diff --git a/src/d_dehacked.cpp b/src/d_dehacked.cpp index eeaa12729d..a7a378375a 100644 --- a/src/d_dehacked.cpp +++ b/src/d_dehacked.cpp @@ -215,7 +215,7 @@ DehInfo deh = 2, // .KFAAC "PLAY", // Name of player sprite 255, // Rocket explosion style, 255=use cvar - FRACUNIT*2/3, // Rocket explosion alpha + 2./3., // Rocket explosion alpha false, // .NoAutofreeze 40, // BFG cells per shot }; @@ -1279,11 +1279,11 @@ static int PatchThing (int thingy) info->RenderStyle = STYLE_Normal; } } - // If this thing's speed is really low (i.e. meant to be a monster), - // bump it up, because all speeds are fixed point now. + // Speed could be either an int of fixed value, depending on its use + // If this value is very large it needs to be rescaled. if (fabs(info->Speed) >= 256) { - info->Speed /= FRACUNIT; + info->Speed /= 65536; } if (info->flags & MF_SPECIAL) diff --git a/src/p_maputl.h b/src/p_maputl.h index c1bfc6ecd0..196ba5bdce 100644 --- a/src/p_maputl.h +++ b/src/p_maputl.h @@ -107,6 +107,10 @@ inline int P_PointOnDivlineSidePrecise(double x, double y, const divline_t *line return (y - line->y) * line->dx + (line->x - x) * line->dy > 0; } +inline int P_PointOnDivlineSidePrecise(const DVector2 &pos, const divline_t *line) +{ + return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > 0; +} //========================================================================== // diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index ef639d7fa1..a4f359d737 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -4784,8 +4784,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position) { polyspawns_t *polyspawn = new polyspawns_t; polyspawn->next = polyspawns; - polyspawn->x = FLOAT2FIXED(mthing->pos.X); - polyspawn->y = FLOAT2FIXED(mthing->pos.Y); + polyspawn->pos = mthing->pos; polyspawn->angle = mthing->angle; polyspawn->type = mentry->Special; polyspawns = polyspawn; @@ -5200,7 +5199,7 @@ void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originat double z = pr_spawnblood.Random2 () / 64.; th = Spawn(bloodcls, pos + DVector3(0, 0, z), NO_REPLACE); // GetBloodType already performed the replacement th->Vel.Z = 2; - th->Angles.Yaw = ANGLE2DBL(dir); + th->Angles.Yaw = dir; // [NG] Applying PUFFGETSOWNER to the blood will make it target the owner if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator; if (gameinfo.gametype & GAME_DoomChex) @@ -5937,7 +5936,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActo an += pr_spawnmissile.Random2() * (16. / 360.); } dist = source->Distance2D (dest); - speed = FIXED2DBL(GetDefaultSpeed (type)); + speed = GetDefaultSpeed (type); dist /= speed; vz = dist != 0 ? (dest->Z() - source->Z())/dist : speed; return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed); diff --git a/src/p_sight.cpp b/src/p_sight.cpp index cfa93baa11..d8f2ccf259 100644 --- a/src/p_sight.cpp +++ b/src/p_sight.cpp @@ -59,8 +59,8 @@ enum struct SightOpening { - fixed_t top; - fixed_t bottom; + double top; + double bottom; int range; int portalflags; @@ -72,9 +72,9 @@ struct SightOpening struct SightTask { - fixed_t frac; - fixed_t topslope; - fixed_t bottomslope; + double Frac; + double topslope; + double bottomslope; int direction; int portalgroup; }; @@ -85,23 +85,23 @@ static TArray portals(32); class SightCheck { - fixedvec3 sightstart; - fixedvec2 sightend; - fixed_t startfrac; + DVector3 sightstart; + DVector2 sightend; + double Startfrac; AActor * seeingthing; - fixed_t lastztop; // z at last line - fixed_t lastzbottom; // z at last line + double Lastztop; // z at last line + double Lastzbottom; // z at last line sector_t * lastsector; // last sector being entered by trace - fixed_t topslope, bottomslope; // slopes to top and bottom of target + double topslope, bottomslope; // slopes to top and bottom of target int Flags; - fdivline_t trace; + divline_t Trace; int portaldir; int portalgroup; bool portalfound; unsigned int myseethrough; - void P_SightOpening(SightOpening &open, const line_t *linedef, fixed_t x, fixed_t y); + void P_SightOpening(SightOpening &open, const line_t *linedef, double x, double y); bool PTR_SightTraverse (intercept_t *in); bool P_SightCheckLine (line_t *ld); int P_SightBlockLinesIterator (int x, int y); @@ -112,13 +112,13 @@ public: void init(AActor * t1, AActor * t2, sector_t *startsector, SightTask *task, int flags) { - sightstart = t1->_f_PosRelative(task->portalgroup); - sightend = t2->_f_PosRelative(task->portalgroup); - sightstart.z += t1->_f_height() - (t1->_f_height() >> 2); + sightstart = t1->PosRelative(task->portalgroup); + sightend = t2->PosRelative(task->portalgroup); + sightstart.Z += t1->Height / 2; - startfrac = task->frac; - trace = { sightstart.x, sightstart.y, sightend.x - sightstart.x, sightend.y - sightstart.y }; - lastztop = lastzbottom = sightstart.z; + Startfrac = task->Frac; + Trace = { sightstart.X, sightstart.Y, sightend.X - sightstart.X, sightend.Y - sightstart.Y }; + Lastztop = Lastzbottom = sightstart.Z; lastsector = startsector; seeingthing=t2; topslope = task->topslope; @@ -139,7 +139,7 @@ public: // //========================================================================== -void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, fixed_t x, fixed_t y) +void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, double x, double y) { open.portalflags = 0; sector_t *front = linedef->frontsector; @@ -159,14 +159,14 @@ void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, fixed } - fixed_t fc = 0, ff = 0, bc = 0, bf = 0; + double fc = 0, ff = 0, bc = 0, bf = 0; if (linedef->flags & ML_PORTALCONNECT) { - if (!front->PortalBlocksSight(sector_t::ceiling)) fc = FIXED_MAX, open.portalflags |= SO_TOPFRONT; - if (!back->PortalBlocksSight(sector_t::ceiling)) bc = FIXED_MAX, open.portalflags |= SO_TOPBACK; - if (!front->PortalBlocksSight(sector_t::floor)) ff = FIXED_MIN, open.portalflags |= SO_BOTTOMFRONT; - if (!back->PortalBlocksSight(sector_t::floor)) bf = FIXED_MIN, open.portalflags |= SO_BOTTOMBACK; + if (!front->PortalBlocksSight(sector_t::ceiling)) fc = LINEOPEN_MAX, open.portalflags |= SO_TOPFRONT; + if (!back->PortalBlocksSight(sector_t::ceiling)) bc = LINEOPEN_MAX, open.portalflags |= SO_TOPBACK; + if (!front->PortalBlocksSight(sector_t::floor)) ff = LINEOPEN_MIN, open.portalflags |= SO_BOTTOMFRONT; + if (!back->PortalBlocksSight(sector_t::floor)) bf = LINEOPEN_MIN, open.portalflags |= SO_BOTTOMBACK; } if (fc == 0) fc = front->ceilingplane.ZatPoint(x, y); @@ -178,7 +178,7 @@ void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, fixed open.top = MIN(fc, bc); // we only want to know if there is an opening, not how large it is. - open.range = open.bottom >= open.top ? 0 : 1; + open.range = open.bottom < open.top; } @@ -193,7 +193,7 @@ void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, fixed bool SightCheck::PTR_SightTraverse (intercept_t *in) { line_t *li; - fixed_t slope; + double slope; SightOpening open; int frontflag = -1; @@ -207,8 +207,8 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) if ((i_compatflags & COMPATF_TRACE) && li->frontsector == li->backsector) return true; - fixed_t trX=trace.x + FixedMul (trace.dx, in->frac); - fixed_t trY=trace.y + FixedMul (trace.dy, in->frac); + double trX = Trace.x + Trace.dx * in->Frac; + double trY = Trace.y + Trace.dy * in->Frac; P_SightOpening (open, li, trX, trY); FLinePortal *lport = li->getPortal(); @@ -217,17 +217,17 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) return false; // stop // check bottom - if (open.bottom > FIXED_MIN) + if (open.bottom > LINEOPEN_MIN) { - slope = FixedDiv(open.bottom - sightstart.z, in->frac); + slope = (open.bottom - sightstart.Z) / in->Frac; if (slope > bottomslope) bottomslope = slope; } // check top - if (open.top < FIXED_MAX) + if (open.top < LINEOPEN_MAX) { - slope = FixedDiv(open.top - sightstart.z, in->frac); + slope = (open.top - sightstart.Z) / in->Frac; if (slope < topslope) topslope = slope; } @@ -235,7 +235,7 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) if (open.portalflags) { sector_t *frontsec, *backsec; - frontflag = P_PointOnLineSidePrecise(sightstart.x, sightstart.y, li); + frontflag = P_PointOnLineSidePrecise(sightstart, li); if (!frontflag) { frontsec = li->frontsector; @@ -251,16 +251,16 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) if (portaldir != sector_t::floor && (open.portalflags & SO_TOPBACK) && !(open.portalflags & SO_TOPFRONT)) { - portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup }); + portals.Push({ in->Frac, topslope, bottomslope, sector_t::ceiling, backsec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup }); } if (portaldir != sector_t::ceiling && (open.portalflags & SO_BOTTOMBACK) && !(open.portalflags & SO_BOTTOMFRONT)) { - portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->SkyBoxes[sector_t::floor]->Sector->PortalGroup }); + portals.Push({ in->Frac, topslope, bottomslope, sector_t::floor, backsec->SkyBoxes[sector_t::floor]->Sector->PortalGroup }); } } if (lport) { - portals.Push({ in->frac, topslope, bottomslope, portaldir, lport->mDestination->frontsector->PortalGroup }); + portals.Push({ in->Frac, topslope, bottomslope, portaldir, lport->mDestination->frontsector->PortalGroup }); return false; } @@ -270,41 +270,39 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) // now handle 3D-floors if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size()) { - if (frontflag == -1) frontflag = P_PointOnLineSidePrecise(sightstart.x, sightstart.y, li); + if (frontflag == -1) frontflag = P_PointOnLineSidePrecise(sightstart, li); //Check 3D FLOORS! for(int i=1;i<=2;i++) { sector_t * s=i==1? li->frontsector:li->backsector; - fixed_t highslope, lowslope; + double highslope, lowslope; - fixed_t topz= FixedMul (topslope, in->frac) + sightstart.z; - fixed_t bottomz= FixedMul (bottomslope, in->frac) + sightstart.z; + double topz= topslope * in->Frac + sightstart.Z; + double bottomz= bottomslope * in->Frac + sightstart.Z; - for(unsigned int j=0;je->XFloor.ffloors.Size();j++) + for (auto rover : s->e->XFloor.ffloors) { - F3DFloor* rover=s->e->XFloor.ffloors[j]; - - if((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) continue; + if ((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) continue; if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue; - - fixed_t ff_bottom=rover->bottom.plane->ZatPoint(trX, trY); - fixed_t ff_top=rover->top.plane->ZatPoint(trX, trY); - highslope = FixedDiv (ff_top - sightstart.z, in->frac); - lowslope = FixedDiv (ff_bottom - sightstart.z, in->frac); + double ff_bottom = rover->bottom.plane->ZatPoint(trX, trY); + double ff_top = rover->top.plane->ZatPoint(trX, trY); - if (highslope>=topslope) + highslope = (ff_top - sightstart.Z) / in->Frac; + lowslope = (ff_bottom - sightstart.Z) / in->Frac; + + if (highslope >= topslope) { // blocks completely - if (lowslope<=bottomslope) return false; + if (lowslope <= bottomslope) return false; // blocks upper edge of view - if (lowslopebottomslope) bottomslope=highslope; + if (highslope > bottomslope) bottomslope = highslope; } else { @@ -312,39 +310,37 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) // itself it can't be view blocking. // However, if there's a 3D-floor on the other side that obstructs the same vertical range // the 2 together will block sight. - sector_t * sb=i==2? li->frontsector:li->backsector; + sector_t * sb = i == 2 ? li->frontsector : li->backsector; - for(unsigned int k=0;ke->XFloor.ffloors.Size();k++) + for (auto rover2 : sb->e->XFloor.ffloors) { - F3DFloor* rover2=sb->e->XFloor.ffloors[k]; - - if((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) continue; + if ((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) continue; if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue; - - fixed_t ffb_bottom=rover2->bottom.plane->ZatPoint(trX, trY); - fixed_t ffb_top=rover2->top.plane->ZatPoint(trX, trY); - if ( (ffb_bottom >= ff_bottom && ffb_bottom<=ff_top) || + double ffb_bottom = rover2->bottom.plane->ZatPoint(trX, trY); + double ffb_top = rover2->top.plane->ZatPoint(trX, trY); + + if ((ffb_bottom >= ff_bottom && ffb_bottom <= ff_top) || (ffb_top <= ff_top && ffb_top >= ff_bottom) || (ffb_top >= ff_top && ffb_bottom <= ff_bottom) || - (ffb_top <= ff_top && ffb_bottom >= ff_bottom) ) + (ffb_top <= ff_top && ffb_bottom >= ff_bottom)) { return false; } } } // trace is leaving a sector with a 3d-floor - if (s==lastsector && frontflag==i-1) + if (s == lastsector && frontflag == i - 1) { // upper slope intersects with this 3d-floor - if (lastztop<=ff_bottom && topz>ff_top) + if (Lastztop <= ff_bottom && topz > ff_top) { - topslope=lowslope; + topslope = lowslope; } // lower slope intersects with this 3d-floor - if (lastzbottom>=ff_top && bottomz= ff_top && bottomz < ff_top) { - bottomslope=highslope; + bottomslope = highslope; } } if (topslope <= bottomslope) return false; // stop @@ -354,8 +350,8 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) } else lastsector=NULL; // don't need it if there are no 3D-floors - lastztop= FixedMul (topslope, in->frac) + sightstart.z; - lastzbottom= FixedMul (bottomslope, in->frac) + sightstart.z; + Lastztop = (topslope * in->Frac) + sightstart.Z; + Lastzbottom = (bottomslope * in->Frac) + sightstart.Z; return true; // keep going } @@ -372,21 +368,21 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) bool SightCheck::P_SightCheckLine (line_t *ld) { - fdivline_t dl; + divline_t dl; if (ld->validcount == validcount) { return true; } ld->validcount = validcount; - if (P_PointOnDivlineSidePrecise (ld->v1->x, ld->v1->y, &trace) == - P_PointOnDivlineSidePrecise (ld->v2->x, ld->v2->y, &trace)) + if (P_PointOnDivlineSidePrecise (ld->v1->fPos(), &Trace) == + P_PointOnDivlineSidePrecise (ld->v2->fPos(), &Trace)) { return true; // line isn't crossed } P_MakeDivline (ld, &dl); - if (P_PointOnDivlineSidePrecise (trace.x, trace.y, &dl) == - P_PointOnDivlineSidePrecise (trace.x+trace.dx, trace.y+trace.dy, &dl)) + if (P_PointOnDivlineSidePrecise (Trace.x, Trace.y, &dl) == + P_PointOnDivlineSidePrecise (Trace.x+Trace.dx, Trace.y+Trace.dy, &dl)) { return true; // line isn't crossed } @@ -505,10 +501,10 @@ int SightCheck::P_SightBlockLinesIterator (int x, int y) bool SightCheck::P_SightTraverseIntercepts () { unsigned count; - fixed_t dist; + double dist; intercept_t *scan, *in; unsigned scanpos; - fdivline_t dl; + divline_t dl; count = intercepts.Size (); // @@ -518,10 +514,10 @@ bool SightCheck::P_SightTraverseIntercepts () { scan = &intercepts[scanpos]; P_MakeDivline (scan->d.line, &dl); - scan->frac = P_InterceptVector (&trace, &dl); - if (scan->frac < startfrac) + scan->Frac = P_InterceptVector (&Trace, &dl); + if (scan->Frac < Startfrac) { - scan->frac = FIXED_MAX; + scan->Frac = INT_MAX; count--; } } @@ -534,13 +530,13 @@ bool SightCheck::P_SightTraverseIntercepts () while (count--) { - dist = FIXED_MAX; + dist = INT_MAX; for (scanpos = 0; scanpos < intercepts.Size (); scanpos++) { scan = &intercepts[scanpos]; - if (scan->frac < dist) + if (scan->Frac < dist) { - dist = scan->frac; + dist = scan->Frac; in = scan; } } @@ -549,31 +545,28 @@ bool SightCheck::P_SightTraverseIntercepts () { if (!PTR_SightTraverse (in)) return false; // don't bother going farther - in->frac = FIXED_MAX; + in->Frac = INT_MAX; } } - if (lastsector==seeingthing->Sector && lastsector->e->XFloor.ffloors.Size()) + if (lastsector == seeingthing->Sector && lastsector->e->XFloor.ffloors.Size()) { // we must do one last check whether the trace has crossed a 3D floor in the last sector - fixed_t topz= topslope + sightstart.z; - fixed_t bottomz= bottomslope + sightstart.z; - - for(unsigned int i=0;ie->XFloor.ffloors.Size();i++) + double topz = topslope + sightstart.Z; + double bottomz = bottomslope + sightstart.Z; + + for (auto rover : lastsector->e->XFloor.ffloors) { - F3DFloor* rover = lastsector->e->XFloor.ffloors[i]; - - if((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue; + if ((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue; if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue; - - fixed_t ff_bottom=rover->bottom.plane->ZatPoint(seeingthing); - fixed_t ff_top=rover->top.plane->ZatPoint(seeingthing); - if (lastztop<=ff_bottom && topz>ff_bottom && lastzbottom<=ff_bottom && bottomz>ff_bottom) return false; - if (lastzbottom>=ff_top && bottomz=ff_top && topzbottom.plane->ZatPointF(seeingthing); + double ff_top = rover->top.plane->ZatPointF(seeingthing); + + if (Lastztop <= ff_bottom && topz > ff_bottom && Lastzbottom <= ff_bottom && bottomz > ff_bottom) return false; + if (Lastzbottom >= ff_top && bottomz < ff_top && Lastztop >= ff_top && topz < ff_top) return false; } - } return true; // everything was traversed } @@ -592,40 +585,37 @@ bool SightCheck::P_SightTraverseIntercepts () bool SightCheck::P_SightPathTraverse () { - fixed_t x1, x2, y1, y2; - fixed_t xt1,yt1,xt2,yt2; - long long _x1,_y1,_x2,_y2; - fixed_t xstep,ystep; - fixed_t partialx, partialy; - fixed_t xintercept, yintercept; + double x1, x2, y1, y2; + double xt1,yt1,xt2,yt2; + double xstep,ystep; + double partialx, partialy; + double xintercept, yintercept; int mapx, mapy, mapxstep, mapystep; int count; validcount++; intercepts.Clear (); - x1 = sightstart.x + FixedMul(startfrac, trace.dx); - y1 = sightstart.y + FixedMul(startfrac, trace.dy); - x2 = sightend.x; - y2 = sightend.y; + x1 = sightstart.X + Startfrac * Trace.dx; + y1 = sightstart.Y + Startfrac * Trace.dy; + x2 = sightend.X; + y2 = sightend.Y; if (lastsector == NULL) lastsector = P_PointInSector(x1, y1); // for FF_SEETHROUGH the following rule applies: // If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag // If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag bool checkfloor = true, checkceiling = true; - for(unsigned int i=0;ie->XFloor.ffloors.Size();i++) + for(auto rover : lastsector->e->XFloor.ffloors) { - F3DFloor* rover = lastsector->e->XFloor.ffloors[i]; - if(!(rover->flags & FF_EXISTS)) continue; - fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightstart); - fixed_t ff_top=rover->top.plane->ZatPoint(sightstart); + double ff_bottom=rover->bottom.plane->ZatPoint(sightstart); + double ff_top=rover->top.plane->ZatPoint(sightstart); - if (sightstart.z < ff_top) checkceiling = false; - if (sightstart.z >= ff_bottom) checkfloor = false; + if (sightstart.Z < ff_top) checkceiling = false; + if (sightstart.Z >= ff_bottom) checkfloor = false; - if (sightstart.z < ff_top && sightstart.z >= ff_bottom) + if (sightstart.Z < ff_top && sightstart.Z >= ff_bottom) { myseethrough = rover->flags & FF_SEETHROUGH; break; @@ -642,92 +632,88 @@ bool SightCheck::P_SightPathTraverse () portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->SkyBoxes[sector_t::floor]->Sector->PortalGroup }); } - if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0) - x1 += FRACUNIT; // don't side exactly on a line - if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0) - y1 += FRACUNIT; // don't side exactly on a line + double bmaporgx = FIXED2DBL(::bmaporgx); + double bmaporgy = FIXED2DBL(::bmaporgy); - _x1 = (long long)x1 - bmaporgx; - _y1 = (long long)y1 - bmaporgy; x1 -= bmaporgx; y1 -= bmaporgy; - xt1 = int(_x1 >> MAPBLOCKSHIFT); - yt1 = int(_y1 >> MAPBLOCKSHIFT); + xt1 = x1 / MAPBLOCKUNITS; + yt1 = y1 / MAPBLOCKUNITS; - _x2 = (long long)x2 - bmaporgx; - _y2 = (long long)y2 - bmaporgy; x2 -= bmaporgx; y2 -= bmaporgy; - xt2 = int(_x2 >> MAPBLOCKSHIFT); - yt2 = int(_y2 >> MAPBLOCKSHIFT); + xt2 = x2 / MAPBLOCKUNITS; + yt2 = y2 / MAPBLOCKUNITS; - if (xt2 > xt1) + mapx = int(xt1); + mapy = int(yt1); + int mapex = int(xt2); + int mapey = int(yt2); + + if (mapex > mapx) { mapxstep = 1; - partialx = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1)); - ystep = FixedDiv (y2-y1,abs(x2-x1)); + partialx = xs_CeilToInt(xt1) - xt1; + ystep = (y2 - y1) / fabs(x2 - x1); } - else if (xt2 < xt1) + else if (mapex < mapx) { mapxstep = -1; - partialx = (x1>>MAPBTOFRAC)&(FRACUNIT-1); - ystep = FixedDiv (y2-y1,abs(x2-x1)); + partialx = xt1 - xs_FloorToInt(xt1); + ystep = (y2 - y1) / fabs(x2 - x1); } else { mapxstep = 0; - partialx = FRACUNIT; - ystep = 256*FRACUNIT; + partialx = 1.; + ystep = 256; } - yintercept = int(_y1>>MAPBTOFRAC) + FixedMul (partialx, ystep); + yintercept = yt1 + partialx * ystep; - - if (yt2 > yt1) + if (mapey > mapy) { mapystep = 1; - partialy = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1)); - xstep = FixedDiv (x2-x1,abs(y2-y1)); + partialy = xs_CeilToInt(yt1) - yt1; + xstep = (x2 - x1) / fabs(y2 - y1); } - else if (yt2 < yt1) + else if (mapey < mapy) { mapystep = -1; - partialy = (y1>>MAPBTOFRAC)&(FRACUNIT-1); - xstep = FixedDiv (x2-x1,abs(y2-y1)); + partialy = yt1 - xs_FloorToInt(yt1); + xstep = (x2 - x1) / fabs(y2 - y1); } else { mapystep = 0; - partialy = FRACUNIT; - xstep = 256*FRACUNIT; + partialy = 1; + xstep = 256; } - xintercept = int(_x1>>MAPBTOFRAC) + FixedMul (partialy, xstep); + xintercept = xt1 + partialy * xstep; // [RH] Fix for traces that pass only through blockmap corners. In that case, // xintercept and yintercept can both be set ahead of mapx and mapy, so the // for loop would never advance anywhere. - if (abs(xstep) == FRACUNIT && abs(ystep) == FRACUNIT) + if (fabs(xstep) == 1. && fabs(ystep) == 1.) { if (ystep < 0) { - partialx = FRACUNIT - partialx; + partialx = 1. - partialx; } if (xstep < 0) { - partialy = FRACUNIT - partialy; + partialy = 1. - partialy; } if (partialx == partialy) { - xintercept = xt1 << FRACBITS; - yintercept = yt1 << FRACBITS; + xintercept = xt1; + yintercept = yt1; } } // // step through map blocks // Count is present to prevent a round off error from skipping the break - mapx = xt1; - mapy = yt1; for (count = 0 ; count < 100 ; count++) { @@ -748,7 +734,7 @@ bool SightCheck::P_SightPathTraverse () if (res == -1 || (mapxstep | mapystep) == 0) break; - switch ((((yintercept >> FRACBITS) == mapy) << 1) | ((xintercept >> FRACBITS) == mapx)) + switch (((int(yintercept) == mapy) << 1) | (int(xintercept) == mapx)) { case 0: // neither xintercept nor yintercept match! sightcounts[5]++; @@ -759,14 +745,14 @@ sightcounts[5]++; case 1: // xintercept matches xintercept += xstep; mapy += mapystep; - if (mapy == yt2) + if (mapy == mapey) mapystep = 0; break; case 2: // yintercept matches yintercept += ystep; mapx += mapxstep; - if (mapx == xt2) + if (mapx == mapex) mapxstep = 0; break; @@ -786,9 +772,9 @@ sightcounts[1]++; yintercept += ystep; mapx += mapxstep; mapy += mapystep; - if (mapx == xt2) + if (mapx == mapex) mapxstep = 0; - if (mapy == yt2) + if (mapy == mapey) mapystep = 0; break; } @@ -863,16 +849,16 @@ sightcounts[0]++; if (!(flags & SF_IGNOREWATERBOUNDARY)) { if ((s1->GetHeightSec() && - ((t1->_f_Z() + t1->_f_height() <= s1->heightsec->floorplane.ZatPoint(t1) && - t2->_f_Z() >= s1->heightsec->floorplane.ZatPoint(t2)) || - (t1->_f_Z() >= s1->heightsec->ceilingplane.ZatPoint(t1) && - t2->_f_Z() + t1->_f_height() <= s1->heightsec->ceilingplane.ZatPoint(t2)))) + ((t1->top() <= s1->heightsec->floorplane.ZatPointF(t1) && + t2->Z() >= s1->heightsec->floorplane.ZatPointF(t2)) || + (t1->Z() >= s1->heightsec->ceilingplane.ZatPointF(t1) && + t2->top() <= s1->heightsec->ceilingplane.ZatPointF(t2)))) || (s2->GetHeightSec() && - ((t2->_f_Z() + t2->_f_height() <= s2->heightsec->floorplane.ZatPoint(t2) && - t1->_f_Z() >= s2->heightsec->floorplane.ZatPoint(t1)) || - (t2->_f_Z() >= s2->heightsec->ceilingplane.ZatPoint(t2) && - t1->_f_Z() + t2->_f_height() <= s2->heightsec->ceilingplane.ZatPoint(t1))))) + ((t2->top() <= s2->heightsec->floorplane.ZatPointF(t2) && + t1->Z() >= s2->heightsec->floorplane.ZatPointF(t1)) || + (t2->Z() >= s2->heightsec->ceilingplane.ZatPointF(t2) && + t1->top() <= s2->heightsec->ceilingplane.ZatPointF(t1))))) { res = false; goto done; @@ -886,11 +872,11 @@ sightcounts[0]++; portals.Clear(); { sector_t *sec; - fixed_t lookheight = t1->_f_height() - (t1->_f_height() >> 2); + double lookheight = t1->Center(); t1->GetPortalTransition(lookheight, &sec); - fixed_t bottomslope = t2->_f_Z() - (t1->_f_Z() + lookheight); - fixed_t topslope = bottomslope + t2->_f_height(); + double bottomslope = t2->Z() - (t1->Z() + lookheight); + double topslope = bottomslope + t2->Height; SightTask task = { 0, topslope, bottomslope, -1, sec->PortalGroup }; @@ -902,7 +888,7 @@ sightcounts[0]++; double dist = t1->Distance2D(t2); for (unsigned i = 0; i < portals.Size(); i++) { - portals[i].frac += FLOAT2FIXED(1 / dist); + portals[i].Frac += 1 / dist; s.init(t1, t2, NULL, &portals[i], flags); if (s.P_SightPathTraverse()) { @@ -940,5 +926,3 @@ void P_ResetSightCounters (bool full) SightCycles.Reset(); memset (sightcounts, 0, sizeof(sightcounts)); } - - diff --git a/src/p_terrain.cpp b/src/p_terrain.cpp index f996527580..9a377f2145 100644 --- a/src/p_terrain.cpp +++ b/src/p_terrain.cpp @@ -194,7 +194,7 @@ static FGenericParse SplashParser[] = { { GEN_End, {0} }, { GEN_Sound, {myoffsetof(FSplashDef, SmallSplashSound)} }, - { GEN_Fixed, {myoffsetof(FSplashDef, SmallSplashClip)} }, + { GEN_Double, {myoffsetof(FSplashDef, SmallSplashClip)} }, { GEN_Sound, {myoffsetof(FSplashDef, NormalSplashSound)} }, { GEN_Class, {myoffsetof(FSplashDef, SmallSplash)} }, { GEN_Class, {myoffsetof(FSplashDef, SplashBase)} }, @@ -202,7 +202,7 @@ static FGenericParse SplashParser[] = { GEN_Byte, {myoffsetof(FSplashDef, ChunkXVelShift)} }, { GEN_Byte, {myoffsetof(FSplashDef, ChunkYVelShift)} }, { GEN_Byte, {myoffsetof(FSplashDef, ChunkZVelShift)} }, - { GEN_Double, {myoffsetof(FSplashDef, ChunkBaseZVel)} }, + { GEN_Double, {myoffsetof(FSplashDef, ChunkBaseZVel)} }, { GEN_Bool, {myoffsetof(FSplashDef, NoAlert)} } }; @@ -362,7 +362,7 @@ static void SetSplashDefaults (FSplashDef *splashdef) splashdef->ChunkYVelShift = splashdef->ChunkZVelShift = 8; splashdef->ChunkBaseZVel = 1; - splashdef->SmallSplashClip = 12*FRACUNIT; + splashdef->SmallSplashClip = 12.; splashdef->NoAlert = false; } diff --git a/src/p_terrain.h b/src/p_terrain.h index e8e6544d03..2a15eb9764 100644 --- a/src/p_terrain.h +++ b/src/p_terrain.h @@ -97,7 +97,7 @@ struct FSplashDef BYTE ChunkZVelShift; bool NoAlert; double ChunkBaseZVel; - fixed_t SmallSplashClip; + double SmallSplashClip; }; struct FTerrainDef diff --git a/src/po_man.cpp b/src/po_man.cpp index f083da738d..c43d094ae2 100644 --- a/src/po_man.cpp +++ b/src/po_man.cpp @@ -1730,8 +1730,8 @@ void PO_Init (void) if (polyspawn->type >= SMT_PolySpawn && polyspawn->type <= SMT_PolySpawnHurt) { // Polyobj StartSpot Pt. - polyobjs[polyIndex].StartSpot.x = polyspawn->x; - polyobjs[polyIndex].StartSpot.y = polyspawn->y; + polyobjs[polyIndex].StartSpot.x = FLOAT2FIXED(polyspawn->pos.X); + polyobjs[polyIndex].StartSpot.y = FLOAT2FIXED(polyspawn->pos.Y); SpawnPolyobj(polyIndex, polyspawn->angle, polyspawn->type); polyIndex++; *prev = polyspawn->next; @@ -1750,7 +1750,7 @@ void PO_Init (void) if (polyspawn->type == SMT_PolyAnchor) { // Polyobj Anchor Pt. - TranslateToStartSpot (polyspawn->angle, polyspawn->x, polyspawn->y); + TranslateToStartSpot (polyspawn->angle, FLOAT2FIXED(polyspawn->pos.X), FLOAT2FIXED(polyspawn->pos.Y)); } delete polyspawn; polyspawn = next; diff --git a/src/po_man.h b/src/po_man.h index be3b958b26..eedaeac547 100644 --- a/src/po_man.h +++ b/src/po_man.h @@ -128,8 +128,7 @@ bool EV_StopPoly (int polyNum); struct polyspawns_t { polyspawns_t *next; - fixed_t x; - fixed_t y; + DVector2 pos; short angle; short type; }; diff --git a/src/r_defs.h b/src/r_defs.h index a578e6bb8f..37b0389dea 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -306,11 +306,6 @@ struct secplane_t return FixedMul (ic, -d - DMulScale16 (a, x, b, y)); } - double _f_ZatPointF(fixed_t x, fixed_t y) const - { - return FIXED2DBL(FixedMul(ic, -d - DMulScale16(a, x, b, y))); - } - // Returns the value of z at (x,y) as a double double ZatPoint (double x, double y) const { diff --git a/src/s_sound.cpp b/src/s_sound.cpp index d275fc4f3c..9f049fa000 100644 --- a/src/s_sound.cpp +++ b/src/s_sound.cpp @@ -1261,7 +1261,8 @@ void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation) { - S_StartSound (NULL, NULL, NULL, &pos, channel, sound_id, volume, attenuation); + FVector3 p((float)pos.X, (float)pos.Y, (float)pos.Z); + S_StartSound (NULL, NULL, NULL, &p, channel, sound_id, volume, attenuation); } //==========================================================================