mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- floatified quake and weapon code
This commit is contained in:
parent
2dbd79cc8d
commit
6557f3b8c8
13 changed files with 140 additions and 179 deletions
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@ -269,7 +269,7 @@ void InitBotStuff()
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AWeapon *w = (AWeapon*)GetDefaultByType(cls);
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if (w != NULL)
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{
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w->MoveCombatDist = botinits[i].movecombatdist;
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w->MoveCombatDist = botinits[i].movecombatdist/65536.;
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w->WeaponFlags |= botinits[i].weaponflags;
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w->ProjectileType = PClass::FindActor(botinits[i].projectile);
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}
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@ -171,7 +171,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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angle = player->mo->__f_AngleTo(enemy);
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if (player->ReadyWeapon == NULL ||
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player->mo->AproxDistance(enemy) >
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player->mo->Distance2D(enemy) >
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player->ReadyWeapon->MoveCombatDist)
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{
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// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
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@ -46,7 +46,7 @@ private:
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struct WeaponInfo
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{
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PClassWeapon *Type;
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fixed_t Position;
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int Position;
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};
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void SetInitialPositions();
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void Sort();
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@ -274,7 +274,7 @@ public:
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virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
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int SlotNumber;
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fixed_t SlotPriority;
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int SlotPriority;
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};
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class AWeapon : public AInventory
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@ -288,18 +288,18 @@ public:
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int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
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int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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int Kickback;
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fixed_t YAdjust; // For viewing the weapon fullscreen
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float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
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PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
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PClassActor *ProjectileType; // Projectile used by primary attack
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PClassActor *AltProjectileType; // Projectile used by alternate attack
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int SelectionOrder; // Lower-numbered weapons get picked first
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int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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fixed_t MoveCombatDist; // Used by bots, but do they *really* need it?
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double MoveCombatDist; // Used by bots, but do they *really* need it?
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int ReloadCounter; // For A_CheckForReload
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int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha)
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fixed_t BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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fixed_t BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
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float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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// In-inventory instance variables
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TObjPtr<AAmmo> Ammo1, Ammo2;
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@ -395,7 +395,7 @@ public:
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bool TryPickup(AActor *&toucher);
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void Serialize(FArchive &arc);
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fixed_t DropAmmoFactor;
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double DropAmmoFactor;
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};
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@ -35,7 +35,7 @@ DEarthquake::DEarthquake()
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//
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//==========================================================================
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DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesound, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint)
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: DThinker(STAT_EARTHQUAKE)
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@ -43,18 +43,14 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
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m_QuakeSFX = quakesound;
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m_Spot = center;
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// Radii are specified in tile units (64 pixels)
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m_DamageRadius = damrad << FRACBITS;
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m_TremorRadius = tremrad << FRACBITS;
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m_IntensityX = intensityX << FRACBITS;
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m_IntensityY = intensityY << FRACBITS;
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m_IntensityZ = intensityZ << FRACBITS;
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m_DamageRadius = damrad;
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m_TremorRadius = tremrad;
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m_Intensity = DVector3(intensityX, intensityY, intensityZ);
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m_CountdownStart = duration;
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m_Countdown = duration;
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m_Flags = flags;
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m_WaveSpeedX = (float)waveSpeedX;
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m_WaveSpeedY = (float)waveSpeedY;
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m_WaveSpeedZ = (float)waveSpeedZ;
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m_Falloff = falloff << FRACBITS;
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m_WaveSpeed = DVector3(waveSpeedX, waveSpeedY, waveSpeedZ);
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m_Falloff = falloff;
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m_Highpoint = highpoint;
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m_MiniCount = highpoint;
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}
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@ -68,46 +64,11 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
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void DEarthquake::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Spot << m_IntensityX << m_Countdown
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arc << m_Spot << m_Intensity << m_Countdown
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<< m_TremorRadius << m_DamageRadius
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<< m_QuakeSFX;
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if (SaveVersion < 4519)
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{
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m_IntensityY = m_IntensityX;
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m_IntensityZ = 0;
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m_Flags = 0;
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}
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else
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{
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arc << m_IntensityY << m_IntensityZ << m_Flags;
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}
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if (SaveVersion < 4520)
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{
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m_CountdownStart = 0;
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}
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else
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{
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arc << m_CountdownStart;
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}
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if (SaveVersion < 4521)
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{
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m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
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m_IntensityX <<= FRACBITS;
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m_IntensityY <<= FRACBITS;
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m_IntensityZ <<= FRACBITS;
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}
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else
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{
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arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
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}
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if (SaveVersion < 4534)
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{
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m_Falloff = m_Highpoint = m_MiniCount = 0;
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}
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else
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{
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arc << m_Falloff << m_Highpoint << m_MiniCount;
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}
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<< m_QuakeSFX << m_Flags << m_CountdownStart
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<< m_WaveSpeed
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<< m_Falloff << m_Highpoint << m_MiniCount;
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}
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//==========================================================================
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@ -141,9 +102,9 @@ void DEarthquake::Tick ()
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if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
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{
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AActor *victim = players[i].mo;
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fixed_t dist;
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double dist;
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dist = m_Spot->AproxDistance (victim, true);
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dist = m_Spot->Distance2D(victim, true);
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// Check if in damage radius
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if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
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{
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@ -153,8 +114,8 @@ void DEarthquake::Tick ()
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}
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// Thrust player around
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DAngle an = victim->Angles.Yaw + pr_quake();
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victim->Vel.X += FIXED2DBL(m_IntensityX) * an.Cos() * 0.5;
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victim->Vel.Y += FIXED2DBL(m_IntensityY) * an.Sin() * 0.5;
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victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
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victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
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}
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}
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}
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@ -182,10 +143,10 @@ void DEarthquake::Tick ()
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//
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//==========================================================================
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fixed_t DEarthquake::GetModWave(double waveMultiplier) const
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double DEarthquake::GetModWave(double waveMultiplier) const
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{
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double time = m_Countdown - FIXED2DBL(r_TicFrac);
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return FLOAT2FIXED(g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE)));
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return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
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}
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//==========================================================================
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@ -196,7 +157,7 @@ fixed_t DEarthquake::GetModWave(double waveMultiplier) const
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//
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//==========================================================================
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fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
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double DEarthquake::GetModIntensity(double intensity) const
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{
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assert(m_CountdownStart >= m_Countdown);
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@ -255,7 +216,7 @@ fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
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scalar = (scalar > divider) ? divider : scalar;
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}
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assert(divider > 0);
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intensity = Scale(intensity, scalar, divider);
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intensity = intensity * scalar / divider;
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}
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return intensity;
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}
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@ -265,27 +226,25 @@ fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
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// DEarthquake :: GetFalloff
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//
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// Given the distance of the player from the quake, find the multiplier.
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// Process everything as doubles, and output again as fixed_t (mainly
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// because fixed_t was misbehaving here...)
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//
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//==========================================================================
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fixed_t DEarthquake::GetFalloff(fixed_t dist) const
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double DEarthquake::GetFalloff(double dist) const
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{
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if ((dist < m_Falloff) || (m_Falloff >= m_TremorRadius) || (m_Falloff <= 0) || (m_TremorRadius - m_Falloff <= 0))
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{ //Player inside the minimum falloff range, or safety check kicked in.
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return FRACUNIT;
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return 1.;
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}
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else if ((dist > m_Falloff) && (dist < m_TremorRadius))
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{ //Player inside the radius, and outside the min distance for falloff.
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fixed_t tremorsize = m_TremorRadius - m_Falloff;
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fixed_t tremordist = dist - m_Falloff;
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double tremorsize = m_TremorRadius - m_Falloff;
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double tremordist = dist - m_Falloff;
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assert(tremorsize > 0);
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return (FRACUNIT - FixedMul(FRACUNIT,tremordist) / tremorsize);
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return (1. - tremordist) / tremorsize;
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}
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else
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{ //Shouldn't happen.
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return FRACUNIT;
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return 1.;
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}
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}
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@ -315,14 +274,14 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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{
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if (quake->m_Spot != NULL)
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{
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fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
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double dist = quake->m_Spot->Distance2D (victim, true);
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if (dist < quake->m_TremorRadius)
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{
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fixed_t falloff = quake->GetFalloff(dist);
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double falloff = quake->GetFalloff(dist);
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++count;
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fixed_t x = quake->GetModIntensity(quake->m_IntensityX);
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fixed_t y = quake->GetModIntensity(quake->m_IntensityY);
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fixed_t z = quake->GetModIntensity(quake->m_IntensityZ);
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double x = quake->GetModIntensity(quake->m_Intensity.X);
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double y = quake->GetModIntensity(quake->m_Intensity.Y);
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double z = quake->GetModIntensity(quake->m_Intensity.Z);
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if (!(quake->m_Flags & QF_WAVE))
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@ -330,23 +289,23 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX);
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jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY);
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jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ);
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jiggers.RelIntensity.X = MAX(x, jiggers.RelIntensity.X);
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jiggers.RelIntensity.Y = MAX(y, jiggers.RelIntensity.Y);
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jiggers.RelIntensity.Z = MAX(z, jiggers.RelIntensity.Z);
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}
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else
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{
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jiggers.IntensityX = MAX(x, jiggers.IntensityX);
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jiggers.IntensityY = MAX(y, jiggers.IntensityY);
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jiggers.IntensityZ = MAX(z, jiggers.IntensityZ);
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jiggers.Intensity.X = MAX(x, jiggers.Intensity.X);
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jiggers.Intensity.Y = MAX(y, jiggers.Intensity.Y);
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jiggers.Intensity.Z = MAX(z, jiggers.Intensity.Z);
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}
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}
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else
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{
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jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
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fixed_t mx = FixedMul(x, quake->GetModWave(quake->m_WaveSpeedX));
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fixed_t my = FixedMul(y, quake->GetModWave(quake->m_WaveSpeedY));
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fixed_t mz = FixedMul(z, quake->GetModWave(quake->m_WaveSpeedZ));
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double mx = x * quake->GetModWave(quake->m_WaveSpeed.X);
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double my = y * quake->GetModWave(quake->m_WaveSpeed.Y);
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double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z);
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// [RH] This only gives effect to the last sine quake. I would
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// prefer if some way was found to make multiples coexist
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@ -355,15 +314,15 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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// relative phases.
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelOffsetX = mx;
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jiggers.RelOffsetY = my;
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jiggers.RelOffsetZ = mz;
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jiggers.RelOffset.X = mx;
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jiggers.RelOffset.Y = my;
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jiggers.RelOffset.Z = mz;
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}
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else
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{
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jiggers.OffsetX = mx;
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jiggers.OffsetY = my;
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jiggers.OffsetZ = mz;
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jiggers.Offset.X = mx;
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jiggers.Offset.Y = my;
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jiggers.Offset.Z = mz;
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}
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}
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}
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@ -154,11 +154,12 @@ enum
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struct FQuakeJiggers
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{
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int IntensityX, IntensityY, IntensityZ;
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int RelIntensityX, RelIntensityY, RelIntensityZ;
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int OffsetX, OffsetY, OffsetZ;
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int RelOffsetX, RelOffsetY, RelOffsetZ;
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int Falloff, WFalloff;
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DVector3 Intensity;
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DVector3 RelIntensity;
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DVector3 Offset;
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DVector3 RelOffset;
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double Falloff;
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double WFalloff;
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};
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class DEarthquake : public DThinker
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@ -173,19 +174,19 @@ public:
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void Serialize (FArchive &arc);
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void Tick ();
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TObjPtr<AActor> m_Spot;
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fixed_t m_TremorRadius, m_DamageRadius;
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double m_TremorRadius, m_DamageRadius;
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int m_Countdown;
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int m_CountdownStart;
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FSoundID m_QuakeSFX;
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int m_Flags;
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fixed_t m_IntensityX, m_IntensityY, m_IntensityZ;
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float m_WaveSpeedX, m_WaveSpeedY, m_WaveSpeedZ;
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fixed_t m_Falloff;
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DVector3 m_Intensity;
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DVector3 m_WaveSpeed;
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double m_Falloff;
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int m_Highpoint, m_MiniCount;
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fixed_t GetModIntensity(int intensity) const;
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fixed_t GetModWave(double waveMultiplier) const;
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fixed_t GetFalloff(fixed_t dist) const;
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double GetModIntensity(double intensity) const;
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double GetModWave(double waveMultiplier) const;
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double GetFalloff(double dist) const;
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static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);
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@ -41,7 +41,7 @@ IMPLEMENT_CLASS(PClassWeapon)
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PClassWeapon::PClassWeapon()
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{
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SlotNumber = -1;
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SlotPriority = FIXED_MAX;
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SlotPriority = INT_MAX;
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}
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void PClassWeapon::DeriveData(PClass *newclass)
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@ -762,8 +762,8 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
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// If DropAmmoFactor is non-negative, modify the given ammo amounts.
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if (DropAmmoFactor > 0)
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{
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weap->AmmoGive1 = FixedMul(weap->AmmoGive1, DropAmmoFactor);
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weap->AmmoGive2 = FixedMul(weap->AmmoGive2, DropAmmoFactor);
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weap->AmmoGive1 = int(weap->AmmoGive1 * DropAmmoFactor);
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weap->AmmoGive2 = int(weap->AmmoGive2 * DropAmmoFactor);
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}
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weap->BecomeItem();
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}
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@ -984,7 +984,7 @@ void FWeaponSlot::Sort()
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for (i = 1; i < (int)Weapons.Size(); ++i)
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{
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fixed_t pos = Weapons[i].Position;
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int pos = Weapons[i].Position;
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PClassWeapon *type = Weapons[i].Type;
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for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
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{
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@ -3130,7 +3130,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
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}
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else if (inv->IsKindOf (RUNTIME_CLASS(AWeaponGiver)))
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{
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static_cast<AWeaponGiver *>(inv)->DropAmmoFactor = dropammofactor;
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static_cast<AWeaponGiver *>(inv)->DropAmmoFactor = FIXED2DBL(dropammofactor);
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inv->ItemFlags |= flagmask;
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}
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else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
|
|
|
@ -367,12 +367,12 @@ void P_DropWeapon (player_t *player)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y)
|
||||
{
|
||||
static fixed_t curbob;
|
||||
static float curbob;
|
||||
|
||||
AWeapon *weapon;
|
||||
fixed_t bobtarget;
|
||||
float bobtarget;
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
|
||||
|
@ -384,26 +384,26 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
|||
|
||||
// [XA] Get the current weapon's bob properties.
|
||||
int bobstyle = weapon->BobStyle;
|
||||
int bobspeed = (weapon->BobSpeed * 128) >> 16;
|
||||
fixed_t rangex = weapon->BobRangeX;
|
||||
fixed_t rangey = weapon->BobRangeY;
|
||||
float BobSpeed = (weapon->BobSpeed * 128);
|
||||
float Rangex = weapon->BobRangeX;
|
||||
float Rangey = weapon->BobRangeY;
|
||||
|
||||
// Bob the weapon based on movement speed.
|
||||
int angle = (bobspeed*35/TICRATE*level.time)&FINEMASK;
|
||||
FAngle angle = (BobSpeed * 35 / TICRATE*level.time) * (360.f / 8192.f);
|
||||
|
||||
// [RH] Smooth transitions between bobbing and not-bobbing frames.
|
||||
// This also fixes the bug where you can "stick" a weapon off-center by
|
||||
// shooting it when it's at the peak of its swing.
|
||||
bobtarget = (player->WeaponState & WF_WEAPONBOBBING) ? FLOAT2FIXED(player->bob) : 0;
|
||||
bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
|
||||
if (curbob != bobtarget)
|
||||
{
|
||||
if (abs (bobtarget - curbob) <= 1*FRACUNIT)
|
||||
if (fabsf (bobtarget - curbob) <= 1)
|
||||
{
|
||||
curbob = bobtarget;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t zoom = MAX<fixed_t> (1*FRACUNIT, abs (curbob - bobtarget) / 40);
|
||||
float zoom = MAX (1.f, fabsf (curbob - bobtarget) / 40);
|
||||
if (curbob > bobtarget)
|
||||
{
|
||||
curbob -= zoom;
|
||||
|
@ -417,38 +417,38 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
|||
|
||||
if (curbob != 0)
|
||||
{
|
||||
fixed_t bobx = fixed_t(player->bob * rangex);
|
||||
fixed_t boby = fixed_t(player->bob * rangey);
|
||||
switch (bobstyle)
|
||||
float bobx = float(player->bob * Rangex);
|
||||
float boby = float(player->bob * Rangey);
|
||||
switch (level.levelnum)//bobstyle)
|
||||
{
|
||||
case AWeapon::BobNormal:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx * angle.Cos();
|
||||
*y = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverse:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx*angle.Cos();
|
||||
*y = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobAlpha:
|
||||
*x = FixedMul(bobx, finesine[angle]);
|
||||
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx * angle.Sin();
|
||||
*y = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseAlpha:
|
||||
*x = FixedMul(bobx, finesine[angle]);
|
||||
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx * angle.Sin();
|
||||
*y = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobSmooth:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = (boby - FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)])) / 2;
|
||||
*x = bobx*angle.Cos();
|
||||
*y = 0.5f * (boby * (1.f - fabsf((angle * 2).Cos())));
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseSmooth:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = (FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)]) + boby) / 2;
|
||||
*x = bobx*angle.Cos();
|
||||
*y = 0.5f * (boby * (1.f + fabsf((angle * 2).Cos())));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -87,7 +87,7 @@ void P_CalcSwing (player_t *player);
|
|||
void P_BringUpWeapon (player_t *player);
|
||||
void P_FireWeapon (player_t *player);
|
||||
void P_DropWeapon (player_t *player);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y);
|
||||
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
|
||||
|
||||
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
|
||||
|
|
|
@ -1350,12 +1350,12 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
|
|||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
vis->texturemid -= weapon->YAdjust;
|
||||
vis->texturemid -= FLOAT2FIXED(weapon->YAdjust);
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
|
||||
weapon->YAdjust);
|
||||
FLOAT2FIXED(weapon->YAdjust));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1575,7 +1575,7 @@ void R_DrawPlayerSprites ()
|
|||
if (camera->player != NULL)
|
||||
{
|
||||
fixed_t centerhack = centeryfrac;
|
||||
fixed_t ofsx, ofsy;
|
||||
float ofsx, ofsy;
|
||||
|
||||
centery = viewheight >> 1;
|
||||
centeryfrac = centery << FRACBITS;
|
||||
|
@ -1590,7 +1590,7 @@ void R_DrawPlayerSprites ()
|
|||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
|
||||
{
|
||||
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx) + ofsx, FLOAT2FIXED(psp->sy) + ofsy);
|
||||
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx + ofsx), FLOAT2FIXED(psp->sy + ofsy));
|
||||
}
|
||||
// [RH] Don't bob the targeter.
|
||||
if (i == ps_flash)
|
||||
|
|
|
@ -897,19 +897,18 @@ void R_AddInterpolationPoint(const fixedvec3a &vec)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static fixed_t QuakePower(fixed_t factor, fixed_t intensity, fixed_t offset, fixed_t falloff, fixed_t wfalloff)
|
||||
static double QuakePower(double factor, double intensity, double offset, double falloff, double wfalloff)
|
||||
{
|
||||
fixed_t randumb;
|
||||
double randumb;
|
||||
if (intensity == 0)
|
||||
{
|
||||
randumb = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
randumb = pr_torchflicker(intensity * 2) - intensity;
|
||||
randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
|
||||
}
|
||||
fixed_t rn2 = (FixedMul(wfalloff,offset) + FixedMul(falloff, randumb));
|
||||
return FixedMul(factor, rn2);
|
||||
return factor * (wfalloff * offset + falloff * randumb);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1046,42 +1045,44 @@ void R_SetupFrame (AActor *actor)
|
|||
|
||||
if (!paused)
|
||||
{
|
||||
FQuakeJiggers jiggers = { 0, };
|
||||
FQuakeJiggers jiggers;
|
||||
|
||||
memset(&jiggers, 0, sizeof(jiggers));
|
||||
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
|
||||
{
|
||||
fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
|
||||
double quakefactor = r_quakeintensity;
|
||||
DAngle an;
|
||||
|
||||
if ((jiggers.RelIntensityX | jiggers.RelOffsetX) != 0)
|
||||
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
|
||||
{
|
||||
int ang = (camera->_f_angle()) >> ANGLETOFINESHIFT;
|
||||
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityX, jiggers.RelOffsetX, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FixedMul(finecosine[ang], power);
|
||||
viewy += FixedMul(finesine[ang], power);
|
||||
an = camera->Angles.Yaw;
|
||||
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(an.Cos() * power);
|
||||
viewy += FLOAT2FIXED(an.Sin() * power);
|
||||
}
|
||||
if ((jiggers.RelIntensityY | jiggers.RelOffsetY) != 0)
|
||||
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
|
||||
{
|
||||
int ang = (camera->_f_angle() + ANG90) >> ANGLETOFINESHIFT;
|
||||
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityY, jiggers.RelOffsetY, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FixedMul(finecosine[ang], power);
|
||||
viewy += FixedMul(finesine[ang], power);
|
||||
an = camera->Angles.Yaw + 90;
|
||||
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(an.Cos() * power);
|
||||
viewy += FLOAT2FIXED(an.Sin() * power);
|
||||
}
|
||||
// FIXME: Relative Z is not relative
|
||||
if ((jiggers.RelIntensityZ | jiggers.RelOffsetZ) != 0)
|
||||
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
|
||||
{
|
||||
viewz += QuakePower(quakefactor, jiggers.RelIntensityZ, jiggers.RelOffsetZ, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
if ((jiggers.IntensityX | jiggers.OffsetX) != 0)
|
||||
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
|
||||
{
|
||||
viewx += QuakePower(quakefactor, jiggers.IntensityX, jiggers.OffsetX, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
if ((jiggers.IntensityY | jiggers.OffsetY) != 0)
|
||||
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
|
||||
{
|
||||
viewy += QuakePower(quakefactor, jiggers.IntensityY, jiggers.OffsetY, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewy += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
if ((jiggers.IntensityZ | jiggers.OffsetZ) != 0)
|
||||
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
|
||||
{
|
||||
viewz += QuakePower(quakefactor, jiggers.IntensityZ, jiggers.OffsetZ, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2028,7 +2028,7 @@ DEFINE_CLASS_PROPERTY(upsound, S, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(yadjust, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->YAdjust = i;
|
||||
}
|
||||
|
||||
|
@ -2056,7 +2056,7 @@ DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobSpeed = i;
|
||||
}
|
||||
|
||||
|
@ -2065,7 +2065,7 @@ DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobRangeX = i;
|
||||
}
|
||||
|
||||
|
@ -2074,7 +2074,7 @@ DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobRangeY = i;
|
||||
}
|
||||
|
||||
|
|
|
@ -1041,14 +1041,14 @@ struct TAngle
|
|||
return FLOAT2ANGLE(Degrees) >> 16;
|
||||
}
|
||||
|
||||
double Cos() const
|
||||
vec_t Cos() const
|
||||
{
|
||||
return g_cosdeg(Degrees);
|
||||
return vec_t(g_cosdeg(Degrees));
|
||||
}
|
||||
|
||||
double Sin() const
|
||||
vec_t Sin() const
|
||||
{
|
||||
return g_sindeg(Degrees);
|
||||
return vec_t(g_sindeg(Degrees));
|
||||
}
|
||||
|
||||
double Tan() const
|
||||
|
@ -1354,7 +1354,7 @@ typedef TVector2<float> FVector2;
|
|||
typedef TVector3<float> FVector3;
|
||||
typedef TRotator<float> FRotator;
|
||||
typedef TMatrix3x3<float> FMatrix3x3;
|
||||
//typedef TAngle<float> FAngle;
|
||||
typedef TAngle<float> FAngle;
|
||||
|
||||
typedef TVector2<double> DVector2;
|
||||
typedef TVector3<double> DVector3;
|
||||
|
|
Loading…
Reference in a new issue