From 32ed2dd59604cb1e9de399df23bf6f65b316f1bf Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 28 Sep 2022 15:44:18 +0200 Subject: [PATCH] - some trivial things. --- source/games/blood/src/actor.h | 9 +------ source/games/blood/src/aiunicult.cpp | 4 +-- source/games/blood/src/aiunicult.h | 2 +- source/games/blood/src/nnexts.cpp | 2 +- source/games/blood/src/prediction.cpp | 36 +++++++++++++-------------- source/games/blood/src/triggers.cpp | 4 +-- 6 files changed, 25 insertions(+), 32 deletions(-) diff --git a/source/games/blood/src/actor.h b/source/games/blood/src/actor.h index be2d9a9c5..cccdf3f2d 100644 --- a/source/games/blood/src/actor.h +++ b/source/games/blood/src/actor.h @@ -237,6 +237,7 @@ DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat); DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType); inline DBloodActor* actFireThing(DBloodActor* actor, double xyoff, double zoff, double zvel, int thingType, double nSpeed); +[[deprecated]] inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int zvel_, int thingType, int nSpeed_) { double xyoff = xyoff_ * inttoworld; @@ -248,14 +249,6 @@ inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVector3 dc, int nType); -inline DBloodActor* actFireMissile(DBloodActor* actor, int xyoff_, int zoff_, int dx, int dy, int dz, int nType) -{ - double xyoff = xyoff_ * inttoworld; - double zoff = zoff_ * zinttoworld; - DVector3 dv(FixedToFloat<14>(dx), FixedToFloat<14>(dy), FixedToFloat<14>(dz)); - return actFireMissile(actor, xyoff, zoff, dv, nType); -} - void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime); int actGetRespawnTime(DBloodActor *pSprite); diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 985f7645b..e3d63c724 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -1867,7 +1867,7 @@ bool doExplosion(DBloodActor* actor, int nType) // //--------------------------------------------------------------------------- -DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist) +DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, double nDist) { auto spawned = actSpawnSprite(actor, kStatDude); int nType = kDudeModernCustom; @@ -1875,7 +1875,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist) auto pos = actor->spr.pos; if (nDist > 0) { - pos.XY() += actor->spr.angle.ToVector() * nDist * inttoworld; + pos.XY() += actor->spr.angle.ToVector() * nDist; } spawned->spr.type = nType; diff --git a/source/games/blood/src/aiunicult.h b/source/games/blood/src/aiunicult.h index 95a417046..1aa5d57cd 100644 --- a/source/games/blood/src/aiunicult.h +++ b/source/games/blood/src/aiunicult.h @@ -203,7 +203,7 @@ void aiGenDudeChooseDirection(DBloodActor* actor, DAngle a3, const DVector2& vel void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState); int checkAttackState(DBloodActor* actor); bool doExplosion(DBloodActor* pSprite, int nType); -DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, int nDist); +DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, double nDist); void genDudeTransform(DBloodActor* pSprite); void dudeLeechOperate(DBloodActor* actor, const EVENT& a3); int getDodgeChance(DBloodActor* pSprite); diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 36ba56437..1710086e6 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -4583,7 +4583,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH) switch (cond) { default: break; - case 0: return condCmp((arg3 == 0) ? (objActor->int_ang() & 2047) : objActor->int_ang(), arg1, arg2, cmpOp); + case 0: return condCmp((arg3 == 0) ? (objActor->spr.angle.Normalized360().Buildang()) : objActor->spr.angle.Buildang(), arg1, arg2, cmpOp); case 5: return condCmp(objActor->spr.statnum, arg1, arg2, cmpOp); case 6: return ((objActor->spr.flags & kHitagRespawn) || objActor->spr.statnum == kStatRespawn); case 7: return condCmp(spriteGetSlope(objActor), arg1, arg2, cmpOp); diff --git a/source/games/blood/src/prediction.cpp b/source/games/blood/src/prediction.cpp index a346d6479..e092811b0 100644 --- a/source/games/blood/src/prediction.cpp +++ b/source/games/blood/src/prediction.cpp @@ -108,8 +108,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput) predict.jump = !!(gMe->input.actions & SB_JUMP); if (predict.posture == 1) { - int x = predict.angle.Cos(); - int y = predict.angle.Sin(); + int x = predict.angle.Cos_(); + int y = predict.angle.Sin_(); if (pInput->fvel) { int forward = pInput->fvel; @@ -133,8 +133,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput) int speed = 0x10000; if (predict.floordist > 0) speed -= DivScale(predict.floordist, 0x100, 16); - int x = predict.angle.Cos(); - int y = predict.angle.Sin(); + int x = predict.angle.Cos_(); + int y = predict.angle.Sin_(); if (pInput->fvel) { int forward = pInput->fvel; @@ -234,8 +234,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput) if (va && (sector[nSector].floorstat & 2) != 0) { int z1 = getflorzofslope(nSector, predict.x, predict.y); - int x2 = predict.x + MulScale(64, predict.angle.Cos(), 30); - int y2 = predict.y + MulScale(64, predict.angle.Sin(), 30); + int x2 = predict.x + MulScale(64, predict.angle.Cos_(), 30); + int y2 = predict.y + MulScale(64, predict.angle.Sin_(), 30); int nSector2 = nSector; updatesector(x2, y2, &nSector2); if (nSector2 == nSector) @@ -306,10 +306,10 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput) { predict.Kills = (predict.Kills + 17) & 2047; predict.at14 = (predict.at14 + 17) & 2047; - predict.bobHeight = MulScale(10 * pPosture->bobV, Sin(predict.Kills * 2), 30); - predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30); - predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30); - predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30); + predict.bobHeight = MulScale(10 * pPosture->bobV, Sin_(predict.Kills * 2), 30); + predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin_(predict.Kills - 256), 30); + predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin_(predict.at14 * 2), 30); + predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin_(predict.at14 - 0x155), 30); } else { @@ -328,10 +328,10 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput) predict.bobPhase = ClipHigh(predict.bobPhase + nSpeed, 30); } } - predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin(predict.Kills * 2), 30); - predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30); - predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30); - predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30); + predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin_(predict.Kills * 2), 30); + predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin_(predict.Kills - 256), 30); + predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin_(predict.at14 * 2), 30); + predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin_(predict.at14 - 0x155), 30); } if (!pXSprite->health) return; @@ -577,8 +577,8 @@ static void fakeActAirDrag(DBloodActor*, int num) int vel = pXSector->windVel << 12; if (!pXSector->windAlways && pXSector->busy) vel = MulScale(vel, pXSector->busy, 16); - xvec = MulScale(vel, Cos(pXSector->windAng), 30); - yvec = MulScale(vel, Sin(pXSector->windAng), 30); + xvec = MulScale(vel, Cos_(pXSector->windAng), 30); + yvec = MulScale(vel, Sin_(pXSector->windAng), 30); } } predict.xvel += MulScale(xvec - predict.xvel, num, 16); @@ -614,8 +614,8 @@ void fakeActProcessSprites(void) } if (pSector->floorstat & 64) angle = (GetWallAngle(pSector->firstWall()) + 512) & 2047; - predict.xvel += MulScale(speed, Cos(angle), 30); - predict.yvel += MulScale(speed, Sin(angle), 30); + predict.xvel += MulScale(speed, Cos_(angle), 30); + predict.yvel += MulScale(speed, Sin_(angle), 30); } } if (pXSector && pXSector->Underwater) diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index e5322fba0..b1a957952 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -2527,9 +2527,9 @@ void ActivateGenerator(DBloodActor* actor) void FireballTrapSeqCallback(int, DBloodActor* actor) { if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) - actFireMissile(actor, 0, 0, 0, 0, (actor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 0x4000 : -0x4000, kMissileFireball); + actFireMissile(actor, 0, 0, DVector3(0, 0, (actor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 1 : -1), kMissileFireball); else - actFireMissile(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileFireball); + actFireMissile(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), 0), kMissileFireball); }