From 27c0a00df6d1317ae4ef30b1673ba63d41d729aa Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 28 Sep 2022 18:08:05 +0200 Subject: [PATCH] - use dudeslope wrappers. --- source/games/blood/src/aicaleb.cpp | 2 +- source/games/blood/src/aicerber.cpp | 8 ++++---- source/games/blood/src/aicult.cpp | 8 ++++---- source/games/blood/src/aigarg.cpp | 8 ++++---- source/games/blood/src/aighost.cpp | 6 +++--- source/games/blood/src/aitchern.cpp | 8 ++++---- source/games/blood/src/aiunicult.cpp | 12 ++++++------ source/games/blood/src/bloodactor.h | 2 ++ source/games/blood/src/nnexts.cpp | 2 +- 9 files changed, 29 insertions(+), 27 deletions(-) diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index 2e7d92cfa..36627f565 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -59,7 +59,7 @@ AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, & void SeqAttackCallback(int, DBloodActor* actor) { - DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + DVector3 vect(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); vect.X += Random2F(1500, 4); vect.Y += Random2F(1500, 4); vect.Z += Random2F(1500, 8); diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index acc00f931..27e0ae93e 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -84,7 +84,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) DVector3 pos(actor->spr.pos.XY(), height); //auto pos = actor->spr.pos.plusZ(height); // what it probably should be - DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) @@ -100,7 +100,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->_dudeSlope / 16384. * nDist; + tvec.Z += actor->flt_dudeSlope() * nDist; double tsr = nDist * 9.23828125; double top, bottom; GetActorExtents(actor2, &top, &bottom); @@ -145,7 +145,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) DVector3 pos(actor->spr.pos.XY(), height); //auto pos = actor->spr.pos.plusZ(height); // what it probably should be - DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); DVector3 Aim2(Aim.XY(), 0); double nClosest = 0x7fffffff; @@ -165,7 +165,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->_dudeSlope / 16384. * nDist; + tvec.Z += actor->flt_dudeSlope() * nDist; double tsr = nDist * 9.23828125; double top, bottom; diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index fc01b0a24..a7957a3d3 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -75,7 +75,7 @@ AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &culti void TommySeqCallback(int, DBloodActor* actor) { - DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384); + DVector3 vect(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14); @@ -87,7 +87,7 @@ void TeslaSeqCallback(int, DBloodActor* actor) { if (Chance(gCultTeslaFireChance[gGameOptions.nDifficulty])) { - DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384); + DVector3 vect(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14); @@ -98,7 +98,7 @@ void TeslaSeqCallback(int, DBloodActor* actor) void ShotSeqCallback(int, DBloodActor* actor) { - DVector3 vect(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384); + DVector3 vect(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14); vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14); @@ -143,7 +143,7 @@ void cultThrowSeqCallback2(int, DBloodActor* actor) if (gGameOptions.nDifficulty > 2) nMissile = kThingArmedTNTBundle; sfxPlay3DSound(actor, 455, -1, 0); - auto pMissile = actFireThing(actor, 0, 0, actor->_dudeSlope - 9460, nMissile, 0x133333); + auto pMissile = actFireThing(actor, 0, 0, actor->int_dudeSlope() - 9460, nMissile, 0x133333); evPostActor(pMissile, 120 * (2 + Random(2)), kCmdOn, actor); } diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 856882032..27dbf8d54 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -96,7 +96,7 @@ void SlashFSeqCallback(int, DBloodActor* actor) void ThrowFSeqCallback(int, DBloodActor* actor) { - actFireThing(actor, 0, 0, actor->_dudeSlope - 7500, kThingBone, 0xeeeee); + actFireThing(actor, 0, 0, actor->int_dudeSlope() - 7500, kThingBone, 0xeeeee); } void BlastSSeqCallback(int, DBloodActor* actor) @@ -107,7 +107,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) double height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) * REPEAT_SCALE; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); @@ -125,7 +125,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->_dudeSlope / 16384. * nDist; + tvec.Z += actor->flt_dudeSlope() * nDist; double tsr = nDist * 9.23828125; double top, bottom; @@ -169,7 +169,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) void ThrowSSeqCallback(int, DBloodActor* actor) { - actFireThing(actor, 0., 0., actor->_dudeSlope / 16384. * 0.25 - 0.11444, kThingBone, Chance(0x6000) ? 19.2 : 17.066666); + actFireThing(actor, 0., 0., actor->flt_dudeSlope() * 0.25 - 0.11444, kThingBone, Chance(0x6000) ? 19.2 : 17.066666); } static void gargThinkTarget(DBloodActor* actor) diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 397d942a0..7233496a8 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -82,7 +82,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor) void ghostThrowSeqCallback(int, DBloodActor* actor) { - actFireThing(actor, 0., 0., actor->_dudeSlope / 16384. * 0.25 - 0.11444, kThingBone, 14.93333); + actFireThing(actor, 0., 0., actor->flt_dudeSlope() * 0.25 - 0.11444, kThingBone, 14.93333); } // This functions seems to be identical with BlastSSeqCallback except for the spawn calls at the end. @@ -94,7 +94,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) double height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) * REPEAT_SCALE; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); @@ -112,7 +112,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->_dudeSlope / 16384. * nDist; + tvec.Z += actor->flt_dudeSlope() * nDist; double tsr = nDist * 9.23828125; double top, bottom; diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index a56b3b1f3..9dc49dfc8 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -65,7 +65,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); @@ -83,7 +83,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->_dudeSlope / 16384. * nDist; + tvec.Z += actor->flt_dudeSlope() * nDist; double tsr = nDist * 9.23828125; double top, bottom; @@ -123,7 +123,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor) double height = actor->spr.yrepeat * pDudeInfo->eyeHeight * REPEAT_SCALE * 0.25; DVector3 pos(actor->spr.pos.XY(), height); - DVector3 Aim(actor->spr.angle.ToVector(), -actor->_dudeSlope / 16384.); + DVector3 Aim(actor->spr.angle.ToVector(), -actor->flt_dudeSlope()); DVector3 Aim2(Aim.XY(), 0); double nClosest = 0x7fffffff; @@ -139,7 +139,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor) DVector3 tvec = pos; tvec.XY() += actor->spr.angle.ToVector() * nDist; - tvec.Z += actor->_dudeSlope / 16384. * nDist; + tvec.Z += actor->flt_dudeSlope() * nDist; double tsr = nDist * 9.23828125; double top, bottom; diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index ce1f0bad5..d9d6e1f43 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -225,7 +225,7 @@ void genDudeAttack1(int, DBloodActor* actor) if (pExtra->weaponType == kGenDudeWeaponHitscan) { - dv = DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + dv = DVector3(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); // dispersal modifiers here in case if non-melee enemy if (!dudeIsMelee(actor)) { @@ -264,7 +264,7 @@ void genDudeAttack1(int, DBloodActor* actor) } else if (pExtra->weaponType == kGenDudeWeaponMissile) { - dv = DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.); + dv = DVector3(actor->spr.angle.ToVector(), actor->flt_dudeSlope()); // dispersal modifiers here dv.X += Random3F(dispersion, 14); @@ -746,9 +746,9 @@ static void unicultThinkChase(DBloodActor* actor) double targetDist = -1; int hit = -1; if (weaponType == kGenDudeWeaponHitscan) - hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), CLIPMASK1, dist); + hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->flt_dudeSlope()), CLIPMASK1, dist); else if (weaponType == kGenDudeWeaponMissile) - hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), CLIPMASK0, dist); + hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), actor->flt_dudeSlope()), CLIPMASK0, dist); if (hit >= 0) { @@ -861,7 +861,7 @@ static void unicultThinkChase(DBloodActor* actor) else if (weaponType == kGenDudeWeaponHitscan && hscn) { if (genDudeAdjustSlope(actor, dist * worldtoint, weaponType)) break; - VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), dist, 1); + VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->flt_dudeSlope()), dist, 1); if (actor == gHitInfo.actor()) break; bool immune = nnExtIsImmune(hitactor, gVectorData[curWeapon].dmgType); @@ -922,7 +922,7 @@ static void unicultThinkChase(DBloodActor* actor) if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) { bool masked = (pHWall->cstat & CSTAT_WALL_MASKED); - if (masked) VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->_dudeSlope / 16384.), dist, 1); + if (masked) VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->flt_dudeSlope()), dist, 1); if ((actor != gHitInfo.actor()) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) { diff --git a/source/games/blood/src/bloodactor.h b/source/games/blood/src/bloodactor.h index 17877a9be..c601ce203 100644 --- a/source/games/blood/src/bloodactor.h +++ b/source/games/blood/src/bloodactor.h @@ -19,6 +19,8 @@ class DBloodActor : public DCoreActor public: int _dudeSlope; // Q18.14 format + [[deprecated]] int int_dudeSlope() const { return _dudeSlope; } + [[deprecated]] double flt_dudeSlope() const { return _dudeSlope / 16384.; } bool hasx; XSPRITE xspr; SPRITEHIT hit; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 47312a24a..c1693e923 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -4646,7 +4646,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH) if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL) var = HitScan_(objActor, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1); else if (objActor->IsDudeActor()) - var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->_dudeSlope * inttoworld), arg1, range); + var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector(), (!objActor->hasX()) ? 0 : objActor->flt_dudeSlope()), arg1, range); else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) { var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8 : -8; // was 0x20000 - HitScan uses Q28.4 for dz!