diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 72394b170..1a1e6933a 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1472,9 +1472,6 @@ struct SECTOR_OBJECT bob_diff, // bobbing difference for the frame floor_loz, // floor low z floor_hiz, // floor hi z - _morph_z, // morphing point z - _morph_z_min, // morphing point z min - _morph_z_max, bob_amt, // bob amount max in z coord // end of must floatify @@ -1486,6 +1483,10 @@ struct SECTOR_OBJECT crush_z, flags; + double morph_z, // morphing point z + morph_z_min, // morphing point z min + morph_z_max; + int16_t xorig[MAX_SO_POINTS], // save the original x & y location of each wall so it can be yorig[MAX_SO_POINTS], // refreshed max_damage, // max damage @@ -1541,14 +1542,14 @@ struct SECTOR_OBJECT scale_y_mult, // y multiplyer for scaling // Used for center point movement - _morph_ang, // angle moving from CENTER - _morph_speed, // speed of movement - _morph_dist_max, // radius boundry - morph_rand_freq, // freq of dir change - _morph_dist, // dist from CENTER - _morph_z_speed, // z speed for morph point - _morph_xoff, // save xoff from center - _morph_yoff; // save yoff from center + morph_rand_freq; // freq of dir change + + DAngle morph_ang; // angle moving from CENTER + double morph_speed, // speed of movement + morph_dist_max, // radius boundry + morph_dist, // dist from CENTER + morph_z_speed; // z speed for morph point + DVector2 morph_off; // save yoff from center //scale_rand_reverse; // random at random interval // limit rotation angle diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index 0f233cd69..20ae133ec 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -294,80 +294,64 @@ void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int void MorphTornado(SECTOR_OBJECT* sop) { - int mx, my; - int ceilz; - int florz; sectortype* *sectp; int j; - int x,y,sx,sy; // z direction ASSERT(sop->op_main_sector != nullptr); - sop->_morph_z += Z(sop->_morph_z_speed); + sop->morph_z += sop->morph_z_speed; // move vector if (sop->morph_wall_point == nullptr) return; // place at correct x,y offset from center - x = sop->int_pmid().X - sop->_morph_xoff; - y = sop->int_pmid().Y - sop->_morph_yoff; - - sx = x; - sy = y; + DVector2 pos = sop->pmid - sop->morph_off; + DVector2 spos = pos; // move it from last x,y - mx = x + MulScale(sop->_morph_speed, bcos(sop->_morph_ang), 14); - my = y + MulScale(sop->_morph_speed, bsin(sop->_morph_ang), 14); + DVector2 mpos = pos + sop->morph_ang.ToVector() * sop->morph_speed; // bound check radius - if (ksqrt(SQ(sop->int_pmid().X - mx) + SQ(sop->int_pmid().Y - my)) > sop->_morph_dist_max + sop->scale_dist) + if ((sop->pmid - mpos).Length() > sop->morph_dist_max + sop->scale_dist * zinttoworld) { - // find angle - sop->_morph_ang = NORM_ANGLE(getangle(mx - sop->int_pmid().X, my - sop->int_pmid().Y)); - // reverse angle - sop->_morph_ang = NORM_ANGLE(sop->_morph_ang + 1024); + // find and reverse angle + sop->morph_ang = VecToAngle(mpos - sop->pmid) + DAngle180; // move back some from last point - mx = sx + MulScale(sop->_morph_speed << 1, bcos(sop->_morph_ang), 14); - my = sy + MulScale(sop->_morph_speed << 1, bsin(sop->_morph_ang), 14); - - sop->_morph_xoff = sop->int_pmid().X - mx; - sop->_morph_yoff = sop->int_pmid().Y - my; + mpos = spos + sop->morph_ang.ToVector() * sop->morph_speed * 2; } // save x,y back as offset info - sop->_morph_xoff = sop->int_pmid().X - mx; - sop->_morph_yoff = sop->int_pmid().Y - my; + sop->morph_off = sop->pmid - mpos; if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq) - sop->_morph_ang = RANDOM_P2(2048); + sop->morph_ang = RANDOM_ANGLE(); // move it x,y - dragpoint(sop->morph_wall_point, mx, my); + dragpoint(sop->morph_wall_point, mpos); // bound the Z - ceilz = sop->op_main_sector->int_ceilingz(); - florz = sop->op_main_sector->int_floorz(); + double ceilz = sop->op_main_sector->ceilingz; + double florz = sop->op_main_sector->floorz; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { -#define TOR_LOW (florz) - if (sop->_morph_z > TOR_LOW) + if (sop->morph_z > florz) { - sop->_morph_z_speed *= -1; - sop->_morph_z = TOR_LOW; + sop->morph_z_speed *= -1; + sop->morph_z = florz; } - else if (sop->_morph_z < ceilz) + else if (sop->morph_z < ceilz) { - sop->_morph_z_speed *= -1; - sop->_morph_z = ceilz; + sop->morph_z_speed *= -1; + sop->morph_z = ceilz; } - alignceilslope(*sectp, mx, my, sop->_morph_z); + alignceilslope(*sectp, DVector3(mpos, sop->morph_z)); } } } @@ -375,71 +359,60 @@ void MorphTornado(SECTOR_OBJECT* sop) // moves center point around and aligns slope void MorphFloor(SECTOR_OBJECT* sop) { - int mx, my; - int florz; sectortype* *sectp; int j; - int x,y; // z direction ASSERT(sop->op_main_sector != nullptr); - sop->_morph_z -= Z(sop->_morph_z_speed); + sop->morph_z -= sop->morph_z_speed; // move vector if (sop->morph_wall_point == nullptr) return; // place at correct x,y offset from center - x = sop->int_pmid().X - sop->_morph_xoff; - y = sop->int_pmid().Y - sop->_morph_yoff; + auto pos = sop->pmid - sop->morph_off; // move it from last x,y - mx = x + MulScale(sop->_morph_speed, bcos(sop->_morph_ang), 14); - my = y + MulScale(sop->_morph_speed, bsin(sop->_morph_ang), 14); + DVector2 mpos = pos + sop->morph_ang.ToVector() * sop->morph_speed; // save x,y back as offset info - sop->_morph_xoff = sop->int_pmid().X - mx; - sop->_morph_yoff = sop->int_pmid().Y - my; + sop->morph_off = sop->pmid - mpos; // bound check radius - if (Distance(sop->int_pmid().X, sop->int_pmid().Y, mx, my) > sop->_morph_dist_max) + if ((sop->pmid - mpos).Length() > sop->morph_dist_max) { // go in the other direction - //sop->morph_speed *= -1; - sop->_morph_ang = NORM_ANGLE(sop->_morph_ang + 1024); + sop->morph_ang = sop->morph_ang + DAngle180; // back it up and save it off - mx = x + MulScale(sop->_morph_speed, bcos(sop->_morph_ang), 14); - my = y + MulScale(sop->_morph_speed, bsin(sop->_morph_ang), 14); - sop->_morph_xoff = sop->int_pmid().X - mx; - sop->_morph_yoff = sop->int_pmid().Y - my; + mpos = pos + sop->morph_ang.ToVector() * sop->morph_speed; + sop->morph_off = sop->pmid - mpos; // turn it all the way around and then do a random -512 to 512 from there //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024 + (RANDOM_P2(1024) - 512)); } if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq) - sop->_morph_ang = RANDOM_P2(2048); + sop->morph_ang = RANDOM_ANGLE(); // move x,y point "just like in build" - dragpoint(sop->morph_wall_point, mx, my); + dragpoint(sop->morph_wall_point, mpos); // bound the Z - florz = sop->op_main_sector->int_floorz(); + double florz = sop->op_main_sector->floorz; -#define MORPH_FLOOR_ZRANGE Z(300) + const double MORPH_FLOOR_ZRANGE = 300; - if (sop->_morph_z > MORPH_FLOOR_ZRANGE) + if (sop->morph_z > MORPH_FLOOR_ZRANGE) { - sop->_morph_z = MORPH_FLOOR_ZRANGE; - //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); - sop->_morph_z_speed *= -1; + sop->morph_z = MORPH_FLOOR_ZRANGE; + sop->morph_z_speed *= -1; } - else if (sop->_morph_z < -MORPH_FLOOR_ZRANGE) + else if (sop->morph_z < -MORPH_FLOOR_ZRANGE) { - sop->_morph_z = -MORPH_FLOOR_ZRANGE; - //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); - sop->_morph_z_speed *= -1; + sop->morph_z = -MORPH_FLOOR_ZRANGE; + sop->morph_z_speed *= -1; } for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) @@ -447,7 +420,7 @@ void MorphFloor(SECTOR_OBJECT* sop) if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { - alignflorslope(*sectp, mx, my, florz + sop->_morph_z); + alignflorslope(*sectp, DVector3(mpos, florz + sop->morph_z)); } } } @@ -487,33 +460,30 @@ void SpikeFloor(SECTOR_OBJECT* sop) { // z direction ASSERT(sop->op_main_sector != nullptr); - sop->_morph_z -= Z(sop->_morph_z_speed); + sop->morph_z -= sop->morph_z_speed; // move vector if (sop->morph_wall_point == nullptr) return; - DVector3 pos; - // place at correct x,y offset from center - pos.X = sop->pmid.X - sop->_morph_xoff * inttoworld; - pos.Y = sop->pmid.Y - sop->_morph_yoff * inttoworld; + auto pos = sop->pmid - sop->morph_off; // bound the Z -#define MORPH_FLOOR_ZRANGE Z(300) + const double MORPH_FLOOR_ZRANGE = 300; - if (sop->_morph_z > MORPH_FLOOR_ZRANGE) + if (sop->morph_z > MORPH_FLOOR_ZRANGE) { - sop->_morph_z = MORPH_FLOOR_ZRANGE; - sop->_morph_z_speed *= -1; + sop->morph_z = MORPH_FLOOR_ZRANGE; + sop->morph_z_speed *= -1; } - else if (sop->_morph_z < -MORPH_FLOOR_ZRANGE) + else if (sop->morph_z < -MORPH_FLOOR_ZRANGE) { - sop->_morph_z = -MORPH_FLOOR_ZRANGE; - sop->_morph_z_speed *= -1; + sop->morph_z = -MORPH_FLOOR_ZRANGE; + sop->morph_z_speed *= -1; } - pos.Z = sop->op_main_sector->floorz + sop->_morph_z * inttoworld; + pos.Z = sop->op_main_sector->floorz + sop->morph_z; SOBJ_AlignFloorToPoint(sop, pos); } diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 5f7e890ad..1ca9fb3c1 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -642,9 +642,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, ("target_dist", w.target_dist, def->target_dist) ("floor_loz", w.floor_loz, def->floor_loz) ("floor_hiz", w.floor_hiz, def->floor_hiz) - ("morph_z", w._morph_z, def->_morph_z) - ("morph_z_min", w._morph_z_min, def->_morph_z_min) - ("morph_z_max", w._morph_z_max, def->_morph_z_max) + ("morph_z", w.morph_z, def->morph_z) + ("morph_z_min", w.morph_z_min, def->morph_z_min) + ("morph_z_max", w.morph_z_max, def->morph_z_max) ("bob_amt", w.bob_amt, def->bob_amt) ("drive_angspeed", w.drive_angspeed, def->drive_angspeed) ("drive_angslide", w.drive_angslide, def->drive_angslide) @@ -698,14 +698,13 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, ("scale_x_mult", w.scale_x_mult, def->scale_x_mult) ("scale_y_mult", w.scale_y_mult, def->scale_y_mult) ("morph_wall_point", w.morph_wall_point, def->morph_wall_point) - ("morph_ang", w._morph_ang, def->_morph_ang) - ("morph_speed", w._morph_speed, def->_morph_speed) - ("morph_dist_max", w._morph_dist_max, def->_morph_dist_max) + ("morph_ang", w.morph_ang, def->morph_ang) + ("morph_speed", w.morph_speed, def->morph_speed) + ("morph_dist_max", w.morph_dist_max, def->morph_dist_max) ("morph_rand_freq", w.morph_rand_freq, def->morph_rand_freq) - ("morph_dist", w._morph_dist, def->_morph_dist) - ("morph_z_speed", w._morph_z_speed, def->_morph_z_speed) - ("morph_xoff", w._morph_xoff, def->_morph_xoff) - ("morph_yoff", w._morph_yoff, def->_morph_yoff) + ("morph_dist", w.morph_dist, def->morph_dist) + ("morph_z_speed", w.morph_z_speed, def->morph_z_speed) + ("morph_off", w.morph_off, def->morph_off) ("limit_ang_center", w.limit_ang_center, def->limit_ang_center) ("limit_ang_delta", w.limit_ang_delta, def->limit_ang_delta); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 410ce0bd9..cd6d08d06 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -968,14 +968,13 @@ void SetupSectorObject(sectortype* sectp, short tag) sop->scale_x_mult = 256; sop->scale_y_mult = 256; - sop->_morph_ang = RANDOM_P2(2048); - sop->_morph_z_speed = 20; - sop->_morph_speed = 32; - sop->_morph_dist_max = 1024; + sop->morph_ang = RANDOM_ANGLE(); + sop->morph_z_speed = 20; + sop->morph_speed = 2; + sop->morph_dist_max = 64; sop->morph_rand_freq = 64; - sop->_morph_dist = 0; - sop->_morph_xoff = 0; - sop->_morph_yoff = 0; + sop->morph_dist = 0; + sop->morph_off = { 0,0 }; sop->PreMoveAnimator = nullptr; sop->PostMoveAnimator = nullptr; @@ -1084,9 +1083,9 @@ void SetupSectorObject(sectortype* sectp, short tag) // clip sop->clipdist = 2500; // morph point - sop->_morph_speed = 16; - sop->_morph_z_speed = 6; - sop->_morph_dist_max = 1024; + sop->morph_speed = 1; + sop->morph_z_speed = 6; + sop->morph_dist_max = 64; sop->morph_rand_freq = 8; sop->scale_dist_min = -768; KillActor(actor); @@ -1095,10 +1094,10 @@ void SetupSectorObject(sectortype* sectp, short tag) if (SW_SHAREWARE) break; sop->flags |= (SOBJ_DYNAMIC); sop->scale_type = SO_SCALE_NONE; - sop->_morph_speed = 120; - sop->_morph_z_speed = 7; + sop->morph_speed = 7.5; + sop->morph_z_speed = 7; sop->PostMoveAnimator = MorphFloor; - sop->_morph_dist_max = 4000; + sop->morph_dist_max = 250; sop->morph_rand_freq = 8; KillActor(actor); break;