mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
This commit is contained in:
parent
c830801da3
commit
4155e84a1c
24 changed files with 133 additions and 121 deletions
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@ -1272,7 +1272,7 @@ public:
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int PainThreshold;
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FNameNoInit DamageType;
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FNameNoInit DamageTypeReceived;
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fixed_t DamageFactor;
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double DamageFactor;
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fixed_t DamageMultiply;
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FNameNoInit PainType;
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@ -1577,6 +1577,8 @@ public:
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return MAX(1., Distance2D(dest) / speed);
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}
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int ApplyDamageFactor(FName damagetype, int damage) const;
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};
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class FActorIterator
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@ -492,7 +492,7 @@ public:
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DAngle MaxPitch;
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double crouchfactor;
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fixed_t crouchoffset;
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double crouchoffset;
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fixed_t crouchviewdelta;
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FWeaponSlots weapons;
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@ -428,15 +428,19 @@ enum EMapThingFlags
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// A simplified mapthing for player starts
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struct FPlayerStart
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{
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fixed_t x, y, z;
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DVector3 pos;
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short angle, type;
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FPlayerStart() { }
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FPlayerStart(const FMapThing *mthing, int pnum)
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: x(mthing->x), y(mthing->y), z(mthing->z),
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: pos(FIXED2DBL(mthing->x), FIXED2DBL(mthing->y), FIXED2DBL(mthing->z)),
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angle(mthing->angle),
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type(pnum)
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{ }
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fixed_t _f_X() { return FLOAT2FIXED(pos.X); }
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fixed_t _f_Y() { return FLOAT2FIXED(pos.Y); }
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fixed_t _f_Z() { return FLOAT2FIXED(pos.Z); }
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};
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// Player spawn spots for deathmatch.
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extern TArray<FPlayerStart> deathmatchstarts;
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@ -1430,9 +1430,9 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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if (mthing->type == 0) return false;
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x = mthing->x;
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y = mthing->y;
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z = mthing->z;
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x = mthing->_f_X();
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y = mthing->_f_Y();
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z = mthing->_f_Z();
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if (!(level.flags & LEVEL_USEPLAYERSTARTZ))
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{
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@ -1476,10 +1476,10 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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//
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// [RH] Returns the distance of the closest player to the given mapthing
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static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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static double PlayersRangeFromSpot (FPlayerStart *spot)
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{
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fixed_t closest = INT_MAX;
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fixed_t distance;
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double closest = INT_MAX;
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double distance;
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int i;
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for (i = 0; i < MAXPLAYERS; i++)
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@ -1487,7 +1487,7 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
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continue;
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distance = players[i].mo->AproxDistance (spot->x, spot->y);
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distance = players[i].mo->Distance2D(spot->pos.X, spot->pos.Y);
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if (distance < closest)
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closest = distance;
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@ -1499,13 +1499,13 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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// [RH] Select the deathmatch spawn spot farthest from everyone.
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static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
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{
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fixed_t bestdistance = 0;
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double bestdistance = 0;
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FPlayerStart *bestspot = NULL;
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unsigned int i;
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for (i = 0; i < selections; i++)
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{
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fixed_t distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
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double distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
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if (distance > bestdistance)
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{
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@ -94,7 +94,7 @@ bool AArtiPoisonBag3::Use (bool pickup)
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{
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AActor *mo;
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mo = Spawn("ThrowingBomb", Owner->PosPlusZ(-Owner->Floorclip+35. + FIXED2FLOAT(Owner->player? Owner->player->crouchoffset : 0)), ALLOW_REPLACE);
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mo = Spawn("ThrowingBomb", Owner->PosPlusZ(35. - Owner->Floorclip + (Owner->player? Owner->player->crouchoffset : 0)), ALLOW_REPLACE);
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if (mo)
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{
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mo->Angles.Yaw = Owner->Angles.Yaw + (((pr_poisonbag() & 7) - 4) * (360./256.));
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@ -337,11 +337,7 @@ int APoisonCloud::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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victim->Inventory->ModifyDamage(damage, damagetype, damage, true);
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}
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// Modify with damage factors
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damage = FixedMul(damage, victim->DamageFactor);
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if (damage > 0)
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{
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, victim->GetClass()->DamageFactors);
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}
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damage = victim->ApplyDamageFactor(damagetype, damage);
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if (damage > 0)
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{
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P_PoisonDamage (victim->player, this,
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@ -171,26 +171,6 @@ IMPLEMENT_CLASS (ASorcBall3)
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// Sorcerer spell 1 (The burning, bouncing head thing) ----------------------
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/*
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class ASorcFX1 : public AActor
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{
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DECLARE_CLASS (ASorcFX1, AActor)
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public:
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bool FloorBounceMissile (secplane_t &plane)
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{
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fixed_t orgvelz = vel.z;
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if (!Super::FloorBounceMissile (plane))
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{
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vel.z = -orgvelz; // no energy absorbed
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return false;
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}
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return true;
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}
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};
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IMPLEMENT_CLASS (ASorcFX1)
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*/
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//============================================================================
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//
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// SorcBall::DoFireSpell
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@ -144,10 +144,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack)
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P_AimLineAttack (self, angle, PLAYERMISSILERANGE, &t, 32.);
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if (t.linetarget == NULL)
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{
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BlockCheckLine.x = self->_f_X();
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BlockCheckLine.y = self->_f_Y();
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BlockCheckLine.dx = FLOAT2FIXED(-angle.Sin());
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BlockCheckLine.dy = FLOAT2FIXED(-angle.Cos());
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BlockCheckLine.x = self->X();
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BlockCheckLine.y = self->Y();
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BlockCheckLine.dx = -angle.Sin();
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BlockCheckLine.dy = -angle.Cos();
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t.linetarget = P_BlockmapSearch (self, 10, FrontBlockCheck);
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}
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MStaffSpawn (self, angle, t.linetarget);
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@ -213,7 +213,7 @@ static AActor *FrontBlockCheck (AActor *mo, int index, void *)
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{
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if (link->Me != mo)
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{
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if (P_PointOnDivlineSide (link->Me->_f_X(), link->Me->_f_Y(), &BlockCheckLine) == 0 &&
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if (P_PointOnDivlineSidePrecise(link->Me->X(), link->Me->Y(), &BlockCheckLine) == 0 &&
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mo->IsOkayToAttack (link->Me))
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{
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return link->Me;
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@ -164,12 +164,12 @@ int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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void P_TeleportToPlayerStarts (AActor *victim)
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{
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fixed_t destX,destY;
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DVector3 dest;
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FPlayerStart *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
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destX = start->x;
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destY = start->y;
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P_Teleport (victim, destX, destY, ONFLOORZ, (double)start->angle, TELF_SOURCEFOG | TELF_DESTFOG);
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dest = start->pos;
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dest.Z = ONFLOORZ;
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P_Teleport (victim, dest, (double)start->angle, TELF_SOURCEFOG | TELF_DESTFOG);
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}
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//===========================================================================
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void P_TeleportToDeathmatchStarts (AActor *victim)
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{
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unsigned int i, selections;
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fixed_t destX,destY;
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DVector3 dest;
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selections = deathmatchstarts.Size ();
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if (selections > 0)
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{
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i = pr_teledm() % selections;
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destX = deathmatchstarts[i].x;
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destY = deathmatchstarts[i].y;
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P_Teleport (victim, destX, destY, ONFLOORZ, (double)deathmatchstarts[i].angle, TELF_SOURCEFOG | TELF_DESTFOG);
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dest = deathmatchstarts[i].pos;
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dest.Z = ONFLOORZ;
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P_Teleport (victim, dest, (double)deathmatchstarts[i].angle, TELF_SOURCEFOG | TELF_DESTFOG);
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}
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else
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{
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@ -547,7 +547,6 @@ enum ESkillProperty
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{
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SKILLP_AmmoFactor,
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SKILLP_DropAmmoFactor,
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SKILLP_DamageFactor,
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SKILLP_FastMonsters,
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SKILLP_Respawn,
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SKILLP_RespawnLimit,
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SKILLP_SlowMonsters,
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SKILLP_Infight,
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};
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enum EFSkillProperty // floating point properties
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{
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SKILLP_DamageFactor,
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};
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int G_SkillProperty(ESkillProperty prop);
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double G_SkillProperty(EFSkillProperty prop);
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const char * G_SkillName();
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typedef TMap<FName, FString> SkillMenuNames;
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{
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FName Name;
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fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
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fixed_t DamageFactor;
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double DamageFactor;
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bool FastMonsters;
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bool SlowMonsters;
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bool DisableCheats;
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@ -27,26 +27,24 @@ IMPLEMENT_CLASS (AArtiTeleport)
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bool AArtiTeleport::Use (bool pickup)
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{
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fixed_t destX;
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fixed_t destY;
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DVector3 dest;
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int destAngle;
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if (deathmatch)
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{
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unsigned int selections = deathmatchstarts.Size ();
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unsigned int i = pr_tele() % selections;
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destX = deathmatchstarts[i].x;
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destY = deathmatchstarts[i].y;
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dest = deathmatchstarts[i].pos;
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destAngle = deathmatchstarts[i].angle;
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}
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else
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{
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FPlayerStart *start = G_PickPlayerStart(int(Owner->player - players));
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destX = start->x;
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destY = start->y;
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dest = start->pos;
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destAngle = start->angle;
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}
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P_Teleport (Owner, destX, destY, ONFLOORZ, (double)destAngle, TELF_SOURCEFOG | TELF_DESTFOG);
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dest.Z = ONFLOORZ;
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P_Teleport (Owner, dest, (double)destAngle, TELF_SOURCEFOG | TELF_DESTFOG);
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bool canlaugh = true;
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if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYCHAOSDEVICE))
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{ // Teleporting away will undo any morph effects (pig)
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@ -62,7 +62,7 @@ void FMapInfoParser::ParseSkill ()
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skill.AmmoFactor = FRACUNIT;
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skill.DoubleAmmoFactor = 2*FRACUNIT;
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skill.DropAmmoFactor = -1;
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skill.DamageFactor = FRACUNIT;
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skill.DamageFactor = 1.;
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skill.FastMonsters = false;
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skill.SlowMonsters = false;
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skill.DisableCheats = false;
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{
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ParseAssign();
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sc.MustGetFloat ();
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skill.DamageFactor = FLOAT2FIXED(sc.Float);
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skill.DamageFactor = sc.Float;
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}
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else if (sc.Compare ("fastmonsters"))
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{
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@ -351,9 +351,6 @@ int G_SkillProperty(ESkillProperty prop)
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case SKILLP_DropAmmoFactor:
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return AllSkills[gameskill].DropAmmoFactor;
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case SKILLP_DamageFactor:
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return AllSkills[gameskill].DamageFactor;
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case SKILLP_FastMonsters:
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return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
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@ -416,6 +413,28 @@ int G_SkillProperty(ESkillProperty prop)
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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double G_SkillProperty(EFSkillProperty prop)
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{
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if (AllSkills.Size() > 0)
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{
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switch (prop)
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{
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case SKILLP_DamageFactor:
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return AllSkills[gameskill].DamageFactor;
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break;
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}
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}
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return 0;
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}
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//==========================================================================
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//
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//
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@ -1071,8 +1071,8 @@ public:
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Pawn->flags |= MF_SHOOTABLE;
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Pawn->flags2 &= ~MF2_INVULNERABLE;
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// Store the player's current damage factor, to restore it later.
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fixed_t plyrdmgfact = Pawn->DamageFactor;
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Pawn->DamageFactor = 65536;
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double plyrdmgfact = Pawn->DamageFactor;
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Pawn->DamageFactor = 1.;
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P_DamageMobj (Pawn, Pawn, Pawn, TELEFRAG_DAMAGE, NAME_Suicide);
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Pawn->DamageFactor = plyrdmgfact;
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if (Pawn->health <= 0)
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@ -3954,7 +3954,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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break;
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case APROP_DamageFactor:
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actor->DamageFactor = value;
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actor->DamageFactor = ACSToDouble(value);
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break;
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case APROP_DamageMultiplier:
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@ -4037,7 +4037,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Health: return actor->health;
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case APROP_Speed: return DoubleToACS(actor->Speed);
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case APROP_Damage: return actor->GetMissileDamage(0,1);
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case APROP_DamageFactor:return actor->DamageFactor;
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case APROP_DamageFactor:return DoubleToACS(actor->DamageFactor);
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case APROP_DamageMultiplier: return actor->DamageMultiply;
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case APROP_Alpha: return DoubleToACS(actor->Alpha);
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case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
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@ -1046,7 +1046,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (player && damage > 1)
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{
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// Take half damage in trainer mode
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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damage = int(damage * G_SkillProperty(SKILLP_DamageFactor));
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}
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// Special damage types
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if (inflictor)
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@ -1091,11 +1091,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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if (damage > 0 && !(flags & DMG_NO_FACTOR))
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{
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damage = FixedMul(damage, target->DamageFactor);
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if (damage > 0)
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{
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->DamageFactors);
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}
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damage = target->ApplyDamageFactor(mod, damage);
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}
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if (damage >= 0)
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@ -1721,18 +1717,15 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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return;
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}
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// Take half damage in trainer mode
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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damage = int(damage * G_SkillProperty(SKILLP_DamageFactor));
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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{
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target->Inventory->ModifyDamage(damage, player->poisontype, damage, true);
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}
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// Modify with damage factors
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damage = FixedMul(damage, target->DamageFactor);
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if (damage > 0)
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{
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, player->poisontype, target->GetClass()->DamageFactors);
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}
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damage = target->ApplyDamageFactor(player->poisontype, damage);
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if (damage <= 0)
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{ // Damage was reduced to 0, so don't bother further.
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return;
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@ -2281,8 +2281,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
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if (oldside == 0 && side == 1)
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{
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divline_t dl2 = { ld->v1->x, ld->v1->y, ld->dx, ld->dy };
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divline_t dl1 = { spec.oldrefpos.x, spec.oldrefpos.y, spec.refpos.x - spec.oldrefpos.x, spec.refpos.y - spec.oldrefpos.y };
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fdivline_t dl2 = { ld->v1->x, ld->v1->y, ld->dx, ld->dy };
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fdivline_t dl1 = { spec.oldrefpos.x, spec.oldrefpos.y, spec.refpos.x - spec.oldrefpos.x, spec.refpos.y - spec.oldrefpos.y };
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fixed_t frac = P_InterceptVector(&dl1, &dl2);
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if (frac < bestfrac)
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{
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|
@ -2337,7 +2337,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
// so that the renderer can properly calculate an interpolated position along the movement path.
|
||||
if (thing == players[consoleplayer].camera)
|
||||
{
|
||||
divline_t dl1 = { besthit.oldrefpos.x,besthit. oldrefpos.y, besthit.refpos.x - besthit.oldrefpos.x, besthit.refpos.y - besthit.oldrefpos.y };
|
||||
fdivline_t dl1 = { besthit.oldrefpos.x,besthit. oldrefpos.y, besthit.refpos.x - besthit.oldrefpos.x, besthit.refpos.y - besthit.oldrefpos.y };
|
||||
fixedvec3a hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0, 0. };
|
||||
|
||||
R_AddInterpolationPoint(hit);
|
||||
|
@ -2749,7 +2749,7 @@ void FSlide::HitSlideLine(line_t* ld)
|
|||
}
|
||||
else
|
||||
{
|
||||
divline_t dll, dlv;
|
||||
fdivline_t dll, dlv;
|
||||
fixed_t inter1, inter2, inter3;
|
||||
|
||||
P_MakeDivline(ld, &dll);
|
||||
|
@ -3554,7 +3554,7 @@ struct aim_t
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in, int frontflag, int *planestocheck)
|
||||
bool AimTraverse3DFloors(const fdivline_t &trace, intercept_t * in, int frontflag, int *planestocheck)
|
||||
{
|
||||
sector_t * nextsector;
|
||||
secplane_t * nexttopplane, *nextbottomplane;
|
||||
|
|
|
@ -73,7 +73,7 @@ fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1)
|
||||
fixed_t P_InterceptVector (const fdivline_t *v2, const fdivline_t *v1)
|
||||
{
|
||||
#if 0 // [RH] Use 64 bit ints, so long divlines don't overflow
|
||||
|
||||
|
@ -387,7 +387,7 @@ bool AActor::FixMapthingPos()
|
|||
continue;
|
||||
|
||||
// Get the exact distance to the line
|
||||
divline_t dll, dlv;
|
||||
fdivline_t dll, dlv;
|
||||
fixed_t linelen = (fixed_t)g_sqrt((double)ldef->dx*ldef->dx + (double)ldef->dy*ldef->dy);
|
||||
|
||||
P_MakeDivline(ldef, &dll);
|
||||
|
@ -1197,7 +1197,7 @@ void FPathTraverse::AddLineIntercepts(int bx, int by)
|
|||
int s1;
|
||||
int s2;
|
||||
fixed_t frac;
|
||||
divline_t dl;
|
||||
fdivline_t dl;
|
||||
|
||||
// avoid precision problems with two routines
|
||||
if ( trace.dx > FRACUNIT*16
|
||||
|
@ -1247,7 +1247,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
|
|||
while ((thing = it.Next(compatible)))
|
||||
{
|
||||
int numfronts = 0;
|
||||
divline_t line;
|
||||
fdivline_t line;
|
||||
int i;
|
||||
|
||||
|
||||
|
@ -1358,7 +1358,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
|
|||
// Old code for compatibility purposes
|
||||
fixed_t x1, y1, x2, y2;
|
||||
int s1, s2;
|
||||
divline_t dl;
|
||||
fdivline_t dl;
|
||||
fixed_t frac;
|
||||
|
||||
bool tracepositive = (trace.dx ^ trace.dy)>0;
|
||||
|
@ -1940,7 +1940,7 @@ int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const divline_t* line)
|
||||
int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const fdivline_t* line)
|
||||
{
|
||||
fixed_t dx;
|
||||
fixed_t dy;
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
|
||||
extern int validcount;
|
||||
|
||||
struct divline_t
|
||||
struct fdivline_t
|
||||
{
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
|
@ -15,12 +15,12 @@ struct divline_t
|
|||
fixed_t dy;
|
||||
};
|
||||
|
||||
struct fdivline_t
|
||||
struct divline_t
|
||||
{
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t dx;
|
||||
fixed_t dy;
|
||||
double x;
|
||||
double y;
|
||||
double dx;
|
||||
double dy;
|
||||
};
|
||||
|
||||
struct intercept_t
|
||||
|
@ -81,20 +81,25 @@ inline int P_PointOnLineSidePrecise(const DVector3 &pt, const line_t *line)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
inline int P_PointOnDivlineSide (fixed_t x, fixed_t y, const divline_t *line)
|
||||
inline int P_PointOnDivlineSide (fixed_t x, fixed_t y, const fdivline_t *line)
|
||||
{
|
||||
extern int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const divline_t* line);
|
||||
extern int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const fdivline_t* line);
|
||||
|
||||
return (i_compatflags2 & COMPATF2_POINTONLINE)
|
||||
? P_VanillaPointOnDivlineSide(x, y, line)
|
||||
: (DMulScale32 (y-line->y, line->dx, line->x-x, line->dy) > 0);
|
||||
}
|
||||
|
||||
inline int P_PointOnDivlineSidePrecise (fixed_t x, fixed_t y, const divline_t *line)
|
||||
inline int P_PointOnDivlineSidePrecise (fixed_t x, fixed_t y, const fdivline_t *line)
|
||||
{
|
||||
return DMulScale32 (y-line->y, line->dx, line->x-x, line->dy) > 0;
|
||||
}
|
||||
|
||||
inline int P_PointOnDivlineSidePrecise(double x, double y, const divline_t *line)
|
||||
{
|
||||
return (y - line->y) * line->dx + (line->x - x) * line->dy > 0;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -102,7 +107,7 @@ inline int P_PointOnDivlineSidePrecise (fixed_t x, fixed_t y, const divline_t *l
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
inline void P_MakeDivline (const line_t *li, divline_t *dl)
|
||||
inline void P_MakeDivline (const line_t *li, fdivline_t *dl)
|
||||
{
|
||||
dl->x = li->v1->x;
|
||||
dl->y = li->v1->y;
|
||||
|
@ -366,7 +371,7 @@ class FPathTraverse
|
|||
protected:
|
||||
static TArray<intercept_t> intercepts;
|
||||
|
||||
divline_t trace;
|
||||
fdivline_t trace;
|
||||
fixed_t startfrac;
|
||||
unsigned int intercept_index;
|
||||
unsigned int intercept_count;
|
||||
|
@ -386,7 +391,7 @@ public:
|
|||
void init(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0);
|
||||
int PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos = NULL);
|
||||
virtual ~FPathTraverse();
|
||||
const divline_t &Trace() const { return trace; }
|
||||
const fdivline_t &Trace() const { return trace; }
|
||||
|
||||
inline fixedvec2 InterceptPoint(const intercept_t *in)
|
||||
{
|
||||
|
@ -427,7 +432,7 @@ typedef bool(*traverser_t) (intercept_t *in);
|
|||
fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
|
||||
|
||||
|
||||
fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1);
|
||||
fixed_t P_InterceptVector (const fdivline_t *v2, const fdivline_t *v1);
|
||||
|
||||
#define PT_ADDLINES 1
|
||||
#define PT_ADDTHINGS 2
|
||||
|
|
|
@ -1779,7 +1779,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
fixed_t oldz = mo->_f_Z();
|
||||
|
||||
double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
|
||||
(mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? MAXMOVE : MAXMOVE/4;
|
||||
(mo->player && mo->player->crouchoffset<-10) ? MAXMOVE : MAXMOVE/4;
|
||||
|
||||
if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP))
|
||||
{
|
||||
|
@ -4634,8 +4634,8 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
}
|
||||
else
|
||||
{
|
||||
spawn_x = mthing->x;
|
||||
spawn_y = mthing->y;
|
||||
spawn_x = mthing->_f_X();
|
||||
spawn_y = mthing->_f_Y();
|
||||
|
||||
// Allow full angular precision
|
||||
SpawnAngle = (double)mthing->angle;
|
||||
|
@ -4658,9 +4658,9 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
if (level.flags & LEVEL_USEPLAYERSTARTZ)
|
||||
{
|
||||
if (spawn_z == ONFLOORZ)
|
||||
mobj->_f_AddZ(mthing->z);
|
||||
mobj->AddZ(mthing->pos.Z);
|
||||
else if (spawn_z == ONCEILINGZ)
|
||||
mobj->_f_AddZ(-mthing->z);
|
||||
mobj->AddZ(-mthing->pos.Z);
|
||||
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||||
}
|
||||
|
||||
|
@ -6631,6 +6631,17 @@ void AActor::ClearCounters()
|
|||
}
|
||||
|
||||
|
||||
int AActor::ApplyDamageFactor(FName damagetype, int damage) const
|
||||
{
|
||||
damage = int(damage * DamageFactor);
|
||||
if (damage > 0)
|
||||
{
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, GetClass()->DamageFactors);
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// DropItem handling
|
||||
|
|
|
@ -95,7 +95,7 @@ class SightCheck
|
|||
sector_t * lastsector; // last sector being entered by trace
|
||||
fixed_t topslope, bottomslope; // slopes to top and bottom of target
|
||||
int Flags;
|
||||
divline_t trace;
|
||||
fdivline_t trace;
|
||||
int portaldir;
|
||||
int portalgroup;
|
||||
bool portalfound;
|
||||
|
@ -372,7 +372,7 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
|
|||
|
||||
bool SightCheck::P_SightCheckLine (line_t *ld)
|
||||
{
|
||||
divline_t dl;
|
||||
fdivline_t dl;
|
||||
|
||||
if (ld->validcount == validcount)
|
||||
{
|
||||
|
@ -508,7 +508,7 @@ bool SightCheck::P_SightTraverseIntercepts ()
|
|||
fixed_t dist;
|
||||
intercept_t *scan, *in;
|
||||
unsigned scanpos;
|
||||
divline_t dl;
|
||||
fdivline_t dl;
|
||||
|
||||
count = intercepts.Size ();
|
||||
//
|
||||
|
|
|
@ -135,7 +135,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
return true;
|
||||
|
||||
// calculate the point where the user would touch the wall.
|
||||
divline_t dll, dlu;
|
||||
fdivline_t dll, dlu;
|
||||
fixed_t inter, checkx, checky;
|
||||
|
||||
P_MakeDivline (line, &dll);
|
||||
|
|
|
@ -2430,7 +2430,7 @@ void P_PlayerThink (player_t *player)
|
|||
player->Uncrouch();
|
||||
}
|
||||
|
||||
player->crouchoffset = -fixed_t(player->mo->ViewHeight * (1 - player->crouchfactor));
|
||||
player->crouchoffset = -(FIXED2DBL(player->mo->ViewHeight) * (1 - player->crouchfactor));
|
||||
|
||||
// MUSINFO stuff
|
||||
if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL)
|
||||
|
|
|
@ -162,7 +162,7 @@ void FLinePortalTraverse::AddLineIntercepts(int bx, int by)
|
|||
{
|
||||
line_t *ld = block.portallines[i];
|
||||
fixed_t frac;
|
||||
divline_t dl;
|
||||
fdivline_t dl;
|
||||
|
||||
if (ld->validcount == validcount) continue; // already processed
|
||||
|
||||
|
|
|
@ -1218,7 +1218,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|||
angle_t ang = (self->_f_angle() - ANGLE_90) >> ANGLETOFINESHIFT;
|
||||
fixed_t x = spawnofs_xy * finecosine[ang];
|
||||
fixed_t y = spawnofs_xy * finesine[ang];
|
||||
fixed_t z = spawnheight + self->GetBobOffset() - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
|
||||
fixed_t z = spawnheight + self->GetBobOffset() - 32*FRACUNIT + (self->player? FLOAT2FIXED(self->player->crouchoffset) : 0);
|
||||
|
||||
fixedvec3 pos = self->_f_Pos();
|
||||
switch (aimmode)
|
||||
|
@ -2544,7 +2544,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|||
AActor *bo;
|
||||
|
||||
bo = Spawn(missile,
|
||||
self->PosPlusZ(-self->_f_floorclip() + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0)),
|
||||
self->PosPlusZ(-self->_f_floorclip() + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? FLOAT2FIXED(self->player->crouchoffset) : 0)),
|
||||
ALLOW_REPLACE);
|
||||
if (bo)
|
||||
{
|
||||
|
|
|
@ -1217,7 +1217,7 @@ DEFINE_PROPERTY(deathtype, S, Actor)
|
|||
DEFINE_PROPERTY(damagefactor, ZF, Actor)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
PROP_FIXED_PARM(id, 1);
|
||||
PROP_DOUBLE_PARM(id, 1);
|
||||
|
||||
if (str == NULL)
|
||||
{
|
||||
|
@ -1229,7 +1229,7 @@ DEFINE_PROPERTY(damagefactor, ZF, Actor)
|
|||
if (!stricmp(str, "Normal")) dmgType = NAME_None;
|
||||
else dmgType=str;
|
||||
|
||||
info->SetDamageFactor(dmgType, id);
|
||||
info->SetDamageFactor(dmgType, FLOAT2FIXED(id));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue