Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts: # src/CMakeLists.txt # src/actor.h
This commit is contained in:
commit
48afdd7dcb
206 changed files with 8724 additions and 4719 deletions
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@ -139,12 +139,9 @@ void DPusher::Serialize (FArchive &arc)
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Super::Serialize (arc);
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arc << m_Type
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<< m_Source
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<< m_Xmag
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<< m_Ymag
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<< m_PushVec
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<< m_Magnitude
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<< m_Radius
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<< m_X
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<< m_Y
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<< m_Affectee;
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}
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@ -439,7 +436,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (player->mo->Z() != sector->LowestFloorAt(player->mo)
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if (player->mo->_f_Z() != sector->_f_LowestFloorAt(player->mo)
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&& !player->mo->waterlevel)
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{
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return;
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@ -516,7 +513,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
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if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
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return;
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if (!(flags & DAMAGE_IN_AIR) && actor->Z() != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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if (!(flags & DAMAGE_IN_AIR) && actor->_f_Z() != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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return;
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if (protectClass != NULL)
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@ -562,12 +559,12 @@ void P_SectorDamage(int tag, int amount, FName type, PClassActor *protectClass,
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z1 = z2;
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z2 = zz;
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}
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if (actor->Z() + actor->height > z1)
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if (actor->_f_Z() + actor->_f_height() > z1)
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{
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || actor->Z() <= z2)
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if ((flags & DAMAGE_IN_AIR) || actor->_f_Z() <= z2)
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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@ -1069,9 +1066,9 @@ void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha, int linked
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reference->special1 = linked ? SKYBOX_LINKEDPORTAL : SKYBOX_PORTAL;
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anchor->special1 = SKYBOX_ANCHOR;
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// store the portal displacement in the unused scaleX/Y members of the portal reference actor.
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anchor->scaleX = -(reference->scaleX = x2 - x1);
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anchor->scaleY = -(reference->scaleY = y2 - y1);
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anchor->threshold = reference->threshold = z;
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anchor->Scale.X = -(reference->Scale.X = FIXED2DBL(x2 - x1));
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anchor->Scale.Y = -(reference->Scale.Y = FIXED2DBL(y2 - y1));
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anchor->specialf1 = reference->specialf1 = FIXED2FLOAT(z);
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reference->Mate = anchor;
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anchor->Mate = reference;
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@ -1095,7 +1092,7 @@ void P_SpawnSkybox(ASkyViewpoint *origin)
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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origin->Sector = Sector = P_PointInSector(origin->X(), origin->Y());
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origin->Sector = Sector = P_PointInSector(origin->_f_X(), origin->_f_Y());
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}
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if (Sector)
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{
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@ -1493,7 +1490,7 @@ void P_SpawnSpecials (void)
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{
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case Init_Gravity:
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{
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float grav = ((float)P_AproxDistance (lines[i].dx, lines[i].dy)) / (FRACUNIT * 100.0f);
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double grav = lines[i].Delta().Length() / 100.;
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FSectorTagIterator itr(lines[i].args[0]);
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while ((s = itr.Next()) >= 0)
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sectors[s].gravity = grav;
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@ -2189,7 +2186,7 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
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// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
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#define PUSH_FACTOR 7
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#define PUSH_FACTOR 128
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/////////////////////////////
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//
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@ -2202,9 +2199,8 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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m_Type = type;
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if (l)
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{
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m_Xmag = l->dx>>FRACBITS;
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m_Ymag = l->dy>>FRACBITS;
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m_Magnitude = P_AproxDistance (m_Xmag, m_Ymag);
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m_PushVec = l->Delta();
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m_Magnitude = m_PushVec.Length();
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}
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else
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{ // [RH] Allow setting magnitude and angle with parameters
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@ -2212,9 +2208,7 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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}
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if (source) // point source exist?
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{
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m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
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m_X = m_Source->X();
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m_Y = m_Source->Y();
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m_Radius = m_Magnitude * 2; // where force goes to zero
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}
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m_Affectee = affectee;
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}
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@ -2230,7 +2224,7 @@ int DPusher::CheckForSectorMatch (EPusher type, int tag)
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/////////////////////////////
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//
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// T_Pusher looks for all objects that are inside the radius of
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// T_Pusher looks for all objects that are inside the _f_radius() of
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// the effect.
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//
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void DPusher::Tick ()
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@ -2238,7 +2232,6 @@ void DPusher::Tick ()
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sector_t *sec;
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AActor *thing;
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msecnode_t *node;
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int xspeed,yspeed;
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int ht;
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if (!var_pushers)
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@ -2273,11 +2266,11 @@ void DPusher::Tick ()
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if (m_Type == p_push)
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{
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// Seek out all pushable things within the force radius of this
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// Seek out all pushable things within the force _f_radius() of this
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// point pusher. Crosses sectors, so use blockmap.
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
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FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius, false, m_Source->Sector);
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FMultiBlockThingsIterator it(check, m_Source, FLOAT2FIXED(m_Radius));
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FMultiBlockThingsIterator::CheckResult cres;
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@ -2296,22 +2289,18 @@ void DPusher::Tick ()
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if ((pusharound) )
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{
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int sx = m_X;
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int sy = m_Y;
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int dist = thing->AproxDistance (sx, sy);
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int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
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DVector2 pos = m_Source->Vec2To(thing);
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double dist = pos.Length();
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double speed = (m_Magnitude - (dist/2)) / (PUSH_FACTOR * 2);
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// If speed <= 0, you're outside the effective radius. You also have
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// If speed <= 0, you're outside the effective _f_radius(). You also have
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// to be able to see the push/pull source point.
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if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
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{
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angle_t pushangle = thing->AngleTo(sx, sy);
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if (m_Source->GetClass()->TypeName == NAME_PointPusher)
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pushangle += ANG180; // away
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pushangle >>= ANGLETOFINESHIFT;
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thing->vel.x += FixedMul (speed, finecosine[pushangle]);
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thing->vel.y += FixedMul (speed, finesine[pushangle]);
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DAngle pushangle = pos.Angle();
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if (m_Source->GetClass()->TypeName == NAME_PointPuller) pushangle += 180;
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thing->Thrust(pushangle, speed);
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}
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}
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}
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@ -2329,37 +2318,34 @@ void DPusher::Tick ()
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sector_t *hsec = sec->GetHeightSec();
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fixedvec3 pos = thing->PosRelative(sec);
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DVector2 pushvel;
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if (m_Type == p_wind)
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{
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if (hsec == NULL)
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{ // NOT special water sector
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if (thing->Z() > thing->floorz) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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pushvel = m_PushVec; // full force
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}
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else // on ground
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{
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xspeed = (m_Xmag)>>1; // half force
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yspeed = (m_Ymag)>>1;
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pushvel = m_PushVec / 2; // half force
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}
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}
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(pos);
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if (thing->Z() > ht) // above ground
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if (thing->_f_Z() > ht) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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pushvel = m_PushVec; // full force
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}
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else if (thing->player->viewz < ht) // underwater
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{
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xspeed = yspeed = 0; // no force
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pushvel.Zero(); // no force
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}
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else // wading in water
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{
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xspeed = (m_Xmag)>>1; // half force
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yspeed = (m_Ymag)>>1;
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pushvel = m_PushVec / 2; // full force
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}
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}
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}
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@ -2375,18 +2361,16 @@ void DPusher::Tick ()
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->Z() > floor->ZatPoint(pos))
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if (thing->_f_Z() > floor->ZatPoint(pos))
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{ // above ground
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xspeed = yspeed = 0; // no force
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pushvel.Zero(); // no force
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}
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else
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{ // on ground/underwater
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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pushvel = m_PushVec; // full force
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}
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}
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thing->vel.x += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->vel.y += yspeed<<(FRACBITS-PUSH_FACTOR);
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thing->Vel += pushvel / PUSH_FACTOR;
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}
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}
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