diff --git a/src/p_effect.cpp b/src/p_effect.cpp index 75152d6ef..11e09e5dd 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -691,8 +691,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, point = start + r * dir; dir.Z = dirz; - S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), viewz, - CHAN_WEAPON, sound, 1, ATTN_NORM); + S_Sound (DVector3(point.X, point.Y, viewz), CHAN_WEAPON, sound, 1, ATTN_NORM); } } } diff --git a/src/p_local.h b/src/p_local.h index bb7042f3f..d4d1a3591 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -138,11 +138,6 @@ enum EPuffFlags }; AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags = 0, AActor *vict = NULL); -inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const fixedvec3 &pos, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL) -{ - DVector3 _pos(FIXED2DBL(pos.x), FIXED2DBL(pos.y), FIXED2DBL(pos.z)); - return P_SpawnPuff(source, pufftype, _pos, ANGLE2DBL(hitdir), ANGLE2DBL(particledir), updown, flags, vict); -} void P_SpawnBlood (const DVector3 &pos, DAngle angle, int damage, AActor *originator); void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle); void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle); @@ -152,42 +147,13 @@ void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target); AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type); AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL); -AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, PClassActor *type); -inline AActor *P_SpawnMissileZ(AActor* source, double z, AActor* dest, PClassActor *type) -{ - return P_SpawnMissileZ(source, FLOAT2FIXED(z), dest, type); -} +AActor *P_SpawnMissileZ(AActor* source, double z, AActor* dest, PClassActor *type); +AActor *P_SpawnMissileXYZ(DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL); +AActor *P_SpawnMissileAngle(AActor *source, PClassActor *type, DAngle angle, double vz); +AActor *P_SpawnMissileAngleZ(AActor *source, double z, PClassActor *type, DAngle angle, double vz); +AActor *P_SpawnMissileAngleZSpeed(AActor *source, double z, PClassActor *type, DAngle angle, double vz, double speed, AActor *owner = NULL, bool checkspawn = true); +AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type); -AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL); -inline AActor *P_SpawnMissileXYZ(const fixedvec3 &pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL) -{ - return P_SpawnMissileXYZ(pos.x, pos.y, pos.z, source, dest, type, checkspawn, owner); -} -inline AActor *P_SpawnMissileXYZ(const DVector3 &pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL) -{ - return P_SpawnMissileXYZ(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), source, dest, type, checkspawn, owner); -} -AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, angle_t angle, fixed_t vz); -inline AActor *P_SpawnMissileAngle(AActor *source, PClassActor *type, DAngle angle, double vz) -{ - return P_SpawnMissileAngle(source, type, angle.BAMs(), FLOAT2FIXED(vz)); -} -AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed); -AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz); -inline AActor *P_SpawnMissileAngleZ(AActor *source, double z, PClassActor *type, DAngle angle, double vz) -{ - return P_SpawnMissileAngleZ(source, FLOAT2FIXED(z), type, angle.BAMs(), FLOAT2FIXED(vz)); -} -AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed, AActor *owner=NULL, bool checkspawn = true); -inline AActor *P_SpawnMissileAngleZSpeed(AActor *source, double z, PClassActor *type, DAngle angle, double vz, double speed, AActor *owner = NULL, bool checkspawn = true) -{ - return P_SpawnMissileAngleZSpeed(source, FLOAT2FIXED(z), type, angle.BAMs(), FLOAT2FIXED(vz), FLOAT2FIXED(speed), owner, checkspawn); -} -AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type); -inline AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type) -{ - return P_SpawnMissileZAimed(source, FLOAT2FIXED(z), dest, type); -} AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type); AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle); diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 9c10015a3..ef639d7fa 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -4426,9 +4426,9 @@ void AActor::AdjustFloorClip () // do the floorclipping instead of the terrain type. for (m = touching_sectorlist; m; m = m->m_tnext) { - fixedvec3 pos = _f_PosRelative(m->m_sector); + DVector3 pos = PosRelative(m->m_sector); sector_t *hsec = m->m_sector->GetHeightSec(); - if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == _f_Z()) + if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z()) { double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip; if (clip < shallowestclip) @@ -5270,7 +5270,7 @@ void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originat } if (bloodtype >= 1) - P_DrawSplash2 (40, pos, ANGLE2DBL(dir), 2, bloodcolor); + P_DrawSplash2 (40, pos, dir, 2, bloodcolor); } //--------------------------------------------------------------------------- @@ -5590,11 +5590,11 @@ bool P_HitFloor (AActor *thing) return false; // don't splash if landing on the edge above water/lava/etc.... - fixedvec3 pos; + DVector3 pos; for (m = thing->touching_sectorlist; m; m = m->m_tnext) { - pos = thing->_f_PosRelative(m->m_sector); - if (thing->_f_Z() == m->m_sector->floorplane.ZatPoint(pos.x, pos.y)) + pos = thing->PosRelative(m->m_sector); + if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos)) { break; } @@ -5606,7 +5606,7 @@ bool P_HitFloor (AActor *thing) if (!(rover->flags & FF_EXISTS)) continue; if (rover->flags & (FF_SOLID|FF_SWIMMABLE)) { - if (rover->top.plane->ZatPoint(pos.x, pos.y) == thing->_f_Z()) + if (rover->top.plane->ZatPoint(pos) == thing->Z()) { return P_HitWater (thing, m->m_sector, pos); } @@ -5638,8 +5638,8 @@ void P_CheckSplash(AActor *self, double distance) // Explosion splashes never alert monsters. This is because A_Explode has // a separate parameter for that so this would get in the way of proper // behavior. - fixedvec3 pos = self->_f_PosRelative(floorsec); - pos.z = self->_f_floorz(); + DVector3 pos = self->PosRelative(floorsec); + pos.Z = self->floorz; P_HitWater (self, floorsec, pos, false, false); } } @@ -5754,19 +5754,19 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner) // If there is no spawner use the spawn position. // But not in a silenced sector. if (!(missile->Sector->Flags & SECF_SILENT)) - S_Sound (missile->_f_X(), missile->_f_Y(), missile->_f_Z(), CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM); + S_Sound (missile->Pos(), CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM); } } } -static fixed_t GetDefaultSpeed(PClassActor *type) +static double GetDefaultSpeed(PClassActor *type) { if (type == NULL) return 0; else if (G_SkillProperty(SKILLP_FastMonsters) && type->FastSpeed >= 0) - return FLOAT2FIXED(type->FastSpeed); + return type->FastSpeed; else - return GetDefaultByType(type)->_f_speed(); + return GetDefaultByType(type)->Speed; } //--------------------------------------------------------------------------- @@ -5784,21 +5784,19 @@ AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor { return NULL; } - return P_SpawnMissileXYZ (source->_f_X(), source->_f_Y(), source->_f_Z() + 32*FRACUNIT + source->_f_GetBobOffset(), - source, dest, type, true, owner); + return P_SpawnMissileXYZ (source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner); } -AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, PClassActor *type) +AActor *P_SpawnMissileZ (AActor *source, double z, AActor *dest, PClassActor *type) { if (source == NULL) { return NULL; } - return P_SpawnMissileXYZ (source->_f_X(), source->_f_Y(), z, source, dest, type); + return P_SpawnMissileXYZ (source->PosAtZ(z), source, dest, type); } -AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, - AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner) +AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner) { if (source == NULL) { @@ -5812,12 +5810,11 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, return NULL; } - if (z != ONFLOORZ && z != ONCEILINGZ) + if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ) { - z -= source->_f_floorclip(); + pos.Z -= source->Floorclip; } - DVector3 pos(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z)); AActor *th = Spawn (type, pos, ALLOW_REPLACE); P_PlaySpawnSound(th, source); @@ -5841,9 +5838,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, velocity.Z = 0; } // [RH] Adjust the trajectory if the missile will go over the target's head. - else if (FIXED2FLOAT(z) - source->Z() >= dest->Height) + else if (pos.Z - source->Z() >= dest->Height) { - velocity.Z += (dest->Height - FIXED2FLOAT(z) + source->Z()); + velocity.Z += (dest->Height - pos.Z + source->Z()); } th->Vel = velocity.Resized(speed); @@ -5908,25 +5905,21 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct // //--------------------------------------------------------------------------- -AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, - angle_t angle, fixed_t vz) +AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, DAngle angle, double vz) { if (source == NULL) { return NULL; } - return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->_f_GetBobOffset(), - type, angle, vz, GetDefaultSpeed (type)); + return P_SpawnMissileAngleZSpeed (source, source->Z() + 32 + source->GetBobOffset(), type, angle, vz, GetDefaultSpeed (type)); } -AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, - PClassActor *type, angle_t angle, fixed_t vz) +AActor *P_SpawnMissileAngleZ (AActor *source, double z, PClassActor *type, DAngle angle, double vz) { - return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, - GetDefaultSpeed (type)); + return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type)); } -AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type) +AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type) { if (source == NULL) { @@ -5952,26 +5945,15 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassAct //--------------------------------------------------------------------------- // -// FUNC P_SpawnMissileAngleSpeed +// FUNC P_SpawnMissileAngleZSpeed // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- -AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, - angle_t angle, fixed_t vz, fixed_t speed) -{ - if (source == NULL) - { - return NULL; - } - return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->_f_GetBobOffset(), - type, angle, vz, speed); -} - -AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, - PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed, AActor *owner, bool checkspawn) +AActor *P_SpawnMissileAngleZSpeed (AActor *source, double z, + PClassActor *type, DAngle angle, double vz, double speed, AActor *owner, bool checkspawn) { if (source == NULL) { @@ -5981,17 +5963,17 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, if (z != ONFLOORZ && z != ONCEILINGZ) { - z -= source->_f_floorclip(); + z -= source->Floorclip; } - mo = Spawn (type, source->PosAtZ(FIXED2FLOAT(z)), ALLOW_REPLACE); + mo = Spawn (type, source->PosAtZ(z), ALLOW_REPLACE); P_PlaySpawnSound(mo, source); if (owner == NULL) owner = source; mo->target = owner; - mo->Angles.Yaw = ANGLE2DBL(angle); - mo->VelFromAngle(FIXED2DBL(speed)); - mo->Vel.Z = FIXED2DBL(vz); + mo->Angles.Yaw = angle; + mo->VelFromAngle(speed); + mo->Vel.Z = vz; if (mo->flags4 & MF4_SPECTRAL) { @@ -6597,7 +6579,7 @@ void PrintMiscActorInfo(AActor *query) Printf("\nTID: %d", query->tid); Printf("\nCoord= x: %f, y: %f, z:%f, floor:%f, ceiling:%f.", query->X(), query->Y(), query->Z(), - FIXED2DBL(query->_f_floorz()), query->ceilingz); + query->floorz, query->ceilingz); Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n", query->Speed, query->Vel.X, query->Vel.Y, query->Vel.Z, query->Vel.Length()); } diff --git a/src/p_switch.cpp b/src/p_switch.cpp index a79b7db3d..82067f624 100644 --- a/src/p_switch.cpp +++ b/src/p_switch.cpp @@ -309,7 +309,7 @@ bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *ques } if (playsound) { - S_Sound (pt[0], pt[1], 0, CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC); + S_Sound (DVector3(FIXED2DBL(pt[0]), FIXED2DBL(pt[1]), 0), CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC); } if (quest != NULL) { @@ -391,7 +391,7 @@ void DActiveButton::Tick () if (def != NULL) { m_Frame = -1; - S_Sound (m_X, m_Y, 0, CHAN_VOICE|CHAN_LISTENERZ, + S_Sound (DVector3(FIXED2DBL(m_X), FIXED2DBL(m_Y), 0), CHAN_VOICE|CHAN_LISTENERZ, def->Sound != 0 ? FSoundID(def->Sound) : FSoundID("switches/normbutn"), 1, ATTN_STATIC); bFlippable = false; diff --git a/src/p_user.cpp b/src/p_user.cpp index 15b79bed5..651ac0578 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -2106,7 +2106,7 @@ void P_FallingDamage (AActor *actor) } // The minimum amount of damage you take from falling in Strife // is 52. Ouch! - damage = vel / 25000; + damage = int(vel / (25000./65536.)); break; default: diff --git a/src/s_sound.cpp b/src/s_sound.cpp index 1c85f3d97..d275fc4f3 100644 --- a/src/s_sound.cpp +++ b/src/s_sound.cpp @@ -1259,10 +1259,9 @@ void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume // //========================================================================== -void S_Sound (fixed_t x, fixed_t y, fixed_t z, int channel, FSoundID sound_id, float volume, float attenuation) +void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation) { - FVector3 pt(FIXED2FLOAT(x), FIXED2FLOAT(z), FIXED2FLOAT(y)); - S_StartSound (NULL, NULL, NULL, &pt, channel, sound_id, volume, attenuation); + S_StartSound (NULL, NULL, NULL, &pos, channel, sound_id, volume, attenuation); } //========================================================================== diff --git a/src/s_sound.h b/src/s_sound.h index 795232d1a..ad06195e1 100644 --- a/src/s_sound.h +++ b/src/s_sound.h @@ -230,11 +230,7 @@ void S_Sound (AActor *ent, int channel, FSoundID sfxid, float volume, float atte void S_SoundMinMaxDist (AActor *ent, int channel, FSoundID sfxid, float volume, float mindist, float maxdist); void S_Sound (const FPolyObj *poly, int channel, FSoundID sfxid, float volume, float attenuation); void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation); -void S_Sound (fixed_t x, fixed_t y, fixed_t z, int channel, FSoundID sfxid, float volume, float attenuation); -inline void S_Sound(const DVector3 &pos, int channel, FSoundID sfxid, float volume, float attenuation) -{ - S_Sound(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), channel, sfxid, volume, attenuation); -} +void S_Sound(const DVector3 &pos, int channel, FSoundID sfxid, float volume, float attenuation); // sound channels // channel 0 never willingly overrides