mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts: src/actor.h
This commit is contained in:
commit
3f34083e88
30 changed files with 417 additions and 279 deletions
100
src/actor.h
100
src/actor.h
|
@ -588,6 +588,36 @@ enum
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AMETA_BloodType3, // AxeBlood replacement type
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};
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struct fixedvec3
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{
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fixed_t x, y, z;
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operator FVector3()
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{
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return FVector3(FIXED2FLOAT(x), FIXED2FLOAT(y), FIXED2FLOAT(z));
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}
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operator TVector3<double>()
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{
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return TVector3<double>(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z));
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}
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};
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struct fixedvec2
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{
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fixed_t x, y;
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operator FVector2()
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{
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return FVector2(FIXED2FLOAT(x), FIXED2FLOAT(y));
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}
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operator TVector2<double>()
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{
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return TVector2<double>(FIXED2DBL(x), FIXED2DBL(y));
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}
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};
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struct FDropItem
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{
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FName Name;
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|
@ -909,6 +939,35 @@ public:
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return R_PointToAngle2(myx, myy, other->x, other->y);
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}
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fixedvec2 Vec2To(AActor *other) const
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{
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fixedvec2 ret = { other->x - x, other->y - y };
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return ret;
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}
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fixedvec3 Vec3To(AActor *other) const
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{
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fixedvec3 ret = { other->x - x, other->y - y, other->z - z };
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return ret;
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}
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fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy) const
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{
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fixedvec2 ret = { x + dx, y + dy };
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return ret;
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}
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fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz) const
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{
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fixedvec3 ret = { x + dx, y + dy, z + dz };
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return ret;
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}
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void Move(fixed_t dx, fixed_t dy, fixed_t dz)
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{
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SetOrigin(x + dx, y + dy, z + dz, true);
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}
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inline void SetFriendPlayer(player_t *player);
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bool IsVisibleToPlayer() const;
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@ -1126,7 +1185,7 @@ public:
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void LinkToWorld (sector_t *sector);
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void UnlinkFromWorld ();
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void AdjustFloorClip ();
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z);
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
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bool InStateSequence(FState * newstate, FState * basestate);
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int GetTics(FState * newstate);
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bool SetState (FState *newstate, bool nofunction=false);
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@ -1156,6 +1215,24 @@ public:
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bool HasSpecialDeathStates () const;
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fixed_t X() const
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{
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return x;
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}
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fixed_t Y() const
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{
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return y;
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}
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fixed_t Z() const
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{
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return z;
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}
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void SetZ(fixed_t newz)
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{
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z = newz;
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}
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// begin of GZDoom specific additions
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TArray<TObjPtr<AActor> > dynamiclights;
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void * lightassociations;
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|
@ -1236,15 +1313,36 @@ inline AActor *Spawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, repla
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return AActor::StaticSpawn (type, x, y, z, allowreplacement);
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}
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inline AActor *Spawn (const PClass *type, const fixedvec3 &pos, replace_t allowreplacement)
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{
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return AActor::StaticSpawn (type, pos.x, pos.y, pos.z, allowreplacement);
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}
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AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
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AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
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inline AActor *Spawn (const char *type, const fixedvec3 &pos, replace_t allowreplacement)
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{
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return Spawn (type, pos.x, pos.y, pos.z, allowreplacement);
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}
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inline AActor *Spawn (FName classname, const fixedvec3 &pos, replace_t allowreplacement)
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{
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return Spawn (classname, pos.x, pos.y, pos.z, allowreplacement);
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}
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template<class T>
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inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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{
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return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement));
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}
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template<class T>
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inline T *Spawn (const fixedvec3 &pos, replace_t allowreplacement)
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{
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return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), pos.x, pos.y, pos.z, allowreplacement));
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}
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void PrintMiscActorInfo(AActor * query);
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|
|
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@ -998,8 +998,8 @@ void AM_restoreScaleAndLoc ()
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}
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else
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{
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m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2;
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m_x = (players[consoleplayer].camera->X() >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->Y() >> FRACTOMAPBITS)- m_h/2;
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}
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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@ -1249,8 +1249,8 @@ void AM_initVariables ()
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if (playeringame[pnum])
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break;
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assert(pnum >= 0 && pnum < MAXPLAYERS);
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m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2;
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m_x = (players[pnum].camera->X() >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[pnum].camera->Y() >> FRACTOMAPBITS) - m_h/2;
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AM_changeWindowLoc();
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// for saving & restoring
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@ -1571,25 +1571,25 @@ void AM_doFollowPlayer ()
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fixed_t sx, sy;
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if (players[consoleplayer].camera != NULL &&
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(f_oldloc.x != players[consoleplayer].camera->x ||
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f_oldloc.y != players[consoleplayer].camera->y))
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(f_oldloc.x != players[consoleplayer].camera->X() ||
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f_oldloc.y != players[consoleplayer].camera->Y()))
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{
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m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - m_h/2;
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m_x = (players[consoleplayer].camera->X() >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->Y() >> FRACTOMAPBITS) - m_h/2;
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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// do the parallax parchment scrolling.
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sx = (players[consoleplayer].camera->x - f_oldloc.x) >> FRACTOMAPBITS;
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sy = (f_oldloc.y - players[consoleplayer].camera->y) >> FRACTOMAPBITS;
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sx = (players[consoleplayer].camera->X() - f_oldloc.x) >> FRACTOMAPBITS;
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sy = (f_oldloc.y - players[consoleplayer].camera->Y()) >> FRACTOMAPBITS;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90);
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}
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AM_ScrollParchment (sx, sy);
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f_oldloc.x = players[consoleplayer].camera->x;
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f_oldloc.y = players[consoleplayer].camera->y;
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f_oldloc.x = players[consoleplayer].camera->X();
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f_oldloc.y = players[consoleplayer].camera->Y();
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}
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}
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@ -2612,8 +2612,8 @@ void AM_drawPlayers ()
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mline_t *arrow;
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int numarrowlines;
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pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS;
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pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS;
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pt.x = players[consoleplayer].camera->X() >> FRACTOMAPBITS;
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pt.y = players[consoleplayer].camera->Y() >> FRACTOMAPBITS;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle = ANG90;
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@ -2675,8 +2675,8 @@ void AM_drawPlayers ()
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if (p->mo != NULL)
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{
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pt.x = p->mo->x >> FRACTOMAPBITS;
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pt.y = p->mo->y >> FRACTOMAPBITS;
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pt.x = p->mo->X() >> FRACTOMAPBITS;
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pt.y = p->mo->Y() >> FRACTOMAPBITS;
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angle = p->mo->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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@ -2707,8 +2707,8 @@ void AM_drawKeys ()
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while ((key = it.Next()) != NULL)
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{
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p.x = key->x >> FRACTOMAPBITS;
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p.y = key->y >> FRACTOMAPBITS;
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p.x = key->X() >> FRACTOMAPBITS;
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p.y = key->Y() >> FRACTOMAPBITS;
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angle = key->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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@ -2752,8 +2752,8 @@ void AM_drawThings ()
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{
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
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{
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p.x = t->x >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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p.x = t->X() >> FRACTOMAPBITS;
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p.y = t->Y() >> FRACTOMAPBITS;
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if (am_showthingsprites > 0 && t->sprite > 0)
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{
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@ -2979,7 +2979,7 @@ void AM_drawAuthorMarkers ()
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marked->subsector->flags & SSECF_DRAWN :
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marked->Sector->MoreFlags & SECF_DRAWN)))
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{
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DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
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DrawMarker (tex, marked->X() >> FRACTOMAPBITS, marked->Y() >> FRACTOMAPBITS, 0,
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flip, mark->scaleX, mark->scaleY, mark->Translation,
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mark->alpha, mark->fillcolor, mark->RenderStyle);
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}
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|
|
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@ -30,17 +30,17 @@ bool DBot::Reachable (AActor *rtarget)
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if (player->mo == rtarget)
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return false;
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if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget->x, rtarget->y) -
|
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rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y))
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if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget) -
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rtarget->Sector->floorplane.ZatPoint (rtarget))
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< player->mo->height) //Where rtarget is, player->mo can't be.
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return false;
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|
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sector_t *last_s = player->mo->Sector;
|
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fixed_t last_z = last_s->floorplane.ZatPoint (player->mo->x, player->mo->y);
|
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fixed_t last_z = last_s->floorplane.ZatPoint (player->mo);
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fixed_t estimated_dist = player->mo->AproxDistance(rtarget);
|
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bool reachable = true;
|
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|
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FPathTraverse it(player->mo->x+player->mo->velx, player->mo->y+player->mo->vely, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
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FPathTraverse it(player->mo->X()+player->mo->velx, player->mo->Y()+player->mo->vely, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS);
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intercept_t *in;
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while ((in = it.Next()))
|
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{
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|
@ -96,7 +96,7 @@ bool DBot::Reachable (AActor *rtarget)
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thing = in->d.thing;
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if (thing == player->mo) //Can't reach self in this case.
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continue;
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget) <= (last_z+MAXMOVEHEIGHT)))
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{
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return true;
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||||
}
|
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|
@ -219,7 +219,7 @@ void DBot::Dofire (ticcmd_t *cmd)
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shootmissile:
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
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bglobal.SetBodyAt (enemy->X() + enemy->velx*m*2, enemy->Y() + enemy->vely*m*2, enemy->Z(), 1);
|
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angle = player->mo->AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
|
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no_fire = false;
|
||||
|
@ -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);
|
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body1->SetOrigin (x, y, z, false);
|
||||
}
|
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else
|
||||
{
|
||||
|
@ -438,7 +438,7 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
|
|||
{
|
||||
if (body2)
|
||||
{
|
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body2->SetOrigin (x, y, z);
|
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body2->SetOrigin (x, y, z, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -459,16 +459,13 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
|
|||
//Emulates missile travel. Returns distance travelled.
|
||||
fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
|
||||
{
|
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AActor *th = Spawn ("CajunTrace", source->x, source->y, source->z + 4*8*FRACUNIT, NO_REPLACE);
|
||||
AActor *th = Spawn ("CajunTrace", source->X(), source->Y(), source->Z() + 4*8*FRACUNIT, NO_REPLACE);
|
||||
|
||||
th->target = source; // where it came from
|
||||
|
||||
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 ();
|
||||
|
@ -494,9 +491,9 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
|
|||
AActor *actor;
|
||||
int m;
|
||||
|
||||
bglobal.SetBodyAt (player->mo->x + FixedMul(player->mo->velx, 5*FRACUNIT),
|
||||
player->mo->y + FixedMul(player->mo->vely, 5*FRACUNIT),
|
||||
player->mo->z + (player->mo->height / 2), 2);
|
||||
bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->velx, 5*FRACUNIT),
|
||||
player->mo->Y() + FixedMul(player->mo->vely, 5*FRACUNIT),
|
||||
player->mo->Z() + (player->mo->height / 2), 2);
|
||||
|
||||
actor = bglobal.body2;
|
||||
|
||||
|
@ -506,14 +503,14 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
|
|||
//Predict.
|
||||
m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
|
||||
|
||||
bglobal.SetBodyAt (enemy->x + FixedMul(enemy->velx, (m+2*FRACUNIT)),
|
||||
enemy->y + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
|
||||
bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->velx, (m+2*FRACUNIT)),
|
||||
enemy->Y() + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
|
||||
|
||||
//try the predicted location
|
||||
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
|
||||
{
|
||||
FCheckPosition tm;
|
||||
if (bglobal.SafeCheckPosition (player->mo, actor->x, actor->y, tm))
|
||||
if (bglobal.SafeCheckPosition (player->mo, actor->X(), actor->Y(), tm))
|
||||
{
|
||||
if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
|
||||
{
|
||||
|
|
|
@ -67,8 +67,8 @@ bool DBot::Move (ticcmd_t *cmd)
|
|||
if ((unsigned)player->mo->movedir >= 8)
|
||||
I_Error ("Weird bot movedir!");
|
||||
|
||||
tryx = player->mo->x + 8*xspeed[player->mo->movedir];
|
||||
tryy = player->mo->y + 8*yspeed[player->mo->movedir];
|
||||
tryx = player->mo->X() + 8*xspeed[player->mo->movedir];
|
||||
tryy = player->mo->Y() + 8*yspeed[player->mo->movedir];
|
||||
|
||||
try_ok = bglobal.CleanAhead (player->mo, tryx, tryy, cmd);
|
||||
|
||||
|
@ -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];
|
||||
|
@ -282,7 +278,7 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
|
|||
|
||||
|
||||
if ( !(thing->flags & MF_TELEPORT) &&
|
||||
tm.ceilingz - thing->z < thing->height)
|
||||
tm.ceilingz - thing->Z() < thing->height)
|
||||
return false; // mobj must lower itself to fit
|
||||
|
||||
// jump out of water
|
||||
|
@ -290,7 +286,7 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
|
|||
// maxstep=37*FRACUNIT;
|
||||
|
||||
if ( !(thing->flags & MF_TELEPORT) &&
|
||||
(tm.floorz - thing->z > maxstep ) )
|
||||
(tm.floorz - thing->Z() > maxstep ) )
|
||||
return false; // too big a step up
|
||||
|
||||
|
||||
|
@ -346,7 +342,7 @@ void DBot::Pitch (AActor *target)
|
|||
double aim;
|
||||
double diff;
|
||||
|
||||
diff = target->z - player->mo->z;
|
||||
diff = target->Z() - player->mo->Z();
|
||||
aim = atan(diff / (double)player->mo->AproxDistance(target));
|
||||
player->mo->pitch = -(int)(aim * ANGLE_180/M_PI);
|
||||
}
|
||||
|
|
|
@ -303,8 +303,8 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
if (t_fight<(AFTERTICS/2))
|
||||
player->mo->flags |= MF_DROPOFF;
|
||||
|
||||
oldx = player->mo->x;
|
||||
oldy = player->mo->y;
|
||||
oldx = player->mo->X();
|
||||
oldy = player->mo->Y();
|
||||
}
|
||||
|
||||
//BOT_WhatToGet
|
||||
|
|
|
@ -944,7 +944,7 @@ static void PrintFilteredActorList(const ActorTypeChecker IsActorType, const cha
|
|||
{
|
||||
Printf ("%s at (%d,%d,%d)\n",
|
||||
mo->GetClass()->TypeName.GetChars(),
|
||||
mo->x >> FRACBITS, mo->y >> FRACBITS, mo->z >> FRACBITS);
|
||||
mo->X() >> FRACBITS, mo->Y() >> FRACBITS, mo->Z() >> FRACBITS);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1084,7 +1084,7 @@ CCMD(currentpos)
|
|||
{
|
||||
AActor *mo = players[consoleplayer].mo;
|
||||
Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, lightlevel: %d\n",
|
||||
FIXED2FLOAT(mo->x), FIXED2FLOAT(mo->y), FIXED2FLOAT(mo->z), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
|
||||
FIXED2FLOAT(mo->X()), FIXED2FLOAT(mo->Y()), FIXED2FLOAT(mo->Z()), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
@ -3056,7 +3056,7 @@ bool ADehackedPickup::TryPickup (AActor *&toucher)
|
|||
{
|
||||
return false;
|
||||
}
|
||||
RealPickup = static_cast<AInventory *>(Spawn (type, x, y, z, NO_REPLACE));
|
||||
RealPickup = static_cast<AInventory *>(Spawn (type, X(), Y(), Z(), NO_REPLACE));
|
||||
if (RealPickup != NULL)
|
||||
{
|
||||
// The internally spawned item should never count towards statistics.
|
||||
|
|
|
@ -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)
|
||||
|
@ -2373,8 +2375,8 @@ 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),
|
||||
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->Sector,
|
||||
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo,
|
||||
trace, TRACE_NoSky))
|
||||
|
|
|
@ -1176,7 +1176,7 @@ void G_Ticker ()
|
|||
}
|
||||
if (players[i].mo)
|
||||
{
|
||||
DWORD sum = rngsum + players[i].mo->x + players[i].mo->y + players[i].mo->z
|
||||
DWORD sum = rngsum + players[i].mo->X() + players[i].mo->Y() + players[i].mo->Z()
|
||||
+ players[i].mo->angle + players[i].mo->pitch;
|
||||
sum ^= players[i].health;
|
||||
consistancy[i][buf] = sum;
|
||||
|
@ -1435,13 +1435,13 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
|
|||
if (!players[playernum].mo)
|
||||
{ // first spawn of level, before corpses
|
||||
for (i = 0; i < playernum; i++)
|
||||
if (players[i].mo && players[i].mo->x == x && players[i].mo->y == y)
|
||||
if (players[i].mo && players[i].mo->X() == x && players[i].mo->Y() == y)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
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
|
||||
oldz = players[playernum].mo->Z(); // [RH] Need to save corpse's z-height
|
||||
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;
|
||||
|
||||
|
|
|
@ -1099,7 +1099,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
|
|||
F3DFloor * rover = self->Sector->e->XFloor.ffloors[i];
|
||||
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
if ((foo = rover->bottom.plane->ZatPoint(self->x, self->y)) >= (self->z + self->height))
|
||||
if ((foo = rover->bottom.plane->ZatPoint(self)) >= (self->z + self->height))
|
||||
{
|
||||
self->z = foo + 4*FRACUNIT;
|
||||
self->bouncecount = i;
|
||||
|
|
|
@ -628,7 +628,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
|
|||
{
|
||||
sector_t *sec = self->Sector;
|
||||
|
||||
if (self->z == sec->floorplane.ZatPoint (self->x, self->y))
|
||||
if (self->z == sec->floorplane.ZatPoint(self))
|
||||
{
|
||||
if (sec->special == Damage_InstantDeath)
|
||||
{
|
||||
|
|
|
@ -580,7 +580,7 @@ void GiveSpawner (player_t *player, const PClass *type, int amount)
|
|||
}
|
||||
|
||||
AInventory *item = static_cast<AInventory *>
|
||||
(Spawn (type, player->mo->x, player->mo->y, player->mo->z, NO_REPLACE));
|
||||
(Spawn (type, player->mo->X(), player->mo->Y(), player->mo->Z(), NO_REPLACE));
|
||||
if (item != NULL)
|
||||
{
|
||||
if (amount > 0)
|
||||
|
|
|
@ -334,13 +334,13 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
|
|||
if(rover->flags & FF_SOLID)
|
||||
{
|
||||
// Player must be on top of the floor to be affected...
|
||||
if(player->mo->z != rover->top.plane->ZatPoint(player->mo->x, player->mo->y)) continue;
|
||||
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > rover->top.plane->ZatPoint(player->mo->x, player->mo->y) ||
|
||||
(player->mo->z + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo->x, player->mo->y))
|
||||
if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
|
||||
(player->mo->Z() + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo))
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -375,7 +375,7 @@ bool P_CheckFor3DFloorHit(AActor * mo)
|
|||
|
||||
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
|
||||
{
|
||||
if(mo->floorz == rover->top.plane->ZatPoint(mo->x, mo->y))
|
||||
if(mo->floorz == rover->top.plane->ZatPoint(mo))
|
||||
{
|
||||
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
||||
return true;
|
||||
|
@ -405,7 +405,7 @@ bool P_CheckFor3DCeilingHit(AActor * mo)
|
|||
|
||||
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
|
||||
{
|
||||
if(mo->ceilingz == rover->bottom.plane->ZatPoint(mo->x, mo->y))
|
||||
if(mo->ceilingz == rover->bottom.plane->ZatPoint(mo))
|
||||
{
|
||||
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
||||
return true;
|
||||
|
@ -755,7 +755,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
|
|||
{
|
||||
fixed_t thingbot, thingtop;
|
||||
|
||||
thingbot = thing->z;
|
||||
thingbot = thing->Z();
|
||||
thingtop = thingbot + (thing->height==0? 1:thing->height);
|
||||
|
||||
extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};
|
||||
|
@ -796,13 +796,13 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
|
|||
lowestceilingpic = *rover->bottom.texture;
|
||||
}
|
||||
|
||||
if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->z >= ff_top))
|
||||
if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
|
||||
{
|
||||
highestfloor = ff_top;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -276,7 +276,7 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &
|
|||
open.abovemidtex = false;
|
||||
if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
|
||||
{
|
||||
if (thing->z + (thing->height/2) < (tt + tb)/2)
|
||||
if (thing->Z() + (thing->height/2) < (tt + tb)/2)
|
||||
{
|
||||
if (tb < open.top)
|
||||
{
|
||||
|
@ -286,7 +286,7 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &
|
|||
}
|
||||
else
|
||||
{
|
||||
if (tt > open.bottom && (!restrict || thing->z >= tt))
|
||||
if (tt > open.bottom && (!restrict || thing->Z() >= tt))
|
||||
{
|
||||
open.bottom = tt;
|
||||
open.abovemidtex = true;
|
||||
|
@ -295,7 +295,7 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &
|
|||
|
||||
}
|
||||
// returns true if it touches the midtexture
|
||||
return (abs(thing->z - tt) <= thing->MaxStepHeight);
|
||||
return (abs(thing->Z() - tt) <= thing->MaxStepHeight);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -3441,12 +3441,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool forc
|
|||
|
||||
while ( (aspot = iterator.Next ()) )
|
||||
{
|
||||
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
|
||||
spawned += DoSpawn (type, aspot->X(), aspot->Y(), aspot->Z(), tid, angle, force);
|
||||
}
|
||||
}
|
||||
else if (activator != NULL)
|
||||
{
|
||||
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, angle, force);
|
||||
spawned += DoSpawn (type, activator->X(), activator->Y(), activator->Z(), tid, angle, force);
|
||||
}
|
||||
return spawned;
|
||||
}
|
||||
|
@ -3462,12 +3462,12 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
|
|||
|
||||
while ( (aspot = iterator.Next ()) )
|
||||
{
|
||||
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
|
||||
spawned += DoSpawn (type, aspot->X(), aspot->Y(), aspot->Z(), tid, aspot->angle >> 24, force);
|
||||
}
|
||||
}
|
||||
else if (activator != NULL)
|
||||
{
|
||||
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
|
||||
spawned += DoSpawn (type, activator->X(), activator->Y(), activator->Z(), tid, activator->angle >> 24, force);
|
||||
}
|
||||
return spawned;
|
||||
}
|
||||
|
@ -4145,7 +4145,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
|||
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
||||
|
||||
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
|
||||
actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
|
||||
actor->Z() >= ff->top.plane->ZatPoint(actor))
|
||||
{ // This floor is beneath our feet.
|
||||
secpic = *ff->top.texture;
|
||||
break;
|
||||
|
@ -4158,14 +4158,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
|||
}
|
||||
else
|
||||
{
|
||||
fixed_t z = actor->z + actor->height;
|
||||
fixed_t z = actor->Z() + actor->height;
|
||||
// Looking through planes from bottom to top
|
||||
for (i = numff-1; i >= 0; --i)
|
||||
{
|
||||
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
||||
|
||||
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
|
||||
z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
|
||||
z <= ff->bottom.plane->ZatPoint(actor))
|
||||
{ // This floor is above our eyes.
|
||||
secpic = *ff->bottom.texture;
|
||||
break;
|
||||
|
@ -4728,8 +4728,8 @@ static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, an
|
|||
{
|
||||
angle += actor->angle;
|
||||
}
|
||||
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->x, actor->y,
|
||||
actor->z + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
|
||||
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->X(), actor->Y(),
|
||||
actor->Z() + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
|
||||
angle, distance, !!(flags & SDF_PERMANENT));
|
||||
}
|
||||
|
||||
|
@ -8598,11 +8598,11 @@ scriptwait:
|
|||
}
|
||||
else if (pcd == PCD_GETACTORZ)
|
||||
{
|
||||
STACK(1) = actor->z + actor->GetBobOffset();
|
||||
STACK(1) = actor->Z() + actor->GetBobOffset();
|
||||
}
|
||||
else
|
||||
{
|
||||
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
|
||||
STACK(1) = pcd == PCD_GETACTORX ? actor->X() : pcd == PCD_GETACTORY ? actor->Y() : actor->Z();
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -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;
|
||||
|
@ -619,8 +632,8 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
|
|||
double r;
|
||||
double dirz;
|
||||
|
||||
if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
|
||||
&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
|
||||
if (abs(mo->X() - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
|
||||
&& (mo->Y() - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
|
||||
{ // This player (probably) fired the railgun
|
||||
S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
|
||||
}
|
||||
|
@ -630,7 +643,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
|
|||
// Only consider sound in 2D (for now, anyway)
|
||||
// [BB] You have to divide by lengthsquared here, not multiply with it.
|
||||
|
||||
r = ((start.Y - FIXED2DBL(mo->y)) * (-dir.Y) - (start.X - FIXED2DBL(mo->x)) * (dir.X)) / lengthsquared;
|
||||
r = ((start.Y - FIXED2DBL(mo->Y())) * (-dir.Y) - (start.X - FIXED2DBL(mo->X())) * (dir.X)) / lengthsquared;
|
||||
r = clamp<double>(r, 0., 1.);
|
||||
|
||||
dirz = dir.Z;
|
||||
|
@ -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;
|
||||
|
|
145
src/p_enemy.cpp
145
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() > Z() + height)
|
||||
return false;
|
||||
if (pl->z + pl->height < z)
|
||||
if (pl->Z() + pl->height < 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->Z()+actor->height)
|
||||
{ // Target is higher than the attacker
|
||||
return false;
|
||||
}
|
||||
else if (actor->z > mo->z+mo->height)
|
||||
else if (actor->Z() > mo->Z()+mo->height)
|
||||
{ // Attacker is higher
|
||||
return false;
|
||||
}
|
||||
|
@ -434,7 +434,7 @@ bool P_Move (AActor *actor)
|
|||
// it difficult to thrust them vertically in a reasonable manner.
|
||||
// [GZ] Let jumping actors jump.
|
||||
if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
|
||||
&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
|
||||
&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -473,8 +473,8 @@ bool P_Move (AActor *actor)
|
|||
}
|
||||
}
|
||||
|
||||
tryx = (origx = actor->x) + (deltax = FixedMul (speed, xspeed[actor->movedir]));
|
||||
tryy = (origy = actor->y) + (deltay = FixedMul (speed, yspeed[actor->movedir]));
|
||||
tryx = (origx = actor->X()) + (deltax = FixedMul (speed, xspeed[actor->movedir]));
|
||||
tryy = (origy = actor->Y()) + (deltay = FixedMul (speed, yspeed[actor->movedir]));
|
||||
|
||||
// Like P_XYMovement this should do multiple moves if the step size is too large
|
||||
|
||||
|
@ -519,15 +519,14 @@ bool P_Move (AActor *actor)
|
|||
// so make it switchable
|
||||
if (nomonsterinterpolation)
|
||||
{
|
||||
actor->PrevX = actor->x;
|
||||
actor->PrevY = actor->y;
|
||||
actor->PrevZ = actor->z;
|
||||
actor->PrevX = actor->X();
|
||||
actor->PrevY = actor->Y();
|
||||
actor->PrevZ = actor->Z();
|
||||
}
|
||||
|
||||
if (try_ok && friction > ORIG_FRICTION)
|
||||
{
|
||||
actor->x = origx;
|
||||
actor->y = origy;
|
||||
actor->SetOrigin(origx, origy, actor->Z(), false);
|
||||
movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4;
|
||||
actor->velx += FixedMul (deltax, movefactor);
|
||||
actor->vely += FixedMul (deltay, movefactor);
|
||||
|
@ -538,22 +537,22 @@ bool P_Move (AActor *actor)
|
|||
// actually walking down a step.
|
||||
if (try_ok &&
|
||||
!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
|
||||
&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
|
||||
&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
|
||||
{
|
||||
if (actor->z <= actor->floorz + actor->MaxStepHeight)
|
||||
if (actor->Y() <= actor->floorz + actor->MaxStepHeight)
|
||||
{
|
||||
fixed_t savedz = actor->z;
|
||||
actor->z = actor->floorz;
|
||||
fixed_t savedz = actor->Z();
|
||||
actor->SetZ(actor->floorz);
|
||||
// Make sure that there isn't some other actor between us and
|
||||
// the floor we could get stuck in. The old code did not do this.
|
||||
if (!P_TestMobjZ(actor))
|
||||
{
|
||||
actor->z = savedz;
|
||||
actor->SetZ(savedz);
|
||||
}
|
||||
else
|
||||
{ // The monster just hit the floor, so trigger any actions.
|
||||
if (actor->floorsector->SecActTarget != NULL &&
|
||||
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->x, actor->y))
|
||||
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor))
|
||||
{
|
||||
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
|
||||
}
|
||||
|
@ -566,12 +565,12 @@ bool P_Move (AActor *actor)
|
|||
{
|
||||
if (((actor->flags6 & MF6_CANJUMP)||(actor->flags & MF_FLOAT)) && tm.floatok)
|
||||
{ // must adjust height
|
||||
fixed_t savedz = actor->z;
|
||||
fixed_t savedz = actor->Z();
|
||||
|
||||
if (actor->z < tm.floorz)
|
||||
actor->z += actor->FloatSpeed;
|
||||
if (actor->Z() < tm.floorz)
|
||||
actor->SetZ(actor->Z() + actor->FloatSpeed);
|
||||
else
|
||||
actor->z -= actor->FloatSpeed;
|
||||
actor->SetZ(actor->Z() - actor->FloatSpeed);
|
||||
|
||||
|
||||
// [RH] Check to make sure there's nothing in the way of the float
|
||||
|
@ -580,7 +579,7 @@ bool P_Move (AActor *actor)
|
|||
actor->flags |= MF_INFLOAT;
|
||||
return true;
|
||||
}
|
||||
actor->z = savedz;
|
||||
actor->SetZ(savedz);
|
||||
}
|
||||
|
||||
if (!spechit.Size ())
|
||||
|
@ -812,28 +811,25 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
|
|||
|
||||
void P_NewChaseDir(AActor * actor)
|
||||
{
|
||||
fixed_t deltax;
|
||||
fixed_t deltay;
|
||||
fixedvec2 delta;
|
||||
|
||||
actor->strafecount = 0;
|
||||
|
||||
if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
|
||||
{
|
||||
deltax = actor->goal->x - actor->x;
|
||||
deltay = actor->goal->y - actor->y;
|
||||
delta = actor->Vec2To(actor->goal);
|
||||
}
|
||||
else if (actor->target != NULL)
|
||||
{
|
||||
deltax = actor->target->x - actor->x;
|
||||
deltay = actor->target->y - actor->y;
|
||||
delta = actor->Vec2To(actor->target);
|
||||
|
||||
if (!(actor->flags6 & MF6_NOFEAR))
|
||||
{
|
||||
if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
|
||||
(actor->flags4 & MF4_FRIGHTENED))
|
||||
{
|
||||
deltax = -deltax;
|
||||
deltay = -deltay;
|
||||
delta.x = -delta.x;
|
||||
delta.y = -delta.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -847,11 +843,11 @@ void P_NewChaseDir(AActor * actor)
|
|||
|
||||
// Try to move away from a dropoff
|
||||
if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
|
||||
actor->z <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
|
||||
actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
|
||||
!(actor->flags2 & MF2_ONMOBJ) &&
|
||||
!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
|
||||
{
|
||||
FBoundingBox box(actor->x, actor->y, actor->radius);
|
||||
FBoundingBox box(actor->X(), actor->Y(), actor->radius);
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *line;
|
||||
|
||||
|
@ -866,18 +862,18 @@ void P_NewChaseDir(AActor * actor)
|
|||
box.Bottom() < line->bbox[BOXTOP] &&
|
||||
box.BoxOnLineSide(line) == -1)
|
||||
{
|
||||
fixed_t front = line->frontsector->floorplane.ZatPoint(actor->x,actor->y);
|
||||
fixed_t back = line->backsector->floorplane.ZatPoint(actor->x,actor->y);
|
||||
fixed_t front = line->frontsector->floorplane.ZatPoint(actor);
|
||||
fixed_t back = line->backsector->floorplane.ZatPoint(actor);
|
||||
angle_t angle;
|
||||
|
||||
// The monster must contact one of the two floors,
|
||||
// and the other must be a tall dropoff.
|
||||
|
||||
if (back == actor->z && front < actor->z - actor->MaxDropOffHeight)
|
||||
if (back == actor->Z() && front < actor->Z() - actor->MaxDropOffHeight)
|
||||
{
|
||||
angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
|
||||
}
|
||||
else if (front == actor->z && back < actor->z - actor->MaxDropOffHeight)
|
||||
else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
|
||||
{
|
||||
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
|
||||
}
|
||||
|
@ -946,12 +942,12 @@ void P_NewChaseDir(AActor * actor)
|
|||
if (ismeleeattacker)
|
||||
{
|
||||
actor->strafecount = pr_enemystrafe() & 15;
|
||||
deltax = -deltax, deltay = -deltay;
|
||||
delta.x = -delta.x, delta.y = -delta.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
P_DoNewChaseDir(actor, deltax, deltay);
|
||||
P_DoNewChaseDir(actor, delta.x, delta.y);
|
||||
|
||||
// If strafing, set movecount to strafecount so that old Doom
|
||||
// logic still works the same, except in the strafing part
|
||||
|
@ -983,7 +979,7 @@ void P_RandomChaseDir (AActor *actor)
|
|||
if (actor->flags & MF_FRIENDLY)
|
||||
{
|
||||
AActor *player;
|
||||
fixed_t deltax, deltay;
|
||||
fixedvec2 delta;
|
||||
dirtype_t d[3];
|
||||
|
||||
if (actor->FriendPlayer != 0)
|
||||
|
@ -1005,19 +1001,18 @@ void P_RandomChaseDir (AActor *actor)
|
|||
{
|
||||
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
|
||||
{
|
||||
deltax = player->x - actor->x;
|
||||
deltay = player->y - actor->y;
|
||||
delta = actor->Vec2To(player);
|
||||
|
||||
if (deltax>128*FRACUNIT)
|
||||
if (delta.x>128*FRACUNIT)
|
||||
d[1]= DI_EAST;
|
||||
else if (deltax<-128*FRACUNIT)
|
||||
else if (delta.x<-128*FRACUNIT)
|
||||
d[1]= DI_WEST;
|
||||
else
|
||||
d[1]=DI_NODIR;
|
||||
|
||||
if (deltay<-128*FRACUNIT)
|
||||
if (delta.y<-128*FRACUNIT)
|
||||
d[2]= DI_SOUTH;
|
||||
else if (deltay>128*FRACUNIT)
|
||||
else if (delta.y>128*FRACUNIT)
|
||||
d[2]= DI_NORTH;
|
||||
else
|
||||
d[2]=DI_NODIR;
|
||||
|
@ -1025,13 +1020,13 @@ void P_RandomChaseDir (AActor *actor)
|
|||
// try direct route
|
||||
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
||||
{
|
||||
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
|
||||
actor->movedir = diags[((delta.y<0)<<1) + (delta.x>0)];
|
||||
if (actor->movedir != turnaround && P_TryWalk(actor))
|
||||
return;
|
||||
}
|
||||
|
||||
// try other directions
|
||||
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
|
||||
if (pr_newchasedir() > 200 || abs(delta.y) > abs(delta.x))
|
||||
{
|
||||
swapvalues (d[1], d[2]);
|
||||
}
|
||||
|
@ -2474,8 +2469,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
|
||||
{
|
||||
// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
|
||||
fixed_t oldX = actor->x;
|
||||
fixed_t oldY = actor->y;
|
||||
fixed_t oldX = actor->X();
|
||||
fixed_t oldY = actor->Y();
|
||||
FTextureID oldFloor = actor->floorpic;
|
||||
|
||||
// chase towards player
|
||||
|
@ -2526,11 +2521,12 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
if (self->movedir != DI_NODIR)
|
||||
{
|
||||
const fixed_t absSpeed = abs (self->Speed);
|
||||
fixed_t viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
|
||||
fixed_t viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
|
||||
fixedvec2 viletry = self->Vec2Offset(
|
||||
FixedMul (absSpeed, xspeed[self->movedir]),
|
||||
FixedMul (absSpeed, yspeed[self->movedir]), true);
|
||||
AActor *corpsehit;
|
||||
|
||||
FBlockThingsIterator it(FBoundingBox(viletryx, viletryy, 32*FRACUNIT));
|
||||
FBlockThingsIterator it(FBoundingBox(viletry.x, viletry.y, 32*FRACUNIT));
|
||||
while ((corpsehit = it.Next()))
|
||||
{
|
||||
FState *raisestate = corpsehit->GetRaiseState();
|
||||
|
@ -2539,8 +2535,8 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
// use the current actor's radius instead of the Arch Vile's default.
|
||||
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
|
||||
|
||||
if (abs(corpsehit->x - viletryx) > maxdist ||
|
||||
abs(corpsehit->y - viletryy) > maxdist)
|
||||
if (abs(corpsehit->X() - viletry.x) > maxdist ||
|
||||
abs(corpsehit->Y() - viletry.y) > maxdist)
|
||||
continue; // not actually touching
|
||||
// Let's check if there are floors in between the archvile and its target
|
||||
sector_t *vilesec = self->Sector;
|
||||
|
@ -2551,11 +2547,11 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
if (testsec)
|
||||
{
|
||||
fixed_t zdist1, zdist2;
|
||||
if (P_Find3DFloor(testsec, corpsehit->x, corpsehit->y, corpsehit->z, false, true, zdist1)
|
||||
!= P_Find3DFloor(testsec, self->x, self->y, self->z, false, true, zdist2))
|
||||
if (P_Find3DFloor(testsec, corpsehit->X(), corpsehit->Y(), corpsehit->Z(), false, true, zdist1)
|
||||
!= P_Find3DFloor(testsec, self->X(), self->Y(), self->Z(), false, true, zdist2))
|
||||
{
|
||||
// Not on same floor
|
||||
if (vilesec == corpsec || abs(zdist1 - self->z) > self->height)
|
||||
if (vilesec == corpsec || abs(zdist1 - self->Z()) > self->height)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -2569,7 +2565,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
|
||||
corpsehit->flags |= MF_SOLID;
|
||||
corpsehit->height = corpsehit->GetDefault()->height;
|
||||
bool check = P_CheckPosition(corpsehit, corpsehit->x, corpsehit->y);
|
||||
bool check = P_CheckPosition(corpsehit, corpsehit->X(), corpsehit->Y());
|
||||
corpsehit->flags = oldflags;
|
||||
corpsehit->radius = oldradius;
|
||||
corpsehit->height = oldheight;
|
||||
|
@ -2783,34 +2779,33 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
|
|||
{
|
||||
// [DH] Don't need to do proper fixed->double conversion, since the
|
||||
// result is only used in a ratio.
|
||||
double dist_x = other->x - self->x;
|
||||
double dist_y = other->y - self->y;
|
||||
fixedvec2 dist = self->Vec2To(other);
|
||||
|
||||
// Positioning ala missile spawning, 32 units above foot level
|
||||
fixed_t source_z = self->z + 32*FRACUNIT + self->GetBobOffset();
|
||||
fixed_t target_z = other->z + 32*FRACUNIT + other->GetBobOffset();
|
||||
fixed_t source_z = self->Z() + 32*FRACUNIT + self->GetBobOffset();
|
||||
fixed_t target_z = other->Z() + 32*FRACUNIT + other->GetBobOffset();
|
||||
|
||||
// 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->Z() + other->height)
|
||||
{
|
||||
target_z = other->z + (other->height / 2);
|
||||
target_z = other->Z() + (other->height / 2);
|
||||
}
|
||||
|
||||
//Note there is no +32*FRACUNIT on purpose. This is for customization sake.
|
||||
//If one doesn't want this behavior, just don't use FAF_BOTTOM.
|
||||
if (flags & FAF_BOTTOM)
|
||||
target_z = other->z + other->GetBobOffset();
|
||||
target_z = other->Z() + other->GetBobOffset();
|
||||
if (flags & FAF_MIDDLE)
|
||||
target_z = other->z + (other->height / 2) + other->GetBobOffset();
|
||||
target_z = other->Z() + (other->height / 2) + other->GetBobOffset();
|
||||
if (flags & FAF_TOP)
|
||||
target_z = other->z + (other->height) + other->GetBobOffset();
|
||||
target_z = other->Z() + (other->height) + other->GetBobOffset();
|
||||
if (!(flags & FAF_NODISTFACTOR))
|
||||
target_z += pitch_offset;
|
||||
|
||||
double dist_z = target_z - source_z;
|
||||
double dist = sqrt(dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
|
||||
int other_pitch = (int)rad2bam(asin(dist_z / dist));
|
||||
double ddist = sqrt(dist.x*dist.x + dist.y*dist.y + dist_z*dist_z);
|
||||
int other_pitch = (int)rad2bam(asin(dist_z / ddist));
|
||||
|
||||
if (max_pitch != 0)
|
||||
{
|
||||
|
@ -2922,9 +2917,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|||
if (linetarget == NULL)
|
||||
{
|
||||
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
||||
TVector2<double> xydiff(self->target->x - self->x, self->target->y - self->y);
|
||||
double zdiff = (self->target->z + (self->target->height>>1)) -
|
||||
(self->z + (self->height>>1) - self->floorclip);
|
||||
TVector2<double> xydiff = self->Vec2To(self->target);
|
||||
double zdiff = (self->target->Z() + (self->target->height>>1)) -
|
||||
(self->Z() + (self->height>>1) - self->floorclip);
|
||||
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
|
||||
}
|
||||
|
||||
|
@ -3072,7 +3067,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
|
|||
AActor *mo;
|
||||
fixed_t spawnz;
|
||||
|
||||
spawnz = source->z;
|
||||
spawnz = source->Z();
|
||||
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
|
||||
{
|
||||
int style = sv_dropstyle;
|
||||
|
@ -3087,7 +3082,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
|
|||
spawnz += source->height / 2;
|
||||
}
|
||||
}
|
||||
mo = Spawn (type, source->x, source->y, spawnz, ALLOW_REPLACE);
|
||||
mo = Spawn (type, source->X(), source->Y(), spawnz, ALLOW_REPLACE);
|
||||
if (mo != NULL)
|
||||
{
|
||||
mo->flags |= MF_DROPPED;
|
||||
|
|
|
@ -84,7 +84,7 @@ FName MeansOfDeath;
|
|||
//
|
||||
void P_TouchSpecialThing (AActor *special, AActor *toucher)
|
||||
{
|
||||
fixed_t delta = special->z - toucher->z;
|
||||
fixed_t delta = special->Z() - toucher->Z();
|
||||
|
||||
// The pickup is at or above the toucher's feet OR
|
||||
// The pickup is below the toucher.
|
||||
|
@ -1158,7 +1158,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
// If the origin and target are in exactly the same spot, choose a random direction.
|
||||
// (Most likely cause is from telefragging somebody during spawning because they
|
||||
// haven't moved from their spawn spot at all.)
|
||||
if (origin->x == target->x && origin->y == target->y)
|
||||
if (origin->X() == target->X() && origin->Y() == target->Y())
|
||||
{
|
||||
ang = pr_kickbackdir.GenRand32();
|
||||
}
|
||||
|
@ -1184,7 +1184,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
|
||||
// make fall forwards sometimes
|
||||
if ((damage < 40) && (damage > target->health)
|
||||
&& (target->z - origin->z > 64*FRACUNIT)
|
||||
&& (target->Z() - origin->Z() > 64*FRACUNIT)
|
||||
&& (pr_damagemobj()&1)
|
||||
// [RH] But only if not too fast and not flying
|
||||
&& thrust < 10*FRACUNIT
|
||||
|
|
|
@ -148,7 +148,7 @@ FUNC(LS_Polyobj_MoveToSpot)
|
|||
FActorIterator iterator (arg2);
|
||||
AActor *spot = iterator.Next();
|
||||
if (spot == NULL) return false;
|
||||
return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->x, spot->y, false);
|
||||
return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->X(), spot->Y(), false);
|
||||
}
|
||||
|
||||
FUNC(LS_Polyobj_DoorSwing)
|
||||
|
@ -199,7 +199,7 @@ FUNC(LS_Polyobj_OR_MoveToSpot)
|
|||
FActorIterator iterator (arg2);
|
||||
AActor *spot = iterator.Next();
|
||||
if (spot == NULL) return false;
|
||||
return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->x, spot->y, true);
|
||||
return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->X(), spot->Y(), true);
|
||||
}
|
||||
|
||||
FUNC(LS_Polyobj_Stop)
|
||||
|
@ -3107,7 +3107,7 @@ FUNC(LS_GlassBreak)
|
|||
{
|
||||
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
|
||||
|
||||
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;
|
||||
|
|
|
@ -52,6 +52,7 @@
|
|||
#include "p_conversation.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "g_level.h"
|
||||
#include "r_sky.h"
|
||||
|
||||
CVAR(Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
|
||||
CVAR(Int, sv_smartaim, 0, CVAR_ARCHIVE | CVAR_SERVERINFO)
|
||||
|
@ -592,8 +593,8 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (!(rover->flags & FF_SWIMMABLE)) continue;
|
||||
|
||||
if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) ||
|
||||
mo->z < rover->bottom.plane->ZatPoint(mo->x, mo->y))
|
||||
if (mo->z > rover->top.plane->ZatPoint(mo) ||
|
||||
mo->z < rover->bottom.plane->ZatPoint(mo))
|
||||
continue;
|
||||
|
||||
newfriction = secfriction(rover->model, rover->top.isceiling);
|
||||
|
@ -622,13 +623,13 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
|
|||
if (rover->flags & FF_SOLID)
|
||||
{
|
||||
// Must be standing on a solid floor
|
||||
if (mo->z != rover->top.plane->ZatPoint(mo->x, mo->y)) continue;
|
||||
if (mo->z != rover->top.plane->ZatPoint(mo)) continue;
|
||||
}
|
||||
else if (rover->flags & FF_SWIMMABLE)
|
||||
{
|
||||
// Or on or inside a swimmable floor (e.g. in shallow water)
|
||||
if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) ||
|
||||
(mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo->x, mo->y))
|
||||
if (mo->z > rover->top.plane->ZatPoint(mo) ||
|
||||
(mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo))
|
||||
continue;
|
||||
}
|
||||
else
|
||||
|
@ -649,9 +650,9 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
|
|||
}
|
||||
newfriction = secfriction(sec);
|
||||
if ((newfriction < friction || friction == ORIG_FRICTION) &&
|
||||
(mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) ||
|
||||
(mo->z <= sec->floorplane.ZatPoint(mo) ||
|
||||
(sec->GetHeightSec() != NULL &&
|
||||
mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y))))
|
||||
mo->z <= sec->heightsec->floorplane.ZatPoint(mo))))
|
||||
{
|
||||
friction = newfriction;
|
||||
movefactor = secmovefac(sec);
|
||||
|
@ -1797,10 +1798,10 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
|
|||
if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL)
|
||||
{ // Make sure this line actually blocks us and is not a window
|
||||
// or similar construct we are standing inside of.
|
||||
fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj->x, mobj->y);
|
||||
fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj->x, mobj->y);
|
||||
fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj->x, mobj->y);
|
||||
fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj->x, mobj->y);
|
||||
fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj);
|
||||
fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj);
|
||||
fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj);
|
||||
fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj);
|
||||
if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height &&
|
||||
fzb <= mobj->z && bzb <= mobj->z)
|
||||
{
|
||||
|
@ -1811,8 +1812,8 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
|
|||
|
||||
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj->x, mobj->y);
|
||||
fixed_t ff_top = rover->top.plane->ZatPoint(mobj->x, mobj->y);
|
||||
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj);
|
||||
fixed_t ff_top = rover->top.plane->ZatPoint(mobj);
|
||||
|
||||
if (ff_bottom < mobj->z + mobj->height && ff_top > mobj->z)
|
||||
{
|
||||
|
@ -2082,8 +2083,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
{
|
||||
fixed_t eyez = oldz + viewheight;
|
||||
|
||||
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing->x, thing->y);
|
||||
oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing->x, thing->y);
|
||||
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing);
|
||||
oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing);
|
||||
}
|
||||
|
||||
// Borrowed from MBF:
|
||||
|
@ -2742,14 +2743,14 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
|
|||
}
|
||||
|
||||
const secplane_t *plane = &actor->floorsector->floorplane;
|
||||
fixed_t planezhere = plane->ZatPoint(actor->x, actor->y);
|
||||
fixed_t planezhere = plane->ZatPoint(actor);
|
||||
|
||||
for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
|
||||
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y);
|
||||
fixed_t thisplanez = rover->top.plane->ZatPoint(actor);
|
||||
|
||||
if (thisplanez>planezhere && thisplanez <= actor->z + actor->MaxStepHeight)
|
||||
{
|
||||
|
@ -2767,7 +2768,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
|
|||
F3DFloor * rover = actor->Sector->e->XFloor.ffloors[i];
|
||||
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y);
|
||||
fixed_t thisplanez = rover->top.plane->ZatPoint(actor);
|
||||
|
||||
if (thisplanez>planezhere && thisplanez <= actor->z + actor->MaxStepHeight)
|
||||
{
|
||||
|
@ -4293,6 +4294,8 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
||||
if (puff && (trace.Line != NULL) && (trace.Line->special == Line_Horizon) && !(puff->flags3 & MF3_SKYEXPLODE))
|
||||
puff->Destroy();
|
||||
}
|
||||
if (puff != NULL && puffDefaults->flags7 & MF7_FORCEDECAL && puff->DecalGenerator)
|
||||
SpawnShootDecal(puff, trace);
|
||||
|
@ -4306,6 +4309,12 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
||||
if (puff && !(puff->flags3 & MF3_SKYEXPLODE) &&
|
||||
(((trace.HitType == TRACE_HitFloor) && (puff->floorpic == skyflatnum)) ||
|
||||
((trace.HitType == TRACE_HitCeiling) && (puff->ceilingpic == skyflatnum))))
|
||||
{
|
||||
puff->Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (thepuff != NULL)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -2077,7 +2077,7 @@ explode:
|
|||
if (tm.ceilingline &&
|
||||
tm.ceilingline->backsector &&
|
||||
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
||||
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y))
|
||||
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo))
|
||||
{
|
||||
// Hack to prevent missiles exploding against the sky.
|
||||
// Does not handle sky floors.
|
||||
|
@ -2161,7 +2161,7 @@ explode:
|
|||
{ // Don't stop sliding if halfway off a step with some velocity
|
||||
if (mo->velx > FRACUNIT/4 || mo->velx < -FRACUNIT/4 || mo->vely > FRACUNIT/4 || mo->vely < -FRACUNIT/4)
|
||||
{
|
||||
if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y))
|
||||
if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo))
|
||||
{
|
||||
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
|
||||
{
|
||||
|
@ -2407,7 +2407,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|||
{ // Hit the floor
|
||||
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
||||
mo->Sector->SecActTarget != NULL &&
|
||||
mo->Sector->floorplane.ZatPoint (mo->x, mo->y) == mo->floorz)
|
||||
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
|
||||
{ // [RH] Let the sector do something to the actor
|
||||
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
||||
}
|
||||
|
@ -2509,7 +2509,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|||
{ // hit the ceiling
|
||||
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
||||
mo->Sector->SecActTarget != NULL &&
|
||||
mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->ceilingz)
|
||||
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
|
||||
{ // [RH] Let the sector do something to the actor
|
||||
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
||||
}
|
||||
|
@ -2564,7 +2564,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
|
|||
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
|
||||
{
|
||||
sector_t *hs = sec->heightsec;
|
||||
fixed_t waterz = hs->floorplane.ZatPoint (mo->x, mo->y);
|
||||
fixed_t waterz = hs->floorplane.ZatPoint(mo);
|
||||
fixed_t newz;
|
||||
fixed_t viewheight;
|
||||
|
||||
|
@ -2599,7 +2599,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
|
|||
|
||||
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
|
||||
{
|
||||
waterz = hs->ceilingplane.ZatPoint (mo->x, mo->y);
|
||||
waterz = hs->ceilingplane.ZatPoint(mo);
|
||||
if (oldz <= waterz && newz > waterz)
|
||||
{ // View went above fake ceiling
|
||||
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
|
||||
|
@ -5493,7 +5493,7 @@ bool P_HitFloor (AActor *thing)
|
|||
// don't splash if landing on the edge above water/lava/etc....
|
||||
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
||||
{
|
||||
if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y))
|
||||
if (thing->z == m->m_sector->floorplane.ZatPoint(thing))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -5505,7 +5505,7 @@ bool P_HitFloor (AActor *thing)
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
|
||||
{
|
||||
if (rover->top.plane->ZatPoint(thing->x, thing->y) == thing->z)
|
||||
if (rover->top.plane->ZatPoint(thing) == thing->z)
|
||||
{
|
||||
return P_HitWater (thing, m->m_sector);
|
||||
}
|
||||
|
|
|
@ -433,7 +433,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
|
|||
{
|
||||
// Falling, not all the way down yet?
|
||||
sector = player->mo->Sector;
|
||||
if (player->mo->z != sector->floorplane.ZatPoint (player->mo->x, player->mo->y)
|
||||
if (player->mo->z != sector->floorplane.ZatPoint(player->mo)
|
||||
&& !player->mo->waterlevel)
|
||||
{
|
||||
return;
|
||||
|
@ -510,7 +510,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
|
|||
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
|
||||
return;
|
||||
|
||||
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor->x, actor->y) && !actor->waterlevel)
|
||||
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
|
||||
return;
|
||||
|
||||
if (protectClass != NULL)
|
||||
|
@ -547,8 +547,8 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
|
|||
{
|
||||
next = actor->snext;
|
||||
// Only affect actors touching the 3D floor
|
||||
fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y);
|
||||
fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y);
|
||||
fixed_t z1 = sec->floorplane.ZatPoint(actor);
|
||||
fixed_t z2 = sec->ceilingplane.ZatPoint(actor);
|
||||
if (z2 < z1)
|
||||
{
|
||||
// Account for Vavoom-style 3D floors
|
||||
|
@ -2318,7 +2318,7 @@ void DPusher::Tick ()
|
|||
}
|
||||
else // special water sector
|
||||
{
|
||||
ht = hsec->floorplane.ZatPoint (thing->x, thing->y);
|
||||
ht = hsec->floorplane.ZatPoint(thing);
|
||||
if (thing->z > ht) // above ground
|
||||
{
|
||||
xspeed = m_Xmag; // full force
|
||||
|
@ -2347,7 +2347,7 @@ void DPusher::Tick ()
|
|||
{ // special water sector
|
||||
floor = &hsec->floorplane;
|
||||
}
|
||||
if (thing->z > floor->ZatPoint (thing->x, thing->y))
|
||||
if (thing->z > floor->ZatPoint(thing))
|
||||
{ // above ground
|
||||
xspeed = yspeed = 0; // no force
|
||||
}
|
||||
|
|
|
@ -82,7 +82,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
|
|||
}
|
||||
while (spot != NULL)
|
||||
{
|
||||
mobj = Spawn (kind, spot->x, spot->y, spot->z, ALLOW_REPLACE);
|
||||
mobj = Spawn (kind, spot->X(), spot->Y(), spot->Z(), ALLOW_REPLACE);
|
||||
|
||||
if (mobj != NULL)
|
||||
{
|
||||
|
@ -94,7 +94,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
|
|||
mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
|
||||
if (fog)
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, spot->x, spot->y, spot->z + TELEFOGHEIGHT, false, true);
|
||||
P_SpawnTeleportFog(mobj, spot->X(), spot->Y(), spot->Z() + TELEFOGHEIGHT, false, true);
|
||||
}
|
||||
if (mobj->flags & MF_SPECIAL)
|
||||
mobj->flags |= MF_DROPPED; // Don't respawn
|
||||
|
@ -165,7 +165,7 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
|
|||
|
||||
if (source != NULL && target != NULL)
|
||||
{
|
||||
return P_MoveThing(source, target->x, target->y, target->z, fog);
|
||||
return P_MoveThing(source, target->X(), target->Y(), target->Z(), fog);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -1238,8 +1238,8 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
}
|
||||
// [BL] See if we hit below the floor/ceiling of the poly.
|
||||
else if(!performBlockingThrust && (
|
||||
mobj->z < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).ZatPoint(mobj->x, mobj->y) ||
|
||||
mobj->z + mobj->height > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj->x, mobj->y)
|
||||
mobj->z < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).ZatPoint(mobj) ||
|
||||
mobj->z + mobj->height > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj)
|
||||
))
|
||||
{
|
||||
performBlockingThrust = true;
|
||||
|
|
|
@ -338,23 +338,17 @@ int I_FindAttr(findstate_t* const fileinfo)
|
|||
}
|
||||
|
||||
|
||||
static NSString* GetPasteboardStringType()
|
||||
{
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED < 1060
|
||||
return NSStringPboardType;
|
||||
#else // 10.6 or higher
|
||||
return NSAppKitVersionNumber < AppKit10_6
|
||||
? NSStringPboardType
|
||||
: NSPasteboardTypeString;
|
||||
#endif // before 10.6
|
||||
}
|
||||
|
||||
void I_PutInClipboard(const char* const string)
|
||||
{
|
||||
NSPasteboard* const pasteBoard = [NSPasteboard generalPasteboard];
|
||||
[pasteBoard clearContents];
|
||||
[pasteBoard setString:[NSString stringWithUTF8String:string]
|
||||
forType:GetPasteboardStringType()];
|
||||
NSString* const stringType = NSStringPboardType;
|
||||
NSArray* const types = [NSArray arrayWithObjects:stringType, nil];
|
||||
NSString* const content = [NSString stringWithUTF8String:string];
|
||||
|
||||
[pasteBoard declareTypes:types
|
||||
owner:nil];
|
||||
[pasteBoard setString:content
|
||||
forType:stringType];
|
||||
}
|
||||
|
||||
FString I_GetFromClipboard(bool returnNothing)
|
||||
|
@ -365,7 +359,7 @@ FString I_GetFromClipboard(bool returnNothing)
|
|||
}
|
||||
|
||||
NSPasteboard* const pasteBoard = [NSPasteboard generalPasteboard];
|
||||
NSString* const value = [pasteBoard stringForType:GetPasteboardStringType()];
|
||||
NSString* const value = [pasteBoard stringForType:NSStringPboardType];
|
||||
|
||||
return FString([value UTF8String]);
|
||||
}
|
||||
|
|
|
@ -85,7 +85,6 @@ private:
|
|||
int m_netMaxPos;
|
||||
|
||||
FConsoleWindow();
|
||||
~FConsoleWindow();
|
||||
|
||||
void ExpandTextView(float height);
|
||||
|
||||
|
|
|
@ -118,11 +118,6 @@ FConsoleWindow::FConsoleWindow()
|
|||
[m_window makeKeyAndOrderFront:nil];
|
||||
}
|
||||
|
||||
FConsoleWindow::~FConsoleWindow()
|
||||
{
|
||||
[m_window close];
|
||||
}
|
||||
|
||||
|
||||
static FConsoleWindow* s_instance;
|
||||
|
||||
|
|
|
@ -279,6 +279,11 @@ struct secplane_t
|
|||
return FixedMul (ic, -d - DMulScale16 (a, v->x, b, v->y));
|
||||
}
|
||||
|
||||
fixed_t ZatPoint (const AActor *ac) const
|
||||
{
|
||||
return FixedMul (ic, -d - DMulScale16 (a, ac->X(), b, ac->Y()));
|
||||
}
|
||||
|
||||
// Returns the value of z at (x,y) if d is equal to dist
|
||||
fixed_t ZatPointDist (fixed_t x, fixed_t y, fixed_t dist) const
|
||||
{
|
||||
|
|
|
@ -961,8 +961,10 @@ void FWadCollection::RenameNerve ()
|
|||
//
|
||||
// FixMacHexen
|
||||
//
|
||||
// Rename unused high resolution font lumps because they are incorrectly
|
||||
// treated as extended characters
|
||||
// Discard all extra lumps in Mac version of Hexen IWAD (demo or full)
|
||||
// to avoid any issues caused by names of these lumps, including:
|
||||
// * Wrong height of small font
|
||||
// * Broken life bar of mage class
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
@ -973,22 +975,51 @@ void FWadCollection::FixMacHexen()
|
|||
return;
|
||||
}
|
||||
|
||||
for (int i = GetFirstLump(IWAD_FILENUM), last = GetLastLump(IWAD_FILENUM); i <= last; ++i)
|
||||
FileReader* const reader = GetFileReader(IWAD_FILENUM);
|
||||
const long iwadSize = reader->GetLength();
|
||||
|
||||
static const long DEMO_SIZE = 13596228;
|
||||
static const long FULL_SIZE = 21078584;
|
||||
|
||||
if ( DEMO_SIZE != iwadSize
|
||||
&& FULL_SIZE != iwadSize)
|
||||
{
|
||||
assert(IWAD_FILENUM == LumpInfo[i].wadnum);
|
||||
return;
|
||||
}
|
||||
|
||||
FResourceLump* const lump = LumpInfo[i].lump;
|
||||
char* const name = lump->Name;
|
||||
reader->Seek(0, SEEK_SET);
|
||||
|
||||
// Unwanted lumps are named like FONTA??1
|
||||
BYTE checksum[16];
|
||||
MD5Context md5;
|
||||
md5.Update(reader, iwadSize);
|
||||
md5.Final(checksum);
|
||||
|
||||
if (8 == strlen(name)
|
||||
&& MAKE_ID('F', 'O', 'N', 'T') == lump->dwName
|
||||
&& 'A' == name[4] && '1' == name[7]
|
||||
&& isdigit(name[5]) && isdigit(name[6]))
|
||||
{
|
||||
name[0] = '\0';
|
||||
}
|
||||
static const BYTE HEXEN_DEMO_MD5[16] =
|
||||
{
|
||||
0x92, 0x5f, 0x9f, 0x50, 0x00, 0xe1, 0x7d, 0xc8,
|
||||
0x4b, 0x0a, 0x6a, 0x3b, 0xed, 0x3a, 0x6f, 0x31
|
||||
};
|
||||
|
||||
static const BYTE HEXEN_FULL_MD5[16] =
|
||||
{
|
||||
0xb6, 0x81, 0x40, 0xa7, 0x96, 0xf6, 0xfd, 0x7f,
|
||||
0x3a, 0x5d, 0x32, 0x26, 0xa3, 0x2b, 0x93, 0xbe
|
||||
};
|
||||
|
||||
if ( 0 != memcmp(HEXEN_DEMO_MD5, checksum, sizeof checksum)
|
||||
&& 0 != memcmp(HEXEN_FULL_MD5, checksum, sizeof checksum))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
static const int EXTRA_LUMPS = 299;
|
||||
|
||||
const int lastLump = GetLastLump(IWAD_FILENUM);
|
||||
assert(GetFirstLump(IWAD_FILENUM) + 299 < lastLump);
|
||||
|
||||
for (int i = lastLump - EXTRA_LUMPS + 1; i <= lastLump; ++i)
|
||||
{
|
||||
LumpInfo[i].lump->Name[0] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue