- floatified p_sight.cpp.

This commit is contained in:
Christoph Oelckers 2016-03-28 16:22:21 +02:00
parent 5e1c79c050
commit a99ebc2356
10 changed files with 180 additions and 198 deletions

View file

@ -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)

View file

@ -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;
}
//==========================================================================
//

View file

@ -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);

View file

@ -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<SightTask> 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;j<s->e->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);
double ff_bottom = rover->bottom.plane->ZatPoint(trX, trY);
double ff_top = rover->top.plane->ZatPoint(trX, trY);
highslope = FixedDiv (ff_top - sightstart.z, in->frac);
lowslope = FixedDiv (ff_bottom - sightstart.z, in->frac);
highslope = (ff_top - sightstart.Z) / in->Frac;
lowslope = (ff_bottom - sightstart.Z) / in->Frac;
if (highslope>=topslope)
if (highslope >= topslope)
{
// blocks completely
if (lowslope<=bottomslope) return false;
if (lowslope <= bottomslope) return false;
// blocks upper edge of view
if (lowslope<topslope) topslope=lowslope;
if (lowslope < topslope) topslope = lowslope;
}
else if (lowslope<=bottomslope)
else if (lowslope <= bottomslope)
{
// blocks lower edge of view
if (highslope>bottomslope) 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;k<sb->e->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);
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) ||
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)
if (Lastzbottom >= 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;
double topz = topslope + sightstart.Z;
double bottomz = bottomslope + sightstart.Z;
for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
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);
double ff_bottom = rover->bottom.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;
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;i<lastsector->e->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));
}

View file

@ -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)} },
@ -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;
}

View file

@ -97,7 +97,7 @@ struct FSplashDef
BYTE ChunkZVelShift;
bool NoAlert;
double ChunkBaseZVel;
fixed_t SmallSplashClip;
double SmallSplashClip;
};
struct FTerrainDef

View file

@ -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;

View file

@ -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;
};

View file

@ -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
{

View file

@ -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);
}
//==========================================================================