player.c: factor out 7x similar code into GetAutoAimAngle().

This is one of the cases where the duplicated code has minor modifications
at each site. These are handled by function args here.

git-svn-id: https://svn.eduke32.com/eduke32@2983 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-09-02 14:03:10 +00:00
parent a9d3103373
commit 59151dd045

View file

@ -329,10 +329,61 @@ static int32_t CheckShootSwitchTile(int32_t pn)
pn == HANDSWITCH || pn == HANDSWITCH+1;
}
// flags:
// 1: do sprite center adjustment (cen-=(8<<8)) for GREENSLIME or ROTATEGUN
// 2: do auto getangle only if not RECON (if clear, do unconditionally)
static int32_t GetAutoAimAngle(int32_t i, int32_t p, int32_t atwith,
int32_t cen_add, int32_t flags,
const vec3_t *srcvect, int32_t vel,
int32_t *zvel, int16_t *sa)
{
int32_t j;
Bassert((unsigned)p < MAXPLAYERS);
Gv_SetVar(g_iAimAngleVarID, AUTO_AIM_ANGLE, i, p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j = -1;
{
int32_t aimang = Gv_GetVar(g_iAimAngleVarID, i, p);
if (aimang > 0)
j = A_FindTargetSprite(&sprite[i], aimang, atwith);
}
if (j >= 0)
{
const spritetype *const spr = &sprite[j];
int32_t cen = 2*(spr->yrepeat*tilesizy[spr->picnum]) + cen_add;
int32_t dst;
if (flags)
{
int32_t pn = spr->picnum;
if ((pn >= GREENSLIME && pn <= GREENSLIME+7) || spr->picnum==ROTATEGUN)
{
cen -= (8<<8);
}
}
dst = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
if (dst == 0)
dst++;
*zvel = ((spr->z - srcvect->z - cen)*vel) / dst;
if (!(flags&2) || sprite[j].picnum != RECON)
*sa = getangle(spr->x-srcvect->x, spr->y-srcvect->y);
}
return j;
}
int32_t A_Shoot(int32_t i, int32_t atwith)
{
int16_t l, sa, j, k=-1;
int32_t vel, zvel = 0, x, oldzvel, dal;
int32_t vel, zvel = 0, x, oldzvel;
hitdata_t hit;
vec3_t srcvect;
char sizx,sizy;
@ -612,27 +663,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
int32_t angRange=32;
int32_t zRange=256;
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
{
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
}
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8);
if (((sprite[j].picnum >= GREENSLIME)&&(sprite[j].picnum <= GREENSLIME+7))||(sprite[j].picnum ==ROTATEGUN))
{
dal -= (8<<8);
// return -1;
}
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0) hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal)<<8) / hit.pos.x;
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, &srcvect, 256, &zvel, &sa);
Gv_SetVar(g_iAngRangeVarID,angRange, i,p);
Gv_SetVar(g_iZRangeVarID,zRange,i,p);
@ -935,30 +966,11 @@ DOSKIPBULLETHOLE:
if (p >= 0)
{
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE ); // 48
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
j = GetAutoAimAngle(i, p, atwith, 8<<8, 0+2, &srcvect, vel, &zvel, &sa);
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8);
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0)
hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal)*vel) / hit.pos.x;
if (sprite[j].picnum != RECON)
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
// else zvel = (100-ps->horiz-ps->horizoff)*81;
else zvel = (100-ps->horiz-ps->horizoff)*(ProjectileData[atwith].vel/8);
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*(ProjectileData[atwith].vel/8);
// zvel = (100-ps->horiz-ps->horizoff)*81;
if (ProjectileData[atwith].sound >= 0)
A_PlaySound(ProjectileData[atwith].sound,i);
@ -1183,28 +1195,7 @@ DOSKIPBULLETHOLE:
int32_t angRange=32;
int32_t zRange=256;
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
{
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
}
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8);
if (((sprite[j].picnum>=GREENSLIME)&&(sprite[j].picnum<=GREENSLIME+7))||(sprite[j].picnum==ROTATEGUN))
{
dal -= (8<<8);
}
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0) hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal)<<8) / hit.pos.x;
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, &srcvect, 256, &zvel, &sa);
Gv_SetVar(g_iAngRangeVarID,angRange, i,p);
Gv_SetVar(g_iZRangeVarID,zRange,i,p);
@ -1455,25 +1446,9 @@ SKIPBULLETHOLE:
if (p >= 0)
{
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE );
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
{
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
}
j = GetAutoAimAngle(i, p, atwith, -(12<<8), 0, &srcvect, vel, &zvel, &sa);
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)-(12<<8);
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0) hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal)*vel) / hit.pos.x;
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
else
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*98;
}
else
@ -1545,26 +1520,11 @@ SKIPBULLETHOLE:
if (p >= 0)
{
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE ); // 48
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
{
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
}
j = GetAutoAimAngle(i, p, atwith, 8<<8, 0+2, &srcvect, vel, &zvel, &sa);
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*81;
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8);
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0) hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal)*vel) / hit.pos.x;
if (sprite[j].picnum != RECON)
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
else zvel = (100-ps->horiz-ps->horizoff)*81;
if (atwith == RPG)
A_PlaySound(RPG_SHOOT,i);
}
@ -1760,31 +1720,9 @@ SKIPBULLETHOLE:
if (p >= 0)
{
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE );
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
{
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
}
j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, &srcvect, 256, &zvel, &sa);
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8);
if (((sprite[j].picnum >= GREENSLIME)&&(sprite[j].picnum <= GREENSLIME+7))||(sprite[j].picnum ==ROTATEGUN))
{
dal -= (8<<8);
}
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0)
hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal)<<8) / hit.pos.x;
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
else
if (j < 0)
{
sa += 16-(krand()&31);
zvel = (100-ps->horiz-ps->horizoff)<<5;
@ -1860,26 +1798,10 @@ SKIPBULLETHOLE:
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
{
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE );
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
j=-1;
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
{
j = A_FindTargetSprite(s, Gv_GetVar(g_iAimAngleVarID,i,p),atwith);
}
j = GetAutoAimAngle(i, p, atwith, 4<<8, 0, &srcvect, 768, &zvel, &sa);
if (j >= 0)
{
dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1);
hit.pos.x = ldist(&sprite[ps->i], &sprite[j]);
if (hit.pos.x == 0)
hit.pos.x++;
zvel = ((sprite[j].z-srcvect.z-dal-(4<<8))*768) / hit.pos.x;
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
else zvel = (100-ps->horiz-ps->horizoff)*98;
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*98;
}
else if (s->statnum != 3)
{