diff --git a/src/p_mobj.c b/src/p_mobj.c index 8e839d8f1..502d38d25 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -10486,6 +10486,8 @@ void P_PrecipitationEffects(void) boolean effects_lightning = (precipprops[curWeather].effects & PRECIPFX_LIGHTNING); boolean lightningStrike = false; + boolean sounds_rain = (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1)); + // No thunder except every other tic. if (!(leveltime & 1)) { @@ -10530,30 +10532,48 @@ void P_PrecipitationEffects(void) if (sound_disabled) return; // Sound off? D'aw, no fun. + if (!sounds_rain && !sounds_thunder) + return; // no need to calculate volume at ALL + if (players[g_localplayers[0]].mo->subsector->sector->ceilingpic == skyflatnum) volume = 255; // Sky above? We get it full blast. else { - /* GCC is optimizing away y >= yl, FUCK YOU */ - volatile fixed_t x, y, yl, yh, xl, xh; + INT64 x, y, yl, yh, xl, xh; fixed_t closedist, newdist; // Essentially check in a 1024 unit radius of the player for an outdoor area. - yl = players[g_localplayers[0]].mo->y - 1024*FRACUNIT; - yh = players[g_localplayers[0]].mo->y + 1024*FRACUNIT; - xl = players[g_localplayers[0]].mo->x - 1024*FRACUNIT; - xh = players[g_localplayers[0]].mo->x + 1024*FRACUNIT; - closedist = 2048*FRACUNIT; - for (y = yl; y >= yl && y <= yh; y += FRACUNIT*64) - for (x = xl; x >= xl && x <= xh; x += FRACUNIT*64) +#define RADIUSSTEP (64*FRACUNIT) +#define SEARCHRADIUS (16*RADIUSSTEP) + yl = yh = players[g_localplayers[0]].mo->y; + yl -= SEARCHRADIUS; + while (yl < INT32_MIN) + yl += RADIUSSTEP; + yh += SEARCHRADIUS; + while (yh > INT32_MAX) + yh -= RADIUSSTEP; + + xl = xh = players[g_localplayers[0]].mo->x; + xl -= SEARCHRADIUS; + while (xl < INT32_MIN) + xl += RADIUSSTEP; + xh += SEARCHRADIUS; + while (xh > INT32_MAX) + xh -= RADIUSSTEP; + + closedist = SEARCHRADIUS*2; +#undef SEARCHRADIUS + for (y = yl; y <= yh; y += RADIUSSTEP) + for (x = xl; x <= xh; x += RADIUSSTEP) { - if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum) // Found the outdoors! + if (R_PointInSubsector((fixed_t)x, (fixed_t)y)->sector->ceilingpic == skyflatnum) // Found the outdoors! { - newdist = S_CalculateSoundDistance(players[g_localplayers[0]].mo->x, players[g_localplayers[0]].mo->y, 0, x, y, 0); + newdist = S_CalculateSoundDistance(players[g_localplayers[0]].mo->x, players[g_localplayers[0]].mo->y, 0, (fixed_t)x, (fixed_t)y, 0); if (newdist < closedist) closedist = newdist; } } +#undef RADIUSSTEP volume = 255 - (closedist>>(FRACBITS+2)); } @@ -10563,7 +10583,7 @@ void P_PrecipitationEffects(void) else if (volume > 255) volume = 255; - if (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1)) + if (sounds_rain) S_StartSoundAtVolume(players[g_localplayers[0]].mo, rainsfx, volume); if (!sounds_thunder)