From 95cd74bdc0549d7728e0c1c77e4676ef429bcdd0 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Tue, 27 Sep 2022 21:59:57 +1000 Subject: [PATCH] - renamed slope functions so that the int versions get a special name. --- source/build/src/clip.cpp | 18 +++++++------- source/build/src/engine.cpp | 4 ++-- source/core/gamefuncs.h | 18 +++++++------- source/core/gameinput.cpp | 6 ++--- source/core/rendering/scene/hw_flats.cpp | 4 ++-- source/games/blood/src/actor.cpp | 10 ++++---- source/games/blood/src/ai.cpp | 2 +- source/games/blood/src/aibat.cpp | 2 +- source/games/blood/src/aigarg.cpp | 2 +- source/games/blood/src/aighost.cpp | 2 +- source/games/blood/src/animatesprite.cpp | 10 ++++---- source/games/blood/src/blood.cpp | 2 +- source/games/blood/src/fx.cpp | 2 +- source/games/blood/src/nnexts.cpp | 30 ++++++++++++------------ source/games/blood/src/player.cpp | 2 +- source/games/blood/src/triggers.cpp | 6 ++--- source/games/blood/src/warp.cpp | 20 ++++++++-------- source/games/duke/src/actors.cpp | 10 ++++---- source/games/duke/src/actors_d.cpp | 10 ++++---- source/games/duke/src/actors_r.cpp | 10 ++++---- source/games/duke/src/player_d.cpp | 4 ++-- source/games/duke/src/player_r.cpp | 6 ++--- source/games/duke/src/spawn_d.cpp | 8 +++---- source/games/duke/src/spawn_r.cpp | 6 ++--- source/games/sw/src/draw.cpp | 2 +- source/games/sw/src/sprite.cpp | 2 +- source/games/sw/src/weapon.cpp | 2 +- 27 files changed, 100 insertions(+), 100 deletions(-) diff --git a/source/build/src/clip.cpp b/source/build/src/clip.cpp index 7a9ac89a9..3426a1e2c 100644 --- a/source/build/src/clip.cpp +++ b/source/build/src/clip.cpp @@ -135,13 +135,13 @@ static int cliptestsector(int const dasect, int const nextsect, int32_t const fl break; default: { - int32_t daz = getflorzofslopeptr(§or[dasect], pos.X, pos.Y); - int32_t daz2 = getflorzofslopeptr(sec2, pos.X, pos.Y); + int32_t daz = int_getflorzofslopeptr(§or[dasect], pos.X, pos.Y); + int32_t daz2 = int_getflorzofslopeptr(sec2, pos.X, pos.Y); if (daz2 < daz-(1<<8) && (sec2->floorstat & CSTAT_SECTOR_SKY) == 0) if (posz >= daz2-(flordist-1)) return 1; - daz = getceilzofslopeptr(§or[dasect], pos.X, pos.Y); - daz2 = getceilzofslopeptr(sec2, pos.X, pos.Y); + daz = int_getceilzofslopeptr(§or[dasect], pos.X, pos.Y); + daz2 = int_getceilzofslopeptr(sec2, pos.X, pos.Y); if (daz2 > daz+(1<<8) && (sec2->ceilingstat & CSTAT_SECTOR_SKY) == 0) if (posz <= daz2+(ceildist-1)) return 1; @@ -759,7 +759,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if (inside(pos->X, pos->Y, sect) == 1) { if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) - tempint2 = getceilzofslopeptr(sect, pos->X, pos->Y) - pos->Z; + tempint2 = int_getceilzofslopeptr(sect, pos->X, pos->Y) - pos->Z; else tempint2 = sect->int_ceilingz() - pos->Z; @@ -774,7 +774,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, else { if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) - tempint2 = pos->Z - getflorzofslopeptr(sect, pos->X, pos->Y); + tempint2 = pos->Z - int_getflorzofslopeptr(sect, pos->X, pos->Y); else tempint2 = pos->Z - sect->int_floorz(); @@ -919,7 +919,7 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas closest = { int(v.X * worldtoint), int(v.Y * worldtoint) }; } - getzsofslopeptr(sect,closest.X,closest.Y,ceilz,florz); + int_getzsofslopeptr(sect,closest.X,closest.Y,ceilz,florz); ceilhit.setSector(sect); florhit.setSector(sect); @@ -985,7 +985,7 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas closest = { int(v.X * worldtoint), int(v.Y * worldtoint) }; } - getzsofslopeptr(nextsect, closest.X,closest.Y, &daz,&daz2); + int_getzsofslopeptr(nextsect, closest.X,closest.Y, &daz,&daz2); { if (daz > *ceilz) @@ -1256,7 +1256,7 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire } int32_t daz2; - getzsofslopeptr(nextsect,intx,inty,&daz,&daz2); + int_getzsofslopeptr(nextsect,intx,inty,&daz,&daz2); if (intz <= daz || intz >= daz2) { hit_set(&hitinfo, sec, wal, nullptr, intx, inty, intz); diff --git a/source/build/src/engine.cpp b/source/build/src/engine.cpp index a20a502c3..a5e51fddb 100644 --- a/source/build/src/engine.cpp +++ b/source/build/src/engine.cpp @@ -188,7 +188,7 @@ int cansee(int x1, int y1, int z1, sectortype* sect1, int x2, int y2, int z2, se y = y1 + MulScale(y21,t, 24); z = z1 + MulScale(z21,t, 24); - getzsofslopeptr(sec, x,y, &cfz[0],&cfz[1]); + int_getzsofslopeptr(sec, x,y, &cfz[0],&cfz[1]); if (z <= cfz[0] || z >= cfz[1]) { @@ -196,7 +196,7 @@ int cansee(int x1, int y1, int z1, sectortype* sect1, int x2, int y2, int z2, se } auto nexts = wal->nextSector(); - getzsofslopeptr(nexts, x,y, &cfz[0],&cfz[1]); + int_getzsofslopeptr(nexts, x,y, &cfz[0],&cfz[1]); if (z <= cfz[0] || z >= cfz[1]) return 0; diff --git a/source/core/gamefuncs.h b/source/core/gamefuncs.h index 178331be4..8952a323c 100644 --- a/source/core/gamefuncs.h +++ b/source/core/gamefuncs.h @@ -328,27 +328,27 @@ inline void getzsofslopeptr(const sectortype* sec, const Vector& pos, double* ce calcSlope(sec, pos.X, pos.Y, ceilz, florz); } -inline double getceilzofslopeptrf(const sectortype* sec, double dax, double day) +inline double getceilzofslopeptr(const sectortype* sec, double dax, double day) { double c; calcSlope(sec, dax, day, &c, nullptr); return c; } -inline double getflorzofslopeptrf(const sectortype* sec, double dax, double day) +inline double getflorzofslopeptr(const sectortype* sec, double dax, double day) { double f; calcSlope(sec, dax, day, nullptr, &f); return f; } template -inline double getceilzofslopeptrf(const sectortype* sec, const Vector& pos) +inline double getceilzofslopeptr(const sectortype* sec, const Vector& pos) { - return getceilzofslopeptrf(sec, pos.X, pos.Y); + return getceilzofslopeptr(sec, pos.X, pos.Y); } template -inline double getflorzofslopeptrf(const sectortype* sec, const Vector& pos) +inline double getflorzofslopeptr(const sectortype* sec, const Vector& pos) { - return getflorzofslopeptrf(sec, pos.X, pos.Y); + return getflorzofslopeptr(sec, pos.X, pos.Y); } //========================================================================== @@ -602,7 +602,7 @@ inline double BobVal(double val) //========================================================================== [[deprecated]] -inline int getceilzofslopeptr(const sectortype* sec, int dax, int day) +inline int int_getceilzofslopeptr(const sectortype* sec, int dax, int day) { double z; calcSlope(sec, dax * inttoworld, day * inttoworld, &z, nullptr); @@ -610,7 +610,7 @@ inline int getceilzofslopeptr(const sectortype* sec, int dax, int day) } [[deprecated]] -inline int getflorzofslopeptr(const sectortype* sec, int dax, int day) +inline int int_getflorzofslopeptr(const sectortype* sec, int dax, int day) { double z; calcSlope(sec, dax * inttoworld, day * inttoworld, nullptr, &z); @@ -618,7 +618,7 @@ inline int getflorzofslopeptr(const sectortype* sec, int dax, int day) } [[deprecated]] -inline void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz) +inline void int_getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz) { double c, f; calcSlope(sec, dax * inttoworld, day * inttoworld, &c, &f); diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index 91a74670b..76a70b094 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -410,15 +410,15 @@ void PlayerHorizon::calcviewpitch(const DVector2& pos, DAngle const ang, bool co { // Get the floorz as if the new (x,y) point was still in // your sector - double const j = getflorzofslopeptrf(cursectnum, pos); - double const k = getflorzofslopeptrf(tempsect, rotpt); + double const j = getflorzofslopeptr(cursectnum, pos); + double const k = getflorzofslopeptr(tempsect, rotpt); // If extended point is in same sector as you or the slopes // of the sector of the extended point and your sector match // closely (to avoid accidently looking straight out when // you're at the edge of a sector line) then adjust horizon // accordingly - if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptrf(tempsect, rotpt) - k) <= 4)) + if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4)) { horizoff += q16horiz(fixed_t(scaleAdjust * ((j - k) * 256 * (!isBlood() ? DEFVIEWPITCH : BLOODVIEWPITCH)))); } diff --git a/source/core/rendering/scene/hw_flats.cpp b/source/core/rendering/scene/hw_flats.cpp index f2d78561d..af90ea42e 100644 --- a/source/core/rendering/scene/hw_flats.cpp +++ b/source/core/rendering/scene/hw_flats.cpp @@ -142,7 +142,7 @@ void HWFlat::MakeVertices(HWDrawInfo* di) float maxofs = -FLT_MAX, minofs = FLT_MAX; for (int i = 0; i < 4; i++) { - float vz = -getceilzofslopeptrf(Sprite->sectp, posi); + float vz = -getceilzofslopeptr(Sprite->sectp, posi); float sz = z - ofsz[i]; int diff = vz - sz; if (diff > maxofs) maxofs = diff; @@ -155,7 +155,7 @@ void HWFlat::MakeVertices(HWDrawInfo* di) float maxofs = -FLT_MAX, minofs = FLT_MAX; for (int i = 0; i < 4; i++) { - float vz = -getflorzofslopeptrf(Sprite->sectp, posi); + float vz = -getflorzofslopeptr(Sprite->sectp, posi); float sz = z - ofsz[i]; int diff = vz - sz; if (diff > maxofs) maxofs = diff; diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index b4e5bfddd..6dc5586f1 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -2731,7 +2731,7 @@ static DBloodActor* actSpawnFloor(DBloodActor* actor) auto pSector = actor->sector(); auto pos = actor->spr.pos; updatesector(pos, &pSector); - double zFloor = getflorzofslopeptrf(pSector, pos.X, pos.Y); + double zFloor = getflorzofslopeptr(pSector, pos.X, pos.Y); auto spawned = actSpawnSprite(pSector, DVector3(pos.XY(), zFloor), 3, 0); if (spawned) spawned->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; return spawned; @@ -4850,7 +4850,7 @@ void MoveDude(DBloodActor* actor) { if (bUnderwater) { - double cz = getceilzofslopeptrf(pSector, actor->spr.pos); + double cz = getceilzofslopeptr(pSector, actor->spr.pos); if (cz > top) vc += ((bottom - cz) * -FixedToFloat(80099)) / (bottom - top); else @@ -4858,7 +4858,7 @@ void MoveDude(DBloodActor* actor) } else { - double fz = getflorzofslopeptrf(pSector, actor->spr.pos); + double fz = getflorzofslopeptr(pSector, actor->spr.pos); if (fz < bottom) vc += ((bottom - fz) * -FixedToFloat(80099)) / (bottom - top); } @@ -5629,7 +5629,7 @@ static void actCheckThings() { double top, bottom; GetActorExtents(actor, &top, &bottom); - if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom) + if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom) { int angle = pXSector->panAngle.Buildang(); int speed = 0; @@ -6054,7 +6054,7 @@ static void actCheckDudes() { double top, bottom; GetActorExtents(actor, &top, &bottom); - if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom) + if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom) { int angle = pXSector->panAngle.Buildang(); int speed = 0; diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 27c7b4f33..008cd70e9 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -148,7 +148,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange) assert(pSector); updatesectorz(x, y, z, &pSector); if (!pSector) return false; - int floorZ = getflorzofslopeptr(pSector, x, y); + int floorZ = int_getflorzofslopeptr(pSector, x, y); auto pXSector = pSector->hasX()? &pSector->xs() : nullptr; bool Underwater = 0; bool Water = 0; diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 2727a77c6..81e28d68a 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -270,7 +270,7 @@ static void batThinkChase(DBloodActor* actor) if (nDist < (pDudeInfo->seeDist * inttoworld) && abs(nDeltaAngle).Buildang() <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - double floorZ = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos); double floorDelta = floorZ - bottom; double heightDelta = height2 - height; bool angWithinRange = abs(nDeltaAngle) < mapangle(85); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 435b95575..0752f9d2b 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -353,7 +353,7 @@ static void gargThinkChase(DBloodActor* actor) if (nDist < (pDudeInfo->seeDist * inttoworld) && abs(nDeltaAngle).Buildang() <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - double floorZ = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos); double floorDelta = floorZ - bottom; double heightDelta = height2 - height; bool angWithinRange = abs(nDeltaAngle) < mapangle(85); diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 74ff0f06f..d09ab06bd 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -331,7 +331,7 @@ static void ghostThinkChase(DBloodActor* actor) if (nDist < (pDudeInfo->seeDist * inttoworld) && abs(nDeltaAngle).Buildang() <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - double floorZ = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos); double floorDelta = floorZ - bottom; double heightDelta = height2 - height; bool angWithinRange = abs(nDeltaAngle) < mapangle(85); diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index 9d4a192b7..4be935c29 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -361,7 +361,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF auto pNSprite = viewInsertTSprite(tsprites, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; - pNSprite->pos.Z = getflorzofslopeptrf(pTSprite->sectp, pNSprite->pos); + pNSprite->pos.Z = getflorzofslopeptr(pTSprite->sectp, pNSprite->pos); if ((pNSprite->sectp->floorpicnum >= 4080) && (pNSprite->sectp->floorpicnum <= 4095) && !VanillaMode()) // if floor has ror, find actual floor { DVector3 cPos = pNSprite->pos; @@ -371,7 +371,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF { if (!CheckLink(cPos, &cSect)) // if no more floors underneath, abort break; - const double newFloorZ = getflorzofslopeptrf(cSect, cPos.X, cPos.Z); + const double newFloorZ = getflorzofslopeptr(cSect, cPos.X, cPos.Z); cZrel += newFloorZ - cPos.Z; // get height difference for next sector's ceiling/floor, and add to relative height for shadow if ((cSect->floorpicnum < 4080) || (cSect->floorpicnum > 4095)) // if current sector is not open air, use as floor for shadow casting, otherwise continue to next sector break; @@ -620,7 +620,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, { double top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); - if (getflorzofslopeptrf(pTSprite->sectp, pTSprite->pos) > bottom) + if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) > bottom) nAnim = 1; } break; @@ -903,7 +903,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, } if (pTSprite->ownerActor != pPlayer->actor || gViewPos != VIEWPOS_0) { - if (getflorzofslopeptrf(pTSprite->sectp, pTSprite->pos) >= cPos.Z) + if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) >= cPos.Z) { viewAddEffect(tsprites, nTSprite, kViewEffectShadow); } @@ -935,7 +935,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, if (pTSprite->type < kThingBase || pTSprite->type >= kThingMax || owneractor->hit.florhit.type == kHitNone) { - if ((pTSprite->flags & kPhysMove) && getflorzofslopeptrf(pTSprite->sectp, pTSprite->pos) >= cPos.Z) + if ((pTSprite->flags & kPhysMove) && getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) >= cPos.Z) viewAddEffect(tsprites, nTSprite, kViewEffectShadow); } } diff --git a/source/games/blood/src/blood.cpp b/source/games/blood/src/blood.cpp index ede339eca..759e47cdb 100644 --- a/source/games/blood/src/blood.cpp +++ b/source/games/blood/src/blood.cpp @@ -290,7 +290,7 @@ void StartLevel(MapRecord* level, bool newgame) Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased); #endif - startpos.Z = getflorzofslopeptrf(startsector, startpos.X, startpos.Y); + startpos.Z = getflorzofslopeptr(startsector, startpos.X, startpos.Y); for (int i = 0; i < kMaxPlayers; i++) { gStartZone[i].pos = startpos; gStartZone[i].sector = startsector; diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index a401e9859..3cd9ca4d9 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -229,7 +229,7 @@ void CFX::fxProcess(void) remove(actor); continue; } - if (getflorzofslopeptrf(actor->sector(), actor->spr.pos) <= actor->spr.pos.Z) + if (getflorzofslopeptr(actor->sector(), actor->spr.pos) <= actor->spr.pos.Z) { if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax) { diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 0c0a8f31a..d849df4c4 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -1301,7 +1301,7 @@ void nnExtProcessSuperSprites() if (pXSector != nullptr) { if ((uwater = pXSector->Underwater) != 0) airVel <<= 6; - if (pXSector->panVel != 0 && getflorzofslopeptrf(debrisactor->sector(), debrisactor->spr.pos) <= bottom) + if (pXSector->panVel != 0 && getflorzofslopeptr(debrisactor->sector(), debrisactor->spr.pos) <= bottom) { int angle = pXSector->panAngle.Buildang(); int speed = 0; if (pXSector->panAlways || pXSector->state || pXSector->busy) @@ -1721,8 +1721,8 @@ void debrisMove(int listIndex) if ((actor->xspr.physAttr & kPhysDebrisSwim) && uwater) { double vc = 0; - double cz = getceilzofslopeptrf(pSector, actor->spr.pos); - double fz = getflorzofslopeptrf(pSector, actor->spr.pos); + double cz = getceilzofslopeptr(pSector, actor->spr.pos); + double fz = getflorzofslopeptr(pSector, actor->spr.pos); double div = max(bottom - top, 1 / 256.); if (pSector->lowerLink) cz += (cz < 0) ? 5. : -5.; @@ -3357,9 +3357,9 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor) if (actor->insector()) { if (sourceactor->xspr.data4 == 3) - pos = getflorzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + pos = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); else - pos = getceilzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + pos = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); break; } [[fallthrough]]; @@ -3797,8 +3797,8 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector case 6: if (!iactor->insector()) pos.Z = top; else pos.Z = ((sourceactor->xspr.data3 == 5) ? - getflorzofslopeptrf(spawned->sector(), spawned->spr.pos) : - getceilzofslopeptrf(spawned->sector(), spawned->spr.pos)); + getflorzofslopeptr(spawned->sector(), spawned->spr.pos) : + getceilzofslopeptr(spawned->sector(), spawned->spr.pos)); break; } @@ -6685,12 +6685,12 @@ void sprite2sectorSlope(DBloodActor* actor, sectortype* pSector, int rel, bool f double z = 0; switch (rel) { default: - z = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + z = getflorzofslopeptr(actor->sector(), actor->spr.pos); if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->xspr.Touch) z--; slope = pSector->floorheinum; break; case 1: - z = getceilzofslopeptrf(actor->sector(), actor->spr.pos); + z = getceilzofslopeptr(actor->sector(), actor->spr.pos); if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->xspr.Touch) z++; slope = pSector->ceilingheinum; break; @@ -6734,7 +6734,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D while (auto iactor = it.Next()) { if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; - else if (getflorzofslopeptrf(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z) + else if (getflorzofslopeptr(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z) { sprite2sectorSlope(iactor, pSect, 0, true); @@ -6770,7 +6770,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D while (auto iactor = it.Next()) { if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; - else if (getceilzofslopeptrf(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z) + else if (getceilzofslopeptr(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z) { sprite2sectorSlope(iactor, pSect, 1, true); @@ -6825,8 +6825,8 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break; case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break; case 3: - if (getflorzofslopeptrf(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); - if (getceilzofslopeptrf(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); + if (getflorzofslopeptr(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); + if (getceilzofslopeptr(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break; } break; @@ -9261,9 +9261,9 @@ void clampSprite(DBloodActor* actor, int which) { GetActorExtents(actor, &zTop, &zBot); if (which & 0x01) - actor->spr.pos.Z += min(getflorzofslopeptrf(actor->sector(), actor->spr.pos) - zBot, 0.); + actor->spr.pos.Z += min(getflorzofslopeptr(actor->sector(), actor->spr.pos) - zBot, 0.); if (which & 0x02) - actor->spr.pos.Z += max(getceilzofslopeptrf(actor->sector(), actor->spr.pos) - zTop, 0.); + actor->spr.pos.Z += max(getceilzofslopeptr(actor->sector(), actor->spr.pos) - zTop, 0.); } diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index d1d5fb014..3bf4f53c9 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1887,7 +1887,7 @@ void playerProcess(PLAYER* pPlayer) auto link = actor->sector()->lowerLink; if (link && (link->spr.type == kMarkerLowGoo || link->spr.type == kMarkerLowWater)) { - if (getceilzofslopeptrf(actor->sector(), actor->spr.pos) > pPlayer->zView) + if (getceilzofslopeptr(actor->sector(), actor->spr.pos) > pPlayer->zView) pPlayer->isUnderwater = 0; } } diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 93bbb6461..c13a13d5a 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -949,7 +949,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6 { double top, bottom; GetActorExtents(actor, &top, &bottom); - double floorZ = getflorzofslopeptrf(pSector, actor->spr.pos); + double floorZ = getflorzofslopeptr(pSector, actor->spr.pos); if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom) { viewBackupSpriteLoc(actor); @@ -2194,8 +2194,8 @@ void AlignSlopes(void) auto pos = pWall->center(); viewInterpolateSector(§); - alignflorslope(§, DVector3(pos, getflorzofslopeptrf(pNextSector, pos))); - alignceilslope(§, DVector3(pos, getceilzofslopeptrf(pNextSector, pos))); + alignflorslope(§, DVector3(pos, getflorzofslopeptr(pNextSector, pos))); + alignceilslope(§, DVector3(pos, getceilzofslopeptr(pNextSector, pos))); } } } diff --git a/source/games/blood/src/warp.cpp b/source/games/blood/src/warp.cpp index a0a9fa994..261e284de 100644 --- a/source/games/blood/src/warp.cpp +++ b/source/games/blood/src/warp.cpp @@ -139,7 +139,7 @@ void warpInit(TArray& actors) actor->sector()->upperLink = actor; actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; - actor->spr.pos.Z = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + actor->spr.pos.Z = getflorzofslopeptr(actor->sector(), actor->spr.pos); break; case kMarkerLowWater: case kMarkerLowStack: @@ -147,7 +147,7 @@ void warpInit(TArray& actors) actor->sector()->lowerLink = actor; actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; - actor->spr.pos.Z = getceilzofslopeptrf(actor->sector(), actor->spr.pos); + actor->spr.pos.Z = getceilzofslopeptr(actor->sector(), actor->spr.pos); break; } } @@ -204,7 +204,7 @@ int CheckLink(DBloodActor* actor) if (aUpper->spr.type == kMarkerUpLink) z = aUpper->spr.pos.Z; else - z = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + z = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (z <= actor->spr.pos.Z) { aLower = aUpper->GetOwner(); @@ -215,7 +215,7 @@ int CheckLink(DBloodActor* actor) if (aLower->spr.type == kMarkerLowLink) z2 = aLower->spr.pos.Z; else - z2 = getceilzofslopeptrf(actor->sector(), actor->spr.pos); + z2 = getceilzofslopeptr(actor->sector(), actor->spr.pos); actor->spr.pos += DVector3(aLower->spr.pos.XY() - aUpper->spr.pos.XY(), z2 - z); actor->interpolated = false; return aUpper->spr.type; @@ -227,7 +227,7 @@ int CheckLink(DBloodActor* actor) if (aLower->spr.type == kMarkerLowLink) z = aLower->spr.pos.Z; else - z = getceilzofslopeptrf(actor->sector(), actor->spr.pos); + z = getceilzofslopeptr(actor->sector(), actor->spr.pos); if (z >= actor->spr.pos.Z) { aUpper = aLower->GetOwner(); @@ -238,7 +238,7 @@ int CheckLink(DBloodActor* actor) if (aUpper->spr.type == kMarkerUpLink) z2 = aUpper->spr.pos.Z; else - z2 = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + z2 = getflorzofslopeptr(actor->sector(), actor->spr.pos); actor->spr.pos += DVector3(aUpper->spr.pos.XY() - aLower->spr.pos.XY(), z2 - z); actor->interpolated = false; return aLower->spr.type; @@ -263,7 +263,7 @@ int CheckLink(DVector3& cPos, sectortype** pSector) if (aUpper->spr.type == kMarkerUpLink) z1 = aUpper->spr.pos.Z; else - z1 = getflorzofslopeptrf(*pSector, cPos); + z1 = getflorzofslopeptr(*pSector, cPos); if (z1 <= cPos.Z) { aLower = aUpper->GetOwner(); @@ -275,7 +275,7 @@ int CheckLink(DVector3& cPos, sectortype** pSector) if (aUpper->spr.type == kMarkerLowLink) z2 = aLower->spr.pos.Z; else - z2 = getceilzofslopeptrf(*pSector, cPos); + z2 = getceilzofslopeptr(*pSector, cPos); cPos.Z += z2 - z1; return aUpper->spr.type; } @@ -286,7 +286,7 @@ int CheckLink(DVector3& cPos, sectortype** pSector) if (aLower->spr.type == kMarkerLowLink) z1 = aLower->spr.pos.Z; else - z1 = getceilzofslopeptrf(*pSector, cPos); + z1 = getceilzofslopeptr(*pSector, cPos); if (z1 >= cPos.Z) { aUpper = aLower->GetOwner(); @@ -297,7 +297,7 @@ int CheckLink(DVector3& cPos, sectortype** pSector) if (aLower->spr.type == kMarkerUpLink) z2 = aUpper->spr.pos.Z; else - z2 = getflorzofslopeptrf(*pSector, cPos); + z2 = getflorzofslopeptr(*pSector, cPos); cPos.Z += z2 - z1; return aLower->spr.type; } diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index c5901ab9b..f286f5dc5 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -2113,7 +2113,7 @@ bool money(DDukeActor* actor, int BLOODPOOL) deletesprite(actor); return false; } - double l = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double l = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (actor->spr.pos.Z > l) { @@ -2178,8 +2178,8 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f return false; } - double fz = getflorzofslopeptrf(sectp, actor->spr.pos); - double cz = getceilzofslopeptrf(sectp, actor->spr.pos); + double fz = getflorzofslopeptr(sectp, actor->spr.pos); + double cz = getceilzofslopeptr(sectp, actor->spr.pos); if (cz == fz) { deletesprite(actor); @@ -2246,7 +2246,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f } actor->temp_data[2]++; } - double ll = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double ll = getflorzofslopeptr(actor->sector(), actor->spr.pos); actor->spr.pos.Z = ll - 2; actor->vel.X = 0; @@ -2525,7 +2525,7 @@ void gutsdir(DDukeActor* actor, int gtype, int n, int p) else sx = sy = 32; double gutz = actor->spr.pos.Z - 8; - double floorz = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (gutz > floorz - 8) gutz = floorz - 8; diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index dfee59412..4017c5ba9 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -545,7 +545,7 @@ void guts_d(DDukeActor* actor, int gtype, int n, int p) else sx = sy = 32; double gutz = actor->spr.pos.Z - 8; - double floorz = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (gutz > floorz - 8) gutz = floorz - 8; @@ -3066,7 +3066,7 @@ void moveexplosions_d(void) // STATNUM 5 case MONEY + 1: case MAIL + 1: case PAPER + 1: - act->vel.Z = act->floorz = getflorzofslopeptrf(act->sector(), act->spr.pos.X, act->spr.pos.Y); + act->vel.Z = act->floorz = getflorzofslopeptr(act->sector(), act->spr.pos.X, act->spr.pos.Y); break; case MONEY: case MAIL: @@ -3581,14 +3581,14 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { if (actor->vel.Z > 0) { - double f = getflorzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + double f = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->floorz = f; if (actor->spr.pos.Z > f - 30) actor->spr.pos.Z = f - 30; } else { - double c = getceilzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->ceilingz = c; if (actor->spr.pos.Z < c + 50) { @@ -3604,7 +3604,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) actor->spr.pos.Z = actor->floorz; if (actor->vel.Z < 0) { - double c = getceilzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.pos.Z < c + 66) { actor->spr.pos.Z = c + 66; diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 67f2132c2..5c4e0cc20 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -453,7 +453,7 @@ void guts_r(DDukeActor* actor, int gtype, int n, int p) else sx = sy = 16; double gutz = actor->spr.pos.Z - 8; - double floorz = getflorzofslopeptrf(actor->sector(), actor->spr.pos); + double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (gutz > floorz - 8) gutz = floorz - 8; @@ -2982,7 +2982,7 @@ void moveexplosions_r(void) // STATNUM 5 deletesprite(act); continue; case FEATHER + 1: // feather - act->spr.pos.Z = act->floorz = getflorzofslopeptrf(act->sector(), act->spr.pos.X, act->spr.pos.Y); + act->spr.pos.Z = act->floorz = getflorzofslopeptr(act->sector(), act->spr.pos.X, act->spr.pos.Y); if (act->sector()->lotag == 800) { deletesprite(act); @@ -3592,14 +3592,14 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (actor->vel.Z > 0) { double dist = isRRRA() ? 28 : 30; - double f = getflorzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + double f = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->floorz = f; if (actor->spr.pos.Z > f - dist) actor->spr.pos.Z = f - dist; } else { - double c = getceilzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->ceilingz = c; if (actor->spr.pos.Z < c + 50) { @@ -3612,7 +3612,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) actor->spr.pos.Z = actor->floorz; if (actor->vel.Z < 0) { - double c = getceilzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); + double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.pos.Z < c + 66) { actor->spr.pos.Z = c + 66; diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 819d73b51..515fb4feb 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -2780,8 +2780,8 @@ void processinput_d(int snum) shrunk = (pact->spr.yrepeat < 32); getzrange(p->pos, psectp, &ceilingz, chz, &floorz, clz, 163, CLIPMASK0); - p->truefz = getflorzofslopeptrf(psectp, p->pos); - p->truecz = getceilzofslopeptrf(psectp, p->pos); + p->truefz = getflorzofslopeptr(psectp, p->pos); + p->truecz = getceilzofslopeptr(psectp, p->pos); truefdist = abs(p->pos.Z - p->truefz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16) diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 6f345ada7..f6fbf469f 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -3396,16 +3396,16 @@ void processinput_r(int snum) if (pact->native_clipdist() == 64) { getzrange(p->pos, psectp, &ceilingz, chz, &floorz, clz, 163L, CLIPMASK0); - tempfz = getflorzofslopeptrf(psectp, p->pos); + tempfz = getflorzofslopeptr(psectp, p->pos); } else { getzrange(p->pos, psectp, &ceilingz, chz, &floorz, clz, 4L, CLIPMASK0); - tempfz = getflorzofslopeptrf(psectp, p->pos); + tempfz = getflorzofslopeptr(psectp, p->pos); } p->truefz = tempfz; - p->truecz = getceilzofslopeptrf(psectp, p->pos); + p->truecz = getceilzofslopeptr(psectp, p->pos); double truefdist = abs(p->pos.Z - tempfz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16) diff --git a/source/games/duke/src/spawn_d.cpp b/source/games/duke/src/spawn_d.cpp index 1f693eabc..f97d51bf5 100644 --- a/source/games/duke/src/spawn_d.cpp +++ b/source/games/duke/src/spawn_d.cpp @@ -159,11 +159,11 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { if (actj->sector()->lotag == 2) { - act->spr.pos.Z = getceilzofslopeptrf(act->sector(), act->spr.pos) + 16; + act->spr.pos.Z = getceilzofslopeptr(act->sector(), act->spr.pos) + 16; act->spr.cstat |= CSTAT_SPRITE_YFLIP; } else if (actj->sector()->lotag == 1) - act->spr.pos.Z = getflorzofslopeptrf(act->sector(), act->spr.pos); + act->spr.pos.Z = getflorzofslopeptr(act->sector(), act->spr.pos); } if (sectp->floorpicnum == FLOORSLIME || @@ -296,7 +296,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR; if (act->spr.picnum == LAVAPOOL) // Twentieth Anniversary World Tour { - act->spr.pos.Z = getflorzofslopeptrf(act->sector(), act->spr.pos) - 0.78125; + act->spr.pos.Z = getflorzofslopeptr(act->sector(), act->spr.pos) - 0.78125; } [[fallthrough]]; @@ -634,7 +634,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (actj) { - double x = getflorzofslopeptrf(act->sector(), act->spr.pos); + double x = getflorzofslopeptr(act->sector(), act->spr.pos); if (act->spr.pos.Z > x - 12) act->spr.pos.Z = x - 12; } diff --git a/source/games/duke/src/spawn_r.cpp b/source/games/duke/src/spawn_r.cpp index 1f0694c77..79f37d127 100644 --- a/source/games/duke/src/spawn_r.cpp +++ b/source/games/duke/src/spawn_r.cpp @@ -212,11 +212,11 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* { if (actj->sector()->lotag == 2) { - act->spr.pos.Z = getceilzofslopeptrf(act->sector(), act->spr.pos) + 16; + act->spr.pos.Z = getceilzofslopeptr(act->sector(), act->spr.pos) + 16; act->spr.cstat |= CSTAT_SPRITE_YFLIP; } else if (actj->sector()->lotag == 1) - act->spr.pos.Z = getceilzofslopeptrf(act->sector(), act->spr.pos); + act->spr.pos.Z = getceilzofslopeptr(act->sector(), act->spr.pos); } if (sectp->floorpicnum == FLOORSLIME || @@ -647,7 +647,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (actj) { - double x = getflorzofslopeptrf(act->sector(), act->spr.pos); + double x = getflorzofslopeptr(act->sector(), act->spr.pos); if (act->spr.pos.Z > x - 12) act->spr.pos.Z = x - 12; } diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index ddc9495a0..ef31fbf9a 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -675,7 +675,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub // workaround for mines and floor decals beneath the floor if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1) { - double const florz = getflorzofslopeptrf(tActor->sector(), tActor->spr.pos); + double const florz = getflorzofslopeptr(tActor->sector(), tActor->spr.pos); if (tActor->spr.pos.Z > florz) tsp->pos.Z = florz; } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 8dfa5a69c..cddf66822 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -6761,7 +6761,7 @@ Collision move_ground_missile(DSWActor* actor, const DVector2& change, double ce actor->user.z_tgt = 0; if ((dasect != actor->sector()) && (dasect != nullptr)) { - actor->spr.pos.Z = getflorzofslopeptrf(dasect, actor->spr.pos.X, actor->spr.pos.Y); + actor->spr.pos.Z = getflorzofslopeptr(dasect, actor->spr.pos.X, actor->spr.pos.Y); ChangeActorSect(actor, dasect); } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index e2878cdb6..cfd73427a 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -10173,7 +10173,7 @@ void SpawnBreakStaticFlames(DSWActor* actor) actorNew->user.Radius = 200; actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0; - actorNew->spr.pos.Z = getflorzofslopeptrf(actorNew->sector(), actorNew->spr.pos); + actorNew->spr.pos.Z = getflorzofslopeptr(actorNew->sector(), actorNew->spr.pos); PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler); }