Merge pull request 'Refactor conga' (#146) from keepdancingbabies into blankart-dev
Reviewed-on: https://codeberg.org/NepDisk/blankart/pulls/146
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commit
200d5e6b08
6 changed files with 206 additions and 21 deletions
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@ -1654,6 +1654,7 @@ static const char *CON_LoadingStrings[LOADED_ALLDONE+1] =
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"Init rendering daemon...", //LOADED_RINIT
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"Init audio subsystem...", //LOADED_SINITSFXCHANNELS
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"Cache HUD...", //LOADED_STINIT
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"Test fixed-point arithmetic...", //LOADED_MATHINIT
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"Init ACSVM...", //LOADED_ACSINIT
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"Check game status...", //LOADED_DCHECKNETGAME
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"Now starting..."
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@ -52,6 +52,7 @@ typedef enum
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LOADED_RINIT,
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LOADED_SINITSFXCHANNELS,
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LOADED_STINIT,
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LOADED_MATHINIT,
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LOADED_ACSINIT,
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LOADED_DCHECKNETGAME,
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LOADED_ALLDONE = LOADED_DCHECKNETGAME,
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@ -1814,6 +1814,61 @@ void D_SRB2Main(void)
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ST_Init();
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CON_SetLoadingProgress(LOADED_STINIT);
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CONS_Printf("FixedSqrt of 32767 fracunits: %d; FixedSqrt64: %d\n",
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FixedSqrt(0x7FFF0000),
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FixedSqrt64(0x7FFF0000));
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if (FixedSqrt(0x7FFF0000) == FixedSqrt64(0x7FFF0000))
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{
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CONS_Printf("\x83" "32767: Test OK!" "\x80" "\n");
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}
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else
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{
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CONS_Printf("\x85" "32767: Test NG!" "\x80" "\n");
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}
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CONS_Printf("FixedSqrt of 4 fracunits: %d; FixedSqrt64: %d\n",
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FixedSqrt(0x40000),
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FixedSqrt64(0x40000));
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if (FixedSqrt(0x40000) == FixedSqrt64(0x40000))
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{
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CONS_Printf("\x83" "4: Test OK!" "\x80" "\n");
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}
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else
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{
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CONS_Printf("\x85" "4: Test NG!" "\x80" "\n");
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}
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// You should probably generate the weird number with RANDOM.org
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#define WEIRDNUMBER 3886284 /* 59.3 fracunits; this should approximate to around 7 */
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CONS_Printf("FixedSqrt of 59.3 fracunits: %d; FixedSqrt64: %d\n",
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FixedSqrt(WEIRDNUMBER),
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FixedSqrt64(WEIRDNUMBER));
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if (FixedSqrt(WEIRDNUMBER) == FixedSqrt64(WEIRDNUMBER))
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{
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CONS_Printf("\x83" "59.3: Test OK!" "\x80" "\n");
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}
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else
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{
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CONS_Printf("\x85" "59.3: Test NG!" "\x80" "\n");
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}
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#undef WEIRDNUMBER
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CONS_Printf("FixedSqrt64 of 65535 fracunits: %d (not possible at 32-bit scale)\n",
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FixedSqrt64(0xFFFFFFFF));
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CONS_Printf("IntSqrt of 32767: %d; IntSqrt64: %d\n",
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IntSqrt(0x7FFF),
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IntSqrt64(0x7FFF));
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CONS_Printf("IntSqrt of 4: %d; IntSqrt64: %d\n",
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IntSqrt(4),
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IntSqrt64(4));
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CON_SetLoadingProgress(LOADED_MATHINIT);
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CONS_Printf("ACS_Init(): Init Action Code Script VM.\n");
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ACS_Init();
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CON_SetLoadingProgress(LOADED_ACSINIT);
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103
src/k_odds.c
103
src/k_odds.c
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@ -160,6 +160,58 @@ static UINT8 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
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#define ENDDIST (12*ACTIVEDISTVAR) // Distance when the game stops giving you bananas
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// 1/21/2025: I hate tiptoeing around the integer limit.
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// This is at a smaller scale.
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static UINT32 K_Dist2D(INT32 x1, INT32 y1, INT32 x2, INT32 y2)
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{
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// d = √((x2 - x1)² + (y2 - y1)²)
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INT32 xdiff, ydiff;
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INT64 xprod, yprod;
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xdiff = (x2 - x1);
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ydiff = (y2 - y1);
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xprod = ((INT64)xdiff * (INT64)xdiff);
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yprod = ((INT64)ydiff * (INT64)ydiff);
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return (UINT32)(IntSqrt64(xprod + yprod));
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}
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// Basic integer distancing, to quote myself:
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// "Even if you did 256 units for 1 fracunit in distancing, it'd be a better result than trying to
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// deal with overflows on a system that's already being pushed to the limit by needing 65536 units
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// for precision. No seriously, I don't think anyone's losing sleep over "hmmmmm, 0.0000152 or
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// 0.0039?????" when most 2D game engines only give a fuck about MAYBE 0.001"
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static UINT32 K_IntDistance(fixed_t curx,
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fixed_t cury,
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fixed_t curz,
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fixed_t destx,
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fixed_t desty,
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fixed_t destz)
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{
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return K_Dist2D(0,
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curz / FRACUNIT,
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K_Dist2D(curx / FRACUNIT, cury / FRACUNIT, destx / FRACUNIT, desty / FRACUNIT),
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destz / FRACUNIT);
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}
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// This one uses map scaling instead, use in case of loss of depth on mobjscaled maps.
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static UINT32 K_IntDistanceForMap(fixed_t curx,
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fixed_t cury,
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fixed_t curz,
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fixed_t destx,
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fixed_t desty,
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fixed_t destz)
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{
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return K_Dist2D(0,
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curz / mapobjectscale,
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K_Dist2D(curx / mapobjectscale,
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cury / mapobjectscale,
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destx / mapobjectscale,
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desty / mapobjectscale),
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destz / mapobjectscale);
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}
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SINT8 K_ItemResultToType(SINT8 getitem)
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{
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if (getitem <= 0 || getitem >= NUMKARTRESULTS) // Sad (Fallback)
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@ -839,10 +891,16 @@ INT32 K_GetRollingRouletteItem(player_t *player)
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return translation[(player->itemroulette % roulette_size) / 3];
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}
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// Legacy odds are fickle and finicky, so we exaggerate distances
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// to simulate parity with pathfind odds.
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#define LEGACYODDSEXAGGERATE (2*FRACUNIT/3)
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UINT32 K_CalculateInitalPDIS(const player_t *player, UINT8 pingame)
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{
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UINT8 i;
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UINT32 pdis = 0;
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// Hacky solution to the overflow problem: use 64-bit integers!
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UINT64 pdis = 0;
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if (!K_UsingLegacyCheckpoints())
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{
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@ -969,25 +1027,15 @@ UINT32 K_CalculateInitalPDIS(const player_t *player, UINT8 pingame)
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secondPlayer = &players[secondIndex];
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// Add the distance to the player behind you.
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// Distances are divided by 4, then further divided by a fracunit
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// to prevent overflow issues.
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pdis += (P_AproxDistance(P_AproxDistance(
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firstPlayer->mo->x/4 - secondPlayer->mo->x/4,
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firstPlayer->mo->y/4 - secondPlayer->mo->y/4),
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firstPlayer->mo->z/4 - secondPlayer->mo->z/4)
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/ FRACUNIT);
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// Scale it to mostly return to normalcy.
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pdis = (pdis * 2);
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// Again, but this time base it on playercount, same form as
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// the following vanilla adjustment, but much weaker since it
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// stacks with it
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// MAXODDS should always match the number of players the game is designed
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// around, so there shouldn't be any issues with basing this calc around that.
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// Hacky solution to the overflow problem: use 64-bit integers!
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pdis = (UINT32)(((UINT64)(100 + MAXODDS - min(pingame, 16)) * pdis) / 100);
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// At a (relative to map) integer scale using basic distancing
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// arithmetic; more accurate and less concern for overflows.
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pdis += K_IntDistanceForMap(
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secondPlayer->mo->x,
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secondPlayer->mo->y,
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secondPlayer->mo->z,
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firstPlayer->mo->x,
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firstPlayer->mo->y,
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firstPlayer->mo->z);
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// Advance to next index.
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firstIndex = secondIndex;
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@ -998,9 +1046,22 @@ UINT32 K_CalculateInitalPDIS(const player_t *player, UINT8 pingame)
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}
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}
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return pdis;
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// Exaggerate odds; don't you love the legacy system? :Trollic:
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pdis = FixedMul64(pdis, LEGACYODDSEXAGGERATE);
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// Clamp pdis to the highest 32-bit integer.
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// This is a shitty solution for overflow prevention, but it's an overflow prevention
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// nonethless.
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if (pdis > UINT32_MAX)
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{
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pdis = UINT32_MAX;
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}
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return (UINT32)(pdis);
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}
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#undef LEGACYODDSEXAGGERATE
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UINT32 K_CalculatePDIS(const player_t *player, UINT8 numPlayers, boolean *spbrush)
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{
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UINT32 pdis = 0;
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@ -61,6 +61,45 @@ fixed_t FixedSqrt(fixed_t x)
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#endif
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}
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// Shitty 64-bit duplicate so certain distancing edgecases in k_odds die
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INT64 FixedSqrt64(INT64 x)
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{
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#ifdef HAVE_SQRT
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const float fx = FixedToFloat64(x);
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float fr;
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#ifdef HAVE_SQRTF
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fr = sqrtf(fx);
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#else
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fr = (float)sqrt(fx);
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#endif
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return FloatToFixed64(fr);
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#else
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// The neglected art of Fixed Point arithmetic
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// Jetro Lauha
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// Seminar Presentation
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// Assembly 2006, 3rd- 6th August 2006
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// (Revised: September 13, 2006)
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// URL: http://jet.ro/files/The_neglected_art_of_Fixed_Point_arithmetic_20060913.pdf
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register UINT64 root, remHi, remLo, testDiv, count;
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root = 0; /* Clear root */
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remHi = 0; /* Clear high part of partial remainder */
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remLo = x; /* Get argument into low part of partial remainder */
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count = (31 + (FRACBITS >> 1)); /* Load loop counter */
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do
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{
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remHi = (remHi << 2) | (remLo >> 62); remLo <<= 2; /* get 2 bits of arg */
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root <<= 1; /* Get ready for the next bit in the root */
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testDiv = (root << 1) + 1; /* Test radical */
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if (remHi >= testDiv)
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{
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remHi -= testDiv;
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root += 1;
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}
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} while (count-- != 0);
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return root;
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#endif
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}
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fixed_t FixedHypot(fixed_t x, fixed_t y)
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{
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// Moved the code from R_PointToDist2 to here,
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@ -1122,6 +1161,11 @@ FUNCMATH FUNCINLINE static inline fixed_t FixedMulC(fixed_t a, fixed_t b)
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return (fixed_t)((((INT64)a * b)) / FRACUNIT);
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}
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FUNCMATH FUNCINLINE static inline INT64 FixedMul64C(fixed_t a, fixed_t b)
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{
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return (INt64)((((INT64)a * b)) / FRACUNIT);
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}
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FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
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{
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INT64 ret;
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@ -55,11 +55,21 @@ FUNCMATH FUNCINLINE static ATTRINLINE float FixedToFloat(fixed_t x)
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return x / (float)FRACUNIT;
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}
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FUNCMATH FUNCINLINE static ATTRINLINE float FixedToFloat64(INT64 x)
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{
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return (float)x / (float)FRACUNIT;
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}
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FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FloatToFixed(float f)
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{
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return (fixed_t)(f * FRACUNIT);
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}
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FUNCMATH FUNCINLINE static ATTRINLINE INT64 FloatToFixed64(float f)
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{
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return (INT64)(f * FRACUNIT);
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}
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// for backwards compat
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#define FIXED_TO_FLOAT(x) FixedToFloat(x) // (((float)(x)) / ((float)FRACUNIT))
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#define FLOAT_TO_FIXED(f) FloatToFixed(f) // (fixed_t)((f) * ((float)FRACUNIT))
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@ -79,6 +89,13 @@ FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedMul(fixed_t a, fixed_t b)
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return (fixed_t)(((UINT64)((INT64)a * b)) >> FRACBITS);
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}
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FUNCMATH FUNCINLINE static ATTRINLINE INT64 FixedMul64(INT64 a, INT64 b)
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{
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// Need to cast to unsigned before shifting to avoid undefined behaviour
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// for negative integers
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return (INT64)(((UINT64)(a * b)) >> FRACBITS);
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}
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/** \brief The FixedDiv2 function
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\param a fixed_t number
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@ -145,6 +162,12 @@ FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedPercentageFloat(float fpercen
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*/
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FUNCMATH fixed_t FixedSqrt(fixed_t x);
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FUNCMATH INT64 FixedSqrt64(INT64 x);
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// Theoretically, we can feed this any integer value and it'll output an
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// accurate square root * 256.
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#define IntSqrt(x) (INT32)(FixedSqrt(x) / 256)
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#define IntSqrt64(x) (INT64)(FixedSqrt64(x) / 256)
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/** \brief The FixedHypot function
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