- buildutils: Replace `sintable[]` use within Duke's actors.cpp with `bsin()`/`bcos()`.

This commit is contained in:
Mitchell Richters 2020-11-14 20:49:46 +11:00 committed by Christoph Oelckers
parent bae4d77427
commit bf8b1238c6
1 changed files with 44 additions and 44 deletions

View File

@ -228,8 +228,8 @@ int ssp(DDukeActor* const actor, unsigned int cliptype) //The set sprite functio
Collision c;
return movesprite_ex(actor,
(actor->s.xvel * (sintable[(actor->s.ang + 512) & 2047])) >> 14,
(actor->s.xvel * (sintable[actor->s.ang & 2047])) >> 14, actor->s.zvel,
mulscale14(actor->s.xvel, bcos(actor->s.ang)),
mulscale14(actor->s.xvel, bsin(actor->s.ang)), actor->s.zvel,
cliptype, c) == kHitNone;
}
@ -287,8 +287,8 @@ void ms(DDukeActor* const actor)
int tx, ty;
auto s = &actor->s;
s->x += (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14;
s->y += (s->xvel * (sintable[s->ang & 2047])) >> 14;
s->x += mulscale14(s->xvel, bcos(s->ang));
s->y += mulscale14(s->xvel, bsin(s->ang));
int j = actor->temp_data[1];
int k = actor->temp_data[2];
@ -327,7 +327,7 @@ void movecyclers(void)
s = c[0];
t = c[3];
j = t + (sintable[c[1] & 2047] >> 10);
j = t + bsin(c[1], -10);
cshade = c[2];
if (j < cshade) j = cshade;
@ -819,8 +819,8 @@ void movecrane(DDukeActor *actor, int crane)
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
ps[p].oposz = ps[p].posz;
ps[p].posx = spri->x - (sintable[(ang + 512) & 2047] >> 6);
ps[p].posy = spri->y - (sintable[ang & 2047] >> 6);
ps[p].posx = spri->x - bcos(ang, -6);
ps[p].posy = spri->y - bsin(ang, -6);
ps[p].posz = spri->z + (2 << 8);
setsprite(ps[p].GetActor(), ps[p].posx, ps[p].posy, ps[p].posz);
ps[p].cursectnum = ps[p].GetActor()->s.sectnum;
@ -1295,8 +1295,8 @@ void movecanwithsomething(DDukeActor* actor)
void bounce(DDukeActor* actor)
{
auto s = &actor->s;
int xvect = mulscale10(s->xvel, sintable[(s->ang + 512) & 2047]);
int yvect = mulscale10(s->xvel, sintable[s->ang & 2047]);
int xvect = mulscale10(s->xvel, bcos(s->ang));
int yvect = mulscale10(s->xvel, bsin(s->ang));
int zvect = s->zvel;
int hitsect = s->sectnum;
@ -1310,8 +1310,8 @@ void bounce(DDukeActor* actor)
else
k = sector[hitsect].floorheinum;
int dax = mulscale14(k, sintable[(daang) & 2047]);
int day = mulscale14(k, sintable[(daang + 1536) & 2047]);
int dax = mulscale14(k, bsin(daang));
int day = mulscale14(k, -bcos(daang));
int daz = 4096;
k = xvect * dax + yvect * day + zvect * daz;
@ -1338,7 +1338,7 @@ void bounce(DDukeActor* actor)
void movetongue(DDukeActor *actor, int tongue, int jaw)
{
auto s = &actor->s;
actor->temp_data[0] = sintable[(actor->temp_data[1]) & 2047] >> 9;
actor->temp_data[0] = bsin(actor->temp_data[1], -9);
actor->temp_data[1] += 32;
if (actor->temp_data[1] > 2047)
{
@ -1364,8 +1364,8 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
for (int k = 0; k < actor->temp_data[0]; k++)
{
auto q = EGS(s->sectnum,
s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
s->y + ((k * sintable[s->ang & 2047]) >> 9),
s->x + mulscale9(k, bcos(s->ang)),
s->y + mulscale9(k, bsin(s->ang)),
s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 12)), tongue, -40 + (k << 1),
8, 8, 0, 0, 0, actor, 5);
if (q)
@ -1376,8 +1376,8 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
}
int k = actor->temp_data[0]; // do not depend on the above loop counter.
auto spawned = EGS(s->sectnum,
s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
s->y + ((k * sintable[s->ang & 2047]) >> 9),
s->x + mulscale9(k, bcos(s->ang)),
s->y + mulscale9(k, bsin(s->ang)),
s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 12)), jaw, -40,
32, 32, 0, 0, 0, actor, 5);
if (spawned)
@ -1465,7 +1465,7 @@ bool rat(DDukeActor* actor, bool makesound)
if (ssp(actor, CLIPMASK0))
{
if (makesound && (krand() & 255) == 0) S_PlayActorSound(RATTY, actor);
s->ang += (krand() & 31) - 15 + (sintable[(actor->temp_data[0] << 8) & 2047] >> 11);
s->ang += (krand() & 31) - 15 + bsin(actor->temp_data[0] << 8, -11);
}
else
{
@ -1506,8 +1506,8 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
Collision coll;
int j = clipmove_ex(&s->x, &s->y, &s->z, &s->sectnum,
(((s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11,
(((s->xvel * (sintable[s->ang & 2047])) >> 14) * TICSPERFRAME) << 11,
(mulscale14(s->xvel, bcos(s->ang)) * TICSPERFRAME) << 11,
(mulscale14(s->xvel, bsin(s->ang)) * TICSPERFRAME) << 11,
24L, (4 << 8), (4 << 8), CLIPMASK1, coll);
if (j == kHitWall)
@ -1603,8 +1603,8 @@ void forcesphere(DDukeActor* actor, int forcesphere)
k->s.cstat = 257 + 128;
k->s.clipdist = 64;
k->s.ang = j;
k->s.zvel = sintable[l & 2047] >> 5;
k->s.xvel = sintable[(l + 512) & 2047] >> 9;
k->s.zvel = bsin(l, -5);
k->s.xvel = bcos(l, -9);
k->SetOwner(actor);
}
}
@ -2174,7 +2174,7 @@ bool money(DDukeActor* actor, int BLOODPOOL)
int sect = s->sectnum;
int* t = &actor->temp_data[0];
s->xvel = (krand() & 7) + (sintable[actor->temp_data[0] & 2047] >> 9);
s->xvel = (krand() & 7) + bsin(actor->temp_data[0], -9);
actor->temp_data[0] += (krand() & 63);
if ((actor->temp_data[0] & 2047) > 512 && (actor->temp_data[0] & 2047) < 1596)
{
@ -2293,8 +2293,8 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
else s->zvel += gc - 50;
}
s->x += (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
s->y += (s->xvel * sintable[s->ang & 2047]) >> 14;
s->x += mulscale14(s->xvel, bcos(s->ang));
s->y += mulscale14(s->xvel, bsin(s->ang));
s->z += s->zvel;
if (floorcheck && s->z >= sector[s->sectnum].floorz)
@ -2576,8 +2576,8 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
}
}
if (s->zvel < 4096) s->zvel += gc - 50;
s->x += (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
s->y += (s->xvel * sintable[s->ang & 2047]) >> 14;
s->x += mulscale14(s->xvel, bcos(s->ang));
s->y += mulscale14(s->xvel, bsin(s->ang));
s->z += s->zvel;
}
else
@ -2914,8 +2914,8 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
}
}
int m = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
x = (s->xvel * sintable[s->ang & 2047]) >> 14;
int m = mulscale14(s->xvel, bcos(s->ang));
x = mulscale14(s->xvel, bsin(s->ang));
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
@ -3090,8 +3090,8 @@ void handle_se30(DDukeActor *actor, int JIBS6)
if (s->xvel)
{
int l = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
int x = (s->xvel * sintable[s->ang & 2047]) >> 14;
int l = mulscale14(s->xvel, bcos(s->ang));
int x = mulscale14(s->xvel, bsin(s->ang));
if ((sc->floorz - sc->ceilingz) < (108 << 8))
if (ud.clipping == 0)
@ -3259,8 +3259,8 @@ void handle_se02(DDukeActor *actor)
else sc->floorheinum += (sgn(t[5] - sc->floorheinum) << 4);
}
int m = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
int x = (s->xvel * sintable[s->ang & 2047]) >> 14;
int m = mulscale14(s->xvel, bcos(s->ang));
int x = mulscale14(s->xvel, bsin(s->ang));
for (int p = connecthead; p >= 0; p = connectpoint2[p])
@ -4289,8 +4289,8 @@ void handle_se20(DDukeActor* actor)
if (s->xvel) //Moving
{
int x = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
int l = (s->xvel * sintable[s->ang & 2047]) >> 14;
int x = mulscale14(s->xvel, bcos(s->ang));
int l = mulscale14(s->xvel, bsin(s->ang));
t[3] += s->xvel;
@ -4416,8 +4416,8 @@ void handle_se26(DDukeActor* actor)
int x, l;
s->xvel = 32;
l = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
x = (s->xvel * sintable[s->ang & 2047]) >> 14;
l = mulscale14(s->xvel, bcos(s->ang));
x = mulscale14(s->xvel, bsin(s->ang));
s->shade++;
if (s->shade > 7)
@ -4536,8 +4536,8 @@ void handle_se24(DDukeActor *actor, int16_t *list1, int16_t *list2, int TRIPBOMB
if (t[4]) return;
int x = (actor->s.yvel * sintable[(actor->s.ang + 512) & 2047]) >> 18;
int l = (actor->s.yvel * sintable[actor->s.ang & 2047]) >> 18;
int x = mulscale18(actor->s.yvel, bcos(actor->s.ang));
int l = mulscale18(actor->s.yvel, bsin(actor->s.ang));
DukeSectIterator it(actor->s.sectnum);
while (auto a2 = it.Next())
@ -5082,11 +5082,10 @@ void makeitfall(DDukeActor* actor)
int dodge(DDukeActor* actor)
{
auto s = &actor->s;
int bx, by, mx, my, bxvect, byvect, mxvect, myvect, d;
int bx, by, mx, my, bxvect, byvect, d;
mx = s->x;
my = s->y;
mxvect = sintable[(s->ang + 512) & 2047]; myvect = sintable[s->ang & 2047];
DukeStatIterator it(STAT_PROJECTILE);
while (auto ac = it.Next())
@ -5097,9 +5096,10 @@ int dodge(DDukeActor* actor)
bx = si->x - mx;
by = si->y - my;
bxvect = sintable[(si->ang + 512) & 2047]; byvect = sintable[si->ang & 2047];
bxvect = bcos(si->ang);
byvect = bsin(si->ang);
if (mxvect * bx + myvect * by >= 0)
if (bcos(s->ang) * bx + bsin(s->ang) * by >= 0)
if (bxvect * bx + byvect * by < 0)
{
d = bxvect * by - byvect * bx;
@ -5134,7 +5134,7 @@ int furthestangle(DDukeActor *actor, int angs)
for (j = s->ang; j < (2048 + s->ang); j += angincs)
{
hitscan(s->x, s->y, s->z - (8 << 8), s->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 0, &hitsect, &hitwall, &dd, &hx, &hy, &hz, CLIPMASK1);
hitscan(s->x, s->y, s->z - (8 << 8), s->sectnum, bcos(j), bsin(j), 0, &hitsect, &hitwall, &dd, &hx, &hy, &hz, CLIPMASK1);
d = abs(hx - s->x) + abs(hy - s->y);
@ -5169,7 +5169,7 @@ int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day
auto ts = &tosee->s;
for (j = ts->ang; j < (2048 + ts->ang); j += (angincs - (krand() & 511)))
{
hitscan(ts->x, ts->y, ts->z - (16 << 8), ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 16384 - (krand() & 32767),
hitscan(ts->x, ts->y, ts->z - (16 << 8), ts->sectnum, bcos(j), bsin(j), 16384 - (krand() & 32767),
&hitsect, &hitwall, &dd, &hx, &hy, &hz, CLIPMASK1);
d = abs(hx - ts->x) + abs(hy - ts->y);