- buildutils: Replace sintable[] use within SW's player.cpp with bsin()/bcos().

This commit is contained in:
Mitchell Richters 2020-11-15 21:10:39 +11:00 committed by Christoph Oelckers
parent 73355edd2b
commit f8cd6d2a37

View file

@ -1665,8 +1665,8 @@ void SlipSlope(PLAYERp pp)
ang = NORM_ANGLE(ang + 512); ang = NORM_ANGLE(ang + 512);
pp->xvect += mulscale(sintable[NORM_ANGLE(ang + 512)], sector[pp->cursectnum].floorheinum, sectu->speed); pp->xvect += mulscale(bcos(ang), sector[pp->cursectnum].floorheinum, sectu->speed);
pp->yvect += mulscale(sintable[ang], sector[pp->cursectnum].floorheinum, sectu->speed); pp->yvect += mulscale(bsin(ang), sector[pp->cursectnum].floorheinum, sectu->speed);
} }
void void
@ -1680,9 +1680,8 @@ PlayerAutoLook(PLAYERp pp, double const scaleAdjust)
if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
{ {
// Get a point, 512 units ahead of player's position // Get a point, 512 units ahead of player's position
auto const ang = pp->angle.ang.asbuild(); x = pp->posx + pp->angle.ang.bcos(-5);
x = pp->posx + (sintable[(ang + 512) & 2047] >> 5); y = pp->posy + pp->angle.ang.bsin(-5);
y = pp->posy + (sintable[ang & 2047] >> 5);
tempsect = pp->cursectnum; tempsect = pp->cursectnum;
COVERupdatesector(x, y, &tempsect); COVERupdatesector(x, y, &tempsect);
@ -1757,24 +1756,15 @@ DoPlayerBob(PLAYERp pp)
//amt = 10; //amt = 10;
amt = 12; amt = 12;
amt = mulscale16(amt, dist<<8); amt = mulscale16(amt, dist<<8);
dist = mulscale16(dist, 26000); dist = mulscale16(dist, 26000);
// controls how fast you move through the sin table
pp->bcnt += dist;
// wrap bcnt
pp->bcnt &= 2047;
// move pp->q16horiz up and down from 100 using sintable
//pp->bob_z = Z((8 * sintable[pp->bcnt]) >> 14);
pp->bob_z = mulscale14(Z(amt),sintable[pp->bcnt]);
} }
else else
{ {
amt = 5; amt = 5;
amt = mulscale16(amt, dist<<9); amt = mulscale16(amt, dist<<9);
dist = mulscale16(dist, 32000); dist = mulscale16(dist, 32000);
}
// controls how fast you move through the sin table // controls how fast you move through the sin table
pp->bcnt += dist; pp->bcnt += dist;
@ -1782,9 +1772,8 @@ DoPlayerBob(PLAYERp pp)
pp->bcnt &= 2047; pp->bcnt &= 2047;
// move pp->q16horiz up and down from 100 using sintable // move pp->q16horiz up and down from 100 using sintable
//pp->bob_z = Z((4 * sintable[pp->bcnt]) >> 14); //pp->bob_z = Z((8 * bsin(pp->bcnt)) >> 14);
pp->bob_z = mulscale14(Z(amt),sintable[pp->bcnt]); pp->bob_z = mulscale14(Z(amt), bsin(pp->bcnt));
}
} }
void void
@ -1804,7 +1793,7 @@ DoPlayerRecoil(PLAYERp pp)
// controls how fast you move through the sin table // controls how fast you move through the sin table
pp->recoil_ndx += pp->recoil_speed; pp->recoil_ndx += pp->recoil_speed;
if (sintable[pp->recoil_ndx] < 0) if (bsin(pp->recoil_ndx) < 0)
{ {
RESET(pp->Flags, PF_RECOIL); RESET(pp->Flags, PF_RECOIL);
pp->recoil_horizoff = 0; pp->recoil_horizoff = 0;
@ -1812,7 +1801,7 @@ DoPlayerRecoil(PLAYERp pp)
} }
// move pp->q16horiz up and down // move pp->q16horiz up and down
pp->recoil_horizoff = (pp->recoil_amt * sintable[pp->recoil_ndx]) << 2; pp->recoil_horizoff = pp->recoil_amt * bsin(pp->recoil_ndx, 2);
} }
@ -1825,7 +1814,7 @@ DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_spee
pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047; pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
pp->bob_amt = ((bob_amt * (int) sintable[pp->bob_ndx]) >> 14); pp->bob_amt = mulscale14(bob_amt, bsin(pp->bob_ndx));
sp->z = (pp->posz + player_height) + pp->bob_amt; sp->z = (pp->posz + player_height) + pp->bob_amt;
} }
@ -2529,7 +2518,7 @@ void DoTankTreads(PLAYERp pp)
return; return;
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8); vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(pp->angle.ang.asbuild()+512)], sintable[pp->angle.ang.asbuild()]); dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
if (dot < 0) if (dot < 0)
reverse = true; reverse = true;
@ -3470,7 +3459,7 @@ DoPlayerClimb(PLAYERp pp)
pp->xvect = pp->yvect = 0; pp->xvect = pp->yvect = 0;
climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9; climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9;
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(pp->angle.ang.asbuild()+512)], sintable[pp->angle.ang.asbuild()]); dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
if (dot < 0) if (dot < 0)
climbvel = -climbvel; climbvel = -climbvel;
@ -3590,7 +3579,7 @@ DoPlayerClimb(PLAYERp pp)
pp->climb_ndx &= 1023; pp->climb_ndx &= 1023;
// pp->posz += (climb_amt * sintable[pp->climb_ndx]) >> 14; // pp->posz += mulscale14(climb_amt, bsin(pp->climb_ndx));
pp->posz += climb_amt; pp->posz += climb_amt;
// if you are touching the floor // if you are touching the floor
@ -3692,10 +3681,9 @@ DoPlayerWadeSuperJump(PLAYERp pp)
for (i = 0; i < SIZ(angs); i++) for (i = 0; i < SIZ(angs); i++)
{ {
FAFhitscan(pp->posx, pp->posy, zh, pp->cursectnum, // Start position FAFhitscan(pp->posx, pp->posy, zh, pp->cursectnum, // Start position
sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angs[i] + 512)], // X vector of 3D ang bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angs[i])], // Y vector of 3D ang bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
0, // Z vector of 3D ang 0, &hitinfo, CLIPMASK_MISSILE); // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.wall >= 0 && hitinfo.sect >= 0) if (hitinfo.wall >= 0 && hitinfo.sect >= 0)
{ {
@ -4015,7 +4003,7 @@ PlayerOnLadder(PLAYERp pp)
&neartagsector, &neartagwall, &neartagsprite, &neartagsector, &neartagwall, &neartagsprite,
&neartaghitdist, 1024L+768L, NTAG_SEARCH_LO_HI, NULL); &neartaghitdist, 1024L+768L, NTAG_SEARCH_LO_HI, NULL);
dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(pp->angle.ang.asbuild()+512)], sintable[pp->angle.ang.asbuild()]); dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
if (dir < 0) if (dir < 0)
return false; return false;
@ -4033,8 +4021,8 @@ PlayerOnLadder(PLAYERp pp)
return false; return false;
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum,
sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angles[i] + 512)], bcos(pp->angle.ang.asbuild() + angles[i]),
sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angles[i])], bsin(pp->angle.ang.asbuild() + angles[i]),
0, 0,
&hitinfo, CLIPMASK_MISSILE); &hitinfo, CLIPMASK_MISSILE);
@ -4934,8 +4922,8 @@ DoPlayerCurrent(PLAYERp pp)
if (!sectu) if (!sectu)
return; return;
xvect = sectu->speed * synctics * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 4; xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
yvect = sectu->speed * synctics * (int) sintable[sectu->ang] >> 4; yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0) if (push_ret < 0)