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https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- got rid of the DIV2 macro.
This commit is contained in:
parent
387d65abb4
commit
d15c3aeff6
12 changed files with 32 additions and 44 deletions
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@ -63,7 +63,7 @@ int Distance(int x1, int y1, int x2, int y2)
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else
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min = x2;
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return x2 + y2 - DIV2(min);
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return x2 + y2 - (min >> 1);
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}
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@ -119,7 +119,7 @@ void DoActorSetSpeed(DSWActor* actor, uint8_t speed)
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actor->user.speed = speed;
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if (ActorFlaming(actor))
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actor->spr.xvel = actor->user.Attrib->Speed[speed] + DIV2(actor->user.Attrib->Speed[speed]);
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actor->spr.xvel = actor->user.Attrib->Speed[speed] + (actor->user.Attrib->Speed[speed] >> 1);
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else
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actor->spr.xvel = actor->user.Attrib->Speed[speed];
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}
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@ -233,7 +233,7 @@ int CanHitPlayer(DSWActor* actor)
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// if actor can still see the player
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int zhs, zhh;
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zhs = actor->spr.pos.Z - DIV2(ActorSizeZ(actor));
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zhs = actor->spr.pos.Z - (ActorSizeZ(actor) >> 1);
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auto targ = actor->user.targetActor;
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@ -434,7 +434,7 @@ int DoActorOperate(DSWActor* actor)
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return false;
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z[0] = actor->spr.pos.Z - ActorSizeZ(actor) + Z(5);
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z[1] = actor->spr.pos.Z - DIV2(ActorSizeZ(actor));
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z[1] = actor->spr.pos.Z - (ActorSizeZ(actor) >> 1);
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for (i = 0; i < SIZ(z); i++)
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{
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@ -953,8 +953,8 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
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vy = -ang.bsin(-4);
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// lengthen the vector some
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vx += DIV2(vx);
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vy += DIV2(vy);
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vx += vx >> 1;
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vy += vy >> 1;
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vz = q16horiz >> 8;
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@ -122,6 +122,7 @@ inline int RANDOM(void)
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return randomseed;
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}
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#define MOD_P2(number,modby) ((number) & ((modby)-1))
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#define RANDOM_P2(pwr_of_2) (MOD_P2(RANDOM(),(pwr_of_2)))
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//
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@ -195,6 +196,7 @@ inline int32_t FIXED(int32_t msw, int32_t lsw)
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#define NORM_Q16ANGLE(ang) ((ang) & 0x7FFFFFF)
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int StdRandomRange(int range);
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#define STD_RANDOM_P2(pwr_of_2) (MOD_P2(rand(),(pwr_of_2)))
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#define RANDOM_NEG(x,y) ((RANDOM_P2(((x)<<(y))<<1) - (x))<<(y))
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@ -2213,7 +2213,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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HelpMissileLateral(actorNew,1500);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-128);
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}
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actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
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actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - (128 / 2);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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// Set the shell number
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@ -2227,7 +2227,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+512);
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HelpMissileLateral(actorNew,1300);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-128-64);
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actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
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actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - (128 / 2);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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// Set the shell number
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@ -34,19 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#define ON 1
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/*
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===========================
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=
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= FAST calculations
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=
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===========================
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*/
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#define DIV2(x) ((x) >> 1)
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#define MOD_P2(number,modby) ((number) & ((modby)-1))
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/*
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===========================
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=
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@ -6555,7 +6555,6 @@ void pDisplaySprites(PLAYERp pp, double smoothratio)
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flags |= (RS_TRANS1);
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}
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//shade = overlay_shade = DIV2(pp->cursector->floorshade + pp->cursector->ceilingshade);
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shade = overlay_shade = floorshade - 10;
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if (TEST(psp->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE))
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@ -1226,7 +1226,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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// gives a value between 0 and 65535
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ang_weight = IntToFixed(max_delta_ang - ts->dang)/max_delta_ang;
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// gives a value between 0 and 65535
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dist_weight = IntToFixed(DIV2(PICK_DIST) - DIV2(ts->dist))/DIV2(PICK_DIST);
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dist_weight = IntToFixed((PICK_DIST / 2) - ((ts->dist) >> 1)) / (PICK_DIST / 2);
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//weighted average
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ts->weight = (ang_weight + dist_weight*4)/5;
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@ -2618,7 +2618,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 13000)
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{
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vec3_t hit_pos = { DIV2(x[0] + x[1]), DIV2(y[0] + y[1]), pp->cursector->floorz - Z(10) };
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vec3_t hit_pos = { (x[0] + x[1]) >> 1, (y[0] + y[1]) >> 1, pp->cursector->floorz - Z(10) };
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hitscan(hit_pos, pp->cursector,
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{ MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0 },
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@ -599,7 +599,7 @@ void SectorMidPoint(sectortype* sectp, int *xmid, int *ymid, int *zmid)
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*xmid = xsum / (sectp->wallnum);
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*ymid = ysum / (sectp->wallnum);
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*zmid = DIV2(sectp->floorz + sectp->ceilingz);
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*zmid = (sectp->floorz + sectp->ceilingz) >> 1;
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}
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@ -2208,7 +2208,7 @@ void PlayerOperateEnv(PLAYERp pp)
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z[0] = plActor->spr.pos.Z - ActorSizeZ(plActor) - Z(10);
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z[1] = plActor->spr.pos.Z;
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z[2] = DIV2(z[0] + z[1]);
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z[2] = (z[0] + z[1]) >> 1;
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for (unsigned i = 0; i < SIZ(z); i++)
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{
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@ -408,7 +408,7 @@ int DoSkullBob(DSWActor* actor)
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(SKULL_BOB_AMT, bsin(actor->user.Counter), 14) +
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MulScale(DIV2(SKULL_BOB_AMT), bsin(actor->user.Counter), 14);
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MulScale((SKULL_BOB_AMT / 2), bsin(actor->user.Counter), 14);
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return 0;
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}
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@ -785,7 +785,7 @@ int DoBettyBob(DSWActor* actor)
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(BETTY_BOB_AMT, bsin(actor->user.Counter), 14) +
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MulScale(DIV2(BETTY_BOB_AMT), bsin(actor->user.Counter), 14);
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MulScale((BETTY_BOB_AMT / 2), bsin(actor->user.Counter), 14);
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return 0;
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}
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@ -1564,7 +1564,7 @@ void SpriteSetup(void)
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{
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// not used yetv
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getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz);
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if (actor->spr.pos.Z > DIV2(cz + fz))
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if (actor->spr.pos.Z > ((cz + fz) >> 1))
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{
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// closer to a floor
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actor->spr.cstat |= (CSTAT_SPRITE_CLOSE_FLOOR);
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@ -3133,7 +3133,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
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actor->spr.ang = tpoint->ang;
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z[0] = actor->spr.pos.Z - ActorSizeZ(actor) + Z(5);
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z[1] = actor->spr.pos.Z - DIV2(ActorSizeZ(actor));
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z[1] = actor->spr.pos.Z - (ActorSizeZ(actor) >> 1);
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for (i = 0; i < (int)SIZ(z); i++)
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{
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@ -3639,14 +3639,14 @@ AutoShrap:
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hz[Z_TOP] = ActorZOfTop(parentActor); // top
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hz[Z_BOT] = ActorZOfBottom(parentActor); // bottom
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hz[Z_MID] = DIV2(hz[0] + hz[2]); // mid
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hz[Z_MID] = (hz[0] + hz[2]) >> 1; // mid
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for (; p->id; p++)
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{
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if (!p->random_disperse)
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{
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//dang = (2048 / p->num);
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start_ang = NORM_ANGLE(shrap_ang - DIV2(p->ang_range));
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start_ang = NORM_ANGLE(shrap_ang - (p->ang_range >> 1));
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dang = (p->ang_range / p->num);
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}
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@ -3657,7 +3657,7 @@ AutoShrap:
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if (p->random_disperse)
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{
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actor->spr.ang = shrap_ang + (RANDOM_P2(p->ang_range<<5)>>5) - DIV2(p->ang_range);
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actor->spr.ang = shrap_ang + (RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1);
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actor->spr.ang = NORM_ANGLE(actor->spr.ang);
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}
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else
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@ -4064,7 +4064,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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{
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if (!p->random_disperse)
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{
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start_ang = NORM_ANGLE(hit_ang - DIV2(p->ang_range)+1024);
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start_ang = NORM_ANGLE(hit_ang - (p->ang_range >> 1) + 1024);
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dang = (p->ang_range / p->num);
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}
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@ -4097,7 +4097,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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if (p->random_disperse)
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{
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actorNew->spr.ang = hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - DIV2(p->ang_range);
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actorNew->spr.ang = hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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}
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else
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@ -8142,7 +8142,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
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getzsofslopeptr(hit_sector, actor->spr.pos.X, actor->spr.pos.Y, &hiz, &loz);
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// detect the ceiling and the hit_wall
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if (actor->spr.pos.Z < DIV2(hiz+loz))
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if (actor->spr.pos.Z < ((hiz+loz) >> 1))
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{
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if (!TEST(hit_sector->ceilingstat, CSTAT_SECTOR_SLOPE))
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slope = 0;
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@ -11250,7 +11250,7 @@ void InitSpellRing(PLAYERp pp)
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ang_diff = 2048 / max_missiles;
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ang_start = NORM_ANGLE(pp->angle.ang.asbuild() - DIV2(2048));
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ang_start = NORM_ANGLE(pp->angle.ang.asbuild() - (2048 / 2));
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if (!SW_SHAREWARE)
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PlaySound(DIGI_RFWIZ, pp, v3df_none);
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@ -11378,7 +11378,7 @@ int DoSerpRing(DSWActor* actor)
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actor->user.ID = SKULL_R0;
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actor->spr.ang = getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y);
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actor->spr.xvel = dist>>5;
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actor->spr.xvel += DIV2(actor->spr.xvel);
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actor->spr.xvel += (actor->spr.xvel >> 1);
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actor->spr.xvel += (RANDOM_P2(128<<8)>>8);
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actor->user.jump_speed = -800;
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change_actor_stat(actor, STAT_ENEMY);
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@ -11463,7 +11463,7 @@ void InitVulcanBoulder(DSWActor* actor)
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if (SP_TAG7(actor))
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{
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delta = SP_TAG5(actor);
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nang = actor->spr.ang + (RandomRange(delta) - DIV2(delta));
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nang = actor->spr.ang + (RandomRange(delta) - (delta >> 1));
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nang = NORM_ANGLE(nang);
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}
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else
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@ -11531,7 +11531,7 @@ int InitSerpRing(DSWActor* actor)
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ang_diff = 2048 / max_missiles;
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ang_start = NORM_ANGLE(actor->spr.ang - DIV2(2048));
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ang_start = NORM_ANGLE(actor->spr.ang - (2048 / 2));
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PlaySound(DIGI_SERPSUMMONHEADS, actor, v3df_none);
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@ -13752,7 +13752,7 @@ int InitMicro(PLAYERp pp)
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + 512);
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const int MICRO_LATERAL = 5000;
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HelpMissileLateral(actorNew, 1000 + (RandomRange(MICRO_LATERAL) - DIV2(MICRO_LATERAL)));
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HelpMissileLateral(actorNew, 1000 + (RandomRange(MICRO_LATERAL) - (MICRO_LATERAL / 2)));
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512);
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if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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@ -13789,7 +13789,7 @@ int InitMicro(PLAYERp pp)
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}
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else
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{
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + (RandomRange(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + (RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16);
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}
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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@ -13909,7 +13909,7 @@ bool WallSpriteInsideSprite(DSWActor* wactor, DSWActor* actor)
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day = -bcos(wactor->spr.ang) * wactor->spr.xrepeat;
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xsiz = tileWidth(wactor->spr.picnum);
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mid_dist = DIV2(xsiz) + xoff;
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mid_dist = (xsiz >> 1) + xoff;
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// starting from the center find the first point
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x1 -= MulScale(dax, mid_dist, 16);
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@ -15530,7 +15530,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp)
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}
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else
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{
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + (RandomRange(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + (RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16);
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}
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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