- floatified quake and weapon code

This commit is contained in:
Christoph Oelckers 2016-03-23 20:45:48 +01:00
parent 2dbd79cc8d
commit 6557f3b8c8
13 changed files with 140 additions and 179 deletions

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@ -269,7 +269,7 @@ void InitBotStuff()
AWeapon *w = (AWeapon*)GetDefaultByType(cls); AWeapon *w = (AWeapon*)GetDefaultByType(cls);
if (w != NULL) if (w != NULL)
{ {
w->MoveCombatDist = botinits[i].movecombatdist; w->MoveCombatDist = botinits[i].movecombatdist/65536.;
w->WeaponFlags |= botinits[i].weaponflags; w->WeaponFlags |= botinits[i].weaponflags;
w->ProjectileType = PClass::FindActor(botinits[i].projectile); w->ProjectileType = PClass::FindActor(botinits[i].projectile);
} }

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@ -171,7 +171,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
angle = player->mo->__f_AngleTo(enemy); angle = player->mo->__f_AngleTo(enemy);
if (player->ReadyWeapon == NULL || if (player->ReadyWeapon == NULL ||
player->mo->AproxDistance(enemy) > player->mo->Distance2D(enemy) >
player->ReadyWeapon->MoveCombatDist) player->ReadyWeapon->MoveCombatDist)
{ {
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)

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@ -46,7 +46,7 @@ private:
struct WeaponInfo struct WeaponInfo
{ {
PClassWeapon *Type; PClassWeapon *Type;
fixed_t Position; int Position;
}; };
void SetInitialPositions(); void SetInitialPositions();
void Sort(); void Sort();
@ -274,7 +274,7 @@ public:
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass); virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
int SlotNumber; int SlotNumber;
fixed_t SlotPriority; int SlotPriority;
}; };
class AWeapon : public AInventory class AWeapon : public AInventory
@ -288,18 +288,18 @@ public:
int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
int AmmoUse1, AmmoUse2; // How much ammo to use with each shot int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
int Kickback; int Kickback;
fixed_t YAdjust; // For viewing the weapon fullscreen float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
PClassActor *ProjectileType; // Projectile used by primary attack PClassActor *ProjectileType; // Projectile used by primary attack
PClassActor *AltProjectileType; // Projectile used by alternate attack PClassActor *AltProjectileType; // Projectile used by alternate attack
int SelectionOrder; // Lower-numbered weapons get picked first int SelectionOrder; // Lower-numbered weapons get picked first
int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
fixed_t MoveCombatDist; // Used by bots, but do they *really* need it? double MoveCombatDist; // Used by bots, but do they *really* need it?
int ReloadCounter; // For A_CheckForReload int ReloadCounter; // For A_CheckForReload
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
fixed_t BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs. float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
fixed_t BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction. float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
// In-inventory instance variables // In-inventory instance variables
TObjPtr<AAmmo> Ammo1, Ammo2; TObjPtr<AAmmo> Ammo1, Ammo2;
@ -395,7 +395,7 @@ public:
bool TryPickup(AActor *&toucher); bool TryPickup(AActor *&toucher);
void Serialize(FArchive &arc); void Serialize(FArchive &arc);
fixed_t DropAmmoFactor; double DropAmmoFactor;
}; };

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@ -35,26 +35,22 @@ DEarthquake::DEarthquake()
// //
//========================================================================== //==========================================================================
DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration, DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags, int damrad, int tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint) double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint)
: DThinker(STAT_EARTHQUAKE) : DThinker(STAT_EARTHQUAKE)
{ {
m_QuakeSFX = quakesound; m_QuakeSFX = quakesound;
m_Spot = center; m_Spot = center;
// Radii are specified in tile units (64 pixels) // Radii are specified in tile units (64 pixels)
m_DamageRadius = damrad << FRACBITS; m_DamageRadius = damrad;
m_TremorRadius = tremrad << FRACBITS; m_TremorRadius = tremrad;
m_IntensityX = intensityX << FRACBITS; m_Intensity = DVector3(intensityX, intensityY, intensityZ);
m_IntensityY = intensityY << FRACBITS;
m_IntensityZ = intensityZ << FRACBITS;
m_CountdownStart = duration; m_CountdownStart = duration;
m_Countdown = duration; m_Countdown = duration;
m_Flags = flags; m_Flags = flags;
m_WaveSpeedX = (float)waveSpeedX; m_WaveSpeed = DVector3(waveSpeedX, waveSpeedY, waveSpeedZ);
m_WaveSpeedY = (float)waveSpeedY; m_Falloff = falloff;
m_WaveSpeedZ = (float)waveSpeedZ;
m_Falloff = falloff << FRACBITS;
m_Highpoint = highpoint; m_Highpoint = highpoint;
m_MiniCount = highpoint; m_MiniCount = highpoint;
} }
@ -68,46 +64,11 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
void DEarthquake::Serialize (FArchive &arc) void DEarthquake::Serialize (FArchive &arc)
{ {
Super::Serialize (arc); Super::Serialize (arc);
arc << m_Spot << m_IntensityX << m_Countdown arc << m_Spot << m_Intensity << m_Countdown
<< m_TremorRadius << m_DamageRadius << m_TremorRadius << m_DamageRadius
<< m_QuakeSFX; << m_QuakeSFX << m_Flags << m_CountdownStart
if (SaveVersion < 4519) << m_WaveSpeed
{ << m_Falloff << m_Highpoint << m_MiniCount;
m_IntensityY = m_IntensityX;
m_IntensityZ = 0;
m_Flags = 0;
}
else
{
arc << m_IntensityY << m_IntensityZ << m_Flags;
}
if (SaveVersion < 4520)
{
m_CountdownStart = 0;
}
else
{
arc << m_CountdownStart;
}
if (SaveVersion < 4521)
{
m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
m_IntensityX <<= FRACBITS;
m_IntensityY <<= FRACBITS;
m_IntensityZ <<= FRACBITS;
}
else
{
arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
}
if (SaveVersion < 4534)
{
m_Falloff = m_Highpoint = m_MiniCount = 0;
}
else
{
arc << m_Falloff << m_Highpoint << m_MiniCount;
}
} }
//========================================================================== //==========================================================================
@ -141,9 +102,9 @@ void DEarthquake::Tick ()
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP)) if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
{ {
AActor *victim = players[i].mo; AActor *victim = players[i].mo;
fixed_t dist; double dist;
dist = m_Spot->AproxDistance (victim, true); dist = m_Spot->Distance2D(victim, true);
// Check if in damage radius // Check if in damage radius
if (dist < m_DamageRadius && victim->Z() <= victim->floorz) if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
{ {
@ -153,8 +114,8 @@ void DEarthquake::Tick ()
} }
// Thrust player around // Thrust player around
DAngle an = victim->Angles.Yaw + pr_quake(); DAngle an = victim->Angles.Yaw + pr_quake();
victim->Vel.X += FIXED2DBL(m_IntensityX) * an.Cos() * 0.5; victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
victim->Vel.Y += FIXED2DBL(m_IntensityY) * an.Sin() * 0.5; victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
} }
} }
} }
@ -182,10 +143,10 @@ void DEarthquake::Tick ()
// //
//========================================================================== //==========================================================================
fixed_t DEarthquake::GetModWave(double waveMultiplier) const double DEarthquake::GetModWave(double waveMultiplier) const
{ {
double time = m_Countdown - FIXED2DBL(r_TicFrac); double time = m_Countdown - FIXED2DBL(r_TicFrac);
return FLOAT2FIXED(g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE))); return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
} }
//========================================================================== //==========================================================================
@ -196,7 +157,7 @@ fixed_t DEarthquake::GetModWave(double waveMultiplier) const
// //
//========================================================================== //==========================================================================
fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const double DEarthquake::GetModIntensity(double intensity) const
{ {
assert(m_CountdownStart >= m_Countdown); assert(m_CountdownStart >= m_Countdown);
@ -255,7 +216,7 @@ fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
scalar = (scalar > divider) ? divider : scalar; scalar = (scalar > divider) ? divider : scalar;
} }
assert(divider > 0); assert(divider > 0);
intensity = Scale(intensity, scalar, divider); intensity = intensity * scalar / divider;
} }
return intensity; return intensity;
} }
@ -265,27 +226,25 @@ fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
// DEarthquake :: GetFalloff // DEarthquake :: GetFalloff
// //
// Given the distance of the player from the quake, find the multiplier. // Given the distance of the player from the quake, find the multiplier.
// Process everything as doubles, and output again as fixed_t (mainly
// because fixed_t was misbehaving here...)
// //
//========================================================================== //==========================================================================
fixed_t DEarthquake::GetFalloff(fixed_t dist) const double DEarthquake::GetFalloff(double dist) const
{ {
if ((dist < m_Falloff) || (m_Falloff >= m_TremorRadius) || (m_Falloff <= 0) || (m_TremorRadius - m_Falloff <= 0)) if ((dist < m_Falloff) || (m_Falloff >= m_TremorRadius) || (m_Falloff <= 0) || (m_TremorRadius - m_Falloff <= 0))
{ //Player inside the minimum falloff range, or safety check kicked in. { //Player inside the minimum falloff range, or safety check kicked in.
return FRACUNIT; return 1.;
} }
else if ((dist > m_Falloff) && (dist < m_TremorRadius)) else if ((dist > m_Falloff) && (dist < m_TremorRadius))
{ //Player inside the radius, and outside the min distance for falloff. { //Player inside the radius, and outside the min distance for falloff.
fixed_t tremorsize = m_TremorRadius - m_Falloff; double tremorsize = m_TremorRadius - m_Falloff;
fixed_t tremordist = dist - m_Falloff; double tremordist = dist - m_Falloff;
assert(tremorsize > 0); assert(tremorsize > 0);
return (FRACUNIT - FixedMul(FRACUNIT,tremordist) / tremorsize); return (1. - tremordist) / tremorsize;
} }
else else
{ //Shouldn't happen. { //Shouldn't happen.
return FRACUNIT; return 1.;
} }
} }
@ -315,14 +274,14 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
{ {
if (quake->m_Spot != NULL) if (quake->m_Spot != NULL)
{ {
fixed_t dist = quake->m_Spot->AproxDistance (victim, true); double dist = quake->m_Spot->Distance2D (victim, true);
if (dist < quake->m_TremorRadius) if (dist < quake->m_TremorRadius)
{ {
fixed_t falloff = quake->GetFalloff(dist); double falloff = quake->GetFalloff(dist);
++count; ++count;
fixed_t x = quake->GetModIntensity(quake->m_IntensityX); double x = quake->GetModIntensity(quake->m_Intensity.X);
fixed_t y = quake->GetModIntensity(quake->m_IntensityY); double y = quake->GetModIntensity(quake->m_Intensity.Y);
fixed_t z = quake->GetModIntensity(quake->m_IntensityZ); double z = quake->GetModIntensity(quake->m_Intensity.Z);
if (!(quake->m_Flags & QF_WAVE)) if (!(quake->m_Flags & QF_WAVE))
@ -330,23 +289,23 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
jiggers.Falloff = MAX(falloff, jiggers.Falloff); jiggers.Falloff = MAX(falloff, jiggers.Falloff);
if (quake->m_Flags & QF_RELATIVE) if (quake->m_Flags & QF_RELATIVE)
{ {
jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX); jiggers.RelIntensity.X = MAX(x, jiggers.RelIntensity.X);
jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY); jiggers.RelIntensity.Y = MAX(y, jiggers.RelIntensity.Y);
jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ); jiggers.RelIntensity.Z = MAX(z, jiggers.RelIntensity.Z);
} }
else else
{ {
jiggers.IntensityX = MAX(x, jiggers.IntensityX); jiggers.Intensity.X = MAX(x, jiggers.Intensity.X);
jiggers.IntensityY = MAX(y, jiggers.IntensityY); jiggers.Intensity.Y = MAX(y, jiggers.Intensity.Y);
jiggers.IntensityZ = MAX(z, jiggers.IntensityZ); jiggers.Intensity.Z = MAX(z, jiggers.Intensity.Z);
} }
} }
else else
{ {
jiggers.WFalloff = MAX(falloff, jiggers.WFalloff); jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
fixed_t mx = FixedMul(x, quake->GetModWave(quake->m_WaveSpeedX)); double mx = x * quake->GetModWave(quake->m_WaveSpeed.X);
fixed_t my = FixedMul(y, quake->GetModWave(quake->m_WaveSpeedY)); double my = y * quake->GetModWave(quake->m_WaveSpeed.Y);
fixed_t mz = FixedMul(z, quake->GetModWave(quake->m_WaveSpeedZ)); double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z);
// [RH] This only gives effect to the last sine quake. I would // [RH] This only gives effect to the last sine quake. I would
// prefer if some way was found to make multiples coexist // prefer if some way was found to make multiples coexist
@ -355,15 +314,15 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
// relative phases. // relative phases.
if (quake->m_Flags & QF_RELATIVE) if (quake->m_Flags & QF_RELATIVE)
{ {
jiggers.RelOffsetX = mx; jiggers.RelOffset.X = mx;
jiggers.RelOffsetY = my; jiggers.RelOffset.Y = my;
jiggers.RelOffsetZ = mz; jiggers.RelOffset.Z = mz;
} }
else else
{ {
jiggers.OffsetX = mx; jiggers.Offset.X = mx;
jiggers.OffsetY = my; jiggers.Offset.Y = my;
jiggers.OffsetZ = mz; jiggers.Offset.Z = mz;
} }
} }
} }

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@ -154,11 +154,12 @@ enum
struct FQuakeJiggers struct FQuakeJiggers
{ {
int IntensityX, IntensityY, IntensityZ; DVector3 Intensity;
int RelIntensityX, RelIntensityY, RelIntensityZ; DVector3 RelIntensity;
int OffsetX, OffsetY, OffsetZ; DVector3 Offset;
int RelOffsetX, RelOffsetY, RelOffsetZ; DVector3 RelOffset;
int Falloff, WFalloff; double Falloff;
double WFalloff;
}; };
class DEarthquake : public DThinker class DEarthquake : public DThinker
@ -173,19 +174,19 @@ public:
void Serialize (FArchive &arc); void Serialize (FArchive &arc);
void Tick (); void Tick ();
TObjPtr<AActor> m_Spot; TObjPtr<AActor> m_Spot;
fixed_t m_TremorRadius, m_DamageRadius; double m_TremorRadius, m_DamageRadius;
int m_Countdown; int m_Countdown;
int m_CountdownStart; int m_CountdownStart;
FSoundID m_QuakeSFX; FSoundID m_QuakeSFX;
int m_Flags; int m_Flags;
fixed_t m_IntensityX, m_IntensityY, m_IntensityZ; DVector3 m_Intensity;
float m_WaveSpeedX, m_WaveSpeedY, m_WaveSpeedZ; DVector3 m_WaveSpeed;
fixed_t m_Falloff; double m_Falloff;
int m_Highpoint, m_MiniCount; int m_Highpoint, m_MiniCount;
fixed_t GetModIntensity(int intensity) const; double GetModIntensity(double intensity) const;
fixed_t GetModWave(double waveMultiplier) const; double GetModWave(double waveMultiplier) const;
fixed_t GetFalloff(fixed_t dist) const; double GetFalloff(double dist) const;
static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers); static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);

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@ -41,7 +41,7 @@ IMPLEMENT_CLASS(PClassWeapon)
PClassWeapon::PClassWeapon() PClassWeapon::PClassWeapon()
{ {
SlotNumber = -1; SlotNumber = -1;
SlotPriority = FIXED_MAX; SlotPriority = INT_MAX;
} }
void PClassWeapon::DeriveData(PClass *newclass) void PClassWeapon::DeriveData(PClass *newclass)
@ -762,8 +762,8 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
// If DropAmmoFactor is non-negative, modify the given ammo amounts. // If DropAmmoFactor is non-negative, modify the given ammo amounts.
if (DropAmmoFactor > 0) if (DropAmmoFactor > 0)
{ {
weap->AmmoGive1 = FixedMul(weap->AmmoGive1, DropAmmoFactor); weap->AmmoGive1 = int(weap->AmmoGive1 * DropAmmoFactor);
weap->AmmoGive2 = FixedMul(weap->AmmoGive2, DropAmmoFactor); weap->AmmoGive2 = int(weap->AmmoGive2 * DropAmmoFactor);
} }
weap->BecomeItem(); weap->BecomeItem();
} }
@ -984,7 +984,7 @@ void FWeaponSlot::Sort()
for (i = 1; i < (int)Weapons.Size(); ++i) for (i = 1; i < (int)Weapons.Size(); ++i)
{ {
fixed_t pos = Weapons[i].Position; int pos = Weapons[i].Position;
PClassWeapon *type = Weapons[i].Type; PClassWeapon *type = Weapons[i].Type;
for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j) for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
{ {

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@ -3130,7 +3130,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
} }
else if (inv->IsKindOf (RUNTIME_CLASS(AWeaponGiver))) else if (inv->IsKindOf (RUNTIME_CLASS(AWeaponGiver)))
{ {
static_cast<AWeaponGiver *>(inv)->DropAmmoFactor = dropammofactor; static_cast<AWeaponGiver *>(inv)->DropAmmoFactor = FIXED2DBL(dropammofactor);
inv->ItemFlags |= flagmask; inv->ItemFlags |= flagmask;
} }
else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon))) else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon)))

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@ -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; AWeapon *weapon;
fixed_t bobtarget; float bobtarget;
weapon = player->ReadyWeapon; 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. // [XA] Get the current weapon's bob properties.
int bobstyle = weapon->BobStyle; int bobstyle = weapon->BobStyle;
int bobspeed = (weapon->BobSpeed * 128) >> 16; float BobSpeed = (weapon->BobSpeed * 128);
fixed_t rangex = weapon->BobRangeX; float Rangex = weapon->BobRangeX;
fixed_t rangey = weapon->BobRangeY; float Rangey = weapon->BobRangeY;
// Bob the weapon based on movement speed. // 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. // [RH] Smooth transitions between bobbing and not-bobbing frames.
// This also fixes the bug where you can "stick" a weapon off-center by // 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. // 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 (curbob != bobtarget)
{ {
if (abs (bobtarget - curbob) <= 1*FRACUNIT) if (fabsf (bobtarget - curbob) <= 1)
{ {
curbob = bobtarget; curbob = bobtarget;
} }
else 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) if (curbob > bobtarget)
{ {
curbob -= zoom; curbob -= zoom;
@ -417,38 +417,38 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
if (curbob != 0) if (curbob != 0)
{ {
fixed_t bobx = fixed_t(player->bob * rangex); float bobx = float(player->bob * Rangex);
fixed_t boby = fixed_t(player->bob * rangey); float boby = float(player->bob * Rangey);
switch (bobstyle) switch (level.levelnum)//bobstyle)
{ {
case AWeapon::BobNormal: case AWeapon::BobNormal:
*x = FixedMul(bobx, finecosine[angle]); *x = bobx * angle.Cos();
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]); *y = boby * fabsf(angle.Sin());
break; break;
case AWeapon::BobInverse: case AWeapon::BobInverse:
*x = FixedMul(bobx, finecosine[angle]); *x = bobx*angle.Cos();
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]); *y = boby * (1.f - fabsf(angle.Sin()));
break; break;
case AWeapon::BobAlpha: case AWeapon::BobAlpha:
*x = FixedMul(bobx, finesine[angle]); *x = bobx * angle.Sin();
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]); *y = boby * fabsf(angle.Sin());
break; break;
case AWeapon::BobInverseAlpha: case AWeapon::BobInverseAlpha:
*x = FixedMul(bobx, finesine[angle]); *x = bobx * angle.Sin();
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]); *y = boby * (1.f - fabsf(angle.Sin()));
break; break;
case AWeapon::BobSmooth: case AWeapon::BobSmooth:
*x = FixedMul(bobx, finecosine[angle]); *x = bobx*angle.Cos();
*y = (boby - FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)])) / 2; *y = 0.5f * (boby * (1.f - fabsf((angle * 2).Cos())));
break; break;
case AWeapon::BobInverseSmooth: case AWeapon::BobInverseSmooth:
*x = FixedMul(bobx, finecosine[angle]); *x = bobx*angle.Cos();
*y = (FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)]) + boby) / 2; *y = 0.5f * (boby * (1.f + fabsf((angle * 2).Cos())));
} }
} }
else else

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@ -87,7 +87,7 @@ void P_CalcSwing (player_t *player);
void P_BringUpWeapon (player_t *player); void P_BringUpWeapon (player_t *player);
void P_FireWeapon (player_t *player); void P_FireWeapon (player_t *player);
void P_DropWeapon (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); DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch); void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);

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@ -1350,12 +1350,12 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
{ {
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight()) if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
{ {
vis->texturemid -= weapon->YAdjust; vis->texturemid -= FLOAT2FIXED(weapon->YAdjust);
} }
else else
{ {
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (), vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
weapon->YAdjust); FLOAT2FIXED(weapon->YAdjust));
} }
} }
} }
@ -1575,7 +1575,7 @@ void R_DrawPlayerSprites ()
if (camera->player != NULL) if (camera->player != NULL)
{ {
fixed_t centerhack = centeryfrac; fixed_t centerhack = centeryfrac;
fixed_t ofsx, ofsy; float ofsx, ofsy;
centery = viewheight >> 1; centery = viewheight >> 1;
centeryfrac = centery << FRACBITS; 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. // [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL)) 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. // [RH] Don't bob the targeter.
if (i == ps_flash) if (i == ps_flash)

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@ -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) if (intensity == 0)
{ {
randumb = 0; randumb = 0;
} }
else 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 factor * (wfalloff * offset + falloff * randumb);
return FixedMul(factor, rn2);
} }
//========================================================================== //==========================================================================
@ -1046,42 +1045,44 @@ void R_SetupFrame (AActor *actor)
if (!paused) if (!paused)
{ {
FQuakeJiggers jiggers = { 0, }; FQuakeJiggers jiggers;
memset(&jiggers, 0, sizeof(jiggers));
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0) 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; an = camera->Angles.Yaw;
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityX, jiggers.RelOffsetX, jiggers.Falloff, jiggers.WFalloff); double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
viewx += FixedMul(finecosine[ang], power); viewx += FLOAT2FIXED(an.Cos() * power);
viewy += FixedMul(finesine[ang], 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; an = camera->Angles.Yaw + 90;
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityY, jiggers.RelOffsetY, jiggers.Falloff, jiggers.WFalloff); double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
viewx += FixedMul(finecosine[ang], power); viewx += FLOAT2FIXED(an.Cos() * power);
viewy += FixedMul(finesine[ang], power); viewy += FLOAT2FIXED(an.Sin() * power);
} }
// FIXME: Relative Z is not relative // 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));
} }
} }
} }

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@ -2028,7 +2028,7 @@ DEFINE_CLASS_PROPERTY(upsound, S, Weapon)
//========================================================================== //==========================================================================
DEFINE_CLASS_PROPERTY(yadjust, F, Weapon) DEFINE_CLASS_PROPERTY(yadjust, F, Weapon)
{ {
PROP_FIXED_PARM(i, 0); PROP_FLOAT_PARM(i, 0);
defaults->YAdjust = i; defaults->YAdjust = i;
} }
@ -2056,7 +2056,7 @@ DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon)
//========================================================================== //==========================================================================
DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon) DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
{ {
PROP_FIXED_PARM(i, 0); PROP_FLOAT_PARM(i, 0);
defaults->BobSpeed = i; defaults->BobSpeed = i;
} }
@ -2065,7 +2065,7 @@ DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
//========================================================================== //==========================================================================
DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon) DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
{ {
PROP_FIXED_PARM(i, 0); PROP_FLOAT_PARM(i, 0);
defaults->BobRangeX = i; defaults->BobRangeX = i;
} }
@ -2074,7 +2074,7 @@ DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
//========================================================================== //==========================================================================
DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon) DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
{ {
PROP_FIXED_PARM(i, 0); PROP_FLOAT_PARM(i, 0);
defaults->BobRangeY = i; defaults->BobRangeY = i;
} }

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@ -1041,14 +1041,14 @@ struct TAngle
return FLOAT2ANGLE(Degrees) >> 16; 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 double Tan() const
@ -1354,7 +1354,7 @@ typedef TVector2<float> FVector2;
typedef TVector3<float> FVector3; typedef TVector3<float> FVector3;
typedef TRotator<float> FRotator; typedef TRotator<float> FRotator;
typedef TMatrix3x3<float> FMatrix3x3; typedef TMatrix3x3<float> FMatrix3x3;
//typedef TAngle<float> FAngle; typedef TAngle<float> FAngle;
typedef TVector2<double> DVector2; typedef TVector2<double> DVector2;
typedef TVector3<double> DVector3; typedef TVector3<double> DVector3;