Cube  Check-in [75095b4f6e]

Overview
Comment:Fix wrong argument order for calculating distance
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SHA3-256: 75095b4f6e2b5ed05c3279c84b6862521cf2103ea8c61e13fe09ee6e81723302
User & Date: js on 2025-03-23 22:14:48
Other Links: manifest | tags
Context
2025-03-24
21:11
Work around conflicting declaration of gamma check-in: 7c3936be15 user: js tags: trunk
2025-03-23
22:14
Fix wrong argument order for calculating distance check-in: 75095b4f6e user: js tags: trunk
21:52
Avoid pointless pointers check-in: 304230c1e1 user: js tags: trunk
Changes

Modified src/Monster.m from [df6f0d84fe] to [9674185459].

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	} else {
		self.yaw -= curtime * 0.5f;
		if (self.targetYaw > self.yaw)
			self.yaw = self.targetYaw;
	}

	float disttoenemy =
	    OFDistanceOfVectors3D(self.origin, self.enemy.origin);
	self.pitch =
	    atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;

	// special case: if we run into scenery
	if (self.blocked) {
		self.blocked = false;
		// try to jump over obstackle (rare)







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	} else {
		self.yaw -= curtime * 0.5f;
		if (self.targetYaw > self.yaw)
			self.yaw = self.targetYaw;
	}

	float disttoenemy =
	    OFDistanceOfVectors3D(self.enemy.origin, self.origin);
	self.pitch =
	    atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;

	// special case: if we run into scenery
	if (self.blocked) {
		self.blocked = false;
		// try to jump over obstackle (rare)
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				if (lastmillis - monster.lastAction < 2000) {
					monster.move = 0;
					moveplayer(monster, 1, false);
				}
			} else {
				v.z += monster.eyeHeight;
				float dist =
				    OFDistanceOfVectors3D(monster.origin, v);
				v.z -= monster.eyeHeight;

				if (dist < 4)
					teleport(i, monster);
			}
		}
	}];







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				if (lastmillis - monster.lastAction < 2000) {
					monster.move = 0;
					moveplayer(monster, 1, false);
				}
			} else {
				v.z += monster.eyeHeight;
				float dist =
				    OFDistanceOfVectors3D(v, monster.origin);
				v.z -= monster.eyeHeight;

				if (dist < 4)
					teleport(i, monster);
			}
		}
	}];

Modified src/entities.m from [3530688d6b] to [fe7c9a5680].

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			return;

		if (OUTBORD(e.x, e.y))
			return;

		OFVector3D v = OFMakeVector3D(
		    e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight);
		float dist = OFDistanceOfVectors3D(player1.origin, v);

		if (dist < (e.type == TELEPORT ? 4 : 2.5))
			pickup(i, player1);
	}];
}

void







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			return;

		if (OUTBORD(e.x, e.y))
			return;

		OFVector3D v = OFMakeVector3D(
		    e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight);
		float dist = OFDistanceOfVectors3D(v, player1.origin);

		if (dist < (e.type == TELEPORT ? 4 : 2.5))
			pickup(i, player1);
	}];
}

void

Modified src/renderparticles.m from [41bd950ef0] to [c7ff826e5c].

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		newparticle(p, d, rnd(fade * 3), type);
	}
}

void
particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
{
	float d = OFDistanceOfVectors3D(s, e);
	OFVector3D v = OFSubtractVectors3D(s, e);
	v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
	for (int i = 0; i < ((int)d * 2); i++) {
		s = OFAddVectors3D(s, v);
		OFVector3D d =
		    OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
		newparticle(s, d, rnd(fade) + fade, type);
	}







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		newparticle(p, d, rnd(fade * 3), type);
	}
}

void
particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
{
	float d = OFDistanceOfVectors3D(e, s);
	OFVector3D v = OFSubtractVectors3D(e, s);
	v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
	for (int i = 0; i < ((int)d * 2); i++) {
		s = OFAddVectors3D(s, v);
		OFVector3D d =
		    OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
		newparticle(s, d, rnd(fade) + fade, type);
	}

Modified src/savegamedemo.m from [16ee4d908b] to [b93241b086].

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				//	printf("* %d\n", lastmillis);
				float bf = (itime - a.lastUpdate) /
				    (float)(b.lastUpdate - a.lastUpdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				float dist =
				    OFDistanceOfVectors3D(z.origin, c.origin);
				// if teleport or spawn, don't interpolate
				if (dist < 16) {
					catmulrom(z.origin, a.origin, b.origin,
					    c.origin, bf, player1.origin);
					OFVector3D vz = OFMakeVector3D(
					    z.yaw, z.pitch, z.roll);
					OFVector3D va = OFMakeVector3D(







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				//	printf("* %d\n", lastmillis);
				float bf = (itime - a.lastUpdate) /
				    (float)(b.lastUpdate - a.lastUpdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				float dist =
				    OFDistanceOfVectors3D(c.origin, z.origin);
				// if teleport or spawn, don't interpolate
				if (dist < 16) {
					catmulrom(z.origin, a.origin, b.origin,
					    c.origin, bf, player1.origin);
					OFVector3D vz = OFMakeVector3D(
					    z.yaw, z.pitch, z.roll);
					OFVector3D va = OFMakeVector3D(

Modified src/sound.m from [1d0c412a26] to [93eb0a5b3c].

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static void
updatechanvol(int chan, const OFVector3D *loc)
{
	int vol = soundvol, pan = 255 / 2;

	if (loc) {
		OFVector3D origin = player1.origin;
		float dist = OFDistanceOfVectors3D(*loc, origin);
		OFVector3D v = OFSubtractVectors3D(*loc, origin);

		// simple mono distance attenuation
		vol -= (int)(dist * 3 * soundvol / 255);

		if (stereo && (v.x != 0 || v.y != 0)) {
			// relative angle of sound along X-Y axis
			float yaw =







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static void
updatechanvol(int chan, const OFVector3D *loc)
{
	int vol = soundvol, pan = 255 / 2;

	if (loc) {
		OFVector3D origin = player1.origin;
		float dist = OFDistanceOfVectors3D(origin, *loc);
		OFVector3D v = OFSubtractVectors3D(origin, *loc);

		// simple mono distance attenuation
		vol -= (int)(dist * 3 * soundvol / 255);

		if (stereo && (v.x != 0 || v.y != 0)) {
			// relative angle of sound along X-Y axis
			float yaw =

Modified src/weapon.m from [7fa0099398] to [d5d4aa755b].

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	    (a3.length > 0 ? a3.cube_intValue : -1));
})

// create random spread of rays for the shotgun
void
createrays(OFVector3D from, OFVector3D to)
{
	float dist = OFDistanceOfVectors3D(from, to);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
		sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD));
}

// if lineseg hits entity bounding box







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	    (a3.length > 0 ? a3.cube_intValue : -1));
})

// create random spread of rays for the shotgun
void
createrays(OFVector3D from, OFVector3D to)
{
	float dist = OFDistanceOfVectors3D(to, from);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
		sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD));
}

// if lineseg hits entity bounding box
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radialeffect(
    DynamicEntity *o, OFVector3D v, int cn, int qdam, DynamicEntity *at)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D origin = o.origin;
	float dist = OFDistanceOfVectors3D(v, origin);
	OFVector3D temp = OFSubtractVectors3D(v, origin);
	dist -= 2; // account for eye distance imprecision

	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;

		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);

		temp =
		    OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
		o.velocity = OFAddVectors3D(o.velocity, temp);
	}
}

static void







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radialeffect(
    DynamicEntity *o, OFVector3D v, int cn, int qdam, DynamicEntity *at)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D origin = o.origin;
	float dist = OFDistanceOfVectors3D(origin, v);
	OFVector3D temp = OFSubtractVectors3D(origin, v);
	dist -= 2; // account for eye distance imprecision

	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;

		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);

		temp =
		    OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
		o.velocity = OFAddVectors3D(o.velocity, temp);
	}
}

static void
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		if (!p.inuse)
			continue;

		int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
		if ([p.owner isKindOfClass:Monster.class])
			qdam /= MONSTERDAMAGEFACTOR;
		OFVector3D po = p.o, pto = pto;
		float dist = OFDistanceOfVectors3D(po, pto);
		OFVector3D v = OFSubtractVectors3D(po, pto);
		float dtime = dist * 1000 / p.speed;
		if (time > dtime)
			dtime = time;
		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, p.o);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);







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		if (!p.inuse)
			continue;

		int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
		if ([p.owner isKindOfClass:Monster.class])
			qdam /= MONSTERDAMAGEFACTOR;
		OFVector3D po = p.o, pto = p.to;
		float dist = OFDistanceOfVectors3D(pto, po);
		OFVector3D v = OFSubtractVectors3D(pto, po);
		float dtime = dist * 1000 / p.speed;
		if (time > dtime)
			dtime = time;
		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, po);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);
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}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    OFVector3D from, OFVector3D to)
{
	hit(target, damage, d, at);
	float dist = OFDistanceOfVectors3D(from, to);
	OFVector3D v = OFSubtractVectors3D(from, to);
	v = OFMultiplyVector3D(v, damage / dist / 50);
	d.velocity = OFAddVectors3D(d.velocity, v);
}

void
raydamage(
    DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)







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}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    OFVector3D from, OFVector3D to)
{
	hit(target, damage, d, at);
	float dist = OFDistanceOfVectors3D(to, from);
	OFVector3D v = OFSubtractVectors3D(to, from);
	v = OFMultiplyVector3D(v, damage / dist / 50);
	d.velocity = OFAddVectors3D(d.velocity, v);
}

void
raydamage(
    DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)
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	}
	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = targ;
	from.z -= 0.2f; // below eye

	float dist = OFDistanceOfVectors3D(from, to);
	OFVector3D unitv = OFSubtractVectors3D(from, to);
	unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
	OFVector3D kickback =
	    OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
	d.velocity = OFAddVectors3D(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;








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	}
	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = targ;
	from.z -= 0.2f; // below eye

	float dist = OFDistanceOfVectors3D(to, from);
	OFVector3D unitv = OFSubtractVectors3D(to, from);
	unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
	OFVector3D kickback =
	    OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
	d.velocity = OFAddVectors3D(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;

Modified src/world.m from [892a60074f] to [c2453dcf9a].

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	__block int best;
	__block float bdist = 99999;
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type == NOTUSED)
			return;

		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		float dist = OFDistanceOfVectors3D(player1.origin, v);
		if (dist < bdist) {
			best = i;
			bdist = dist;
		}
	}];

	return (bdist == 99999 ? -1 : best);







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	__block int best;
	__block float bdist = 99999;
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type == NOTUSED)
			return;

		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		float dist = OFDistanceOfVectors3D(v, player1.origin);
		if (dist < bdist) {
			best = i;
			bdist = dist;
		}
	}];

	return (bdist == 99999 ? -1 : best);