- cansee refactoring, part 1.

This commit is contained in:
Christoph Oelckers 2022-08-22 18:35:16 +02:00
parent d8f379c8fa
commit 781ffc9a43
5 changed files with 23 additions and 15 deletions

View file

@ -1505,6 +1505,7 @@ void aiThinkTarget(DBloodActor* actor)
PLAYER* pPlayer = &gPlayer[p];
if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
@ -1514,7 +1515,8 @@ void aiThinkTarget(DBloodActor* actor)
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->sector()))
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
@ -1551,6 +1553,7 @@ void aiLookForTarget(DBloodActor* actor)
PLAYER* pPlayer = &gPlayer[p];
if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
@ -1560,7 +1563,8 @@ void aiLookForTarget(DBloodActor* actor)
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->sector()))
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)

View file

@ -97,6 +97,7 @@ static void batThinkTarget(DBloodActor* actor)
PLAYER* pPlayer = &gPlayer[p];
if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
@ -106,7 +107,8 @@ static void batThinkTarget(DBloodActor* actor)
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->sector()))
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
@ -173,7 +175,7 @@ static void batThinkPonder(DBloodActor* actor)
int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->int_pos().X, pTarget->int_pos().Y, pTarget->int_pos().Z, pTarget->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
{
aiSetTarget(actor, actor->GetTarget());
if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
@ -280,7 +282,7 @@ static void batThinkChase(DBloodActor* actor)
int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->int_pos().X, pTarget->int_pos().Y, pTarget->int_pos().Z, pTarget->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{

View file

@ -234,8 +234,8 @@ static void beastThinkChase(DBloodActor* actor)
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
@ -364,10 +364,10 @@ static void beastThinkSwimChase(DBloodActor* actor)
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = pDudeInfo->eyeHeight + actor->int_pos().Z;
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{

View file

@ -109,6 +109,7 @@ static void eelThinkTarget(DBloodActor* actor)
PLAYER* pPlayer = &gPlayer[p];
if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
@ -118,7 +119,8 @@ static void eelThinkTarget(DBloodActor* actor)
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->sector()))
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
@ -187,7 +189,7 @@ static void eelThinkPonder(DBloodActor* actor)
int height2 = (getDudeInfo(target->spr.type)->eyeHeight * target->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
{
aiSetTarget(actor, actor->GetTarget());
if (height2 - height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
@ -289,12 +291,12 @@ static void eelThinkChase(DBloodActor* actor)
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
int top2, bottom2;
GetActorExtents(target, &top2, &bottom2);
if (cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{

View file

@ -194,8 +194,8 @@ static void burnThinkChase(DBloodActor* actor)
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{