --- a/src/g_hexen/a_firedemon.cpp +++ b/src/g_hexen/a_firedemon.cpp @@ -163,7 +163,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase) { if (pr_firedemonchase() < 30) { - ang = R_PointToAngle2 (self->x, self->y, target->x, target->y); + ang = self->AngleTo(target); if (pr_firedemonchase() < 128) ang += ANGLE_90; else diff --git a/src/g_hexen/a_flies.cpp b/src/g_hexen/a_flies.cpp index 3c677d5cb..683cbebe1 100644 --- a/src/g_hexen/a_flies.cpp +++ b/src/g_hexen/a_flies.cpp @@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz) return; } - angle_t ang = R_PointToAngle2(self->x, self->y, targ->x, targ->y); + angle_t ang = self->AngleTo(targ); self->angle = ang; self->args[0]++; ang >>= ANGLETOFINESHIFT; diff --git a/src/g_hexen/a_hexenspecialdecs.cpp b/src/g_hexen/a_hexenspecialdecs.cpp index 9d0c098fe..ad10a464c 100644 --- a/src/g_hexen/a_hexenspecialdecs.cpp +++ b/src/g_hexen/a_hexenspecialdecs.cpp @@ -109,8 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck) if (playeringame[i]) { AActor *pmo = players[i].mo; - if (P_CheckSight (self, pmo) && (absangle(R_PointToAngle2 (pmo->x, - pmo->y, self->x, self->y) - pmo->angle) <= ANGLE_45)) + if (P_CheckSight (self, pmo) && (absangle(pmo->AngleTo(self) - pmo->angle) <= ANGLE_45)) { // Previous state (pottery bit waiting state) self->SetState (self->state - 1); return; diff --git a/src/g_hexen/a_korax.cpp b/src/g_hexen/a_korax.cpp index ca849dd97..a941f1a65 100644 --- a/src/g_hexen/a_korax.cpp +++ b/src/g_hexen/a_korax.cpp @@ -485,7 +485,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z, z -= source->floorclip; th = Spawn (type, x, y, z, ALLOW_REPLACE); th->target = source; // Originator - an = R_PointToAngle2(x, y, dest->x, dest->y); + an = source->AngleXYTo(x, y, dest); if (dest->flags & MF_SHADOW) { // Invisible target an += pr_kmissile.Random2()<<21; diff --git a/src/g_hexen/a_magelightning.cpp b/src/g_hexen/a_magelightning.cpp index 9953cf1d0..a13e3a274 100644 --- a/src/g_hexen/a_magelightning.cpp +++ b/src/g_hexen/a_magelightning.cpp @@ -190,7 +190,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip) } else { - self->angle = R_PointToAngle2(self->x, self->y, target->x, target->y); + self->angle = self->AngleTo(target); self->velx = 0; self->vely = 0; P_ThrustMobj (self, self->angle, self->Speed>>1); diff --git a/src/g_raven/a_minotaur.cpp b/src/g_raven/a_minotaur.cpp index c0095226e..c2348a9e3 100644 --- a/src/g_raven/a_minotaur.cpp +++ b/src/g_raven/a_minotaur.cpp @@ -390,7 +390,7 @@ void P_MinotaurSlam (AActor *source, AActor *target) fixed_t thrust; int damage; - angle = R_PointToAngle2 (source->x, source->y, target->x, target->y); + angle = source->AngleTo(target); angle >>= ANGLETOFINESHIFT; thrust = 16*FRACUNIT+(pr_minotaurslam()<<10); target->velx += FixedMul (thrust, finecosine[angle]); diff --git a/src/g_shared/sbar_mugshot.cpp b/src/g_shared/sbar_mugshot.cpp index b8f419ef0..ea1c8528e 100644 --- a/src/g_shared/sbar_mugshot.cpp +++ b/src/g_shared/sbar_mugshot.cpp @@ -366,7 +366,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags) if (player->mo != NULL) { // The next 12 lines are from the Doom statusbar code. - badguyangle = R_PointToAngle2(player->mo->x, player->mo->y, player->attacker->x, player->attacker->y); + badguyangle = player->mo->AngleTo(player->attacker); if (badguyangle > player->mo->angle) { // whether right or left diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index a41058492..f5d4a3576 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -118,10 +118,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger) S_Sound (self, CHAN_WEAPON, linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit", 1, ATTN_NORM); - self->angle = R_PointToAngle2 (self->x, - self->y, - linetarget->x, - linetarget->y); + self->angle = self->AngleTo(linetarget); self->flags |= MF_JUSTATTACKED; P_DaggerAlert (self, linetarget); } diff --git a/src/p_conversation.cpp b/src/p_conversation.cpp index 85edc53ab..db5fd400c 100644 --- a/src/p_conversation.cpp +++ b/src/p_conversation.cpp @@ -1117,7 +1117,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang if (facetalker) { A_FaceTarget (npc); - pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y); + pc->angle = pc->AngleTo(npc); } if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS)) { diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 489fb107d..7b7e27b2e 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -392,7 +392,7 @@ bool P_HitFriend(AActor * self) if (self->flags&MF_FRIENDLY && self->target != NULL) { - angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); + angle_t angle = self->AngleTo(self->target); fixed_t dist = self->AproxDistance (self->target); P_AimLineAttack (self, angle, dist, &linetarget, 0, true); if (linetarget != NULL && linetarget != self->target) @@ -1160,7 +1160,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams if (fov && fov < ANGLE_MAX) { - angle_t an = R_PointToAngle2 (lookee->x, lookee->y, other->x, other->y) - lookee->angle; + angle_t an = lookee->AngleTo(other) - lookee->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { @@ -2389,7 +2389,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi { if (pr_chase() < 100) { - angle_t ang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + angle_t ang = actor->AngleTo(actor->target); if (pr_chase() < 128) ang += ANGLE_90; else ang -= ANGLE_90; actor->velx = 13 * finecosine[ang>>ANGLETOFINESHIFT]; @@ -2743,7 +2743,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a self->flags &= ~MF_AMBUSH; - angle_t other_angle = R_PointToAngle2 (self->x, self->y, other->x, other->y); + angle_t other_angle = self->AngleTo(other); // 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms. // It also means that there is no need to check for going past the other. @@ -2916,10 +2916,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail) self->flags &= ~MF_AMBUSH; - self->angle = R_PointToAngle2 (self->x, - self->y, - self->target->x, - self->target->y); + self->angle = self->AngleTo(self->target); self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, self->target); if (linetarget == NULL) @@ -2932,10 +2929,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail) } // Let the aim trail behind the player - self->angle = R_PointToAngle2 (self->x, - self->y, - self->target->x - self->target->velx * 3, - self->target->y - self->target->vely * 3); + self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3); if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE)) { diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index b2e27adc8..240a77378 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1164,7 +1164,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } else { - ang = R_PointToAngle2 (origin->x, origin->y, target->x, target->y); + ang = origin->AngleTo(target); } // Calculate this as float to avoid overflows so that the diff --git a/src/p_map.cpp b/src/p_map.cpp index 58b4d2c1a..3381f763f 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -3066,7 +3066,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop) if (!ontop) { fixed_t speed; - angle_t angle = R_PointToAngle2(BlockingMobj->x,BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce() % 16) - 8); + angle_t angle = BlockingMobj->AngleTo(mo) + ANGLE_1*((pr_bounce() % 16) - 8); speed = P_AproxDistance(mo->velx, mo->vely); speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent mo->angle = angle; @@ -4084,7 +4084,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile) pitch = 0; } P_TraceBleed(damage, target->x, target->y, target->z + target->height / 2, - target, R_PointToAngle2(missile->x, missile->y, target->x, target->y), + target, missile->AngleTo(target), pitch); } @@ -4853,7 +4853,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo { velz *= 0.8f; } - angle_t ang = R_PointToAngle2(bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT; + angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT; thing->velx += fixed_t(finecosine[ang] * thrust); thing->vely += fixed_t(finesine[ang] * thrust); if (!(flags & RADF_NODAMAGE)) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 3eeb7c71a..750cc18fb 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1556,7 +1556,7 @@ int P_FaceMobj (AActor *source, AActor *target, angle_t *delta) angle_t angle2; angle1 = source->angle; - angle2 = R_PointToAngle2 (source->x, source->y, target->x, target->y); + angle2 = source->AngleTo(target); if (angle2 > angle1) { diff = angle2 - angle1; @@ -2019,7 +2019,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) // Don't change the angle if there's THRUREFLECT on the monster. if (!(BlockingMobj->flags7 & MF7_THRUREFLECT)) { - angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y); + angle = BlockingMobj->AngleTo(mo); bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle)); // Change angle for deflection/reflection @@ -3088,8 +3088,7 @@ bool AActor::IsOkayToAttack (AActor *link) // to only allow the check to succeed if the enemy was in a ~84� FOV of the player if (flags3 & MF3_SCREENSEEKER) { - angle_t angle = R_PointToAngle2(Friend->x, - Friend->y, link->x, link->y) - Friend->angle; + angle_t angle = Friend->AngleTo(link) - Friend->angle; angle >>= 24; if (angle>226 || angle<30) { @@ -5035,7 +5034,7 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t puff->target = source; - if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y); + if (source != NULL) puff->angle = puff->AngleTo(source); // If a puff has a crash state and an actor was not hit, // it will enter the crash state. This is used by the StrifeSpark @@ -5782,7 +5781,7 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const P_PlaySpawnSound(th, source); th->target = owner; // record missile's originator - th->angle = an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y); + th->angle = an = source->AngleTo(dest); an >>= ANGLETOFINESHIFT; th->velx = FixedMul (th->Speed, finecosine[an]); th->vely = FixedMul (th->Speed, finesine[an]); diff --git a/src/p_spec.cpp b/src/p_spec.cpp index b7bc9a7b0..698cf4f72 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -2233,7 +2233,7 @@ void DPusher::Tick () if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY))) { - angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy); + angle_t pushangle = thing->AngleTo(sx, sy); if (m_Source->GetClass()->TypeName == NAME_PointPusher) pushangle += ANG180; // away pushangle >>= ANGLETOFINESHIFT; diff --git a/src/p_things.cpp b/src/p_things.cpp index 7e38a3c68..631f1be5e 100644 --- a/src/p_things.cpp +++ b/src/p_things.cpp @@ -304,7 +304,8 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam } else { -nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y); +nolead: + mobj->angle = mobj->AngleTo(targ); aim.Resize (fspeed); mobj->velx = fixed_t(aim[0]); mobj->vely = fixed_t(aim[1]); diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 864641b0d..b6575ee19 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1487,10 +1487,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) if (!(flags & CPF_NOTURN)) { // turn to face target - self->angle = R_PointToAngle2 (self->x, - self->y, - linetarget->x, - linetarget->y); + self->angle = self->AngleTo(linetarget); } if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; @@ -1614,10 +1611,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) if (aim) { - self->angle = R_PointToAngle2 (self->x, - self->y, - self->target->x, - self->target->y); + self->angle = self->AngleTo(self->target); } self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL); if (linetarget == NULL && aim) @@ -1631,9 +1625,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) // Let the aim trail behind the player if (aim) { - saved_angle = self->angle = R_PointToAngle2 (self->x, self->y, - self->target->x - self->target->velx * 3, - self->target->y - self->target->vely * 3); + saved_angle = self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3); if (aim == CRF_AIMDIRECT) { @@ -1642,9 +1634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) self->x += Spawnofs_XY * finecosine[self->angle]; self->y += Spawnofs_XY * finesine[self->angle]; Spawnofs_XY = 0; - self->angle = R_PointToAngle2 (self->x, self->y, - self->target->x - self->target->velx * 3, - self->target->y - self->target->vely * 3); + self->angle = self->AngleTo(self->target,- self->target->velx * 3, -self->target->vely * 3); } if (self->target->flags & MF_SHADOW) @@ -3357,7 +3347,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) { ang = self->angle; } - else ang = R_PointToAngle2 (x1, y1, target->x, target->y); + else ang = self->AngleTo (target); angle += ang; @@ -3576,11 +3566,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) if (fov && (fov < ANGLE_MAX)) { - an = R_PointToAngle2 (viewport->x, - viewport->y, - target->x, - target->y) - - viewport->angle; + an = viewport->AngleTo(target) - viewport->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { @@ -3654,11 +3640,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) if (fov && (fov < ANGLE_MAX)) { - an = R_PointToAngle2 (target->x, - target->y, - self->x, - self->y) - - target->angle; + an = target->AngleTo(self) - target->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { @@ -4588,7 +4570,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) // Target can dodge if it can see enemy - angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle; + angle_t angle = self->target->AngleTo(self) - self->target->angle; angle >>= 24; bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30)); @@ -4627,7 +4609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) dx = self->target->x; dy = self->target->y; dz = self->target->z + (self->target->height>>1); - angle = R_PointToAngle2(dx, dy, self->x, self->y); + angle = self->target->AngleTo(self); dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]); dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]); @@ -4662,7 +4644,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) if (spawnblood) { P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target); - P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0); + P_TraceBleed(newdam > 0 ? newdam : damage, self->target, self->AngleTo(dx, dy, self->target), 0); } } }