From 6e2421bd37afadcc603bd459e878107137ebd0da Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 20 Mar 2016 12:37:21 +0100 Subject: [PATCH] - use a set of specific conversion functions to convert from and to ACS script variables so that these cases do not get caught when searching for fixed point math in the source. --- src/p_acs.cpp | 126 +++++++++++++++++++++++++++++++------------------- 1 file changed, 78 insertions(+), 48 deletions(-) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 5229ecad2..3049108f7 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -148,6 +148,36 @@ enum PICKAF_RETURNTID = 2, }; +// ACS specific conversion functions to and from fixed point. +// These should be used to convert from and to sctipt variables +// so that there is a clear distinction between leftover fixed point code +// and genuinely needed conversions. + +inline double ACSToDouble(int acsval) +{ + return acsval / 65536.; +} + +inline float ACSToFloat(int acsval) +{ + return acsval / 65536.f; +} + +inline int DoubleToACS(double val) +{ + return xs_Fix<16>::ToFix(val); +} + +inline DAngle ACSToAngle(int acsval) +{ + return acsval * (360. / 65536.); +} + +inline int AngleToACS(DAngle ang) +{ + xs_CRoundToInt(ang.Degrees * (65536. / 360.)); +} + struct CallReturn { CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway) @@ -3805,7 +3835,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) break; case APROP_Speed: - actor->Speed = FIXED2DBL(value); + actor->Speed = ACSToDouble(value); break; case APROP_Damage: @@ -3849,7 +3879,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) - static_cast(actor)->JumpZ = FIXED2DBL(value); + static_cast(actor)->JumpZ = ACSToDouble(value); break; // [GRB] case APROP_ChaseGoal: @@ -3938,11 +3968,11 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) break; case APROP_ScaleX: - actor->Scale.X = FIXED2DBL(value); + actor->Scale.X = ACSToDouble(value); break; case APROP_ScaleY: - actor->Scale.Y = FIXED2DBL(value); + actor->Scale.Y = ACSToDouble(value); break; case APROP_Mass: @@ -4005,7 +4035,7 @@ int DLevelScript::GetActorProperty (int tid, int property) switch (property) { case APROP_Health: return actor->health; - case APROP_Speed: return FLOAT2FIXED(actor->Speed); + case APROP_Speed: return DoubleToACS(actor->Speed); case APROP_Damage: return actor->GetMissileDamage(0,1); case APROP_DamageFactor:return actor->DamageFactor; case APROP_DamageMultiplier: return actor->DamageMultiply; @@ -4041,7 +4071,7 @@ int DLevelScript::GetActorProperty (int tid, int property) case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) { - return FLOAT2FIXED(static_cast(actor)->JumpZ); // [GRB] + return DoubleToACS(static_cast(actor)->JumpZ); // [GRB] } else { @@ -4052,8 +4082,8 @@ int DLevelScript::GetActorProperty (int tid, int property) case APROP_TargetTID: return (actor->target != NULL)? actor->target->tid : 0; case APROP_TracerTID: return (actor->tracer != NULL)? actor->tracer->tid : 0; case APROP_WaterLevel: return actor->waterlevel; - case APROP_ScaleX: return FLOAT2FIXED(actor->Scale.X); - case APROP_ScaleY: return FLOAT2FIXED(actor->Scale.Y); + case APROP_ScaleX: return DoubleToACS(actor->Scale.X); + case APROP_ScaleY: return DoubleToACS(actor->Scale.Y); case APROP_Mass: return actor->Mass; case APROP_Accuracy: return actor->accuracy; case APROP_Stamina: return actor->stamina; @@ -4603,7 +4633,7 @@ static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=fal } else if (cvar->GetRealType() == CVAR_Float) { - val.Float = FIXED2FLOAT(value); + val.Float = ACSToFloat(value); type = CVAR_Float; } else @@ -4634,7 +4664,7 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string) else if (cvar->GetRealType() == CVAR_Float) { val = cvar->GetGenericRep(CVAR_Float); - return FLOAT2FIXED(val.Float); + return DoubleToACS(val.Float); } else { @@ -4745,7 +4775,7 @@ static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, an static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolate) { - DAngle an = angle * (360. / 65536.); + DAngle an = ACSToAngle(angle); if (tid == 0) { if (activator != NULL) @@ -4767,7 +4797,7 @@ static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolat static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolate) { - DAngle an = angle * (360. / 65536); + DAngle an = ACSToAngle(angle); if (tid == 0) { if (activator != NULL) @@ -4789,7 +4819,7 @@ static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolat static void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate) { - DAngle an = angle * (360. / 65536); + DAngle an = ACSToAngle(angle); if (tid == 0) { if (activator != NULL) @@ -4900,15 +4930,15 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) case ACSF_GetActorVelX: actor = SingleActorFromTID(args[0], activator); - return actor != NULL? FLOAT2FIXED(actor->Vel.X) : 0; + return actor != NULL? DoubleToACS(actor->Vel.X) : 0; case ACSF_GetActorVelY: actor = SingleActorFromTID(args[0], activator); - return actor != NULL? FLOAT2FIXED(actor->Vel.Y) : 0; + return actor != NULL? DoubleToACS(actor->Vel.Y) : 0; case ACSF_GetActorVelZ: actor = SingleActorFromTID(args[0], activator); - return actor != NULL? FLOAT2FIXED(actor->Vel.Z) : 0; + return actor != NULL? DoubleToACS(actor->Vel.Z) : 0; case ACSF_SetPointer: if (activator) @@ -5013,8 +5043,8 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) case ACSF_SetSkyScrollSpeed: { - if (args[0] == 1) level.skyspeed1 = FIXED2FLOAT(args[1]); - else if (args[0] == 2) level.skyspeed2 = FIXED2FLOAT(args[1]); + if (args[0] == 1) level.skyspeed1 = ACSToFloat(args[1]); + else if (args[0] == 2) level.skyspeed2 = ACSToFloat(args[1]); return 1; } @@ -5079,7 +5109,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) case ACSF_SetActorVelocity: { - DVector3 vel(FIXED2DBL(args[1]), FIXED2DBL(args[2]), FIXED2DBL(args[3])); + DVector3 vel(ACSToDouble(args[1]), ACSToDouble(args[2]), ACSToDouble(args[3])); if (args[0] == 0) { P_Thing_SetVelocity(activator, vel, !!args[4], !!args[5]); @@ -5344,10 +5374,10 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) return xs_FloorToInt(g_sqrt(double(args[0]))); case ACSF_FixedSqrt: - return FLOAT2FIXED(g_sqrt(FIXED2DBL(args[0]))); + return DoubleToACS(g_sqrt(ACSToDouble(args[0]))); case ACSF_VectorLength: - return FLOAT2FIXED(DVector2(FIXED2DBL(args[0]), FIXED2DBL(args[1])).Length()); + return DoubleToACS(DVector2(ACSToDouble(args[0]), ACSToDouble(args[1])).Length()); case ACSF_SetHUDClipRect: ClipRectLeft = argCount > 0 ? args[0] : 0; @@ -5414,12 +5444,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) //[RC] A bullet firing function for ACS. Thanks to DavidPH. case ACSF_LineAttack: { - DAngle angle = args[1] * (360. / 65536.); - DAngle pitch = args[2] * (360. / 65536.); + DAngle angle = ACSToAngle(args[1]); + DAngle pitch = ACSToAngle(args[2]); int damage = args[3]; FName pufftype = argCount > 4 && args[4]? FName(FBehavior::StaticLookupString(args[4])) : NAME_BulletPuff; FName damagetype = argCount > 5 && args[5]? FName(FBehavior::StaticLookupString(args[5])) : NAME_None; - double range = argCount > 6 && args[6]? FIXED2DBL(args[6]) : MISSILERANGE; + double range = argCount > 6 && args[6]? ACSToDouble(args[6]) : MISSILERANGE; int flags = argCount > 7 && args[7]? args[7] : 0; int pufftid = argCount > 8 && args[8]? args[8] : 0; @@ -5474,9 +5504,9 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) AActor *spot; int chan = argCount > 2 ? args[2] : CHAN_BODY; - float vol = argCount > 3 ? FIXED2FLOAT(args[3]) : 1.f; + float vol = argCount > 3 ? ACSToFloat(args[3]) : 1.f; INTBOOL looping = argCount > 4 ? args[4] : false; - float atten = argCount > 5 ? FIXED2FLOAT(args[5]) : ATTN_NORM; + float atten = argCount > 5 ? ACSToFloat(args[5]) : ATTN_NORM; if (args[0] == 0) { @@ -5530,7 +5560,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) // SoundVolume(int tid, int channel, fixed volume) { int chan = args[1]; - float volume = FIXED2FLOAT(args[2]); + float volume = ACSToFloat(args[2]); if (args[0] == 0) { @@ -5751,9 +5781,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) { return P_StartQuakeXYZ(activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], FBehavior::StaticLookupString(args[7]), argCount > 8 ? args[8] : 0, - argCount > 9 ? FIXED2DBL(args[9]) : 1.0, - argCount > 10 ? FIXED2DBL(args[10]) : 1.0, - argCount > 11 ? FIXED2DBL(args[11]) : 1.0 ); + argCount > 9 ? ACSToDouble(args[9]) : 1.0, + argCount > 10 ? ACSToDouble(args[10]) : 1.0, + argCount > 11 ? ACSToDouble(args[11]) : 1.0 ); } case ACSF_SetLineActivation: @@ -7739,7 +7769,7 @@ scriptwait: break; case PCD_PRINTFIXED: - work.AppendFormat ("%g", FIXED2FLOAT(STACK(1))); + work.AppendFormat ("%g", ACSToDouble(STACK(1))); --sp; break; @@ -7952,9 +7982,9 @@ scriptwait: int type = Stack[optstart-6]; int id = Stack[optstart-5]; EColorRange color; - float x = FIXED2FLOAT(Stack[optstart-3]); - float y = FIXED2FLOAT(Stack[optstart-2]); - float holdTime = FIXED2FLOAT(Stack[optstart-1]); + float x = ACSToFloat(Stack[optstart-3]); + float y = ACSToFloat(Stack[optstart-2]); + float holdTime = ACSToFloat(Stack[optstart-1]); fixed_t alpha; DHUDMessage *msg; @@ -7975,23 +8005,23 @@ scriptwait: break; case 1: // fade out { - float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f; + float fadeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f; alpha = (optstart < sp-1) ? Stack[optstart+1] : FRACUNIT; msg = new DHUDMessageFadeOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime); } break; case 2: // type on, then fade out { - float typeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.05f; - float fadeTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f; + float typeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.05f; + float fadeTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f; alpha = (optstart < sp-2) ? Stack[optstart+2] : FRACUNIT; msg = new DHUDMessageTypeOnFadeOut (activefont, work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime); } break; case 3: // fade in, then fade out { - float inTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f; - float outTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f; + float inTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f; + float outTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f; alpha = (optstart < sp-2) ? Stack[optstart+2] : FRACUNIT; msg = new DHUDMessageFadeInOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime); } @@ -8352,23 +8382,23 @@ scriptwait: break; case PCD_SETGRAVITY: - level.gravity = FIXED2DBL(STACK(1)); + level.gravity = ACSToDouble(STACK(1)); sp--; break; case PCD_SETGRAVITYDIRECT: - level.gravity = FIXED2DBL(uallong(pc[0])); + level.gravity = ACSToDouble(uallong(pc[0])); pc++; break; case PCD_SETAIRCONTROL: - level.aircontrol = FIXED2DBL(STACK(1)); + level.aircontrol = ACSToDouble(STACK(1)); sp--; G_AirControlChanged (); break; case PCD_SETAIRCONTROLDIRECT: - level.aircontrol = FIXED2DBL(uallong(pc[0])); + level.aircontrol = ACSToDouble(uallong(pc[0])); pc++; G_AirControlChanged (); break; @@ -8835,8 +8865,8 @@ scriptwait: if (translation != NULL) translation->AddDesaturation(start, end, - FIXED2DBL(r1), FIXED2DBL(g1), FIXED2DBL(b1), - FIXED2DBL(r2), FIXED2DBL(g2), FIXED2DBL(b2)); + ACSToDouble(r1), ACSToDouble(g1), ACSToDouble(b1), + ACSToDouble(r2), ACSToDouble(g2), ACSToDouble(b2)); } break; @@ -9223,12 +9253,12 @@ scriptwait: switch (STACK(1)) { case PLAYERINFO_TEAM: STACK(2) = userinfo->GetTeam(); break; - case PLAYERINFO_AIMDIST: STACK(2) = FLOAT2ANGLE(userinfo->GetAimDist()); break; // Yes, this has been returning a BAM since its creation. + case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist() * (0x40000000/90.); break; // Yes, this has been returning a BAM since its creation. case PLAYERINFO_COLOR: STACK(2) = userinfo->GetColor(); break; case PLAYERINFO_GENDER: STACK(2) = userinfo->GetGender(); break; case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->GetNeverSwitch(); break; - case PLAYERINFO_MOVEBOB: STACK(2) = FLOAT2FIXED(userinfo->GetMoveBob()); break; - case PLAYERINFO_STILLBOB: STACK(2) = FLOAT2FIXED(userinfo->GetStillBob()); break; + case PLAYERINFO_MOVEBOB: STACK(2) = DoubleToACS(userinfo->GetMoveBob()); break; + case PLAYERINFO_STILLBOB: STACK(2) = DoubleToACS(userinfo->GetStillBob()); break; case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->GetPlayerClassNum(); break; case PLAYERINFO_DESIREDFOV: STACK(2) = (int)pl->DesiredFOV; break; case PLAYERINFO_FOV: STACK(2) = (int)pl->FOV; break;