Index: src/Monster.m ================================================================== --- src/Monster.m +++ src/Monster.m @@ -269,11 +269,12 @@ self.yaw -= curtime * 0.5f; if (self.targetYaw > self.yaw) self.yaw = self.targetYaw; } - vdist(disttoenemy, vectoenemy, self.origin, self.enemy.origin); + 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) { @@ -467,11 +468,12 @@ monster.move = 0; moveplayer(monster, 1, false); } } else { v.z += monster.eyeHeight; - vdist(dist, t, monster.origin, v); + float dist = + OFDistanceOfVectors3D(monster.origin, v); v.z -= monster.eyeHeight; if (dist < 4) teleport(i, monster); } Index: src/cube.h ================================================================== --- src/cube.h +++ src/cube.h @@ -284,14 +284,10 @@ #define PIXELTAB (VIRTW / 12) #define PI (3.1415927f) #define PI2 (2 * PI) -// simplistic vector ops -#define vdist(d, v, e, s) \ - OFVector3D v = OFSubtractVectors3D(s, e); \ - float d = sqrtf(OFDotProductOfVectors3D(v, v)); #define vreject(v, u, max) \ ((v).x > (u).x + (max) || (v).x < (u).x - (max) || \ (v).y > (u).y + (max) || (v).y < (u).y - (max)) #define vlinterp(v, f, u, g) \ { \ Index: src/entities.m ================================================================== --- src/entities.m +++ src/entities.m @@ -319,11 +319,11 @@ if (OUTBORD(e.x, e.y)) return; OFVector3D v = OFMakeVector3D( e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight); - vdist(dist, t, player1.origin, v); + float dist = OFDistanceOfVectors3D(player1.origin, v); if (dist < (e.type == TELEPORT ? 4 : 2.5)) pickup(i, player1); }]; } Index: src/renderparticles.m ================================================================== --- src/renderparticles.m +++ src/renderparticles.m @@ -150,11 +150,12 @@ } void particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e) { - vdist(d, v, *s, *e); + float d = OFDistanceOfVectors3D(*s, *e); + OFVector3D v = OFSubtractVectors3D(*s, *e); v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f)); OFVector3D p = *s; for (int i = 0; i < ((int)d * 2); i++) { p = OFAddVectors3D(p, v); OFVector3D d = Index: src/savegamedemo.m ================================================================== --- src/savegamedemo.m +++ src/savegamedemo.m @@ -495,11 +495,12 @@ float bf = (itime - a.lastUpdate) / (float)(b.lastUpdate - a.lastUpdate); fixwrap(a, player1); fixwrap(c, player1); fixwrap(z, player1); - vdist(dist, v, z.origin, c.origin); + 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( Index: src/sound.m ================================================================== --- src/sound.m +++ src/sound.m @@ -109,22 +109,28 @@ static void updatechanvol(int chan, const OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; + if (loc) { - vdist(dist, v, *loc, player1.origin); - vol -= (int)(dist * 3 * soundvol / - 255); // simple mono distance attenuation + 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 = -atan2(v.x, v.y) - player1.yaw * (PI / 180.0f); // range is from 0 (left) to 255 (right) pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f)); } } + vol = (vol * MAXVOL) / 255; Mix_Volume(chan, vol); Mix_SetPanning(chan, 255 - pan, pan); } Index: src/weapon.m ================================================================== --- src/weapon.m +++ src/weapon.m @@ -71,11 +71,11 @@ // create random spread of rays for the shotgun void createrays(const OFVector3D *from, const OFVector3D *to) { - vdist(dist, dvec, *from, *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)); } @@ -184,17 +184,23 @@ radialeffect( DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at) { if (o.state != CS_ALIVE) return; - vdist(dist, temp, *v, o.origin); + + 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); } } @@ -262,11 +268,13 @@ continue; int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1); if ([p.owner isKindOfClass:Monster.class]) qdam /= MONSTERDAMAGEFACTOR; - vdist(dist, v, p.o, p.to); + 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); @@ -346,11 +354,12 @@ void hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at, const OFVector3D *from, const OFVector3D *to) { hit(target, damage, d, at); - vdist(dist, v, *from, *to); + float dist = OFDistanceOfVectors3D(*from, *to); + OFVector3D v = OFSubtractVectors3D(*from, *to); v = OFMultiplyVector3D(v, damage / dist / 50); d.velocity = OFAddVectors3D(d.velocity, v); } void @@ -396,11 +405,12 @@ d.ammo[d.gunSelect]--; OFVector3D from = d.origin; OFVector3D to = *targ; from.z -= 0.2f; // below eye - vdist(dist, unitv, from, to); + 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) Index: src/world.m ================================================================== --- src/world.m +++ src/world.m @@ -296,11 +296,11 @@ [ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) { if (e.type == NOTUSED) return; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); - vdist(dist, t, player1.origin, v); + float dist = OFDistanceOfVectors3D(player1.origin, v); if (dist < bdist) { best = i; bdist = dist; } }];