diff --git a/src/actor.h b/src/actor.h index f1b51c77e..88e6d5db4 100644 --- a/src/actor.h +++ b/src/actor.h @@ -848,10 +848,10 @@ public: } // more precise, but slower version, being used in a few places - fixed_t Distance2D(AActor *other, bool absolute = false) + double Distance2D(AActor *other, bool absolute = false) { fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this); - return xs_RoundToInt(DVector2(X() - otherpos.x, Y() - otherpos.y).Length()); + return (DVector2(X() - otherpos.x, Y() - otherpos.y).Length())/FRACUNIT; } // a full 3D version of the above @@ -951,6 +951,11 @@ public: } } + double AccuracyFactor() + { + return 1. / (1 << (accuracy * 5 / 100)); + } + void ClearInterpolation(); void Move(fixed_t dx, fixed_t dy, fixed_t dz) diff --git a/src/b_func.cpp b/src/b_func.cpp index 981ea56b2..a84da259c 100644 --- a/src/b_func.cpp +++ b/src/b_func.cpp @@ -192,7 +192,7 @@ void DBot::Dofire (ticcmd_t *cmd) else { //*4 is for atmosphere, the chainsaws sounding and all.. - no_fire = (dist > (MELEERANGE*4)); + no_fire = (dist > (FLOAT2FIXED(MELEERANGE)*4)); } } else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG) diff --git a/src/c_cmds.cpp b/src/c_cmds.cpp index 35e7ae11a..4880519cf 100644 --- a/src/c_cmds.cpp +++ b/src/c_cmds.cpp @@ -875,7 +875,7 @@ CCMD(linetarget) FTranslatedLineTarget t; if (CheckCheatmode () || players[consoleplayer].mo == NULL) return; - P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->_f_angle(),MISSILERANGE, &t, 0); + P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE, &t, 0.); if (t.linetarget) { Printf("Target=%s, Health=%d, Spawnhealth=%d\n", @@ -892,8 +892,8 @@ CCMD(info) FTranslatedLineTarget t; if (CheckCheatmode () || players[consoleplayer].mo == NULL) return; - P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->_f_angle(),MISSILERANGE, - &t, 0, ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART); + P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE, + &t, 0., ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART); if (t.linetarget) { Printf("Target=%s, Health=%d, Spawnhealth=%d\n", diff --git a/src/d_player.h b/src/d_player.h index 1102dd05a..dfb1b58d5 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -292,7 +292,7 @@ struct userinfo_t : TMap { ~userinfo_t(); - int GetAimDist() const + double GetAimDist() const { if (dmflags2 & DF2_NOAUTOAIM) { @@ -302,11 +302,11 @@ struct userinfo_t : TMap float aim = *static_cast(*CheckKey(NAME_Autoaim)); if (aim > 35 || aim < 0) { - return ANGLE_1*35; + return 35.; } else { - return xs_RoundToInt(fabs(aim * ANGLE_1)); + return aim; } } const char *GetName() const diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index facff3793..4d9c8775a 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -3070,7 +3070,8 @@ void FParser::SF_MoveCamera(void) fixed_t zdist, xydist, movespeed; fixed_t xstep, ystep, zstep, targetheight; angle_t anglespeed, anglestep, angledist, targetangle, - mobjangle, bigangle, smallangle; + bigangle, smallangle; + DAngle mobjangle; // I have to use floats for the math where angles are divided // by fixed values. @@ -3147,11 +3148,11 @@ void FParser::SF_MoveCamera(void) } // set step variables based on distance and speed - mobjangle = cam->__f_AngleTo(target); - xydist = cam->Distance2D(target); + mobjangle = cam->AngleTo(target); + xydist = FLOAT2FIXED(cam->Distance2D(target, true)); - xstep = FixedMul(finecosine[mobjangle >> ANGLETOFINESHIFT], movespeed); - ystep = FixedMul(finesine[mobjangle >> ANGLETOFINESHIFT], movespeed); + xstep = (fixed_t)(movespeed * mobjangle.Cos()); + ystep = (fixed_t)(movespeed * mobjangle.Sin()); if(xydist && movespeed) zstep = FixedDiv(zdist, FixedDiv(xydist, movespeed)); @@ -3767,14 +3768,15 @@ void FParser::SF_Resurrect() void FParser::SF_LineAttack() { AActor *mo; - int damage, angle, slope; + int damage; + DAngle angle, slope; if (CheckArgs(3)) { mo = actorvalue(t_argv[0]); damage = intvalue(t_argv[2]); - angle = (intvalue(t_argv[1]) * (ANG45 / 45)); + angle = floatvalue(t_argv[1]); slope = P_AimLineAttack(mo, angle, MISSILERANGE); P_LineAttack(mo, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff); diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp index 43feadc93..14536b989 100644 --- a/src/g_doom/a_doomweaps.cpp +++ b/src/g_doom/a_doomweaps.cpp @@ -30,9 +30,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int pitch; + DAngle pitch; FTranslatedLineTarget t; if (self->player != NULL) @@ -50,9 +50,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch) if (self->FindInventory()) damage *= 10; - angle = self->_f_angle(); - - angle += pr_punch.Random2() << 18; + angle = self->Angles.Yaw + pr_punch.Random2() * (5.625 / 256); pitch = P_AimLineAttack (self, angle, MELEERANGE); P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &t); @@ -123,15 +121,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) PARAM_INT_OPT (damage) { damage = 2; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_INT_OPT (flags) { flags = 0; } - PARAM_FIXED_OPT (range) { range = 0; } - PARAM_ANGLE_OPT(spread_xy) { spread_xy = 33554432; /*angle_t(2.8125 * (ANGLE_90 / 90.0));*/ } // The floating point expression does not get optimized away. - PARAM_ANGLE_OPT (spread_z) { spread_z = 0; } + PARAM_FLOAT_OPT (range) { range = 0; } + PARAM_DANGLE_OPT(spread_xy) { spread_xy = 2.8125; } + PARAM_DANGLE_OPT(spread_z) { spread_z = 0.; } PARAM_FIXED_OPT (lifesteal) { lifesteal = 0; } PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; } PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; } - angle_t angle; - angle_t slope; + DAngle angle; + DAngle slope; player_t *player; FTranslatedLineTarget t; int actualdamage; @@ -154,12 +152,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) damage *= (pr_saw()%10+1); } if (range == 0) - { // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states) - range = MELEERANGE+1; + { + range = SAWRANGE; } - angle = self->_f_angle() + (pr_saw.Random2() * (spread_xy / 255)); - slope = P_AimLineAttack (self, angle, range, &t) + (pr_saw.Random2() * (spread_z / 255)); + angle = self->Angles.Yaw + spread_xy * (pr_saw.Random2() / 255.); + slope = P_AimLineAttack (self, angle, range, &t) + spread_z * (pr_saw.Random2() / 255.); AWeapon *weapon = self->player->ReadyWeapon; if ((weapon != NULL) && !(flags & SF_NOUSEAMMO) && !(!t.linetarget && (flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) @@ -279,7 +277,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun) } player->mo->PlayAttacking2 (); - angle_t pitch = P_BulletSlope (self); + DAngle pitch = P_BulletSlope (self); for (i = 0; i < 7; i++) { @@ -296,7 +294,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2) PARAM_ACTION_PROLOGUE; int i; - angle_t angle; + DAngle angle; int damage; player_t *player; @@ -316,13 +314,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2) player->mo->PlayAttacking2 (); - angle_t pitch = P_BulletSlope (self); + DAngle pitch = P_BulletSlope (self); for (i=0 ; i<20 ; i++) { damage = 5*(pr_fireshotgun2()%3+1); - angle = self->_f_angle(); - angle += pr_fireshotgun2.Random2() << 19; + angle = self->Angles.Yaw + pr_fireshotgun2.Random2() * (11.25 / 256); // Doom adjusts the bullet slope by shifting a random number [-255,255] // left 5 places. At 2048 units away, this means the vertical position @@ -333,7 +330,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2) P_LineAttack (self, angle, PLAYERMISSILERANGE, - pitch + (pr_fireshotgun2.Random2() * 332063), damage, + pitch + pr_fireshotgun2.Random2() * (7.097 / 256), damage, NAME_Hitscan, NAME_BulletPuff); } return 0; @@ -620,7 +617,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG) return 0; } - P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindActor("BFGBall"), self->_f_angle(), NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG)); + P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindActor("BFGBall"), self->Angles.Yaw, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG)); return 0; } @@ -633,25 +630,25 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT (spraytype, AActor) { spraytype = NULL; } - PARAM_INT_OPT (numrays) { numrays = 40; } - PARAM_INT_OPT (damagecnt) { damagecnt = 15; } - PARAM_ANGLE_OPT (angle) { angle = ANGLE_90; } - PARAM_FIXED_OPT (distance) { distance = 16*64*FRACUNIT; } - PARAM_ANGLE_OPT (vrange) { vrange = 32*ANGLE_1; } + PARAM_INT_OPT (numrays) { numrays = 0; } + PARAM_INT_OPT (damagecnt) { damagecnt = 0; } + PARAM_DANGLE_OPT(angle) { angle = 0.; } + PARAM_FLOAT_OPT (distance) { distance = 0; } + PARAM_DANGLE_OPT(vrange) { vrange = 0.; } PARAM_INT_OPT (defdamage) { defdamage = 0; } int i; int j; int damage; - angle_t an; + DAngle an; FTranslatedLineTarget t; if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra"); if (numrays <= 0) numrays = 40; if (damagecnt <= 0) damagecnt = 15; - if (angle == 0) angle = ANG90; - if (distance <= 0) distance = 16 * 64 * FRACUNIT; - if (vrange == 0) vrange = ANGLE_1 * 32; + if (angle == 0) angle = 90.; + if (distance <= 0) distance = 16 * 64; + if (vrange == 0) vrange = 32.; // [RH] Don't crash if no target if (!self->target) @@ -660,7 +657,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) // offset angles from its attack angle for (i = 0; i < numrays; i++) { - an = self->_f_angle() - angle / 2 + angle / numrays*i; + an = self->Angles.Yaw - angle / 2 + angle / numrays*i; // self->target is the originator (player) of the missile P_AimLineAttack(self->target, an, distance, &t, vrange); diff --git a/src/g_doom/a_possessed.cpp b/src/g_doom/a_possessed.cpp index f790e9ad2..f6b559c4b 100644 --- a/src/g_doom/a_possessed.cpp +++ b/src/g_doom/a_possessed.cpp @@ -22,19 +22,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_PosAttack) { PARAM_ACTION_PROLOGUE; - int angle; int damage; - int slope; + DAngle angle; + DAngle slope; if (!self->target) return 0; A_FaceTarget (self); - angle = self->_f_angle(); + angle = self->Angles.Yaw; slope = P_AimLineAttack (self, angle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM); - angle += pr_posattack.Random2() << 20; + angle += pr_posattack.Random2() * (22.5 / 256); damage = ((pr_posattack()%5)+1)*3; P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff); return 0; @@ -43,16 +43,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_PosAttack) static void A_SPosAttack2 (AActor *self) { int i; - int bangle; - int slope; + DAngle bangle; + DAngle slope; A_FaceTarget (self); - bangle = self->_f_angle(); + bangle = self->Angles.Yaw; slope = P_AimLineAttack (self, bangle, MISSILERANGE); for (i=0 ; i<3 ; i++) { - int angle = bangle + (pr_sposattack.Random2() << 20); + DAngle angle = bangle + pr_sposattack.Random2() * (22.5 / 256); int damage = ((pr_sposattack()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff); } @@ -88,10 +88,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack) { PARAM_ACTION_PROLOGUE; - int angle; - int bangle; + DAngle angle; + DAngle bangle; int damage; - int slope; + DAngle slope; if (!self->target) return 0; @@ -104,10 +104,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack) S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); - bangle = self->_f_angle(); + bangle = self->Angles.Yaw; slope = P_AimLineAttack (self, bangle, MISSILERANGE); - angle = bangle + (pr_cposattack.Random2() << 20); + angle = bangle + pr_cposattack.Random2() * (22.5 / 256); damage = ((pr_cposattack()%5)+1)*3; P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff); return 0; diff --git a/src/g_doom/a_scriptedmarine.cpp b/src/g_doom/a_scriptedmarine.cpp index ed2791193..8c4546219 100644 --- a/src/g_doom/a_scriptedmarine.cpp +++ b/src/g_doom/a_scriptedmarine.cpp @@ -275,14 +275,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw) A_FaceTarget (self); if (self->CheckMeleeRange ()) { - angle_t Angle; + DAngle angle; FTranslatedLineTarget t; damage *= (pr_m_saw()%10+1); - Angle = self->_f_angle() + (pr_m_saw.Random2() << 18); + angle = self->Angles.Yaw + pr_m_saw.Random2() * (5.625 / 256); - P_LineAttack (self, Angle, MELEERANGE+1, - P_AimLineAttack (self, Angle, MELEERANGE+1), damage, + P_LineAttack (self, angle, SAWRANGE, + P_AimLineAttack (self, angle, SAWRANGE), damage, NAME_Melee, pufftype, false, &t); if (!t.linetarget) @@ -293,7 +293,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw) S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM); // turn to face target - DAngle angle = t.angleFromSource; + angle = t.angleFromSource; DAngle anglediff = deltaangle(self->Angles.Yaw, angle); if (anglediff < 0.0) @@ -327,9 +327,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw) static void MarinePunch(AActor *self, int damagemul) { - angle_t angle; + DAngle angle; int damage; - int pitch; + DAngle pitch; FTranslatedLineTarget t; if (self->target == NULL) @@ -338,7 +338,7 @@ static void MarinePunch(AActor *self, int damagemul) damage = ((pr_m_punch()%10+1) << 1) * damagemul; A_FaceTarget (self); - angle = self->_f_angle() + (pr_m_punch.Random2() << 18); + angle = self->Angles.Yaw + pr_m_punch.Random2() * (5.625 / 256); pitch = P_AimLineAttack (self, angle, MELEERANGE); P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true, &t); @@ -365,17 +365,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch) // //============================================================================ -void P_GunShot2 (AActor *mo, bool accurate, int pitch, PClassActor *pufftype) +void P_GunShot2 (AActor *mo, bool accurate, DAngle pitch, PClassActor *pufftype) { - angle_t angle; + DAngle angle; int damage; damage = 5*(pr_m_gunshot()%3+1); - angle = mo->_f_angle(); + angle = mo->Angles.Yaw; if (!accurate) { - angle += pr_m_gunshot.Random2 () << 18; + angle += pr_m_gunshot.Random2() * (5.625 / 256); } P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, NAME_Hitscan, pufftype); @@ -397,7 +397,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol) S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM); A_FaceTarget (self); - P_GunShot2 (self, accurate, P_AimLineAttack (self, self->_f_angle(), MISSILERANGE), + P_GunShot2 (self, accurate, P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE), PClass::FindActor(NAME_BulletPuff)); return 0; } @@ -412,14 +412,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun) { PARAM_ACTION_PROLOGUE; - int pitch; + DAngle pitch; if (self->target == NULL) return 0; S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM); A_FaceTarget (self); - pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE); + pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE); for (int i = 0; i < 7; ++i) { P_GunShot2 (self, false, pitch, PClass::FindActor(NAME_BulletPuff)); @@ -459,21 +459,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2) { PARAM_ACTION_PROLOGUE; - int pitch; + DAngle pitch; if (self->target == NULL) return 0; S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM); A_FaceTarget (self); - pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE); + pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE); for (int i = 0; i < 20; ++i) { int damage = 5*(pr_m_fireshotgun2()%3+1); - angle_t angle = self->_f_angle() + (pr_m_fireshotgun2.Random2() << 19); + DAngle angle = self->Angles.Yaw + pr_m_fireshotgun2.Random2() * (11.25 / 256); P_LineAttack (self, angle, MISSILERANGE, - pitch + (pr_m_fireshotgun2.Random2() * 332063), damage, + pitch + pr_m_fireshotgun2.Random2() * (7.097 / 256), damage, NAME_Hitscan, NAME_BulletPuff); } self->special1 = level.maptime; @@ -496,7 +496,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun) S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM); A_FaceTarget (self); - P_GunShot2 (self, accurate, P_AimLineAttack (self, self->_f_angle(), MISSILERANGE), + P_GunShot2 (self, accurate, P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE), PClass::FindActor(NAME_BulletPuff)); return 0; } diff --git a/src/g_heretic/a_chicken.cpp b/src/g_heretic/a_chicken.cpp index 3d9fcb894..8e3e3ec74 100644 --- a/src/g_heretic/a_chicken.cpp +++ b/src/g_heretic/a_chicken.cpp @@ -172,9 +172,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int slope; + DAngle slope; player_t *player; FTranslatedLineTarget t; @@ -184,7 +184,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1) } damage = 1 + (pr_beakatkpl1()&3); - angle = player->mo->_f_angle(); + angle = player->mo->Angles.Yaw; slope = P_AimLineAttack (player->mo, angle, MELEERANGE); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &t); if (t.linetarget) @@ -207,9 +207,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int slope; + DAngle slope; player_t *player; FTranslatedLineTarget t; @@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2) } damage = pr_beakatkpl2.HitDice (4); - angle = player->mo->_f_angle(); + angle = player->mo->Angles.Yaw; slope = P_AimLineAttack (player->mo, angle, MELEERANGE); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &t); if (t.linetarget) diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp index 83190d0ac..29a782422 100644 --- a/src/g_heretic/a_hereticweaps.cpp +++ b/src/g_heretic/a_hereticweaps.cpp @@ -63,8 +63,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack) { PARAM_ACTION_PROLOGUE; - angle_t angle; - int slope; + DAngle angle; + DAngle slope; player_t *player; FTranslatedLineTarget t; @@ -86,8 +86,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack) { puff = PClass::FindActor(NAME_BulletPuff); // just to be sure } - angle = self->_f_angle(); - angle += pr_sap.Random2() << 18; + angle = self->Angles.Yaw + pr_sap.Random2() * (5.625 / 256); slope = P_AimLineAttack (self, angle, MELEERANGE); P_LineAttack (self, angle, MELEERANGE, slope, damage, NAME_Melee, puff, true, &t); if (t.linetarget) @@ -110,7 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL1) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; player_t *player; @@ -125,12 +124,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL1) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - angle_t pitch = P_BulletSlope(self); + DAngle pitch = P_BulletSlope(self); damage = 7+(pr_fgw()&7); - angle = self->_f_angle(); + angle = self->Angles.Yaw; if (player->refire) { - angle += pr_fgw.Random2() << 18; + angle += pr_fgw.Random2() * (5.625 / 256); } P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, "GoldWandPuff1"); S_Sound (self, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM); @@ -148,7 +147,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2) PARAM_ACTION_PROLOGUE; int i; - angle_t angle; + DAngle angle; int damage; fixed_t vz; player_t *player; @@ -164,17 +163,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - angle_t pitch = P_BulletSlope(self); - vz = FixedMul (GetDefaultByName("GoldWandFX2")->Speed, - finetangent[FINEANGLES/4-((signed)pitch>>ANGLETOFINESHIFT)]); + DAngle pitch = P_BulletSlope(self); + //momz = GetDefault()->Speed * tan(-bulletpitch); + + vz = fixed_t(GetDefaultByName("GoldWandFX2")->Speed * (-pitch).Tan()); P_SpawnMissileAngle (self, PClass::FindActor("GoldWandFX2"), self->_f_angle()-(ANG45/8), vz); P_SpawnMissileAngle (self, PClass::FindActor("GoldWandFX2"), self->_f_angle()+(ANG45/8), vz); - angle = self->_f_angle()-(ANG45/8); + angle = self->Angles.Yaw - (45. / 8); for(i = 0; i < 5; i++) { damage = 1+(pr_fgw2()&7); P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, "GoldWandPuff2"); - angle += ((ANG45/8)*2)/4; + angle += ((45. / 8) * 2) / 4; } S_Sound (self, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM); return 0; @@ -204,8 +204,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL1) return 0; } P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX1")); - P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->_f_angle()-(ANG45/10)); - P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->_f_angle()+(ANG45/10)); + P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->Angles.Yaw - 4.5); + P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->Angles.Yaw + 4.5); return 0; } @@ -233,10 +233,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL2) return 0; } P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX2")); - P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX2"), self->_f_angle()-(ANG45/10)); - P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX2"), self->_f_angle()+(ANG45/10)); - P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->_f_angle()-(ANG45/5)); - P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->_f_angle()+(ANG45/5)); + P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX2"), self->Angles.Yaw - 4.5); + P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX2"), self->Angles.Yaw + 4.5); + P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->Angles.Yaw - 9.); + P_SpawnPlayerMissile (self, PClass::FindActor("CrossbowFX3"), self->Angles.Yaw + 9.); return 0; } @@ -250,11 +250,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack) { PARAM_ACTION_PROLOGUE; - angle_t Angle; + DAngle Angle; int damage; - int slope; + DAngle slope; int randVal; - fixed_t dist; + double dist; player_t *player; PClassActor *pufftype; FTranslatedLineTarget t; @@ -275,19 +275,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack) } player->psprites[ps_weapon].sx = ((pr_gatk()&3)-2) * FRACUNIT; player->psprites[ps_weapon].sy = WEAPONTOP + (pr_gatk()&3) * FRACUNIT; - Angle = self->_f_angle(); + Angle = self->Angles.Yaw; if (power) { damage = pr_gatk.HitDice (2); dist = 4*MELEERANGE; - Angle += pr_gatk.Random2() << 17; + Angle += pr_gatk.Random2() * (2.8125 / 256); pufftype = PClass::FindActor("GauntletPuff2"); } else { damage = pr_gatk.HitDice (2); - dist = MELEERANGE+1; - Angle += pr_gatk.Random2() << 18; + dist = SAWRANGE; + Angle += pr_gatk.Random2() * (5.625 / 256); pufftype = PClass::FindActor("GauntletPuff1"); } slope = P_AimLineAttack (self, Angle, dist); @@ -445,8 +445,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1) } player->psprites[ps_weapon].sx = ((pr_maceatk()&3)-2)*FRACUNIT; player->psprites[ps_weapon].sy = WEAPONTOP+(pr_maceatk()&3)*FRACUNIT; - ball = P_SpawnPlayerMissile (self, PClass::FindActor("MaceFX1"), - self->_f_angle()+(((pr_maceatk()&7)-4)<<24)); + ball = P_SpawnPlayerMissile (self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk()&7)-4) * (360./256))); if (ball) { ball->special1 = 16; // tics till dropoff @@ -603,7 +602,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL2) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - mo = P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AMaceFX4), self->_f_angle(), &t); + mo = P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AMaceFX4), self->Angles.Yaw, &t); if (mo) { mo->vel.x += self->vel.x; @@ -667,7 +666,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) angle = 0.; for (i = 0; i < 16; i++) { - P_AimLineAttack (self, FLOAT2ANGLE(angle.Degrees), 10*64*FRACUNIT, &t, 0, ALF_NOFRIENDS|ALF_PORTALRESTRICT, NULL, self->target); + P_AimLineAttack (self, angle, 640., &t, 0., ALF_NOFRIENDS|ALF_PORTALRESTRICT, NULL, self->target); if (t.linetarget && self->target != t.linetarget) { self->tracer = t.linetarget; @@ -772,7 +771,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBlasterPL1) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; player_t *player; @@ -787,12 +786,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBlasterPL1) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - angle_t pitch = P_BulletSlope(self); + DAngle pitch = P_BulletSlope(self); damage = pr_fb1.HitDice (4); - angle = self->_f_angle(); + angle = self->Angles.Yaw; if (player->refire) { - angle += pr_fb1.Random2() << 18; + angle += pr_fb1.Random2() * (5.625 / 256); } P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, "BlasterPuff"); S_Sound (self, CHAN_WEAPON, "weapons/blastershoot", 1, ATTN_NORM); @@ -947,7 +946,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL2) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AHornRodFX2), self->_f_angle(), &t, &MissileActor); + P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AHornRodFX2), self->Angles.Yaw, &t, &MissileActor); // Use MissileActor instead of the return value from // P_SpawnPlayerMissile because we need to give info to the mobj // even if it exploded immediately. diff --git a/src/g_hexen/a_clericholy.cpp b/src/g_hexen/a_clericholy.cpp index 222132601..fe0e8a907 100644 --- a/src/g_hexen/a_clericholy.cpp +++ b/src/g_hexen/a_clericholy.cpp @@ -225,7 +225,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - AActor *missile = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("HolyMissile"), self->_f_angle(), &t); + AActor *missile = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("HolyMissile"), self->Angles.Yaw, &t); if (missile != NULL && !t.unlinked) { missile->tracer = t.linetarget; diff --git a/src/g_hexen/a_clericmace.cpp b/src/g_hexen/a_clericmace.cpp index cb778a447..8715316f1 100644 --- a/src/g_hexen/a_clericmace.cpp +++ b/src/g_hexen/a_clericmace.cpp @@ -17,9 +17,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int slope; + DAngle slope; int i; player_t *player; FTranslatedLineTarget t; @@ -36,7 +36,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack) { for (int j = 1; j >= -1; j -= 2) { - angle = player->mo->_f_angle() + j*i*(ANG45 / 16); + angle = player->mo->Angles.Yaw + j*i*(45. / 16); slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE, &t); if (t.linetarget) { @@ -52,7 +52,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack) // didn't find any creatures, so try to strike any walls player->mo->weaponspecial = 0; - angle = player->mo->_f_angle(); + angle = player->mo->Angles.Yaw; slope = P_AimLineAttack (player->mo, angle, MELEERANGE); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, hammertime); macedone: diff --git a/src/g_hexen/a_clericstaff.cpp b/src/g_hexen/a_clericstaff.cpp index b4d90c9e7..2b6c88d6f 100644 --- a/src/g_hexen/a_clericstaff.cpp +++ b/src/g_hexen/a_clericstaff.cpp @@ -51,8 +51,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) APlayerPawn *pmo; int damage; int newLife, max; - angle_t angle; - int slope; + DAngle angle; + DAngle slope; int i; player_t *player; FTranslatedLineTarget t; @@ -72,11 +72,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) { for (int j = 1; j >= -1; j -= 2) { - angle = pmo->_f_angle() + j*i*(ANG45 / 16); - slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &t, 0, ALF_CHECK3D); + angle = pmo->Angles.Yaw + j*i*(45. / 16); + slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE, &t, 0., ALF_CHECK3D); if (t.linetarget) { - P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &t); + P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t); if (t.linetarget != NULL) { pmo->Angles.Yaw = t.angleFromSource; @@ -131,12 +131,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->_f_angle()-(ANG45/15)); + mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw - 3.0); if (mo) { mo->WeaveIndexXY = 32; } - mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->_f_angle()+(ANG45/15)); + mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw + 3.0); if (mo) { mo->WeaveIndexXY = 0; diff --git a/src/g_hexen/a_fighteraxe.cpp b/src/g_hexen/a_fighteraxe.cpp index c7abe78c3..7fb047846 100644 --- a/src/g_hexen/a_fighteraxe.cpp +++ b/src/g_hexen/a_fighteraxe.cpp @@ -13,7 +13,7 @@ #include "thingdef/thingdef.h" */ -#define AXERANGE ((fixed_t)(2.25*MELEERANGE)) +#define AXERANGE (2.25 * MELEERANGE) static FRandom pr_axeatk ("FAxeAtk"); @@ -199,10 +199,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; fixed_t power; int damage; - int slope; + DAngle slope; int i; int useMana; player_t *player; @@ -236,7 +236,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack) { for (int j = 1; j >= -1; j -= 2) { - angle = pmo->_f_angle() + j*i*(ANG45 / 16); + angle = pmo->Angles.Yaw + j*i*(45. / 16); slope = P_AimLineAttack(pmo, angle, AXERANGE, &t); if (t.linetarget) { @@ -257,7 +257,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack) // didn't find any creatures, so try to strike any walls pmo->weaponspecial = 0; - angle = pmo->_f_angle(); + angle = pmo->Angles.Yaw; slope = P_AimLineAttack (pmo, angle, MELEERANGE); P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true); diff --git a/src/g_hexen/a_fighterhammer.cpp b/src/g_hexen/a_fighterhammer.cpp index 590ad99bc..3cf375712 100644 --- a/src/g_hexen/a_fighterhammer.cpp +++ b/src/g_hexen/a_fighterhammer.cpp @@ -13,7 +13,7 @@ #include "thingdef/thingdef.h" */ -const fixed_t HAMMER_RANGE = MELEERANGE+MELEERANGE/2; +const double HAMMER_RANGE = 1.5 * MELEERANGE; static FRandom pr_hammeratk ("FHammerAtk"); @@ -27,10 +27,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; fixed_t power; - int slope; + DAngle slope; int i; player_t *player; FTranslatedLineTarget t; @@ -47,42 +47,29 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack) hammertime = PClass::FindActor("HammerPuff"); for (i = 0; i < 16; i++) { - angle = pmo->_f_angle() + i*(ANG45/32); - slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &t, 0, ALF_CHECK3D); - if (t.linetarget != NULL) + for (int j = 1; j >= -1; j -= 2) { - P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true, &t); + angle = pmo->Angles.Yaw + j*i*(45. / 32); + slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &t, 0., ALF_CHECK3D); if (t.linetarget != NULL) { - AdjustPlayerAngle(pmo, &t); - if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player) + P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true, &t); + if (t.linetarget != NULL) { - P_ThrustMobj(t.linetarget, t.angleFromSource, power); + AdjustPlayerAngle(pmo, &t); + if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player) + { + P_ThrustMobj(t.linetarget, t.angleFromSource, power); + } + pmo->weaponspecial = false; // Don't throw a hammer + goto hammerdone; } - pmo->weaponspecial = false; // Don't throw a hammer - goto hammerdone; - } - } - angle = pmo->_f_angle()-i*(ANG45/32); - slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &t, 0, ALF_CHECK3D); - if (t.linetarget != NULL) - { - P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true, &t); - if (t.linetarget != NULL) - { - AdjustPlayerAngle(pmo, &t); - if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player) - { - P_ThrustMobj(t.linetarget, t.angleFromSource, power); - } - pmo->weaponspecial = false; // Don't throw a hammer - goto hammerdone; } } } // didn't find any targets in meleerange, so set to throw out a hammer - angle = pmo->_f_angle(); - slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, NULL, 0, ALF_CHECK3D); + angle = pmo->Angles.Yaw; + slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, NULL, 0., ALF_CHECK3D); if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true) != NULL) { pmo->weaponspecial = false; diff --git a/src/g_hexen/a_fighterplayer.cpp b/src/g_hexen/a_fighterplayer.cpp index e6c251c73..fcb58ff86 100644 --- a/src/g_hexen/a_fighterplayer.cpp +++ b/src/g_hexen/a_fighterplayer.cpp @@ -53,11 +53,11 @@ void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t) // //============================================================================ -static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power) +static bool TryPunch(APlayerPawn *pmo, DAngle angle, int damage, fixed_t power) { PClassActor *pufftype; FTranslatedLineTarget t; - int slope; + DAngle slope; slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &t); if (t.linetarget != NULL) @@ -112,8 +112,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack) power = 2*FRACUNIT; for (i = 0; i < 16; i++) { - if (TryPunch(pmo, pmo->_f_angle() + i*(ANG45/16), damage, power) || - TryPunch(pmo, pmo->_f_angle() - i*(ANG45/16), damage, power)) + if (TryPunch(pmo, pmo->Angles.Yaw + i*(45./16), damage, power) || + TryPunch(pmo, pmo->Angles.Yaw - i*(45./16), damage, power)) { // hit something if (pmo->weaponspecial >= 3) { @@ -127,7 +127,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack) // didn't find any creatures, so try to strike any walls pmo->weaponspecial = 0; - int slope = P_AimLineAttack (pmo, pmo->_f_angle(), MELEERANGE); - P_LineAttack (pmo, pmo->_f_angle(), MELEERANGE, slope, damage, NAME_Melee, PClass::FindActor("PunchPuff"), true); + DAngle slope = P_AimLineAttack (pmo, pmo->Angles.Yaw, MELEERANGE); + P_LineAttack (pmo, pmo->Angles.Yaw, MELEERANGE, slope, damage, NAME_Melee, PClass::FindActor("PunchPuff"), true); return 0; } diff --git a/src/g_hexen/a_fighterquietus.cpp b/src/g_hexen/a_fighterquietus.cpp index 8b0256ea5..9c42f8c1d 100644 --- a/src/g_hexen/a_fighterquietus.cpp +++ b/src/g_hexen/a_fighterquietus.cpp @@ -95,11 +95,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_FSwordAttack) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - P_SpawnPlayerMissile (self, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->_f_angle()+ANGLE_45/4); - P_SpawnPlayerMissile (self, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->_f_angle()+ANGLE_45/8); - P_SpawnPlayerMissile (self, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), self->_f_angle()); - P_SpawnPlayerMissile (self, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->_f_angle()-ANGLE_45/8); - P_SpawnPlayerMissile (self, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->_f_angle()-ANGLE_45/4); + P_SpawnPlayerMissile (self, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw + (45./4)); + P_SpawnPlayerMissile (self, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw + (45./8)); + P_SpawnPlayerMissile (self, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw); + P_SpawnPlayerMissile (self, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw - (45./8)); + P_SpawnPlayerMissile (self, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw - (45./4)); S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); return 0; } diff --git a/src/g_hexen/a_magecone.cpp b/src/g_hexen/a_magecone.cpp index c04dbe2bc..54e301d40 100644 --- a/src/g_hexen/a_magecone.cpp +++ b/src/g_hexen/a_magecone.cpp @@ -53,9 +53,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int slope; + DAngle slope; int i; AActor *mo; bool conedone=false; @@ -78,8 +78,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1) damage = 90+(pr_cone()&15); for (i = 0; i < 16; i++) { - angle = self->_f_angle()+i*(ANG45/16); - slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0, ALF_CHECK3D); + angle = self->Angles.Yaw + i*(45./16); + slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0., ALF_CHECK3D); if (t.linetarget) { P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, FLOAT2ANGLE(t.angleFromSource.Degrees)); diff --git a/src/g_hexen/a_magestaff.cpp b/src/g_hexen/a_magestaff.cpp index 17df610a0..efddccae9 100644 --- a/src/g_hexen/a_magestaff.cpp +++ b/src/g_hexen/a_magestaff.cpp @@ -97,13 +97,12 @@ bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength) // //============================================================================ -void MStaffSpawn (AActor *pmo, angle_t angle, AActor *alttarget) +void MStaffSpawn (AActor *pmo, DAngle angle, AActor *alttarget) { AActor *mo; FTranslatedLineTarget t; - mo = P_SpawnPlayerMissile (pmo, 0, 0, 8*FRACUNIT, - RUNTIME_CLASS(AMageStaffFX2), angle, &t); + mo = P_SpawnPlayerMissile (pmo, 0, 0, 8*FRACUNIT, RUNTIME_CLASS(AMageStaffFX2), angle, &t); if (mo) { mo->target = pmo; @@ -124,7 +123,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; player_t *player; FTranslatedLineTarget t; @@ -139,21 +138,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack) if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } - angle = self->_f_angle(); + angle = self->Angles.Yaw; // [RH] Let's try and actually track what the player aimed at - P_AimLineAttack (self, angle, PLAYERMISSILERANGE, &t, ANGLE_1*32); + P_AimLineAttack (self, angle, PLAYERMISSILERANGE, &t, 32.); if (t.linetarget == NULL) { BlockCheckLine.x = self->X(); BlockCheckLine.y = self->Y(); - BlockCheckLine.dx = -finesine[angle >> ANGLETOFINESHIFT]; - BlockCheckLine.dy = -finecosine[angle >> ANGLETOFINESHIFT]; + BlockCheckLine.dx = FLOAT2FIXED(-angle.Sin()); + BlockCheckLine.dy = FLOAT2FIXED(-angle.Cos()); t.linetarget = P_BlockmapSearch (self, 10, FrontBlockCheck); } MStaffSpawn (self, angle, t.linetarget); - MStaffSpawn (self, angle-ANGLE_1*5, t.linetarget); - MStaffSpawn (self, angle+ANGLE_1*5, t.linetarget); + MStaffSpawn (self, angle-5, t.linetarget); + MStaffSpawn (self, angle+5, t.linetarget); S_Sound (self, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM); weapon->MStaffCount = 3; return 0; diff --git a/src/g_hexen/a_pig.cpp b/src/g_hexen/a_pig.cpp index df5e4728c..44d64377b 100644 --- a/src/g_hexen/a_pig.cpp +++ b/src/g_hexen/a_pig.cpp @@ -60,9 +60,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int slope; + DAngle slope; player_t *player; AActor *puff; FTranslatedLineTarget t; @@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack) } damage = 3+(pr_snoutattack()&3); - angle = player->mo->_f_angle(); + angle = player->mo->Angles.Yaw; slope = P_AimLineAttack(player->mo, angle, MELEERANGE); puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "SnoutPuff", true, &t); S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM); diff --git a/src/g_strife/a_reaver.cpp b/src/g_strife/a_reaver.cpp index 369c4d4ee..372aea794 100644 --- a/src/g_strife/a_reaver.cpp +++ b/src/g_strife/a_reaver.cpp @@ -17,17 +17,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_ReaverRanged) if (self->target != NULL) { - angle_t bangle; - int pitch; + DAngle bangle; + DAngle pitch; A_FaceTarget (self); S_Sound (self, CHAN_WEAPON, "reaver/attack", 1, ATTN_NORM); - bangle = self->_f_angle(); + bangle = self->Angles.Yaw; pitch = P_AimLineAttack (self, bangle, MISSILERANGE); for (int i = 0; i < 3; ++i) { - angle_t angle = bangle + (pr_reaverattack.Random2() << 20); + DAngle angle = bangle + pr_reaverattack.Random2() * (22.5 / 256); int damage = ((pr_reaverattack() & 7) + 1) * 3; P_LineAttack (self, angle, MISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff); } diff --git a/src/g_strife/a_rebels.cpp b/src/g_strife/a_rebels.cpp index 3b291679e..92467d34c 100644 --- a/src/g_strife/a_rebels.cpp +++ b/src/g_strife/a_rebels.cpp @@ -24,15 +24,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShootGun) { PARAM_ACTION_PROLOGUE; - int pitch; + DAngle pitch; if (self->target == NULL) return 0; S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM); A_FaceTarget (self); - pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE); - P_LineAttack (self, self->_f_angle() + (pr_shootgun.Random2() << 19), + pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE); + P_LineAttack (self, self->Angles.Yaw + pr_shootgun.Random2() * (11.25 / 256), MISSILERANGE, pitch, 3*(pr_shootgun() % 5 + 1), NAME_Hitscan, NAME_StrifePuff); return 0; diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index 5fea95a00..d6a56939f 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -96,9 +96,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger) { PARAM_ACTION_PROLOGUE; - angle_t angle; + DAngle angle; int damage; - int pitch; + DAngle pitch; int power; FTranslatedLineTarget t; @@ -110,9 +110,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger) damage *= 10; } - angle = self->_f_angle() + (pr_jabdagger.Random2() << 18); - pitch = P_AimLineAttack (self, angle, 80*FRACUNIT); - P_LineAttack (self, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, "StrifeSpark", true, &t); + angle = self->Angles.Yaw + pr_jabdagger.Random2() * (5.625 / 256); + pitch = P_AimLineAttack (self, angle, 80.); + P_LineAttack (self, angle, 80., pitch, damage, NAME_Melee, "StrifeSpark", true, &t); // turn to face target if (t.linetarget) @@ -266,7 +266,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow) if (ti) { savedangle = self->Angles.Yaw; - self->Angles.Yaw += ANGLE2DBL(pr_electric.Random2() << (18 - self->player->mo->accuracy * 5 / 100)); + self->Angles.Yaw += pr_electric.Random2() * (5.625/256) * self->player->mo->AccuracyFactor(); self->player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, ti); self->Angles.Yaw = savedangle; @@ -283,17 +283,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow) // //============================================================================ -void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch) +void P_StrifeGunShot (AActor *mo, bool accurate, DAngle pitch) { - angle_t angle; + DAngle angle; int damage; damage = 4*(pr_sgunshot()%3+1); - angle = mo->_f_angle(); + angle = mo->Angles.Yaw; if (mo->player != NULL && !accurate) { - angle += pr_sgunshot.Random2() << (20 - mo->player->mo->accuracy * 5 / 100); + angle += pr_sgunshot.Random2() * (5.625 / 256) * mo->player->mo->AccuracyFactor(); } P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff); @@ -359,7 +359,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile) } savedangle = self->Angles.Yaw; - self->Angles.Yaw += ANGLE2DBL(pr_minimissile.Random2() << (19 - player->mo->accuracy * 5 / 100)); + self->Angles.Yaw += pr_minimissile.Random2() * (11.25 / 256) * player->mo->AccuracyFactor(); player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile")); self->Angles.Yaw = savedangle; @@ -467,13 +467,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1) S_Sound (self, CHAN_WEAPON, "weapons/mauler1", 1, ATTN_NORM); - int bpitch = P_BulletSlope (self); + DAngle bpitch = P_BulletSlope (self); for (int i = 0; i < 20; ++i) { int damage = 5 * (pr_mauler1() % 3 + 1); - angle_t angle = self->_f_angle() + (pr_mauler1.Random2() << 19); - int pitch = bpitch + (pr_mauler1.Random2() * 332063); + DAngle angle = self->Angles.Yaw + pr_mauler1.Random2() * (11.25 / 256); + DAngle pitch = bpitch + pr_mauler1.Random2() * (7.097 / 256); // Strife used a range of 2112 units for the mauler to signal that // it should use a different puff. ZDoom's default range is longer @@ -593,8 +593,8 @@ AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target) if (P_CheckMissileSpawn (other, source->radius)) { - angle_t pitch = P_AimLineAttack (source, source->_f_angle(), 1024*FRACUNIT); - other->vel.z = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed); + DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.); + other->vel.z = fixed_t(-other->Speed * pitch.Cos()); return other; } return NULL; @@ -1089,7 +1089,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4) P_BulletSlope (self, &t, ALF_PORTALRESTRICT); if (t.linetarget != NULL) { - spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->_f_angle(), &t, NULL, false, false, ALF_PORTALRESTRICT); + spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->Angles.Yaw, &t, NULL, false, false, ALF_PORTALRESTRICT); if (spot != NULL) { spot->tracer = t.linetarget; diff --git a/src/g_strife/a_templar.cpp b/src/g_strife/a_templar.cpp index e46c607c2..547d4d73e 100644 --- a/src/g_strife/a_templar.cpp +++ b/src/g_strife/a_templar.cpp @@ -16,23 +16,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_TemplarAttack) PARAM_ACTION_PROLOGUE; int damage; - angle_t angle; - int pitch; - int pitchdiff; + DAngle angle; + DAngle pitch; if (self->target == NULL) return 0; S_Sound (self, CHAN_WEAPON, "templar/shoot", 1, ATTN_NORM); A_FaceTarget (self); - pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE); + pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE); for (int i = 0; i < 10; ++i) { damage = (pr_templar() & 4) * 2; - angle = self->_f_angle() + (pr_templar.Random2() << 19); - pitchdiff = pr_templar.Random2() * 332063; - P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_Hitscan, NAME_MaulerPuff); + angle = self->Angles.Yaw + pr_templar.Random2() * (11.25 / 256); + P_LineAttack (self, angle, MISSILERANGE+64., pitch + pr_templar.Random2() * (7.097 / 256), damage, NAME_Hitscan, NAME_MaulerPuff); } return 0; } diff --git a/src/m_cheat.cpp b/src/m_cheat.cpp index 7d4a000c1..a74c77364 100644 --- a/src/m_cheat.cpp +++ b/src/m_cheat.cpp @@ -469,8 +469,8 @@ void cht_DoCheat (player_t *player, int cheat) { // Don't allow this in deathmatch even with cheats enabled, because it's // a very very cheap kill. - P_LineAttack (player->mo, player->mo->_f_angle(), PLAYERMISSILERANGE, - P_AimLineAttack (player->mo, player->mo->_f_angle(), PLAYERMISSILERANGE), TELEFRAG_DAMAGE, + P_LineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE, + P_AimLineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE, NAME_MDK, NAME_BulletPuff); } break; diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 0c79c05c7..b368bedbd 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4745,7 +4745,7 @@ 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 = angle * (360. / 65536.); if (tid == 0) { if (activator != NULL) @@ -5411,12 +5411,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) //[RC] A bullet firing function for ACS. Thanks to DavidPH. case ACSF_LineAttack: { - fixed_t angle = args[1] << FRACBITS; - fixed_t pitch = args[2] << FRACBITS; + DAngle angle = args[1] * (360. / 65536.); + DAngle pitch = args[2] * (360. / 65536.); 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; - fixed_t range = argCount > 6 && args[6]? args[6] : MISSILERANGE; + double range = argCount > 6 && args[6]? FIXED2DBL(args[6]) : MISSILERANGE; int flags = argCount > 7 && args[7]? args[7] : 0; int pufftid = argCount > 8 && args[8]? args[8] : 0; @@ -9220,7 +9220,7 @@ scriptwait: switch (STACK(1)) { case PLAYERINFO_TEAM: STACK(2) = userinfo->GetTeam(); break; - case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break; + case PLAYERINFO_AIMDIST: STACK(2) = FLOAT2ANGLE(userinfo->GetAimDist()); 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; diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 3ca1ce73c..e76397d5b 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -308,13 +308,14 @@ bool P_CheckMeleeRange2 (AActor *actor) AActor *mo; fixed_t dist; + if (!actor->target) { return false; } mo = actor->target; dist = mo->AproxDistance (actor); - if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius) + if (dist >= (128 << FRACBITS) || dist < actor->meleerange + mo->radius) { return false; } @@ -430,9 +431,9 @@ bool P_HitFriend(AActor * self) if (self->flags&MF_FRIENDLY && self->target != NULL) { - angle_t angle = self->__f_AngleTo(self->target); - fixed_t dist = self->AproxDistance (self->target); - P_AimLineAttack (self, angle, dist, &t, 0, true); + DAngle angle = self->AngleTo(self->target); + double dist = self->Distance2D(self->target); + P_AimLineAttack (self, angle, dist, &t, 0., true); if (t.linetarget != NULL && t.linetarget != self->target) { return self->IsFriend (t.linetarget); @@ -973,7 +974,7 @@ void P_NewChaseDir(AActor * actor) { // melee range of player weapon is a parameter of the action function and cannot be checked here. // Add a new weapon property? - ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON && dist < MELEERANGE*3); + ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON && dist < (192 << FRACBITS)); } if (ismeleeattacker) { @@ -1197,7 +1198,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams { // if real close, react anyway // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) + if (mindist || dist > lookee->meleerange + lookee->radius) return false; // outside of fov } } @@ -1732,7 +1733,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params) if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) || player->mo->flags3 & MF3_GHOST) { - if ((player->mo->AproxDistance (actor) > 2*MELEERANGE) + if ((player->mo->AproxDistance (actor) > (128 << FRACBITS)) && P_AproxDistance (player->mo->vel.x, player->mo->vel.y) < 5*FRACUNIT) { // Player is sneaking - can't detect continue; @@ -2995,7 +2996,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail) self->Angles.Yaw = self->AngleTo(self->target); - self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, self->target)); + self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, self->target); if (t.linetarget == NULL) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. diff --git a/src/p_local.h b/src/p_local.h index ba91462a4..4dab4ca8c 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -80,19 +80,16 @@ inline int GetSafeBlockY(long long blocky) return int((blocky <= bmapnegy) ? blocky & 0x1FF: blocky); } -// MAXRADIUS is for precalculated sector block boxes -// the spider demon is larger, -// but we do not have any moving sectors nearby -#define MAXRADIUS 0/*32*FRACUNIT*/ - //#define GRAVITY FRACUNIT #define MAXMOVE (30*FRACUNIT) -#define TALKRANGE (128*FRACUNIT) +#define TALKRANGE (128.) #define USERANGE (64*FRACUNIT) -#define MELEERANGE (64*FRACUNIT) -#define MISSILERANGE (32*64*FRACUNIT) -#define PLAYERMISSILERANGE (8192*FRACUNIT) // [RH] New MISSILERANGE for players + +#define MELEERANGE (64.) +#define SAWRANGE (64.+(1./65536.)) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states) +#define MISSILERANGE (32*64.) +#define PLAYERMISSILERANGE (8192.) // [RH] New MISSILERANGE for players // follow a player exlusively for 3 seconds // No longer used. @@ -178,8 +175,8 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, PClassActor *type, AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type); AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type); -AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, angle_t angle); -AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, PClassActor *type, angle_t angle, +AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle); +AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0); void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false); @@ -312,7 +309,7 @@ void P_FindFloorCeiling (AActor *actor, int flags=0); bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset); -fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, FTranslatedLineTarget *pLineTarget = NULL, fixed_t vrange=0, int flags = 0, AActor *target=NULL, AActor *friender=NULL); +DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget = NULL, DAngle vrange = 0., int flags = 0, AActor *target = NULL, AActor *friender = NULL); enum // P_AimLineAttack flags { @@ -331,8 +328,9 @@ enum // P_LineAttack flags LAF_NOIMPACTDECAL = 4 }; -AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL); -AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL); +AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL); +AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL); + void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch); inline void P_TraceBleed(int damage, const fixedvec3 &pos, AActor *target, angle_t angle, int pitch) { diff --git a/src/p_map.cpp b/src/p_map.cpp index 8b4f81322..6df1aa6e9 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -4045,7 +4045,7 @@ struct aim_t // //============================================================================ -fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslatedLineTarget *pLineTarget, fixed_t vrange, +DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget, DAngle vrange, int flags, AActor *target, AActor *friender) { fixed_t shootz = t1->Z() + (t1->height >> 1) - t1->floorclip; @@ -4063,7 +4063,7 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated { if (t1->player == NULL || !level.IsFreelookAllowed()) { - vrange = ANGLE_1 * 35; + vrange = 35.; } else { @@ -4071,7 +4071,7 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated AWeapon *weapon = t1->player->ReadyWeapon; if (weapon && (weapon->WeaponFlags & WIF_NOAUTOAIM)) { - vrange = ANGLE_1 / 2; + vrange = 0.5; } else { @@ -4079,7 +4079,7 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated // vrange of 0 degrees, because then toppitch and bottompitch will // be equal, and PTR_AimTraverse will never find anything to shoot at // if it crosses a line. - vrange = clamp(t1->player->userinfo.GetAimDist(), ANGLE_1 / 2, ANGLE_1 * 35); + vrange = clamp(t1->player->userinfo.GetAimDist(), 0.5, 35.); } } } @@ -4091,11 +4091,11 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated aim.friender = (friender == NULL) ? t1 : friender; aim.aimdir = aim_t::aim_up | aim_t::aim_down; aim.startpos = t1->Pos(); - aim.aimtrace = Vec2Angle(distance, angle); + aim.aimtrace = Vec2Angle(FLOAT2FIXED(distance), angle); aim.limitz = aim.shootz = shootz; - aim.toppitch = t1->_f_pitch() - vrange; - aim.bottompitch = t1->_f_pitch() + vrange; - aim.attackrange = distance; + aim.toppitch = (t1->Angles.Pitch - vrange).BAMs(); + aim.bottompitch = (t1->Angles.Pitch + vrange).BAMs(); + aim.attackrange = FLOAT2FIXED(distance); aim.aimpitch = t1->_f_pitch(); aim.lastsector = t1->Sector; aim.startfrac = 0; @@ -4110,7 +4110,7 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated { *pLineTarget = *result; } - return result->linetarget ? result->pitch : t1->_f_pitch(); + return result->linetarget ? DAngle(ANGLE2DBL(result->pitch)) : t1->Angles.Pitch; } @@ -4162,15 +4162,15 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata) // //========================================================================== -AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, - int pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage) +AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, + DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage) { fixed_t vx, vy, vz, shootz; FTraceResults trace; Origin TData; TData.Caller = t1; - angle_t srcangle = angle; - int srcpitch = pitch; + angle_t srcangle = angle.BAMs(); + int srcpitch = pitch.BAMs(); bool killPuff = false; AActor *puff = NULL; int pflag = 0; @@ -4187,12 +4187,11 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, *actualdamage = 0; } - angle >>= ANGLETOFINESHIFT; - pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT; + double pc = pitch.Cos(); - vx = FixedMul(finecosine[pitch], finecosine[angle]); - vy = FixedMul(finecosine[pitch], finesine[angle]); - vz = -finesine[pitch]; + vx = FLOAT2FIXED(pc * angle.Cos()); + vy = FLOAT2FIXED(pc * angle.Sin()); + vz = FLOAT2FIXED(-pitch.Sin()); shootz = t1->Z() - t1->floorclip + (t1->height >> 1); if (t1->player != NULL) @@ -4232,7 +4231,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) tflags = TRACE_NoSky; else tflags = TRACE_NoSky | TRACE_Impact; - if (!Trace(t1->X(), t1->Y(), shootz, t1->Sector, vx, vy, vz, distance, + if (!Trace(t1->X(), t1->Y(), shootz, t1->Sector, vx, vy, vz, FLOAT2FIXED(distance), MF_SHOOTABLE, ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData)) { // hit nothing @@ -4419,8 +4418,8 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, return puff; } -AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, - int pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage) +AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, + DAngle pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage) { PClassActor *type = PClass::FindActor(pufftype); if (type == NULL) @@ -4930,12 +4929,12 @@ void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camera bool P_TalkFacing(AActor *player) { - static const int angleofs[] = { 0, ANGLE_90 >> 4, - ANGLE_90 >> 4 }; + static const double angleofs[] = { 0, 90./16, -90./16 }; FTranslatedLineTarget t; - for (int angle : angleofs) + for (double angle : angleofs) { - P_AimLineAttack(player, player->_f_angle() + angle, TALKRANGE, &t, ANGLE_1 * 35, ALF_FORCENOSMART | ALF_CHECKCONVERSATION | ALF_PORTALRESTRICT); + P_AimLineAttack(player, player->Angles.Yaw + angle, TALKRANGE, &t, 35., ALF_FORCENOSMART | ALF_CHECKCONVERSATION | ALF_PORTALRESTRICT); if (t.linetarget != NULL) { if (t.linetarget->health > 0 && // Dead things can't talk. diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index f09e9dcce..3b655ceef 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1763,7 +1763,7 @@ bool P_SeekerMissile (AActor *actor, angle_t _thresh, angle_t _turnMax, bool pre DAngle pitch = 0.; if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { // Need to seek vertically - fixed_t dist = MAX(1, actor->Distance2D(target)); + fixed_t dist = MAX(1, FLOAT2FIXED(actor->Distance2D(target))); // Aim at a player's eyes and at the middle of the actor for everything else. fixed_t aimheight = target->height/2; if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn))) @@ -6150,24 +6150,25 @@ AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type) { return NULL; } - return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->_f_angle()); + return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->Angles.Yaw); } -AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, angle_t angle) +AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle) { return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle); } AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, - PClassActor *type, angle_t angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor, + PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor, bool nofreeaim, bool noautoaim, int aimflags) { + //static const double angdiff[3] = { -5.625, 5.625, 0 }; static const int angdiff[3] = { -(1<<26), 1<<26, 0 }; - angle_t an = angle; - angle_t pitch; + DAngle an = angle; + DAngle pitch; FTranslatedLineTarget scratch; AActor *defaultobject = GetDefaultByType(type); - int vrange = nofreeaim ? ANGLE_1*35 : 0; + DAngle vrange = nofreeaim ? 35. : 0.; if (source == NULL) { @@ -6178,7 +6179,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, { // Keep exactly the same angle and pitch as the player's own aim an = angle; - pitch = source->_f_pitch(); + pitch = source->Angles.Pitch; pLineTarget->linetarget = NULL; } else // see which target is to be aimed at @@ -6186,7 +6187,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, // [XA] If MaxTargetRange is defined in the spawned projectile, use this as the // maximum range for the P_AimLineAttack call later; this allows MaxTargetRange // to function as a "maximum tracer-acquisition range" for seeker missiles. - fixed_t linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64*FRACUNIT; + double linetargetrange = defaultobject->maxtargetrange > 0 ? FIXED2DBL(defaultobject->maxtargetrange*64) : 16*64.; int i = 2; do @@ -6197,7 +6198,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, if (source->player != NULL && !nofreeaim && level.IsFreelookAllowed() && - source->player->userinfo.GetAimDist() <= ANGLE_1/2) + source->player->userinfo.GetAimDist() <= 0.5) { break; } @@ -6208,7 +6209,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, an = angle; if (nofreeaim || !level.IsFreelookAllowed()) { - pitch = 0; + pitch = 0.; } } } @@ -6236,14 +6237,14 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, if (pMissileActor) *pMissileActor = MissileActor; P_PlaySpawnSound(MissileActor, source); MissileActor->target = source; - MissileActor->Angles.Yaw = ANGLE2DBL(an); + MissileActor->Angles.Yaw = an; if (MissileActor->flags3 & (MF3_FLOORHUGGER | MF3_CEILINGHUGGER)) { MissileActor->VelFromAngle(); } else { - MissileActor->Vel3DFromAngle(ANGLE2DBL(pitch), MissileActor->Speed); + MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed); } if (MissileActor->flags4 & MF4_SPECTRAL) diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index 1ef362077..c33938d76 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -919,12 +919,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash) // the height of the intended target // -angle_t P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags) +DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags) { - static const int angdiff[3] = { -(1<<26), 1<<26, 0 }; + static const double angdiff[3] = { -5.625f, 5.625f, 0 }; int i; - angle_t an; - angle_t pitch; + DAngle an; + DAngle pitch; FTranslatedLineTarget scratch; if (pLineTarget == NULL) pLineTarget = &scratch; @@ -932,12 +932,12 @@ angle_t P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimfl i = 2; do { - an = mo->_f_angle() + angdiff[i]; - pitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT, pLineTarget, 0, aimflags); + an = mo->Angles.Yaw + angdiff[i]; + pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags); if (mo->player != NULL && level.IsFreelookAllowed() && - mo->player->userinfo.GetAimDist() <= ANGLE_1/2) + mo->player->userinfo.GetAimDist() <= 0.5) { break; } @@ -950,17 +950,17 @@ angle_t P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimfl // // P_GunShot // -void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, angle_t pitch) +void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch) { - angle_t angle; + DAngle angle; int damage; damage = 5*(pr_gunshot()%3+1); - angle = mo->_f_angle(); + angle = mo->Angles.Yaw; if (!accurate) { - angle += pr_gunshot.Random2 () << 18; + angle += pr_gunshot.Random2 () * (5.625 / 256); } P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype); diff --git a/src/p_pspr.h b/src/p_pspr.h index fda8cbf15..4d27e3444 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -88,8 +88,9 @@ void P_BringUpWeapon (player_t *player); void P_FireWeapon (player_t *player); void P_DropWeapon (player_t *player); void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y); -angle_t P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0); -void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, angle_t pitch); +DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0); + +void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch); void DoReadyWeapon(AActor *self); void DoReadyWeaponToBob(AActor *self); diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 501bcff8d..cd7882847 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -824,20 +824,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) PARAM_ACTION_PROLOGUE; int i; - int bangle; - int slope; if (!self->target) return 0; A_FaceTarget (self); - bangle = self->_f_angle(); - slope = P_AimLineAttack (self, bangle, MISSILERANGE); + DAngle slope = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = self->GetMissileDamage (0, 1); i > 0; --i) { - int angle = bangle + (pr_cabullet.Random2() << 20); + DAngle angle = self->Angles.Yaw + pr_cabullet.Random2() * (5.625 / 256.); int damage = ((pr_cabullet()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff); @@ -1095,12 +1092,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) if (nails) { - angle_t ang; + DAngle ang; for (int i = 0; i < nails; i++) { - ang = i*(ANGLE_MAX/nails); + ang = i*360./nails; // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim - P_LineAttack (self, ang, MISSILERANGE, 0, + P_LineAttack (self, ang, MISSILERANGE, 0., //P_AimLineAttack (self, ang, MISSILERANGE), naildamage, NAME_Hitscan, pufftype); } @@ -1347,12 +1344,12 @@ enum CBA_Flags DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) { PARAM_ACTION_PROLOGUE; - PARAM_ANGLE (spread_xy); - PARAM_ANGLE (spread_z); + PARAM_DANGLE (spread_xy); + PARAM_DANGLE (spread_z); PARAM_INT (numbullets); PARAM_INT (damageperbullet); PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } - PARAM_FIXED_OPT (range) { range = MISSILERANGE; } + PARAM_FLOAT_OPT (range) { range = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (ptr) { ptr = AAPTR_TARGET; } @@ -1362,8 +1359,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) range = MISSILERANGE; int i; - int bangle; - int bslope = 0; + DAngle bangle; + DAngle bslope = 0.; int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; if (ref != NULL || (flags & CBAF_AIMFACING)) @@ -1372,15 +1369,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) { A_Face(self, ref); } - bangle = self->_f_angle(); + bangle = self->Angles.Yaw; if (!(flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = 0; i < numbullets; i++) { - int angle = bangle; - int slope = bslope; + DAngle angle = bangle; + DAngle slope = bslope; if (flags & CBAF_EXPLICITANGLE) { @@ -1389,8 +1386,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) } else { - angle += pr_cwbullet.Random2() * (spread_xy / 255); - slope += pr_cwbullet.Random2() * (spread_z / 255); + angle += spread_xy * (pr_cwbullet.Random2() / 255.); + slope += spread_z * (pr_cwbullet.Random2() / 255.); } int damage = damageperbullet; @@ -1531,13 +1528,13 @@ enum FB_Flags DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) { PARAM_ACTION_PROLOGUE; - PARAM_ANGLE (spread_xy); - PARAM_ANGLE (spread_z); + PARAM_DANGLE (spread_xy); + PARAM_DANGLE (spread_z); PARAM_INT (numbullets); PARAM_INT (damageperbullet); PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_INT_OPT (flags) { flags = FBF_USEAMMO; } - PARAM_FIXED_OPT (range) { range = 0; } + PARAM_FLOAT_OPT (range) { range = 0; } if (!self->player) return 0; @@ -1545,8 +1542,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) AWeapon *weapon = player->ReadyWeapon; int i; - int bangle; - int bslope = 0; + DAngle bangle; + DAngle bslope = 0.; int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; if ((flags & FBF_USEAMMO) && weapon && ACTION_CALL_FROM_WEAPON()) @@ -1561,7 +1558,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) if (!(flags & FBF_NOFLASH)) static_cast(self)->PlayAttacking2 (); if (!(flags & FBF_NOPITCH)) bslope = P_BulletSlope(self); - bangle = self->_f_angle(); + bangle = self->Angles.Yaw; if (pufftype == NULL) pufftype = PClass::FindActor(NAME_BulletPuff); @@ -1586,8 +1583,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) numbullets = 1; for (i = 0; i < numbullets; i++) { - int angle = bangle; - int slope = bslope; + DAngle angle = bangle; + DAngle slope = bslope; if (flags & FBF_EXPLICITANGLE) { @@ -1596,8 +1593,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) } else { - angle += pr_cwbullet.Random2() * (spread_xy / 255); - slope += pr_cwbullet.Random2() * (spread_z / 255); + angle += spread_xy * (pr_cwbullet.Random2() / 255.); + slope += spread_z * (pr_cwbullet.Random2() / 255.); } int damage = damageperbullet; @@ -1661,7 +1658,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) // Temporarily adjusts the pitch DAngle saved_player_pitch = self->Angles.Pitch; self->Angles.Pitch -= pitch; - AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, FLOAT2ANGLE(shootangle.Degrees), &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0); + AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0); self->Angles.Pitch = saved_player_pitch; // automatic handling of seeker missiles @@ -1711,7 +1708,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) PARAM_BOOL_OPT (norandom) { norandom = false; } PARAM_INT_OPT (flags) { flags = CPF_USEAMMO; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } - PARAM_FIXED_OPT (range) { range = 0; } + PARAM_FLOAT_OPT (range) { range = 0; } PARAM_FIXED_OPT (lifesteal) { lifesteal = 0; } PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; } PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; } @@ -1725,17 +1722,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) AWeapon *weapon = player->ReadyWeapon; - angle_t angle; - int pitch; + DAngle angle; + DAngle pitch; FTranslatedLineTarget t; int actualdamage; if (!norandom) damage *= pr_cwpunch() % 8 + 1; - angle = self->_f_angle() + (pr_cwpunch.Random2() << 18); - if (range == 0) - range = MELEERANGE; + angle = self->Angles.Yaw + pr_cwpunch.Random2() * (5.625 / 256); + if (range == 0) range = MELEERANGE; pitch = P_AimLineAttack (self, angle, range, &t); // only use ammo when actually hitting something! @@ -1923,7 +1919,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { self->Angles.Yaw = self->AngleTo(self->target); } - self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, aim ? self->target : NULL)); + self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, aim ? self->target : NULL); if (t.linetarget == NULL && aim) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. @@ -3725,11 +3721,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) PARAM_ACTION_PROLOGUE; PARAM_STATE (jump); PARAM_INT_OPT (flags) { flags = 0; } - PARAM_FIXED_OPT (range) { range = 0; } - PARAM_FIXED_OPT (minrange) { minrange = 0; } + PARAM_FLOAT_OPT (range) { range = 0; } + PARAM_FLOAT_OPT (minrange) { minrange = 0; } { - PARAM_ANGLE_OPT (angle) { angle = 0; } - PARAM_ANGLE_OPT (pitch) { pitch = 0; } + PARAM_DANGLE_OPT(angle) { angle = 0.; } + PARAM_DANGLE_OPT(pitch) { pitch = 0.; } PARAM_FIXED_OPT (offsetheight) { offsetheight = 0; } PARAM_FIXED_OPT (offsetwidth) { offsetwidth = 0; } PARAM_INT_OPT (ptr_target) { ptr_target = AAPTR_DEFAULT; } @@ -3774,11 +3770,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) if (target) { - fixed_t xydist = self->Distance2D(target); - fixed_t distance = P_AproxDistance(xydist, target->Z() - pos.z); - - if (range && !(flags & CLOFF_CHECKPARTIAL)) + if (range > 0 && !(flags & CLOFF_CHECKPARTIAL)) { + double distance = self->Distance3D(target); if (distance > range) { ACTION_RETURN_STATE(NULL); @@ -3786,49 +3780,48 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) } { - angle_t ang; + DAngle ang; if (flags & CLOFF_NOAIM_HORZ) { - ang = self->_f_angle(); + ang = self->Angles.Yaw; } - else ang = self->__f_AngleTo (target); + else ang = self->AngleTo (target); angle += ang; - - ang >>= ANGLETOFINESHIFT; - fixedvec2 xy = self->Vec2Offset( - FixedMul(offsetforward, finecosine[ang]) + FixedMul(offsetwidth, finesine[ang]), - FixedMul(offsetforward, finesine[ang]) - FixedMul(offsetwidth, finecosine[ang])); + double s = ang.Sin(); + double c = ang.Cos(); + + fixedvec2 xy = self->Vec2Offset(fixed_t(offsetforward * c + offsetwidth * s), fixed_t(offsetforward * s - offsetwidth * c)); pos.x = xy.x; pos.y = xy.y; } + double xydist = self->Distance2D(target); if (flags & CLOFF_NOAIM_VERT) { - pitch += self->_f_pitch(); + pitch += self->Angles.Pitch; } else if (flags & CLOFF_AIM_VERT_NOOFFSET) { - pitch -= R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + offsetheight + target->height / 2); + pitch -= VecToAngle(xydist, FIXED2FLOAT(target->Z() - pos.z + offsetheight + target->height / 2)); } else { - pitch -= R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + target->height / 2); + pitch -= VecToAngle(xydist, FIXED2FLOAT(target->Z() - pos.z + target->height / 2)); } } else if (flags & CLOFF_ALLOWNULL) { - angle += self->_f_angle(); - pitch += self->_f_pitch(); + angle += self->Angles.Yaw; + pitch += self->Angles.Pitch; - angle_t ang = self->_f_angle() >> ANGLETOFINESHIFT; + double s = angle.Sin(); + double c = angle.Cos(); - fixedvec2 xy = self->Vec2Offset( - FixedMul(offsetforward, finecosine[ang]) + FixedMul(offsetwidth, finesine[ang]), - FixedMul(offsetforward, finesine[ang]) - FixedMul(offsetwidth, finecosine[ang])); + fixedvec2 xy = self->Vec2Offset(fixed_t(offsetforward * c + offsetwidth * s), fixed_t(offsetforward * s - offsetwidth * c)); pos.x = xy.x; pos.y = xy.y; @@ -3838,12 +3831,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) ACTION_RETURN_STATE(NULL); } - angle >>= ANGLETOFINESHIFT; - pitch >>= ANGLETOFINESHIFT; + double cp = pitch.Cos(); - vx = FixedMul (finecosine[pitch], finecosine[angle]); - vy = FixedMul (finecosine[pitch], finesine[angle]); - vz = -finesine[pitch]; + vx = FLOAT2FIXED(cp * angle.Cos()); + vy = FLOAT2FIXED(cp * angle.Sin()); + vz = FLOAT2FIXED(-pitch.Sin()); } /* Variable set: @@ -3869,13 +3861,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) lof_data.Flags = flags; lof_data.BadActor = false; - Trace(pos.x, pos.y, pos.z, sec, vx, vy, vz, range, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, TRACE_PortalRestrict, + Trace(pos.x, pos.y, pos.z, sec, vx, vy, vz, FLOAT2FIXED(range), ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, TRACE_PortalRestrict, CheckLOFTraceFunc, &lof_data); if (trace.HitType == TRACE_HitActor || ((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone)) { - if (minrange > 0 && trace.Distance < minrange) + if (minrange > 0 && trace.Distance < FLOAT2FIXED(minrange)) { ACTION_RETURN_STATE(NULL); } @@ -3969,7 +3961,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) else { // Does the player aim at something that can be shot? - P_AimLineAttack(self, self->_f_angle(), MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0, ALF_PORTALRESTRICT); + P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? 0.5 : 0., ALF_PORTALRESTRICT); if (!t.linetarget) { diff --git a/src/zscript/vm.h b/src/zscript/vm.h index 5afc9fa7e..1f5c8d95b 100644 --- a/src/zscript/vm.h +++ b/src/zscript/vm.h @@ -896,7 +896,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction #define PARAM_FLOAT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_FLOAT); double x = param[p].f; #define PARAM_FIXED_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_FLOAT); fixed_t x = FLOAT2FIXED(param[p].f); #define PARAM_ANGLE_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_FLOAT); angle_t x = FLOAT2ANGLE(param[p].f); -#define PARAM_DANGLE_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_FLOAT); angle_t x = param[p].f; +#define PARAM_DANGLE_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_FLOAT); DAngle x = param[p].f; #define PARAM_STRING_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_STRING); FString x = param[p].s(); #define PARAM_STATE_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_STATE || param[p].a == NULL)); FState *x = (FState *)param[p].a; #define PARAM_POINTER_AT(p,x,type) assert((p) < numparam); assert(param[p].Type == REGT_POINTER); type *x = (type *)param[p].a;