- partial cleanup of SW's macro mess.

Renamed some functions to give them better names and converted more macros into functions or constants
This commit is contained in:
Christoph Oelckers 2021-12-23 20:20:29 +01:00
parent 394f06baa0
commit c9628e2034
22 changed files with 253 additions and 248 deletions

View file

@ -1197,11 +1197,11 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
if (u && u->PlayerP)
zh = u->PlayerP->pos.Z;
else
zh = SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2);
zh = GetSpriteZOfTop(sp) + (GetSpriteSizeZ(sp) >> 2);
ezh = SPRITEp_TOS(ep) + (SPRITEp_SIZE_Z(ep) >> 2);
ezhm = SPRITEp_TOS(ep) + DIV2(SPRITEp_SIZE_Z(ep));
ezhl = SPRITEp_BOS(ep) - (SPRITEp_SIZE_Z(ep) >> 2);
ezh = GetSpriteZOfTop(ep) + (GetSpriteSizeZ(ep) >> 2);
ezhm = GetSpriteZOfTop(ep) + DIV2(GetSpriteSizeZ(ep));
ezhl = GetSpriteZOfBottom(ep) - (GetSpriteSizeZ(ep) >> 2);
// If you can't see 'em you can't shoot 'em
if (!FAFcansee(sp->pos.X, sp->pos.Y, zh, sp->sector(), ep->pos.X, ep->pos.Y, ezh, ep->sector()) &&
@ -1315,7 +1315,7 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
ny += sp->pos.Y;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sector(),
nx, ny, SPRITEp_TOS(sp) + Z(16),
nx, ny, GetSpriteZOfTop(sp) + Z(16),
sp->ang, 0);
ep = &effectActor->s();
@ -1337,7 +1337,7 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor)
SPRITEp ep;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sector(),
sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp) + Z(16),
sp->pos.X, sp->pos.Y, GetSpriteZOfTop(sp) + Z(16),
sp->ang, 0);
ep = &effectActor->s();
@ -1715,7 +1715,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
water_level_z = over_sp->sector()->floorz; // - Z(pp->WadeDepth);
// if not below water
above_water = (SPRITEp_BOS(over_sp) <= water_level_z);
above_water = (GetSpriteZOfBottom(over_sp) <= water_level_z);
in_dive_area = SpriteInDiveArea(over_sp);
// if not in dive area OR (in dive area AND above the water) - Kill it
@ -1751,7 +1751,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
// find z water level of the top sector
// diff between the bottom of the upper sprite and the water level
zdiff = SPRITEp_BOS(over_sp) - water_level_z;
zdiff = GetSpriteZOfBottom(over_sp) - water_level_z;
// add diff to ceiling
sp->pos.Z = sp->sector()->ceilingz + zdiff;
@ -3001,7 +3001,7 @@ void StackedWaterSplash(PLAYERp pp)
auto sect = pp->cursector;
auto psp = &pp->Actor()->s();
updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(psp), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, GetSpriteZOfBottom(psp), &sect);
if (SectorIsUnderwaterArea(sect))
{
@ -3870,7 +3870,7 @@ int PlayerCanDiveNoWarp(PLAYERp pp)
{
auto sect = pp->cursector;
updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(&pp->Actor()->s()), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, GetSpriteZOfBottom(&pp->Actor()->s()), &sect);
if (SectorIsUnderwaterArea(sect))
{
@ -5797,7 +5797,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
{
SPRITEp kp = &pp->KillerActor->s();
if (FAFcansee(kp->pos.X, kp->pos.Y, SPRITEp_TOS(kp), kp->sector(), pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector))
if (FAFcansee(kp->pos.X, kp->pos.Y, GetSpriteZOfTop(kp), kp->sector(), pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector))
{
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->pos.X, kp->pos.Y - pp->pos.Y)) >> 4);
}
@ -5947,7 +5947,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
DoPlayerZrange(pp);
// sector stomper kick
if (labs(pp->loz - pp->hiz) < SPRITEp_SIZE_Z(sp) - Z(8))
if (labs(pp->loz - pp->hiz) < GetSpriteSizeZ(sp) - Z(8))
{
u->slide_ang = RANDOM_P2(2048);
u->slide_vel = 1000;