Reduce precision of distance checks

Fixes huge maps, such as Dark Race
This commit is contained in:
TehRealSalt 2019-10-22 17:05:46 -04:00
parent 0fdcc22d93
commit add1fb8794
2 changed files with 12 additions and 8 deletions

View file

@ -5736,11 +5736,11 @@ static void K_UpdateDistanceFromFinishLine(player_t *const player)
UINT32 adddist;
fixed_t disttowaypoint =
P_AproxDistance(
player->mo->x - player->nextwaypoint->mobj->x,
player->mo->y - player->nextwaypoint->mobj->y);
disttowaypoint = P_AproxDistance(disttowaypoint, player->mo->z - player->nextwaypoint->mobj->z);
(player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS),
(player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS));
disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
adddist = ((UINT32)disttowaypoint) >> FRACBITS;
adddist = (UINT32)disttowaypoint;
player->distancetofinish = pathtofinish.totaldist + adddist;
Z_Free(pathtofinish.array);

View file

@ -221,8 +221,10 @@ waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj)
for (i = 0; i < numwaypoints; i++)
{
checkwaypoint = &waypointheap[i];
checkdist = P_AproxDistance(mobj->x - checkwaypoint->mobj->x, mobj->y - checkwaypoint->mobj->y);
checkdist = P_AproxDistance(checkdist, mobj->z - checkwaypoint->mobj->z);
checkdist = P_AproxDistance(
(mobj->x >> FRACBITS) - (checkwaypoint->mobj->x >> FRACBITS),
(mobj->y >> FRACBITS) - (checkwaypoint->mobj->y >> FRACBITS));
checkdist = P_AproxDistance(checkdist, (mobj->z >> FRACBITS) - (checkwaypoint->mobj->z >> FRACBITS));
if (checkdist < closestdist)
{
@ -258,8 +260,10 @@ waypoint_t *K_GetBestWaypointTouchingMobj(mobj_t *const mobj)
for (i = 0; i < numwaypoints; i++)
{
checkwaypoint = &waypointheap[i];
checkdist = P_AproxDistance(mobj->x - checkwaypoint->mobj->x, mobj->y - checkwaypoint->mobj->y);
checkdist = P_AproxDistance(checkdist, mobj->z - checkwaypoint->mobj->z);
checkdist = P_AproxDistance(
(mobj->x >> FRACBITS) - (checkwaypoint->mobj->x >> FRACBITS),
(mobj->y >> FRACBITS) - (checkwaypoint->mobj->y >> FRACBITS));
checkdist = P_AproxDistance(checkdist, (mobj->z >> FRACBITS) - (checkwaypoint->mobj->z >> FRACBITS));
// The mobj has to be touching this waypoint to update to it.
if (checkdist <= checkwaypoint->mobj->radius)