diff --git a/src/p_local.h b/src/p_local.h index 8729ada1ae..bb7042f3fe 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -84,7 +84,6 @@ inline int GetSafeBlockY(long long blocky) } //#define GRAVITY FRACUNIT -#define _f_MAXMOVE (30*FRACUNIT) #define MAXMOVE (30.) #define TALKRANGE (128.) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 0be882191a..1407368658 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1,5 +1,4 @@ // Emacs style mode select -*- C++ -*- -// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ @@ -1386,8 +1385,8 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target) if (line != NULL && cl_missiledecals) { - fixedvec3 pos = mo->_f_PosRelative(line); - int side = P_PointOnLineSidePrecise (pos.x, pos.y, line); + DVector3 pos = mo->PosRelative(line); + int side = P_PointOnLineSidePrecise (pos, line); if (line->sidedef[side] == NULL) side ^= 1; if (line->sidedef[side] != NULL) @@ -1396,31 +1395,15 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target) if (base != NULL) { // Find the nearest point on the line, and stick a decal there - fixed_t x, y, z; - SQWORD num, den; + DVector3 linepos; + double num, den, frac; - den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy; + den = line->Delta().LengthSquared(); if (den != 0) { - SDWORD frac; + frac = clamp((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; - 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; + linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z); F3DFloor * ffloor=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 (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; } } } } - 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) { - if (_f_Z() <= _f_floorz() && P_HitFloor (this)) + if (Z() <= floorz && P_HitFloor (this)) { // Landed in some sort of liquid 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. // #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; - bool bForceSlide = scrollx || scrolly; + bool bForceSlide = !scroll.isZero(); DAngle Angle; - fixed_t ptryx, ptryy; + DVector2 ptry; player_t *player; - fixed_t xmove, ymove; + DVector2 move; const secplane_t * walkplane; static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. }; int steps, step, totalsteps; - fixed_t startx, starty; - fixed_t oldfloorz = mo->_f_floorz(); - fixed_t oldz = mo->_f_Z(); + DVector2 start; + double Oldfloorz = mo->floorz; + double oldz = mo->Z(); double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) || (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.Y *= fac; } - xmove = mo->_f_velx(); - ymove = mo->_f_vely(); + move = mo->Vel; // [RH] Carrying sectors didn't work with low speeds in BOOM. This is // because BOOM relied on the speed being fast enough to accumulate // despite friction. If the speed is too low, then its movement will get // cancelled, and it won't accumulate to the desired speed. mo->flags4 &= ~MF4_SCROLLMOVE; - if (abs(scrollx) > CARRYSTOPSPEED) + if (fabs(scroll.X) > CARRYSTOPSPEED) { - scrollx = FixedMul (scrollx, _f_CARRYFACTOR); - mo->Vel.X += FIXED2DBL(scrollx); + scroll.X *= CARRYFACTOR; + mo->Vel.X += scroll.X; mo->flags4 |= MF4_SCROLLMOVE; } - if (abs(scrolly) > CARRYSTOPSPEED) + if (fabs(scroll.Y) > CARRYSTOPSPEED) { - scrolly = FixedMul (scrolly, _f_CARRYFACTOR); - mo->Vel.Y += FIXED2DBL(scrolly); + scroll.Y *= CARRYFACTOR; + mo->Vel.Y += scroll.Y; mo->flags4 |= MF4_SCROLLMOVE; } - xmove += scrollx; - ymove += scrolly; + move += scroll; - if ((xmove | ymove) == 0) + if (move.isZero()) { if (mo->flags & MF_SKULLFLY) { @@ -1855,15 +1836,14 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) mo->tics = -1; } } - return oldfloorz; + return Oldfloorz; } player = mo->player; // [RH] Adjust player movement on sloped floors - fixed_t startxmove = xmove; - fixed_t startymove = ymove; - walkplane = P_CheckSlopeWalk (mo, xmove, ymove); + DVector2 startmove = move; + walkplane = P_CheckSlopeWalk (mo, move); // [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 @@ -1872,15 +1852,15 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) // through the actor. { - fixed_t maxmove = mo->_f_radius() - FRACUNIT; + double maxmove = mo->radius - 1; if (maxmove <= 0) - { // gibs can have _f_radius() 0, so don't divide by zero below! - maxmove = _f_MAXMOVE; + { // gibs can have radius 0, so don't divide by zero below! + maxmove = MAXMOVE; } - const fixed_t xspeed = abs (xmove); - const fixed_t yspeed = abs (ymove); + const double xspeed = fabs (move.X); + const double yspeed = fabs (move.Y); steps = 1; @@ -1888,25 +1868,23 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) { if (xspeed > maxmove) { - steps = 1 + xspeed / maxmove; + steps = int(1 + xspeed / maxmove); } } else { if (yspeed > maxmove) { - steps = 1 + yspeed / maxmove; + steps = int(1 + yspeed / maxmove); } } } // P_SlideMove needs to know the step size before P_CheckSlopeWalk // because it also calls P_CheckSlopeWalk on its clipped steps. - fixed_t onestepx = startxmove / steps; - fixed_t onestepy = startymove / steps; + DVector2 onestep = startmove / steps; - startx = mo->_f_X(); - starty = mo->_f_Y(); + start = mo->Pos(); step = 1; totalsteps = steps; @@ -1923,23 +1901,19 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) FCheckPosition tm(!!(mo->flags2 & MF2_RIP)); - angle_t oldangle = mo->_f_angle(); + DAngle oldangle = mo->Angles.Yaw; do { if (i_compatflags & COMPATF_WALLRUN) pushtime++; tm.PushTime = pushtime; - ptryx = startx + Scale (xmove, step, steps); - ptryy = starty + Scale (ymove, step, steps); + ptry = start + move * 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 - fixed_t startvelx = mo->_f_velx(), startvely = mo->_f_vely(); - - if (!P_TryMove (mo, DVector2(FIXED2DBL(ptryx), FIXED2DBL(ptryy)), true, walkplane, tm)) + // [RH] If walking on a slope, stay on the slope + if (!P_TryMove (mo, ptry, true, walkplane, tm)) { // blocked move 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 // 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)) { @@ -1976,9 +1950,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) } 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; } @@ -1986,14 +1960,11 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) { if (!player || !(i_compatflags & COMPATF_WALLRUN)) { - xmove = mo->_f_velx(); - ymove = mo->_f_vely(); - onestepx = xmove / steps; - onestepy = ymove / steps; - P_CheckSlopeWalk (mo, xmove, ymove); + move = mo->Vel; + onestep = move / steps; + P_CheckSlopeWalk (mo, move); } - startx = mo->_f_X() - Scale (xmove, step, steps); - starty = mo->_f_Y() - Scale (ymove, step, steps); + start = mo->Pos().XY() - move * step / steps; } } else @@ -2003,18 +1974,18 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) } else { // slide against another actor - fixed_t tx, ty; - tx = 0, ty = onestepy; - walkplane = P_CheckSlopeWalk (mo, tx, ty); - if (P_TryMove (mo, mo->Pos() + DVector2(FIXED2DBL(tx), FIXED2DBL(ty)), true, walkplane, tm)) + DVector2 t; + t.X = 0, t.Y = onestep.Y; + walkplane = P_CheckSlopeWalk (mo, t); + if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm)) { mo->Vel.X = 0; } else { - tx = onestepx, ty = 0; - walkplane = P_CheckSlopeWalk (mo, tx, ty); - if (P_TryMove (mo, mo->Pos() + DVector2(FIXED2DBL(tx), FIXED2DBL(ty)), true, walkplane, tm)) + t.X = onestep.X, t.Y = 0; + walkplane = P_CheckSlopeWalk (mo, t); + if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm)) { mo->Vel.Y = 0; } @@ -2045,7 +2016,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) { // Struck a player/creature P_ExplodeMissile (mo, NULL, BlockingMobj); } - return oldfloorz; + return Oldfloorz; } } else @@ -2054,7 +2025,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) if (P_BounceWall (mo)) { mo->PlayBounceSound(false); - return oldfloorz; + return Oldfloorz; } } 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->target = BlockingMobj; - return oldfloorz; + return Oldfloorz; } explode: // explode a missile @@ -2114,22 +2085,22 @@ explode: if (tm.ceilingline && tm.ceilingline->backsector && 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. // Does not handle sky floors. mo->Destroy (); - return oldfloorz; + return Oldfloorz; } // [RH] Don't explode on horizon lines. if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon) { mo->Destroy (); - return oldfloorz; + return Oldfloorz; } } P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj); - return oldfloorz; + return Oldfloorz; } else { @@ -2139,32 +2110,26 @@ explode: } 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 // 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, - // 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) { step = steps; } else { - angle_t anglediff = (mo->_f_angle() - oldangle) >> ANGLETOFINESHIFT; + DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw); if (anglediff != 0) { - fixed_t xnew = FixedMul(xmove, finecosine[anglediff]) - FixedMul(ymove, finesine[anglediff]); - fixed_t ynew = FixedMul(xmove, finesine[anglediff]) + FixedMul(ymove, finecosine[anglediff]); - - xmove = xnew; - ymove = ynew; - oldangle = mo->_f_angle(); // in case more moves are needed this needs to be updated. + move = move.Rotated(anglediff); + oldangle = mo->Angles.Yaw; // in case more moves are needed this needs to be updated. } - - startx = mo->_f_X() - Scale (xmove, step, steps); - starty = mo->_f_Y() - Scale (ymove, step, steps); + start = mo->Pos() - move * step / steps; } } } @@ -2176,12 +2141,12 @@ explode: { // debug option for no sliding at all mo->Vel.X = mo->Vel.Y = 0; player->Vel.X = player->Vel.Y = 0; - return oldfloorz; + return Oldfloorz; } if (mo->flags & (MF_MISSILE | MF_SKULLFLY)) { // no friction for missiles - return oldfloorz; + return Oldfloorz; } if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) && @@ -2200,7 +2165,7 @@ explode: player->Vel.Y *= level.airfriction; } } - return oldfloorz; + return Oldfloorz; } // 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! F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i]; 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()) - return oldfloorz; + return Oldfloorz; } } } @@ -2291,7 +2256,7 @@ explode: if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0; } } - return oldfloorz; + return Oldfloorz; } // Move this to p_inter *** @@ -3724,9 +3689,7 @@ void AActor::Tick () // Handle X and Y velocities BlockingMobj = NULL; - assert(!player || !isnan(Vel.X)); - fixed_t oldfloorz = P_XYMovement (this, cummx, cummy); - assert(!player || !isnan(Vel.X)); + fixed_t oldfloorz = FLOAT2FIXED(P_XYMovement (this, DVector2(FIXED2DBL(cummx), FIXED2DBL(cummy)))); if (ObjectFlags & OF_EuthanizeMe) { // actor was destroyed return; diff --git a/src/vectors.h b/src/vectors.h index 32c7508c74..7e22d59c9d 100644 --- a/src/vectors.h +++ b/src/vectors.h @@ -86,6 +86,11 @@ struct TVector2 Y = X = 0; } + bool isZero() const + { + return X == 0 && Y == 0; + } + TVector2 &operator= (const TVector2 &other) { // This might seem backwards, but this helps produce smaller code when a newly