-floatified P_ExplodeMissile and P_XYMovement

This commit is contained in:
Christoph Oelckers 2016-03-28 00:55:57 +02:00
parent 7b256dda3d
commit 217414cb1c
3 changed files with 85 additions and 118 deletions

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@ -84,7 +84,6 @@ inline int GetSafeBlockY(long long blocky)
} }
//#define GRAVITY FRACUNIT //#define GRAVITY FRACUNIT
#define _f_MAXMOVE (30*FRACUNIT)
#define MAXMOVE (30.) #define MAXMOVE (30.)
#define TALKRANGE (128.) #define TALKRANGE (128.)

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@ -1,5 +1,4 @@
// Emacs style mode select -*- C++ -*- // Emacs style mode select -*- C++ -*-
// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Id:$ // $Id:$
@ -1386,8 +1385,8 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
if (line != NULL && cl_missiledecals) if (line != NULL && cl_missiledecals)
{ {
fixedvec3 pos = mo->_f_PosRelative(line); DVector3 pos = mo->PosRelative(line);
int side = P_PointOnLineSidePrecise (pos.x, pos.y, line); int side = P_PointOnLineSidePrecise (pos, line);
if (line->sidedef[side] == NULL) if (line->sidedef[side] == NULL)
side ^= 1; side ^= 1;
if (line->sidedef[side] != NULL) if (line->sidedef[side] != NULL)
@ -1396,31 +1395,15 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
if (base != NULL) if (base != NULL)
{ {
// Find the nearest point on the line, and stick a decal there // Find the nearest point on the line, and stick a decal there
fixed_t x, y, z; DVector3 linepos;
SQWORD num, den; double num, den, frac;
den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy; den = line->Delta().LengthSquared();
if (den != 0) if (den != 0)
{ {
SDWORD frac; frac = clamp<double>((mo->Pos() - line->v1->fPos()) | line->Delta(), 0, den) / den;
num = (SQWORD)(pos.x-line->v1->x)*line->dx+(SQWORD)(pos.y-line->v1->y)*line->dy; linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z);
if (num <= 0)
{
frac = 0;
}
else if (num >= den)
{
frac = 1<<30;
}
else
{
frac = (SDWORD)(num / (den>>30));
}
x = line->v1->x + MulScale30 (line->dx, frac);
y = line->v1->y + MulScale30 (line->dy, frac);
z = pos.z;
F3DFloor * ffloor=NULL; F3DFloor * ffloor=NULL;
if (line->sidedef[side^1] != NULL) if (line->sidedef[side^1] != NULL)
@ -1434,16 +1417,16 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES)) if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))
{ {
if (z<=rover->top.plane->ZatPoint(x, y) && z>=rover->bottom.plane->ZatPoint( x, y)) if (pos.Z <= rover->top.plane->ZatPoint(linepos) && pos.Z >= rover->bottom.plane->ZatPoint(linepos))
{ {
ffloor=rover; ffloor = rover;
break; break;
} }
} }
} }
} }
DImpactDecal::StaticCreate(base->GetDecal(), DVector3(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z)), line->sidedef[side], ffloor); DImpactDecal::StaticCreate(base->GetDecal(), linepos, line->sidedef[side], ffloor);
} }
} }
} }
@ -1529,7 +1512,7 @@ void AActor::PlayBounceSound(bool onfloor)
bool AActor::FloorBounceMissile (secplane_t &plane) bool AActor::FloorBounceMissile (secplane_t &plane)
{ {
if (_f_Z() <= _f_floorz() && P_HitFloor (this)) if (Z() <= floorz && P_HitFloor (this))
{ {
// Landed in some sort of liquid // Landed in some sort of liquid
if (BounceFlags & BOUNCE_ExplodeOnWater) if (BounceFlags & BOUNCE_ExplodeOnWater)
@ -1760,22 +1743,22 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
// Returns the actor's old floorz. // Returns the actor's old floorz.
// //
#define STOPSPEED (0x1000/65536.) #define STOPSPEED (0x1000/65536.)
#define CARRYSTOPSPEED (0x1000*32/3) #define CARRYSTOPSPEED ((0x1000*32/3)/65536.)
fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) double P_XYMovement (AActor *mo, DVector2 scroll)
{ {
static int pushtime = 0; static int pushtime = 0;
bool bForceSlide = scrollx || scrolly; bool bForceSlide = !scroll.isZero();
DAngle Angle; DAngle Angle;
fixed_t ptryx, ptryy; DVector2 ptry;
player_t *player; player_t *player;
fixed_t xmove, ymove; DVector2 move;
const secplane_t * walkplane; const secplane_t * walkplane;
static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. }; static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. };
int steps, step, totalsteps; int steps, step, totalsteps;
fixed_t startx, starty; DVector2 start;
fixed_t oldfloorz = mo->_f_floorz(); double Oldfloorz = mo->floorz;
fixed_t oldz = mo->_f_Z(); double oldz = mo->Z();
double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) || double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
(mo->player && mo->player->crouchoffset<-10) ? MAXMOVE : MAXMOVE/4; (mo->player && mo->player->crouchoffset<-10) ? MAXMOVE : MAXMOVE/4;
@ -1815,29 +1798,27 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
mo->Vel.X *= fac; mo->Vel.X *= fac;
mo->Vel.Y *= fac; mo->Vel.Y *= fac;
} }
xmove = mo->_f_velx(); move = mo->Vel;
ymove = mo->_f_vely();
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is // [RH] Carrying sectors didn't work with low speeds in BOOM. This is
// because BOOM relied on the speed being fast enough to accumulate // because BOOM relied on the speed being fast enough to accumulate
// despite friction. If the speed is too low, then its movement will get // despite friction. If the speed is too low, then its movement will get
// cancelled, and it won't accumulate to the desired speed. // cancelled, and it won't accumulate to the desired speed.
mo->flags4 &= ~MF4_SCROLLMOVE; mo->flags4 &= ~MF4_SCROLLMOVE;
if (abs(scrollx) > CARRYSTOPSPEED) if (fabs(scroll.X) > CARRYSTOPSPEED)
{ {
scrollx = FixedMul (scrollx, _f_CARRYFACTOR); scroll.X *= CARRYFACTOR;
mo->Vel.X += FIXED2DBL(scrollx); mo->Vel.X += scroll.X;
mo->flags4 |= MF4_SCROLLMOVE; mo->flags4 |= MF4_SCROLLMOVE;
} }
if (abs(scrolly) > CARRYSTOPSPEED) if (fabs(scroll.Y) > CARRYSTOPSPEED)
{ {
scrolly = FixedMul (scrolly, _f_CARRYFACTOR); scroll.Y *= CARRYFACTOR;
mo->Vel.Y += FIXED2DBL(scrolly); mo->Vel.Y += scroll.Y;
mo->flags4 |= MF4_SCROLLMOVE; mo->flags4 |= MF4_SCROLLMOVE;
} }
xmove += scrollx; move += scroll;
ymove += scrolly;
if ((xmove | ymove) == 0) if (move.isZero())
{ {
if (mo->flags & MF_SKULLFLY) if (mo->flags & MF_SKULLFLY)
{ {
@ -1855,15 +1836,14 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
mo->tics = -1; mo->tics = -1;
} }
} }
return oldfloorz; return Oldfloorz;
} }
player = mo->player; player = mo->player;
// [RH] Adjust player movement on sloped floors // [RH] Adjust player movement on sloped floors
fixed_t startxmove = xmove; DVector2 startmove = move;
fixed_t startymove = ymove; walkplane = P_CheckSlopeWalk (mo, move);
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
// [RH] Take smaller steps when moving faster than the object's size permits. // [RH] Take smaller steps when moving faster than the object's size permits.
// Moving as fast as the object's "diameter" is bad because it could skip // Moving as fast as the object's "diameter" is bad because it could skip
@ -1872,15 +1852,15 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
// through the actor. // through the actor.
{ {
fixed_t maxmove = mo->_f_radius() - FRACUNIT; double maxmove = mo->radius - 1;
if (maxmove <= 0) if (maxmove <= 0)
{ // gibs can have _f_radius() 0, so don't divide by zero below! { // gibs can have radius 0, so don't divide by zero below!
maxmove = _f_MAXMOVE; maxmove = MAXMOVE;
} }
const fixed_t xspeed = abs (xmove); const double xspeed = fabs (move.X);
const fixed_t yspeed = abs (ymove); const double yspeed = fabs (move.Y);
steps = 1; steps = 1;
@ -1888,25 +1868,23 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{ {
if (xspeed > maxmove) if (xspeed > maxmove)
{ {
steps = 1 + xspeed / maxmove; steps = int(1 + xspeed / maxmove);
} }
} }
else else
{ {
if (yspeed > maxmove) if (yspeed > maxmove)
{ {
steps = 1 + yspeed / maxmove; steps = int(1 + yspeed / maxmove);
} }
} }
} }
// P_SlideMove needs to know the step size before P_CheckSlopeWalk // P_SlideMove needs to know the step size before P_CheckSlopeWalk
// because it also calls P_CheckSlopeWalk on its clipped steps. // because it also calls P_CheckSlopeWalk on its clipped steps.
fixed_t onestepx = startxmove / steps; DVector2 onestep = startmove / steps;
fixed_t onestepy = startymove / steps;
startx = mo->_f_X(); start = mo->Pos();
starty = mo->_f_Y();
step = 1; step = 1;
totalsteps = steps; totalsteps = steps;
@ -1923,23 +1901,19 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
FCheckPosition tm(!!(mo->flags2 & MF2_RIP)); FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
angle_t oldangle = mo->_f_angle(); DAngle oldangle = mo->Angles.Yaw;
do do
{ {
if (i_compatflags & COMPATF_WALLRUN) pushtime++; if (i_compatflags & COMPATF_WALLRUN) pushtime++;
tm.PushTime = pushtime; tm.PushTime = pushtime;
ptryx = startx + Scale (xmove, step, steps); ptry = start + move * step / steps;
ptryy = starty + Scale (ymove, step, steps);
DVector2 startvel = mo->Vel;
/* if (mo->player)
Printf ("%d,%d/%d: %d %d %d %d %d %d %d\n", level.time, step, steps, startxmove, Scale(xmove,step,steps), startymove, Scale(ymove,step,steps), mo->x, mo->y, mo->z);
*/
// [RH] If walking on a slope, stay on the slope
// killough 3/15/98: Allow objects to drop off // killough 3/15/98: Allow objects to drop off
fixed_t startvelx = mo->_f_velx(), startvely = mo->_f_vely(); // [RH] If walking on a slope, stay on the slope
if (!P_TryMove (mo, ptry, true, walkplane, tm))
if (!P_TryMove (mo, DVector2(FIXED2DBL(ptryx), FIXED2DBL(ptryy)), true, walkplane, tm))
{ {
// blocked move // blocked move
AActor *BlockingMobj = mo->BlockingMobj; AActor *BlockingMobj = mo->BlockingMobj;
@ -1964,7 +1938,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
} }
// If the blocked move executed any push specials that changed the // If the blocked move executed any push specials that changed the
// actor's velocity, do not attempt to slide. // actor's velocity, do not attempt to slide.
if (mo->_f_velx() == startvelx && mo->_f_vely() == startvely) if (mo->Vel.XY() == startvel)
{ {
if (player && (i_compatflags & COMPATF_WALLRUN)) if (player && (i_compatflags & COMPATF_WALLRUN))
{ {
@ -1976,9 +1950,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
} }
else else
{ {
P_SlideMove (mo, DVector2(FIXED2DBL(onestepx), FIXED2DBL(onestepy)), totalsteps); P_SlideMove (mo, onestep, totalsteps);
} }
if ((mo->_f_velx() | mo->_f_vely()) == 0) if (mo->Vel.XY().isZero())
{ {
steps = 0; steps = 0;
} }
@ -1986,14 +1960,11 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{ {
if (!player || !(i_compatflags & COMPATF_WALLRUN)) if (!player || !(i_compatflags & COMPATF_WALLRUN))
{ {
xmove = mo->_f_velx(); move = mo->Vel;
ymove = mo->_f_vely(); onestep = move / steps;
onestepx = xmove / steps; P_CheckSlopeWalk (mo, move);
onestepy = ymove / steps;
P_CheckSlopeWalk (mo, xmove, ymove);
} }
startx = mo->_f_X() - Scale (xmove, step, steps); start = mo->Pos().XY() - move * step / steps;
starty = mo->_f_Y() - Scale (ymove, step, steps);
} }
} }
else else
@ -2003,18 +1974,18 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
} }
else else
{ // slide against another actor { // slide against another actor
fixed_t tx, ty; DVector2 t;
tx = 0, ty = onestepy; t.X = 0, t.Y = onestep.Y;
walkplane = P_CheckSlopeWalk (mo, tx, ty); walkplane = P_CheckSlopeWalk (mo, t);
if (P_TryMove (mo, mo->Pos() + DVector2(FIXED2DBL(tx), FIXED2DBL(ty)), true, walkplane, tm)) if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
{ {
mo->Vel.X = 0; mo->Vel.X = 0;
} }
else else
{ {
tx = onestepx, ty = 0; t.X = onestep.X, t.Y = 0;
walkplane = P_CheckSlopeWalk (mo, tx, ty); walkplane = P_CheckSlopeWalk (mo, t);
if (P_TryMove (mo, mo->Pos() + DVector2(FIXED2DBL(tx), FIXED2DBL(ty)), true, walkplane, tm)) if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
{ {
mo->Vel.Y = 0; mo->Vel.Y = 0;
} }
@ -2045,7 +2016,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{ // Struck a player/creature { // Struck a player/creature
P_ExplodeMissile (mo, NULL, BlockingMobj); P_ExplodeMissile (mo, NULL, BlockingMobj);
} }
return oldfloorz; return Oldfloorz;
} }
} }
else else
@ -2054,7 +2025,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
if (P_BounceWall (mo)) if (P_BounceWall (mo))
{ {
mo->PlayBounceSound(false); mo->PlayBounceSound(false);
return oldfloorz; return Oldfloorz;
} }
} }
if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE)) if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
@ -2105,7 +2076,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
mo->tracer = mo->target; mo->tracer = mo->target;
} }
mo->target = BlockingMobj; mo->target = BlockingMobj;
return oldfloorz; return Oldfloorz;
} }
explode: explode:
// explode a missile // explode a missile
@ -2114,22 +2085,22 @@ explode:
if (tm.ceilingline && if (tm.ceilingline &&
tm.ceilingline->backsector && tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->_f_Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->_f_PosRelative(tm.ceilingline))) mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
{ {
// Hack to prevent missiles exploding against the sky. // Hack to prevent missiles exploding against the sky.
// Does not handle sky floors. // Does not handle sky floors.
mo->Destroy (); mo->Destroy ();
return oldfloorz; return Oldfloorz;
} }
// [RH] Don't explode on horizon lines. // [RH] Don't explode on horizon lines.
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon) if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
{ {
mo->Destroy (); mo->Destroy ();
return oldfloorz; return Oldfloorz;
} }
} }
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj); P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
return oldfloorz; return Oldfloorz;
} }
else else
{ {
@ -2139,32 +2110,26 @@ explode:
} }
else else
{ {
if (mo->_f_X() != ptryx || mo->_f_Y() != ptryy) if (mo->Pos().XY() != ptry)
{ {
// If the new position does not match the desired position, the player // If the new position does not match the desired position, the player
// must have gone through a teleporter, so stop moving right now if it // must have gone through a teleporter, so stop moving right now if it
// was a regular teleporter. If it was a line-to-line or fogless teleporter, // was a regular teleporter. If it was a line-to-line or fogless teleporter,
// the move should continue, but startx, starty and xmove, ymove need to change. // the move should continue, but start and move need to change.
if (mo->Vel.X == 0 && mo->Vel.Y == 0) if (mo->Vel.X == 0 && mo->Vel.Y == 0)
{ {
step = steps; step = steps;
} }
else else
{ {
angle_t anglediff = (mo->_f_angle() - oldangle) >> ANGLETOFINESHIFT; DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
if (anglediff != 0) if (anglediff != 0)
{ {
fixed_t xnew = FixedMul(xmove, finecosine[anglediff]) - FixedMul(ymove, finesine[anglediff]); move = move.Rotated(anglediff);
fixed_t ynew = FixedMul(xmove, finesine[anglediff]) + FixedMul(ymove, finecosine[anglediff]); oldangle = mo->Angles.Yaw; // in case more moves are needed this needs to be updated.
xmove = xnew;
ymove = ynew;
oldangle = mo->_f_angle(); // in case more moves are needed this needs to be updated.
} }
start = mo->Pos() - move * step / steps;
startx = mo->_f_X() - Scale (xmove, step, steps);
starty = mo->_f_Y() - Scale (ymove, step, steps);
} }
} }
} }
@ -2176,12 +2141,12 @@ explode:
{ // debug option for no sliding at all { // debug option for no sliding at all
mo->Vel.X = mo->Vel.Y = 0; mo->Vel.X = mo->Vel.Y = 0;
player->Vel.X = player->Vel.Y = 0; player->Vel.X = player->Vel.Y = 0;
return oldfloorz; return Oldfloorz;
} }
if (mo->flags & (MF_MISSILE | MF_SKULLFLY)) if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
{ // no friction for missiles { // no friction for missiles
return oldfloorz; return Oldfloorz;
} }
if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) && if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
@ -2200,7 +2165,7 @@ explode:
player->Vel.Y *= level.airfriction; player->Vel.Y *= level.airfriction;
} }
} }
return oldfloorz; return Oldfloorz;
} }
// killough 8/11/98: add bouncers // killough 8/11/98: add bouncers
@ -2221,10 +2186,10 @@ explode:
// if the floor comes from one in the current sector stop sliding the corpse! // if the floor comes from one in the current sector stop sliding the corpse!
F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i]; F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS)) continue; if (!(rover->flags&FF_EXISTS)) continue;
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo) == mo->_f_floorz()) break; if (rover->flags&FF_SOLID && rover->top.plane->ZatPointF(mo) == mo->floorz) break;
} }
if (i==mo->Sector->e->XFloor.ffloors.Size()) if (i==mo->Sector->e->XFloor.ffloors.Size())
return oldfloorz; return Oldfloorz;
} }
} }
} }
@ -2291,7 +2256,7 @@ explode:
if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0; if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0;
} }
} }
return oldfloorz; return Oldfloorz;
} }
// Move this to p_inter *** // Move this to p_inter ***
@ -3724,9 +3689,7 @@ void AActor::Tick ()
// Handle X and Y velocities // Handle X and Y velocities
BlockingMobj = NULL; BlockingMobj = NULL;
assert(!player || !isnan(Vel.X)); fixed_t oldfloorz = FLOAT2FIXED(P_XYMovement (this, DVector2(FIXED2DBL(cummx), FIXED2DBL(cummy))));
fixed_t oldfloorz = P_XYMovement (this, cummx, cummy);
assert(!player || !isnan(Vel.X));
if (ObjectFlags & OF_EuthanizeMe) if (ObjectFlags & OF_EuthanizeMe)
{ // actor was destroyed { // actor was destroyed
return; return;

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@ -86,6 +86,11 @@ struct TVector2
Y = X = 0; Y = X = 0;
} }
bool isZero() const
{
return X == 0 && Y == 0;
}
TVector2 &operator= (const TVector2 &other) TVector2 &operator= (const TVector2 &other)
{ {
// This might seem backwards, but this helps produce smaller code when a newly // This might seem backwards, but this helps produce smaller code when a newly