diff --git a/src/p_map.cpp b/src/p_map.cpp index c0e5c3baa7..b3718ce718 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -737,18 +737,50 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm) { // Find the point on the line closest to the actor's center, and use // that to calculate openings // [EP] Use 64 bit integers in order to keep the exact result of the - // multiplication, because in the worst case, which is by the map limit - // (32767 units, which is 2147418112 in fixed_t notation), the result - // would occupy 62 bits (if I consider also the addition with another - // and possible 62 bit value, it's 63 bits). - // This privilege could not be available if the starting data would be - // 64 bit long. - // With this, the division is exact as the 32 bit float counterpart, - // though I don't know why I had to discard the first 24 bits from the - // divisor. - SQWORD r_num = ((SQWORD(tm.x - ld->v1->x)*ld->dx) + (SQWORD(tm.y - ld->v1->y)*ld->dy)); - SQWORD r_den = (SQWORD(ld->dx)*ld->dx + SQWORD(ld->dy)*ld->dy) / (1 << 24); - fixed_t r = (fixed_t)(r_num / r_den); + // multiplication, because in the case the vertexes have both the + // distance coordinates equal to the map limit (32767 units, which is + // 2147418112 in fixed_t notation), the product result would occupy + // 62 bits and the sum of two products would occupy 63 bits + // in the worst case. If instead the vertexes are very close (1 in + // fixed_t notation, which is 1.52587890625e-05 in float notation), the + // product and the sum can be 1 in the worst case, which is very tiny. + SQWORD r_num = ((SQWORD(tm.x - ld->v1->x)*ld->dx) + + (SQWORD(tm.y - ld->v1->y)*ld->dy)); + // The denominator is always positive. Use this to avoid useless + // calculations. + SQWORD r_den = (SQWORD(ld->dx)*ld->dx + SQWORD(ld->dy)*ld->dy); + fixed_t r = 0; + if (r_num <= 0) { + // [EP] The numerator is less or equal to zero, hence the closest + // point on the line is the first vertex. Truncate the result to 0. + r = 0; + } else if (r_num >= r_den) { + // [EP] The division is greater or equal to 1, hence the closest + // point on the line is the second vertex. Truncate the result to + // 1 << 24. + r = (1 << 24); + } else { + // [EP] Deal with the limited bits. The original formula is: + // r = (r_num << 24) / r_den, + // but r_num might be big enough to make the shift overflow. + // Since the numerator can't be saved in a 128bit integer, + // the denominator must be right shifted. If the denominator is + // less than (1 << 24), there would be a division by zero. + // Thanks to the fact that in this code path the denominator is less + // than the numerator, it's possible to avoid this bad situation by + // just checking the last 24 bits of the numerator. + if ((r_num >> (63-24)) != 0) { + // [EP] In fact, if the numerator is greater than + // (1 << (63-24)), the denominator must be greater than + // (1 << (63-24)), hence the denominator won't be zero after + // the right shift by 24 places. + r = (r_num)/(r_den >> 24); + } else { + // [EP] Having the last 24 bits all zero allows right shifting + // the numerator by 24 bits. + r = (r_num << 24)/r_den; + } + } /* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r, ld->frontsector->floorplane.a, ld->frontsector->floorplane.b,