SW: Use a bit more Q16.16 in places.

This commit is contained in:
Mitchell Richters 2020-04-11 23:14:23 +10:00 committed by Christoph Oelckers
parent 156a225ff4
commit 40ca656f38
3 changed files with 37 additions and 18 deletions

View file

@ -3019,7 +3019,7 @@ void getinput(int const playerNum)
#define MAXANGVEL 1024 #define MAXANGVEL 1024
#define MAXHORIZVEL 256 #define MAXHORIZVEL 256
#define HORIZ_SPEED (16) #define HORIZ_SPEED (16)
#define TURN_SHIFT 2 #define TURN_SHIFT 4
#define SET_LOC_KEY(bits, sync_num, key_test) SET(bits, ((!!(key_test)) << (sync_num))) #define SET_LOC_KEY(bits, sync_num, key_test) SET(bits, ((!!(key_test)) << (sync_num)))
static int32_t turnheldtime; static int32_t turnheldtime;
@ -3295,17 +3295,17 @@ void getinput(int const playerNum)
{ {
if (FLAG_KEY_PRESSED(pp, SK_TURN_180)) if (FLAG_KEY_PRESSED(pp, SK_TURN_180))
{ {
short delta_ang; fix16_t delta_q16ang;
FLAG_KEY_RELEASE(pp, SK_TURN_180); FLAG_KEY_RELEASE(pp, SK_TURN_180);
pp->turn180_target = NORM_ANGLE(fix16_to_int(pp->q16ang) + 1024); pp->turn180_target = fix16_sadd(pp->q16ang, fix16_from_int(1024)) & 0x7FFFFFF;
// make the first turn in the clockwise direction // make the first turn in the clockwise direction
// the rest will follow // the rest will follow
delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang)); delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_float(scaleAdjustmentToInterval(labs(delta_ang) >> TURN_SHIFT))) & 0x7FFFFFF; pp->q16ang = fix16_sadd(pp->q16ang, fix16_max(fix16_one,fix16_from_float(scaleAdjustmentToInterval(fix16_to_int(fix16_sdiv(fix16_abs(delta_q16ang), fix16_from_int(TURN_SHIFT))))))) & 0x7FFFFFF;
SET(pp->Flags, PF_TURN_180); SET(pp->Flags, PF_TURN_180);
} }
@ -3318,10 +3318,10 @@ void getinput(int const playerNum)
if (TEST(pp->Flags, PF_TURN_180)) if (TEST(pp->Flags, PF_TURN_180))
{ {
short delta_ang; fix16_t delta_q16ang;
delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang)); delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_float(scaleAdjustmentToInterval(delta_ang >> TURN_SHIFT))) & 0x7FFFFFF; pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_float(scaleAdjustmentToInterval(fix16_to_int(fix16_sdiv(fix16_abs(delta_q16ang), fix16_from_int(TURN_SHIFT)))))) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang); sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
if (!Prediction) if (!Prediction)
@ -3331,11 +3331,11 @@ void getinput(int const playerNum)
} }
// get new delta to see how close we are // get new delta to see how close we are
delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang)); delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
if (labs(delta_ang) < (3<<TURN_SHIFT)) if (fix16_abs(delta_q16ang) < fix16_from_int(3 * TURN_SHIFT))
{ {
pp->q16ang = fix16_from_int(pp->turn180_target); pp->q16ang = pp->turn180_target;
RESET(pp->Flags, PF_TURN_180); RESET(pp->Flags, PF_TURN_180);
} }
else else

View file

@ -1138,7 +1138,7 @@ struct PLAYERstruct
short camera_check_time_delay; short camera_check_time_delay;
short cursectnum,lastcursectnum; short cursectnum,lastcursectnum;
short turn180_target; // 180 degree turn fix16_t turn180_target; // 180 degree turn
// variables that do not fit into sprite structure // variables that do not fit into sprite structure
int hvel,tilt,tilt_dest; int hvel,tilt,tilt_dest;
@ -2122,6 +2122,7 @@ void SetBorder(PLAYERp pp, int);
void SetFragBar(PLAYERp pp); void SetFragBar(PLAYERp pp);
int Distance(int x1, int y1, int x2, int y2); int Distance(int x1, int y1, int x2, int y2);
short GetDeltaAngle(short, short); short GetDeltaAngle(short, short);
fix16_t GetDeltaAngleQ16(fix16_t, fix16_t);
int SetActorRotation(short SpriteNum,int,int); int SetActorRotation(short SpriteNum,int,int);
int NewStateGroup(short SpriteNum, STATEp SpriteGroup[]); int NewStateGroup(short SpriteNum, STATEp SpriteGroup[]);

View file

@ -1152,6 +1152,26 @@ GetDeltaAngle(short ang1, short ang2)
} }
fix16_t
GetDeltaAngleQ16(fix16_t ang1, fix16_t ang2)
{
// Look at the smaller angle if > 1024 (180 degrees)
if (fix16_abs(fix16_sub(ang1, ang2)) > fix16_from_int(1024))
{
if (ang1 <= fix16_from_int(1024))
ang1 = fix16_add(ang1, fix16_from_int(2048));
if (ang2 <= fix16_from_int(1024))
ang2 = fix16_add(ang2, fix16_from_int(2048));
}
//if (ang1 - ang2 == -fix16_from_int(1024))
// return(fix16_from_int(1024));
return fix16_sub(ang1, ang2);
}
TARGET_SORT TargetSort[MAX_TARGET_SORT]; TARGET_SORT TargetSort[MAX_TARGET_SORT];
unsigned TargetSortCount; unsigned TargetSortCount;
@ -6303,15 +6323,13 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
if (pp->Killer > -1) if (pp->Killer > -1)
{ {
SPRITEp kp = &sprite[pp->Killer]; SPRITEp kp = &sprite[pp->Killer];
short ang2,delta_ang; fix16_t delta_q16ang;
if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum,
pp->posx, pp->posy, pp->posz, pp->cursectnum)) pp->posx, pp->posy, pp->posz, pp->cursectnum))
{ {
ang2 = getangle(kp->x - pp->posx, kp->y - pp->posy); delta_q16ang = GetDeltaAngleQ16(fix16_from_int(getangle(kp->x - pp->posx, kp->y - pp->posy)), pp->q16ang);
pp->q16ang = fix16_sadd(pp->q16ang, fix16_sdiv(delta_q16ang, fix16_from_int(16))) & 0x7FFFFFF;
delta_ang = GetDeltaAngle(ang2, fix16_to_int(pp->q16ang));
pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_int((delta_ang >> 4))) & 0x7FFFFFF;
} }
} }
} }