- disable implicit conversions from float to TAngle

This commit is contained in:
Christoph Oelckers 2022-08-26 00:56:53 +02:00
commit f0fbdba593
66 changed files with 425 additions and 374 deletions

View file

@ -1284,7 +1284,7 @@ void DAutomap::changeWindowLoc ()
oincy = incy = m_paninc.y * twod->GetHeight() / 200;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.);
rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.));
}
m_x += incx;
@ -1525,7 +1525,7 @@ void DAutomap::doFollowPlayer ()
sy = (f_oldloc.y - ampos.Y);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90);
rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90));
}
ScrollParchment(sx, sy);
@ -2082,7 +2082,7 @@ void DAutomap::drawSubsectors()
// Apply the automap's rotation to the texture origin.
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotation = rotation + 90. - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
rotation = rotation + DAngle::fromDeg(90.) - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
rotatePoint(&originpt.x, &originpt.y);
}
originx = f_x + ((originpt.x - m_x) * scale);
@ -2646,7 +2646,7 @@ void DAutomap::drawWalls (bool allmap)
void DAutomap::rotate(double *xp, double *yp, DAngle a)
{
static DAngle angle_saved = 0.;
static DAngle angle_saved = nullAngle;
static double sinrot = 0;
static double cosrot = 1;
@ -2678,7 +2678,7 @@ void DAutomap::rotatePoint (double *x, double *y)
double pivoty = m_y + m_h/2;
*x -= pivotx;
*y -= pivoty;
rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.);
rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.));
*x += pivotx;
*y += pivoty;
}
@ -2758,7 +2758,7 @@ void DAutomap::drawPlayers ()
pt.y = pos.Y;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = 90.;
angle = DAngle::fromDeg(90.);
rotatePoint (&pt.x, &pt.y);
}
else
@ -2826,7 +2826,7 @@ void DAutomap::drawPlayers ()
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.);
}
drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
@ -2860,7 +2860,7 @@ void DAutomap::drawKeys ()
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&p.x, &p.y);
angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.);
}
if (key->flags & MF_SPECIAL)
@ -2872,7 +2872,7 @@ void DAutomap::drawKeys ()
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];
drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0., color, p.x, p.y);
drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, nullAngle, color, p.x, p.y);
}
}
}
@ -2914,11 +2914,11 @@ void DAutomap::drawThings ()
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
frame = &SpriteFrames[spriteIndex];
DAngle angle = 270. + 22.5 - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
DAngle angle = DAngle::fromDeg(270. + 22.5) - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
if (frame->Texture[0] != frame->Texture[1]) angle += DAngle::fromDeg(180. / 16);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.);
}
rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
@ -2944,7 +2944,7 @@ void DAutomap::drawThings ()
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&p.x, &p.y);
angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.);
}
color = AMColors[AMColors.ThingColor];
@ -2974,7 +2974,7 @@ void DAutomap::drawThings ()
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];
drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0., color, p.x, p.y);
drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, nullAngle, color, p.x, p.y);
color.RGB = 0;
}
else