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https://github.com/DrBeef/Raze.git
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- more simple tgt_sp replacements.
This commit is contained in:
parent
76f0724d24
commit
602048b41d
5 changed files with 46 additions and 39 deletions
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@ -291,7 +291,7 @@ bool CanSeePlayer(DSWActor* actor)
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//if (FAF_Sector(sp->sectnum))
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// return(true);
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if (u->tgt_sp() && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->targetActor->s().x, u->targetActor->s().y, SPRITEp_UPPER(u->tgt_sp()), u->targetActor->s().sectnum))
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if (u->targetActor && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->targetActor->s().x, u->targetActor->s().y, ActorUpper(u->targetActor), u->targetActor->s().sectnum))
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return true;
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else
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return false;
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@ -312,7 +312,8 @@ int CanHitPlayer(DSWActor* actor)
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zhs = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
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auto hp = u->tgt_sp();
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auto hp = &u->targetActor->s();
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// get angle to target
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ang = getangle(hp->x - sp->x, hp->y - sp->y);
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@ -345,7 +346,7 @@ int CanHitPlayer(DSWActor* actor)
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if (hitinfo.sect < 0)
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return false;
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if (hitinfo.sprite == u->tgt_sp() - sprite)
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if (hitinfo.sprite == u->targetActor->GetSpriteIndex())
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return true;
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////DSPRINTF(ds,"CanHit %s",ret ? "true" : "false");
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@ -494,7 +495,7 @@ GetPlayerSpriteNum(short SpriteNum)
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{
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pp = &Player[pnum];
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if (pp->SpriteP == u->tgt_sp())
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if (pp->Actor() == u->targetActor)
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{
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return pp->PlayerSprite;
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}
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@ -596,7 +597,7 @@ DECISION GenericFlaming[] =
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every time through the loop. This would be too slow. It is only called when
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the actor needs to know what to do next such as running into something or being
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targeted. It makes decisions based on the distance and viewablity of its target
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(u->tgt_sp()). When it figures out the situatation with its target it calls
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(u->targetActor). When it figures out the situatation with its target it calls
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ChooseAction which does a random table lookup to decide what action to initialize.
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Once this action is initialized it will be called until it can't figure out what to
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do anymore and then this routine is called again.
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@ -647,16 +648,6 @@ DoActorActionDecide(short SpriteNum)
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// !AIC KEY - If aware of player - var is changed in SpriteControl
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if (TEST(u->Flags, SPR_ACTIVE))
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{
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// CODE BELOW = CRAP, DON'T USE IT OR IT MAKES ACTORS NOT ANIMATE SOMETIMES!!!!!
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// If target was actor, retarget to player it actor died
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// or just randomly give the target actor a break
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//if ((User[u->tgt_sp()-sprite] &&
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// User[u->tgt_sp()-sprite]->Health <= 0) || RandomRange(1000) > 950)
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// {
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// DoActorPickClosePlayer(actor);
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// InitActorReposition(SpriteNum);
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// return(action);
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// }
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// Try to operate stuff
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DoActorOperate(SpriteNum);
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@ -1220,7 +1211,7 @@ FindTrackToPlayer(USERp u)
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//MONO_PRINT("FindTrackToPlayer\n");
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zdiff = SPRITEp_UPPER(u->tgt_sp()) - (sp->z - SPRITEp_SIZE_Z(sp) + Z(8));
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zdiff = ActorUpper(u->targetActor) - (sp->z - SPRITEp_SIZE_Z(sp) + Z(8));
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if (labs(zdiff) <= Z(20))
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{
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@ -2247,6 +2247,22 @@ SPRITEp USER::tgt_sp()
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return targetActor == nullptr? nullptr : &targetActor->s();
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}
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inline int ActorUpper(DSWActor* actor)
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{
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return SPRITEp_UPPER(&actor->s());
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}
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inline int ActorLower(DSWActor* actor)
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{
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return SPRITEp_LOWER(&actor->s());
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}
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inline int ActorMid(DSWActor* actor)
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{
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return SPRITEp_MID(&actor->s());
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}
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END_SW_NS
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#endif
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@ -157,7 +157,7 @@ int DoToiletGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum);
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if (u->FlagOwner != 1)
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{
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@ -400,7 +400,7 @@ int DoWashGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum);
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if (RandomRange(1000) > 980 && u->ShellNum <= 0)
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{
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@ -1280,7 +1280,7 @@ int DoCarGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -1502,7 +1502,7 @@ int DoMechanicGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -1725,7 +1725,7 @@ int DoSailorGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -1940,7 +1940,7 @@ int DoPruneGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -2949,7 +2949,7 @@ DoAutoTurretObject(SECTOR_OBJECTp sop)
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shootp = &sprite[sop->sp_num[i]];
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if (!FAFcansee(shootp->x, shootp->y, shootp->z-Z(4), shootp->sectnum,
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u->targetActor->s().x, u->targetActor->s().y, SPRITEp_UPPER(u->tgt_sp()), u->targetActor->s().sectnum))
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u->targetActor->s().x, u->targetActor->s().y, ActorUpper(u->targetActor), u->targetActor->s().sectnum))
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{
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return;
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}
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@ -12920,7 +12920,7 @@ InitLavaThrow(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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return w;
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}
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@ -13246,7 +13246,7 @@ InitEnemyNapalm(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -13355,7 +13355,7 @@ InitEnemyMirv(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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return 0;
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}
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@ -13815,7 +13815,7 @@ InitSumoNapalm(short SpriteNum)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -13951,7 +13951,7 @@ InitMiniSumoClap(short SpriteNum)
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{
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if (SpriteOverlapZ(SpriteNum, short(u->tgt_sp() - sprite), Z(20)))
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{
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if (FAFcansee(u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
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if (FAFcansee(u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
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{
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PlaySound(DIGI_CGTHIGHBONE, sp, v3df_follow|v3df_dontpan);
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DoDamage(short(u->tgt_sp() - sprite), SpriteNum);
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@ -13960,7 +13960,7 @@ InitMiniSumoClap(short SpriteNum)
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}
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else if (dist < CLOSE_RANGE_DIST_FUDGE(u->tgt_sp(), sp, reach))
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{
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if (FAFcansee(u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
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if (FAFcansee(u->targetActor->s().x,u->targetActor->s().y,ActorMid(u->targetActor),u->targetActor->s().sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
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{
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PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
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SpawnFireballFlames(SpriteNum, short(u->tgt_sp() - sprite));
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@ -16072,7 +16072,7 @@ InitSerpSpell(DSWActor* actor)
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// find the distance to the target (player)
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dist = Distance(np->x, np->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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np->zvel = (np->xvel * (SPRITEp_UPPER(u->tgt_sp()) - np->z)) / dist;
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np->zvel = (np->xvel * (ActorUpper(u->targetActor) - np->z)) / dist;
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np->ang = NORM_ANGLE(np->ang + delta_ang[i]);
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@ -16192,7 +16192,7 @@ InitSerpMonstSpell(DSWActor* actor)
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// find the distance to the target (player)
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dist = Distance(np->x, np->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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np->zvel = (np->xvel * (SPRITEp_UPPER(u->tgt_sp()) - np->z)) / dist;
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np->zvel = (np->xvel * (ActorUpper(u->targetActor) - np->z)) / dist;
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np->ang = NORM_ANGLE(np->ang + delta_ang[i]);
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@ -16288,7 +16288,7 @@ InitEnemyRocket(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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return w;
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}
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@ -16383,7 +16383,7 @@ InitEnemyRail(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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return w;
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}
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@ -16473,7 +16473,7 @@ InitZillaRocket(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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}
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return w;
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@ -16521,7 +16521,7 @@ InitEnemyStar(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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//
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// Star Power Up Code
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@ -16617,7 +16617,7 @@ InitEnemyCrossbow(DSWActor* actor)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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//
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// Star Power Up Code
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@ -16706,7 +16706,7 @@ InitSkelSpell(DSWActor* actor)
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dist = Distance(nx, ny, u->targetActor->s().x, u->targetActor->s().y);
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if (dist != 0)
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wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - nz)) / dist;
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wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - nz)) / dist;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -16771,7 +16771,7 @@ InitCoolgFire(DSWActor* actor)
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if (dist != 0)
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// (velocity * difference between the target and the throwing star) /
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// distance
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wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - nz)) / dist;
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wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - nz)) / dist;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -17058,7 +17058,7 @@ InitSpearTrap(short SpriteNum)
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//int dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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//if (dist != 0)
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//wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
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//wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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PlaySound(DIGI_STAR, sp, v3df_none);
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return w;
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