- InitEnemyRail, InitZillaRocket, InitEnemyStar

This commit is contained in:
Christoph Oelckers 2021-11-04 19:23:02 +01:00
parent 289856a1fc
commit 63870b6077

View file

@ -16138,16 +16138,13 @@ InitEnemyRocket(DSWActor* actor)
return w;
}
int
InitEnemyRail(DSWActor* actor)
int InitEnemyRail(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = u->SpriteP;
SPRITEp sp = &actor->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz, dist, nang;
short w;
short pnum=0;
if (SW_SHAREWARE) return false; // JBF: verify
@ -16156,20 +16153,17 @@ InitEnemyRail(DSWActor* actor)
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && u->ID == ZOMBIE_RUN_R0)
{
PLAYERp pp;
SPRITEp psp;
// Check all players
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
psp = &sprite[pp->PlayerSprite];
if (u->targetActor == pp->Actor())
return 0;
}
}
PlaySound(DIGI_RAILFIRE, sp, v3df_dontpan|v3df_doppler);
PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler);
// get angle to player and also face player when attacking
sp->ang = nang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
@ -16185,16 +16179,17 @@ InitEnemyRail(DSWActor* actor)
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], sp->sectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(SpriteNum, w);
SetOwner(actor, actorNew);
wp->yrepeat = 52;
wp->xrepeat = 52;
@ -16202,7 +16197,7 @@ InitEnemyRail(DSWActor* actor)
wp->zvel = 0;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rail[0]);
NewStateGroup(actorNew, &sg_Rail[0]);
wu->Radius = 200;
wu->ceiling_dist = Z(1);
@ -16211,16 +16206,15 @@ InitEnemyRail(DSWActor* actor)
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->clipdist = 64L>>2;
wp->clipdist = 64 >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (TestMissileSetPos(w, DoRailStart, 600, wp->zvel))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRailStart, 600, wp->zvel))
{
//sprite->clipdist = oclipdist;
KillSprite(w);
KillActor(actorNew);
return 0;
}
@ -16230,16 +16224,14 @@ InitEnemyRail(DSWActor* actor)
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
return w;
return 0;
}
int
InitZillaRocket(DSWActor* actor)
int InitZillaRocket(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
SPRITEp sp = &actor->s(), wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w, i;
@ -16250,7 +16242,7 @@ InitZillaRocket(DSWActor* actor)
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
static const MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, 512},
{900 * 6, 400, 512},
@ -16260,7 +16252,7 @@ InitZillaRocket(DSWActor* actor)
{1100 * 6, 400, -512},
};
PlaySound(DIGI_NINJARIOTATTACK, sp, v3df_none);
PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none);
// get angle to player and also face player when attacking
sp->ang = nang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
@ -16272,14 +16264,12 @@ InitZillaRocket(DSWActor* actor)
nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8);
// Spawn a shot
// wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
// nx, ny, nz, u->targetActor->s().ang, 250)];
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], sp->sectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], sp->sectnum,
nx, ny, nz-Z(8), u->targetActor->s().ang, NINJA_BOLT_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(SpriteNum, w);
SetOwner(actor, actorNew);
wp->yrepeat = 28;
wp->xrepeat = 28;
wp->shade = -15;
@ -16288,7 +16278,7 @@ InitZillaRocket(DSWActor* actor)
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rocket[0]);
NewStateGroup(actorNew, &sg_Rocket[0]);
wu->Radius = 200;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
@ -16308,11 +16298,11 @@ InitZillaRocket(DSWActor* actor)
if (mp[i].dist_over != 0)
{
wp->ang = NORM_ANGLE(wp->ang + mp[i].ang);
HelpMissileLateral(w, mp[i].dist_over);
HelpMissileLateral(actorNew->GetSpriteIndex(), mp[i].dist_over);
wp->ang = NORM_ANGLE(wp->ang - mp[i].ang);
}
MissileSetPos(w, DoBoltThinMan, mp[i].dist_out);
MissileSetPos(actorNew->GetSpriteIndex(), DoBoltThinMan, mp[i].dist_out);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
@ -16321,18 +16311,15 @@ InitZillaRocket(DSWActor* actor)
wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
}
return w;
return 0;
}
int
InitEnemyStar(DSWActor* actor)
int InitEnemyStar(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
SPRITEp sp = &actor->s(), wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
// get angle to player and also face player when attacking
sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
@ -16342,13 +16329,13 @@ InitEnemyStar(DSWActor* actor)
nz = SPRITEp_MID(sp);
// Spawn a shot
wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
nx, ny, nz, u->targetActor->s().ang, NINJA_STAR_VELOCITY)];
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
nx, ny, nz, u->targetActor->s().ang, NINJA_STAR_VELOCITY);
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(SpriteNum, w);
SetOwner(actor, actorNew);
wp->yrepeat = 16;
wp->xrepeat = 16;
wp->shade = -25;
@ -16360,7 +16347,7 @@ InitEnemyStar(DSWActor* actor)
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoStar, 400);
MissileSetPos(actorNew->GetSpriteIndex(), DoStar, 400);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
@ -16368,51 +16355,8 @@ InitEnemyStar(DSWActor* actor)
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
//
// Star Power Up Code
//
#if 0
if (sp->pal == PALETTE_PLAYER0)
{
static short dang[] = {-28, 28};
char i;
SPRITEp np;
USERp nu;
short sn;
PlaySound(DIGI_STAR, sp, v3df_none);
for (i = 0; i < SIZ(dang); i++)
{
sn = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum, wp->x, wp->y, wp->z, NORM_ANGLE(wp->ang + dang[i]), wp->xvel);
np = &sprite[sn];
nu = User[sn];
SetOwner(wp->owner, sn);
np->yrepeat = wp->yrepeat;
np->xrepeat = wp->xrepeat;
np->shade = wp->shade;
nu->WeaponNum = wu->WeaponNum;
nu->Radius = wu->Radius;
nu->xchange = wu->xchange;
nu->ychange = wu->ychange;
nu->zchange = 0;
np->zvel = 0;
MissileSetPos(sn, DoStar, 400);
nu->zchange = wu->zchange;
np->zvel = wp->zvel;
}
}
else
#endif
PlaySound(DIGI_STAR, sp, v3df_none);
return w;
PlaySound(DIGI_STAR, actor, v3df_none);
return 0;
}
int InitEnemyCrossbow(DSWActor* actor)