- floatifying player::slope, part 1

This commit is contained in:
Christoph Oelckers 2022-09-28 17:56:41 +02:00
parent 22cf0ea2ad
commit 1a03c56eec
4 changed files with 13 additions and 16 deletions

View file

@ -88,11 +88,6 @@ public:
spr.angle = spr.angle.Normalized360();
}
vec3_t int_vel() const
{
return vec3_t(FloatToFixed(vel.X), FloatToFixed(vel.Y), FloatToFixed(vel.Z));
}
void ZeroVelocityXY()
{
vel .X = vel .Y = 0;

View file

@ -820,7 +820,7 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
pPlayer->bloodlust = 0;
pPlayer->horizon.horiz = pPlayer->horizon.horizoff = nullAngle;
pPlayer->slope = 0;
pPlayer->_slope = 0;
pPlayer->fragger = nullptr;
pPlayer->underwaterTime = 1200;
pPlayer->bubbleTime = 0;
@ -1419,7 +1419,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
{
auto plActor = pPlayer->actor;
*out = {};
auto pos = DVector3(plActor->spr.angle.ToVector() * 1024., pPlayer->slope * inttoworld);
auto pos = DVector3(plActor->spr.angle.ToVector(), pPlayer->flt_slope());
int hit = HitScan(pPlayer->actor, pPlayer->zView, pos, 0x10000040, 128);
double hitDist = (plActor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length();
if (hitDist < 64)
@ -1731,7 +1731,7 @@ void ProcessInput(PLAYER* pPlayer)
pPlayer->angle.unlockinput();
pPlayer->horizon.unlockinput();
pPlayer->slope = -pPlayer->horizon.horiz.Tan() * 16384.;
pPlayer->_slope = -pPlayer->horizon.horiz.Tan() * 16384.;
if (pInput->actions & SB_INVPREV)
{
pInput->actions &= ~SB_INVPREV;
@ -1922,7 +1922,7 @@ DBloodActor* playerFireMissile(PLAYER* pPlayer, int xyoff_, int dx, int dy, int
DBloodActor* playerFireThing(PLAYER* pPlayer, int xyoff_, int zvel_, int thingType, int nSpeed_)
{
double xyoff = xyoff_ * inttoworld;
double zvel = FixedToFloat(pPlayer->slope + zvel_);
double zvel = FixedToFloat(pPlayer->int_slope() + zvel_);
double nSpeed = FixedToFloat(nSpeed_);
return actFireThing(pPlayer->actor, xyoff, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, zvel, thingType, nSpeed);
}
@ -2462,7 +2462,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
("zviewvel", w.zViewVel)
("zweapon", w.zWeapon)
("zweaponvel", w.zWeaponVel)
("slope", w.slope)
("slope", w._slope)
("underwater", w.isUnderwater)
.Array("haskey", w.hasKey, 8)
("hasflag", w.hasFlag)

View file

@ -113,7 +113,9 @@ struct PLAYER
double zWeapon;
double ozWeapon;
double zWeaponVel;
int slope; // Q18.14, like dudeslope
int _slope; // Q18.14, like dudeslope
int int_slope() const { return _slope; }
int flt_slope() const { return _slope / 16384.; }
bool isUnderwater;
bool hasKey[8];
int8_t hasFlag;

View file

@ -424,7 +424,7 @@ void UpdateAimVector(PLAYER* pPlayer)
assert(pPlayer != NULL);
auto plActor = pPlayer->actor;
DVector3 pos(plActor->spr.pos.XY(), pPlayer->zWeapon);
DVector3 Aim(plActor->spr.angle.ToVector(), pPlayer->slope / 16384.);
DVector3 Aim(plActor->spr.angle.ToVector(), pPlayer->flt_slope());
WEAPONTRACK* pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
DBloodActor* targetactor = nullptr;
@ -455,7 +455,7 @@ void UpdateAimVector(PLAYER* pPlayer)
double t = nDist * 4096 / pWeaponTrack->seeker;
pos2 += actor->vel * t;
}
DVector3 lpos = pos + DVector3(plActor->spr.angle.ToVector(), pPlayer->slope / 16384.) * nDist;
DVector3 lpos = pos + DVector3(plActor->spr.angle.ToVector(), pPlayer->flt_slope()) * nDist;
double zRange = nDist * (9460 / 16384.);
double top, bottom;
@ -502,7 +502,7 @@ void UpdateAimVector(PLAYER* pPlayer)
if (nDist == 0 || nDist > 3200)
continue;
DVector3 lpos = pos + DVector3(plActor->spr.angle.ToVector(), pPlayer->slope / 16384.) * nDist;
DVector3 lpos = pos + DVector3(plActor->spr.angle.ToVector(), pPlayer->flt_slope()) * nDist;
double zRange = nDist * (9460 / 16384.);
double top, bottom;
@ -533,14 +533,14 @@ void UpdateAimVector(PLAYER* pPlayer)
}
DVector3 Aim2(Aim);
Aim2.XY() = Aim2.XY().Rotated(-plActor->spr.angle);
Aim2.Z -= pPlayer->slope / 16384.;
Aim2.Z -= pPlayer->flt_slope();
pPlayer->relAim.dx = interpolatedvalue(pPlayer->relAim.dx, int(Aim2.X * 16384), FixedToFloat(pWeaponTrack->aimSpeedHorz));
pPlayer->relAim.dy = interpolatedvalue(pPlayer->relAim.dy, int(Aim2.Y * 16384), FixedToFloat(pWeaponTrack->aimSpeedHorz));
pPlayer->relAim.dz = interpolatedvalue(pPlayer->relAim.dz, int(Aim2.Z * 16384), FixedToFloat(pWeaponTrack->aimSpeedVert));
pPlayer->aim = pPlayer->relAim;
RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, plActor->int_ang());
pPlayer->aim.dz += pPlayer->slope;
pPlayer->aim.dz += pPlayer->int_slope();
pPlayer->aimTarget = targetactor;
}