- first stage of converting actor angles to float complete

Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
This commit is contained in:
Christoph Oelckers 2016-03-16 12:41:26 +01:00
commit 671291227e
112 changed files with 1132 additions and 1232 deletions

View file

@ -1129,7 +1129,7 @@ static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
{
xs[i] -= pivotx;
ys[i] -= pivoty;
AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle);
AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->_f_angle());
if (i == 5)
break;
@ -1150,7 +1150,7 @@ static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
// ys[4] = rmax_y;
// else if (ys[4] < rmin_y)
// ys[4] = rmin_y;
AM_rotate (&xs[4], &ys[4], ANG270 - players[consoleplayer].camera->angle);
AM_rotate (&xs[4], &ys[4], ANG270 - players[consoleplayer].camera->_f_angle());
m_x = xs[4] + pivotx - m_w/2;
m_y = ys[4] + pivoty - m_h/2;
#endif
@ -1216,7 +1216,7 @@ void AM_changeWindowLoc ()
oincy = incy = Scale(m_paninc.y, SCREENHEIGHT, 200);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate(&incx, &incy, players[consoleplayer].camera->angle - ANG90);
AM_rotate(&incx, &incy, players[consoleplayer].camera->_f_angle() - ANG90);
}
m_x += incx;
@ -1598,7 +1598,7 @@ void AM_doFollowPlayer ()
sy = (f_oldloc.y - players[consoleplayer].camera->Y()) >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90);
AM_rotate (&sx, &sy, players[consoleplayer].camera->_f_angle() - ANG90);
}
AM_ScrollParchment (sx, sy);
@ -2042,7 +2042,7 @@ void AM_drawSubsectors()
// Apply the automap's rotation to the texture origin.
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotation += ANG90 - players[consoleplayer].camera->angle;
rotation += ANG90 - players[consoleplayer].camera->_f_angle();
AM_rotatePoint(&originpt.x, &originpt.y);
}
originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24));
@ -2588,7 +2588,7 @@ void AM_rotatePoint (fixed_t *x, fixed_t *y)
fixed_t pivoty = m_y + m_h/2;
*x -= pivotx;
*y -= pivoty;
AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle);
AM_rotate (x, y, ANG90 - players[consoleplayer].camera->_f_angle());
*x += pivotx;
*y += pivoty;
}
@ -2678,7 +2678,7 @@ void AM_drawPlayers ()
}
else
{
angle = players[consoleplayer].camera->angle;
angle = players[consoleplayer].camera->_f_angle();
}
if (am_cheat != 0 && CheatMapArrow.Size() > 0)
@ -2736,12 +2736,12 @@ void AM_drawPlayers ()
pt.x = pos.x >> FRACTOMAPBITS;
pt.y = pos.y >> FRACTOMAPBITS;
angle = p->mo->angle;
angle = p->mo->_f_angle();
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->angle - ANG90;
angle -= players[consoleplayer].camera->_f_angle() - ANG90;
}
AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
@ -2770,12 +2770,12 @@ void AM_drawKeys ()
p.x = pos.x >> FRACTOMAPBITS;
p.y = pos.y >> FRACTOMAPBITS;
angle = key->angle;
angle = key->_f_angle();
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
angle += ANG90 - players[consoleplayer].camera->_f_angle();
}
if (key->flags & MF_SPECIAL)
@ -2830,11 +2830,11 @@ void AM_drawThings ()
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
frame = &SpriteFrames[spriteIndex];
angle_t angle = ANGLE_270 - t->angle;
angle_t angle = ANGLE_270 - t->_f_angle();
if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle += players[consoleplayer].camera->angle - ANGLE_90;
angle += players[consoleplayer].camera->_f_angle() - ANGLE_90;
}
rotation = angle >> 28;
@ -2853,12 +2853,12 @@ void AM_drawThings ()
else
{
drawTriangle:
angle = t->angle;
angle = t->_f_angle();
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
angle += ANG90 - players[consoleplayer].camera->_f_angle();
}
color = AMColors[AMColors.ThingColor];
@ -2920,7 +2920,7 @@ void AM_drawThings ()
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
};
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->_f_angle(), color, p.x, p.y);
}
}
}