diff --git a/src/p_effect.cpp b/src/p_effect.cpp index f71a822f3..249ba80f9 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -149,15 +149,16 @@ CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE ) void P_InitParticles () { const char *i; + int num; if ((i = Args->CheckValue ("-numparticles"))) - NumParticles = atoi (i); + num = atoi (i); // [BC] Use r_maxparticles now. else - NumParticles = r_maxparticles; + num = r_maxparticles; // This should be good, but eh... - NumParticles = clamp(NumParticles, 100, 65535); + NumParticles = (WORD)clamp(num, 100, 65535); P_DeinitParticles(); Particles = new particle_t[NumParticles]; @@ -206,7 +207,7 @@ void P_FindParticleSubsectors () for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext) { // Try to reuse the subsector from the last portal check, if still valid. - if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].x, Particles[i].y); + if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].Pos); int ssnum = int(Particles[i].subsector - subsectors); Particles[i].snext = ParticlesInSubsec[ssnum]; ParticlesInSubsec[ssnum] = i; @@ -279,33 +280,29 @@ void P_ThinkParticles () continue; } - DVector2 newxy = P_GetOffsetPosition(FIXED2DBL(particle->x), FIXED2DBL(particle->y), FIXED2DBL(particle->vel.x), FIXED2DBL(particle->vel.y)); - particle->x = FLOAT2FIXED(newxy.X); - particle->y = FLOAT2FIXED(newxy.Y); - //particle->x += particle->vel.x; - //particle->y += particle->vel.y; - particle->z += particle->vel.z; - particle->vel.x += particle->accx; - particle->vel.y += particle->accy; - particle->vel.z += particle->accz; - particle->subsector = R_PointInSubsector(particle->x, particle->y); + // Handle crossing a line portal + DVector2 newxy = P_GetOffsetPosition(particle->Pos.X, particle->Pos.Y, particle->Vel.X, particle->Vel.Y); + particle->Pos.X = newxy.X; + particle->Pos.Y = newxy.Y; + particle->Pos.Z += particle->Vel.Z; + particle->Vel += particle->Acc; + particle->subsector = R_PointInSubsector(particle->Pos); + // Handle crossing a sector portal. if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling)) { AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling]; - if (particle->z > FLOAT2FIXED(skybox->specialf1)) + if (particle->Pos.Z > skybox->specialf1) { - particle->x += FLOAT2FIXED(skybox->Scale.X); - particle->y += FLOAT2FIXED(skybox->Scale.Y); + particle->Pos += skybox->Scale; particle->subsector = NULL; } } else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor)) { AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor]; - if (particle->z < FLOAT2FIXED(skybox->specialf1)) + if (particle->Pos.Z < skybox->specialf1) { - particle->x += FLOAT2FIXED(skybox->Scale.X); - particle->y += FLOAT2FIXED(skybox->Scale.Y); + particle->Pos += skybox->Scale; particle->subsector = NULL; } } @@ -320,20 +317,14 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a if (particle) { - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); - particle->vel.x = FLOAT2FIXED(vel.X); - particle->vel.y = FLOAT2FIXED(vel.Y); - particle->vel.z = FLOAT2FIXED(vel.Z); + particle->Pos = pos; + particle->Vel = vel; + particle->Acc = accel; particle->color = ParticleColor(color); particle->trans = BYTE(startalpha*255); if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime); else particle->fade = int(fadestep * 255); particle->ttl = lifetime; - particle->accx = FLOAT2FIXED(accel.X); - particle->accy = FLOAT2FIXED(accel.Y); - particle->accz = FLOAT2FIXED(accel.Z); particle->bright = fullbright; particle->size = (WORD)size; } @@ -380,15 +371,14 @@ particle_t *JitterParticle (int ttl, double drift) particle_t *particle = NewParticle (); if (particle) { - fixed_t *val = &particle->vel.x; int i; // Set initial velocities - for (i = 3; i; i--, val++) - *val = (int)((FRACUNIT/4096) * (M_Random () - 128) * drift); + for (i = 3; i; i--) + particle->Vel[i] = ((1./4096) * (M_Random () - 128) * drift); // Set initial accelerations - for (i = 3; i; i--, val++) - *val = (int)((FRACUNIT/16384) * (M_Random () - 128) * drift); + for (i = 3; i; i--) + particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift); particle->trans = 255; // fully opaque particle->ttl = ttl; @@ -411,15 +401,12 @@ static void MakeFountain (AActor *actor, int color1, int color2) DAngle an = M_Random() * (360. / 256); double out = actor->radius * M_Random() / 256.; - DVector3 pos = actor->Vec3Angle(out, an, actor->Height + 1); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); + particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1); if (out < actor->radius/8) - particle->vel.z += FRACUNIT*10/3; + particle->Vel.Z += 10./3; else - particle->vel.z += FRACUNIT*3; - particle->accz -= FRACUNIT/11; + particle->Vel.Z += 3; + particle->Acc.Z -= 1./11; if (M_Random() < 30) { particle->size = 4; particle->color = color2; @@ -445,7 +432,7 @@ void P_RunEffect (AActor *actor, int effects) double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8); DAngle an = moveangle + 90.; - int speed; + double speed; particle = JitterParticle (3 + (M_Random() & 31)); if (particle) { @@ -454,14 +441,12 @@ void P_RunEffect (AActor *actor, int effects) backx - actor->Vel.X * pathdist, backy - actor->Vel.Y * pathdist, backz - actor->Vel.Z * pathdist); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); - speed = (M_Random () - 128) * (FRACUNIT/200); - particle->vel.x += fixed_t(speed * an.Cos()); - particle->vel.y += fixed_t(speed * an.Sin()); - particle->vel.z -= FRACUNIT/36; - particle->accz -= FRACUNIT/20; + particle->Pos = pos; + speed = (M_Random () - 128) * (1./200); + particle->Vel.X += speed * an.Cos(); + particle->Vel.Y += speed * an.Sin(); + particle->Vel.Z -= 1./36; + particle->Acc.Z -= 1./20; particle->color = yellow; particle->size = 2; } @@ -473,15 +458,13 @@ void P_RunEffect (AActor *actor, int effects) backx - actor->Vel.X * pathdist, backy - actor->Vel.Y * pathdist, backz - actor->Vel.Z * pathdist + (M_Random() / 64.)); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); + particle->Pos = pos; - speed = (M_Random () - 128) * (FRACUNIT/200); - particle->vel.x += fixed_t(speed * an.Cos()); - particle->vel.y += fixed_t(speed * an.Sin()); - particle->vel.z += FRACUNIT/80; - particle->accz += FRACUNIT/40; + speed = (M_Random () - 128) * (1./200); + particle->Vel.X += speed * an.Cos(); + particle->Vel.Y += speed * an.Sin(); + particle->Vel.Z -= 1. / 80; + particle->Acc.Z -= 1. / 40; if (M_Random () & 7) particle->color = grey2; else @@ -529,18 +512,16 @@ void P_RunEffect (AActor *actor, int effects) { DAngle ang = M_Random() * (360 / 256.); DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); + particle->Pos = pos; particle->color = *protectColors[M_Random() & 1]; - particle->vel.z = FRACUNIT; - particle->accz = M_Random () << 7; + particle->Vel.Z = 1; + particle->Acc.Z = M_Random () / 512.; particle->size = 1; if (M_Random () < 128) { // make particle fall from top of actor - particle->z += FLOAT2FIXED(actor->Height); - particle->vel.z = -particle->vel.z; - particle->accz = -particle->accz; + particle->Pos.Z += actor->Height; + particle->Vel.Z = -particle->Vel.Z; + particle->Acc.Z = -particle->Acc.Z; } } } @@ -570,20 +551,21 @@ void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind) p->size = 2; p->color = M_Random() & 0x80 ? color1 : color2; - p->vel.z -= M_Random () * 512; - p->accz -= FRACUNIT/8; - p->accx += (M_Random () - 128) * 8; - p->accy += (M_Random () - 128) * 8; - p->z = FLOAT2FIXED(pos.Z) - M_Random () * 1024; + p->Vel.Z -= M_Random () / 128.; + p->Acc.Z -= 1./8; + p->Acc.X += (M_Random () - 128) / 8192.; + p->Acc.Y += (M_Random () - 128) / 8192.; + p->Pos.Z = pos.Z - M_Random () / 64.; angle += M_Random() * (45./256); - p->x = FLOAT2FIXED(pos.X + (M_Random() & 15)*angle.Cos()); - p->y = FLOAT2FIXED(pos.Y + (M_Random() & 15)*angle.Sin()); + p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos(); + p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin(); } } void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind) { - int color1, color2, zvel, zspread, zadd; + int color1, color2, zadd; + double zvel, zspread; switch (kind) { @@ -605,14 +587,14 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in break; } - zvel = -128; - zspread = updown ? -6000 : 6000; - zadd = (updown == 2) ? -128 : 0; + zvel = -0.5; + zspread = updown ? -6000 / 65536. : 6000 / 65536.; + zadd = (updown == 2) ? 128 : 0; for (; count; count--) { particle_t *p = NewParticle (); - angle_t an; + DAngle an; if (!p) break; @@ -622,19 +604,20 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in p->trans = 255; p->size = 4; p->color = M_Random() & 0x80 ? color1 : color2; - p->vel.z = M_Random () * zvel; - p->accz = -FRACUNIT/22; - if (kind) { - an = (angle.BAMs() + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT; - p->vel.x = (M_Random () * finecosine[an]) >> 11; - p->vel.y = (M_Random () * finesine[an]) >> 11; - p->accx = p->vel.x >> 4; - p->accy = p->vel.y >> 4; + p->Vel.Z = M_Random() * zvel; + p->Acc.Z = -1 / 22.; + if (kind) + { + an = angle + ((M_Random() - 128) * (180 / 256.)); + p->Vel.X = M_Random() * an.Cos() / 2048.; + p->Vel.Y = M_Random() * an.Sin() / 2048.; + p->Acc.X = p->Vel.X / 16.; + p->Acc.Y = p->Vel.Y / 16.; } - p->z = FLOAT2FIXED(pos.Z) + (M_Random () + zadd - 128) * zspread; - an = (angle.BAMs() + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT; - p->x = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finecosine[an]; - p->y = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finesine[an]; + an = angle + ((M_Random() - 128) * (90 / 256.)); + p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos(); + p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin(); + p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread; } } @@ -749,13 +732,8 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, p->bright = fullbright; tempvec = DMatrix3x3(dir, deg) * extend; - p->vel.x = FLOAT2FIXED(tempvec.X * drift)>>4; - p->vel.y = FLOAT2FIXED(tempvec.Y * drift)>>4; - p->vel.z = FLOAT2FIXED(tempvec.Z * drift)>>4; - tempvec += pos; - p->x = FLOAT2FIXED(tempvec.X); - p->y = FLOAT2FIXED(tempvec.Y); - p->z = FLOAT2FIXED(tempvec.Z); + p->Vel = tempvec * drift / 16.; + p->Pos = tempvec + pos; pos += spiral_step; deg += double(r_rail_spiralsparsity * 14); @@ -812,11 +790,9 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, DVector3 postmp = pos + diff; p->size = 2; - p->x = FLOAT2FIXED(postmp.X); - p->y = FLOAT2FIXED(postmp.Y); - p->z = FLOAT2FIXED(postmp.Z); + p->Pos = postmp; if (color1 != -1) - p->accz -= FRACUNIT/4096; + p->Acc.Z -= 1./4096; pos += trail_step; p->bright = fullbright; @@ -888,10 +864,8 @@ void P_DisconnectEffect (AActor *actor) double zo = M_Random()*actor->Height / 256; DVector3 pos = actor->Vec3Offset(xo, yo, zo); - p->x = FLOAT2FIXED(pos.X); - p->y = FLOAT2FIXED(pos.Y); - p->z = FLOAT2FIXED(pos.Z); - p->accz -= FRACUNIT/4096; + p->Pos = pos; + p->Acc.Z -= 1./4096; p->color = M_Random() < 128 ? maroon1 : maroon2; p->size = 4; } diff --git a/src/p_effect.h b/src/p_effect.h index cea9b2fdf..fad9012d0 100644 --- a/src/p_effect.h +++ b/src/p_effect.h @@ -52,21 +52,16 @@ struct subsector_t; // [RH] Particle details -struct fixedvec3 -{ - fixed_t x, y, z; -}; - struct particle_t { - fixed_t x,y,z; - fixedvec3 vel; - fixed_t accx,accy,accz; + DVector3 Pos; + DVector3 Vel; + DVector3 Acc; BYTE ttl; BYTE trans; WORD size; - BYTE bright:1; + BYTE bright; BYTE fade; int color; WORD tnext; diff --git a/src/p_setup.cpp b/src/p_setup.cpp index ad4ebe84e..c9df3afdc 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1222,8 +1222,6 @@ void P_LoadSegs (MapData * map) line_t* line; // phares 10/4/98 int ptp_angle; // phares 10/4/98 int delta_angle; // phares 10/4/98 - int dis; // phares 10/4/98 - int dx,dy; // phares 10/4/98 int vnum1,vnum2; // phares 10/4/98 int lumplen = map->Size(ML_SEGS); diff --git a/src/r_things.cpp b/src/r_things.cpp index e6b4a68c6..fa7d8a88b 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -2423,12 +2423,12 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, BYTE* map; // [ZZ] Particle not visible through the portal plane - if (CurrentPortal && !!P_PointOnLineSide(particle->x, particle->y, CurrentPortal->dst)) + if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst)) return; // transform the origin point - tr_x = particle->x - viewx; - tr_y = particle->y - viewy; + tr_x = FLOAT2FIXED(particle->Pos.X - ViewPos.X); + tr_y = FLOAT2FIXED(particle->Pos.Y - ViewPos.Y); tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin); @@ -2460,8 +2460,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, if (x1 >= x2) return; - yscale = MulScale16 (yaspectmul, xscale); - ty = particle->z - viewz; + yscale = MulScale16(yaspectmul, xscale); + ty = FLOAT2FIXED(particle->Pos.Z - ViewPos.Z); psize <<= 4; y1 = (centeryfrac - FixedMul (ty+psize, yscale)) >> FRACBITS; y2 = (centeryfrac - FixedMul (ty-psize, yscale)) >> FRACBITS; @@ -2522,9 +2522,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, map = sector->ColorMap->Maps; } - if (botpic != skyflatnum && particle->z < botplane->ZatPoint (particle->x, particle->y)) + if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos)) return; - if (toppic != skyflatnum && particle->z >= topplane->ZatPoint (particle->x, particle->y)) + if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint (particle->Pos)) return; // store information in a vissprite @@ -2536,9 +2536,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, vis->yscale = xscale; vis->depth = tz; vis->idepth = (DWORD)DivScale32 (1, tz) >> 1; - vis->gx = particle->x; - vis->gy = particle->y; - vis->gz = particle->z; // kg3D + vis->gx = FLOAT2FIXED(particle->Pos.X); + vis->gy = FLOAT2FIXED(particle->Pos.Y); + vis->gz = FLOAT2FIXED(particle->Pos.Z); vis->gzb = y1; vis->gzt = y2; vis->x1 = x1;