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https://github.com/ZDoom/raze-gles.git
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- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
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c17ec5fa45
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c3e5cf322e
13 changed files with 34 additions and 65 deletions
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@ -455,7 +455,7 @@ DoActorDebris(short SpriteNum)
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}
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}
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if (SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth > 10) // JBF: added null check
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if (SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed) > 10) // JBF: added null check
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{
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u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023;
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//sp->z = Z(2) + u->loz + ((Z(4) * (int) bsin(u->WaitTics)) >> 14);
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@ -540,7 +540,7 @@ KeepActorOnFloor(short SpriteNum)
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return;
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data())
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depth = SectUser[u->lo_sectp - sector]->depth;
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depth = FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed);
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else
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depth = 0;
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@ -668,8 +668,8 @@ int DoCoolgMatchPlayerZ(short SpriteNum)
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hiz = u->hiz;
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// adjust loz/hiz for water depth
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && SectUser[u->lo_sectp - sector]->depth)
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loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8);
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed))
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loz -= Z(FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed)) - Z(8);
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// lower bound
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if (u->lo_sp)
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@ -478,7 +478,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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if (SectUser[sectnum].Data() && TEST(u->lo_sectp->extra, SECTFX_SINK))
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{
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depth = SectUser[sectnum]->depth;
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depth = FixedToInt(SectUser[sectnum]->depth_fixed);
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}
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else
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{
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@ -504,8 +504,8 @@ int DoEelMatchPlayerZ(short SpriteNum)
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hiz = u->hiz;
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// adjust loz/hiz for water depth
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && SectUser[u->lo_sectp - sector]->depth)
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loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8);
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed))
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loz -= Z(FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed)) - Z(8);
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// lower bound
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if (u->lo_sp && u->tgt_sp == u->hi_sp)
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@ -1552,11 +1552,7 @@ typedef struct SECT_USER
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{
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SECT_USER() { memset(this, 0, sizeof(*this)); }
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int dist, flags;
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union
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{
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struct { short depth_fract, depth; }; // do NOT change this, doubles as a long FIXED point number
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int depth_fixed;
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};
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short stag, // ST? tag number - for certain things it helps to know it
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ang,
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height,
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@ -380,8 +380,8 @@ int DoHornetMatchPlayerZ(short SpriteNum)
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hiz = u->hiz;
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// adjust loz/hiz for water depth
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && SectUser[u->lo_sectp - sector]->depth)
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loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8);
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if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed))
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loz -= Z(FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed)) - Z(8);
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// lower bound
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if (u->lo_sp)
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@ -515,7 +515,7 @@ DoBloodSpray(int16_t Weapon)
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SET(u->Flags, SPR_BOUNCE); // no bouncing
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// underwater
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth)
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
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SET(u->Flags, SPR_BOUNCE); // no bouncing on
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// shallow water
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@ -739,7 +739,7 @@ DoPhosphorus(int16_t Weapon)
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SET(u->Flags, SPR_BOUNCE); // no bouncing
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// underwater
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth)
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
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SET(u->Flags, SPR_BOUNCE); // no bouncing on
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// shallow water
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@ -976,7 +976,7 @@ DoChemBomb(int16_t Weapon)
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SET(u->Flags, SPR_BOUNCE); // no bouncing
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// underwater
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth)
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
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SET(u->Flags, SPR_BOUNCE); // no bouncing on
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// shallow water
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@ -1210,7 +1210,7 @@ DoCaltrops(int16_t Weapon)
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SET(u->Flags, SPR_BOUNCE); // no bouncing
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// underwater
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth)
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
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SET(u->Flags, SPR_BOUNCE); // no bouncing on
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// shallow water
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@ -1462,8 +1462,8 @@ DoPlayerSetWadeDepth(PLAYERp pp)
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if (TEST(sectp->extra, SECTFX_SINK))
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{
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// make sure your even in the water
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if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(SectUser[pp->lo_sectp - sector]->depth))
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pp->WadeDepth = SectUser[pp->lo_sectp - sector]->depth;
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if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed)))
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pp->WadeDepth = FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed);
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}
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}
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@ -492,8 +492,8 @@ void WaterAdjust(short florhit, int32_t* loz)
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{
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SECT_USERp sectu = SectUser[NORM_SECTOR(florhit)].Data();
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if (sectu && sectu->depth)
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*loz += Z(sectu->depth);
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if (sectu && FixedToInt(sectu->depth_fixed))
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*loz += Z(FixedToInt(sectu->depth_fixed));
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}
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break;
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case HIT_SPRITE:
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@ -801,7 +801,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECT_USER& w, SECT
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{
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arc("dist", w.dist, def->dist)
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("flags", w.flags, def->flags)
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("depth_fract", w.depth_fract, def->depth_fract)
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("depth", w.depth_fixed, def->depth_fixed)
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("stag", w.stag, def->stag)
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("ang", w.ang, def->ang)
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("height", w.height, def->height)
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@ -1984,7 +1984,7 @@ SpriteSetup(void)
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if (TEST(bit, SECTFX_SINK))
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{
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sectu = GetSectUser(sp->sectnum);
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sectu->depth = sp->lotag;
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sectu->depth_fixed = IntToFixed(sp->lotag);
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KillSprite(SpriteNum);
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}
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else if (TEST(bit, SECTFX_OPERATIONAL))
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@ -7155,8 +7155,8 @@ MissileWaterAdjust(short SpriteNum)
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if (u->lo_sectp)
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{
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SECT_USERp sectu = SectUser[u->lo_sectp - sector].Data();
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if (sectu && sectu->depth)
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u->loz -= Z(sectu->depth);
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if (sectu && FixedToInt(sectu->depth_fixed))
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u->loz -= Z(FixedToInt(sectu->depth_fixed));
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}
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return 0;
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}
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@ -834,7 +834,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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sop->zorig_ceiling[sop->num_sectors] = sector[k].ceilingz;
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if (TEST(sector[k].extra, SECTFX_SINK))
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sop->zorig_floor[sop->num_sectors] += Z(SectUser[k]->depth);
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sop->zorig_floor[sop->num_sectors] += Z(FixedToInt(SectUser[k]->depth_fixed));
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// lowest and highest floorz's
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if (sector[k].floorz > sop->floor_loz)
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@ -2269,46 +2269,19 @@ void CallbackSOsink(ANIMp ap, void *data)
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ASSERT(su != NULL);
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ASSERT(GetSectUser(src_sector));
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tgt_depth = (GetSectUser(src_sector))->depth;
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tgt_depth = FixedToInt((GetSectUser(src_sector))->depth_fixed);
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#if 0
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for (w = &Water[0]; w < &Water[MAX_WATER]; w++)
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{
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if (w->sector == dest_sector)
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{
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ndx = AnimSet(&w->depth, Z(tgt_depth), ap->vel>>8);
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AnimSetVelAdj(ndx, ap->vel_adj);
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// This is interesting
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// Added a depth_fract to the struct so I could do a
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// 16.16 Fixed point representation to change the depth
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// in a more precise way
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ndx = AnimSet((int *)&su->depth_fract, IntToFixed(tgt_depth), (ap->vel<<8)>>8);
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AnimSetVelAdj(ndx, ap->vel_adj);
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found = true;
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break;
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}
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}
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#else
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{
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short sectnum;
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for (sectnum = 0; sectnum < numsectors; sectnum++)
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{
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if (sectnum == dest_sector)
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{
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// This is interesting
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// Added a depth_fract to the struct so I could do a
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// 16.16 Fixed point representation to change the depth
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// in a more precise way
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ndx = AnimSet(ANIM_SUdepth, dest_sector, IntToFixed(tgt_depth), (ap->vel << 8) >> 8);
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AnimSetVelAdj(ndx, ap->vel_adj);
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found = true;
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break;
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}
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}
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}
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#endif
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ASSERT(found);
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@ -4516,7 +4516,7 @@ WeaponMoveHit(short SpriteNum)
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return true;
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}
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if (SectUser[hit_sect].Data() && SectUser[hit_sect]->depth > 0)
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if (SectUser[hit_sect].Data() && FixedToInt(SectUser[hit_sect]->depth_fixed) > 0)
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{
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SpawnSplash(SpriteNum);
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//SetSuicide(SpriteNum);
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@ -4798,7 +4798,7 @@ DoFireballFlames(short SpriteNum)
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}
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else
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{
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if (SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth > 0)
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if (SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed) > 0)
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{
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if (labs(sector[sp->sectnum].floorz - sp->z) <= Z(4))
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{
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@ -4871,7 +4871,7 @@ DoBreakFlames(short SpriteNum)
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}
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else
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{
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if (SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth > 0)
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if (SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed) > 0)
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{
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if (labs(sector[sp->sectnum].floorz - sp->z) <= Z(4))
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{
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@ -8077,7 +8077,7 @@ DoStar(int16_t Weapon)
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if (sp->z > DIV2(u->hiz + u->loz))
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{
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if (SectUser[hit_sect].Data() && SectUser[hit_sect]->depth > 0)
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if (SectUser[hit_sect].Data() && FixedToInt(SectUser[hit_sect]->depth_fixed) > 0)
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{
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SpawnSplash(Weapon);
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KillSprite(Weapon);
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@ -9078,7 +9078,7 @@ DoGrenade(int16_t Weapon)
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(u->Flags, SPR_BOUNCE); // no bouncing underwater
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth)
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
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SET(u->Flags, SPR_BOUNCE); // no bouncing on shallow water
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if (!TEST(u->Flags, SPR_BOUNCE))
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@ -21257,7 +21257,7 @@ DoShrapVelocity(int16_t SpriteNum)
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(u->Flags, SPR_BOUNCE); // no bouncing underwater
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && SectUser[sp->sectnum]->depth)
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if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
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SET(u->Flags, SPR_BOUNCE); // no bouncing on shallow water
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if (!TEST(u->Flags, SPR_BOUNCE))
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