- rerouted all accesses to gDudeSlope.

This commit is contained in:
Christoph Oelckers 2020-11-07 16:13:03 +01:00
parent 7e78bc1c14
commit 99c0b77cf2
7 changed files with 57 additions and 40 deletions

View file

@ -293,8 +293,7 @@ static void beastThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
int nXSprite = sprite[pXSprite->reference].extra;
gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2)
&& IsPlayerSprite(pTarget) && Chance(0x8000))
{

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@ -196,8 +196,7 @@ static void calebThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
int nXSprite = sprite[pXSprite->reference].extra;
gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 0x599 && klabs(nDeltaAngle) < 28)
{
XSECTOR *pXSector;

View file

@ -314,8 +314,7 @@ static void cultThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
int nXSprite = sprite[pXSprite->reference].extra;
gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
switch (pSprite->type) {
case kDudeCultistTommy:
if (nDist < 0x1e00 && nDist > 0xe00 && klabs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)

View file

@ -185,8 +185,7 @@ static void gillThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
int nXSprite = sprite[pXSprite->reference].extra;
gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 921 && klabs(nDeltaAngle) < 28)
{
XSECTOR *pXSector;

View file

@ -140,26 +140,40 @@ static void forcePunch(DBloodActor* actor)
return true;
}*/
bool genDudeAdjustSlope(spritetype* pSprite, XSPRITE* pXSprite, int dist, int weaponType, int by) {
if (spriRangeIsFine(pXSprite->target)) {
int fStart = 0; int fEnd = 0; GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int by = 64)
{
spritetype* pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
if (spriRangeIsFine(pXSprite->target))
{
int fStart = 0;
int fEnd = 0;
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
unsigned int clipMask = (weaponType == kGenDudeWeaponMissile) ? CLIPMASK0 : CLIPMASK1;
for (int i = -8191; i < 8192; i += by) {
for (int i = -8191; i < 8192; i += by)
{
HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), i, clipMask, dist);
if (!fStart && pXSprite->target == gHitInfo.hitsprite) fStart = i;
else if (fStart && pXSprite->target != gHitInfo.hitsprite) { fEnd = i; break; }
else if (fStart && pXSprite->target != gHitInfo.hitsprite)
{
fEnd = i;
break;
}
}
if (fStart != fEnd) {
if (fStart != fEnd)
{
if (weaponType == kGenDudeWeaponHitscan)
gDudeSlope[pSprite->extra] = fStart - ((fStart - fEnd) >> 2);
else if (weaponType == kGenDudeWeaponMissile) {
{
actor->dudeSlope() = fStart - ((fStart - fEnd) >> 2);
}
else if (weaponType == kGenDudeWeaponMissile)
{
const MissileType* pMissile = &missileInfo[pExtra->curWeapon - kMissileBase];
gDudeSlope[pSprite->extra] = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1);
actor->dudeSlope() = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1);
}
//viewSetSystemMessage("!!!! FOUND, SLOPE %d, RANGE %d,%d", gDudeSlope[pSprite->extra], fStart, fEnd);
return true;
}
}
@ -415,8 +429,8 @@ static void unicultThinkGoto(DBloodActor* actor)
static void unicultThinkChase(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
auto const pXSprite = &actor->x();
auto const pSprite = &actor->s();
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return;
else if (pXSprite->target < 0 || pXSprite->target >= kMaxSprites) {
if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(pSprite, &genDudeGotoW);
@ -499,7 +513,7 @@ static void unicultThinkChase(DBloodActor* actor)
if ((gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
playGenDudeSound(pSprite, kGenDudeSndChasing);
gDudeSlope[pSprite->extra] = divscale(pTarget->z - pSprite->z, dist, 10);
actor->dudeSlope() = divscale(pTarget->z - pSprite->z, dist, 10);
short curWeapon = gGenDudeExtra[pSprite->index].curWeapon; short weaponType = gGenDudeExtra[pSprite->index].weaponType;
spritetype* pLeech = leechIsDropped(pSprite); const VECTORDATA* meleeVector = &gVectorData[22];
@ -668,9 +682,9 @@ static void unicultThinkChase(DBloodActor* actor)
if (pExtra->canWalk) {
int objDist = -1; int targetDist = -1; int hit = -1;
if (weaponType == kGenDudeWeaponHitscan)
hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), gDudeSlope[pSprite->extra], CLIPMASK1, dist);
hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), CLIPMASK1, dist);
else if (weaponType == kGenDudeWeaponMissile)
hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), gDudeSlope[pSprite->extra], CLIPMASK0, dist);
hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), CLIPMASK0, dist);
if (hit >= 0) {
targetDist = dist - (pTarget->clipdist << 2);
@ -705,7 +719,7 @@ static void unicultThinkChase(DBloodActor* actor)
fallthrough__;
case 2:
//if (hit == 2) viewSetSystemMessage("FLOOR HIT %d", gHitInfo.hitsect);
if (weaponType != kGenDudeWeaponMissile && genDudeAdjustSlope(pSprite, pXSprite, dist, weaponType)
if (weaponType != kGenDudeWeaponMissile && genDudeAdjustSlope(actor, dist, weaponType)
&& dist < (int)(6000 + Random(2000)) && pExtra->baseDispersion < kGenDudeMaxDispersion >> 1) break;
else if (spriteIsUnderwater(pSprite)) aiGenDudeNewState(pSprite, &genDudeChaseW);
@ -741,20 +755,26 @@ static void unicultThinkChase(DBloodActor* actor)
}
break;
}
if (pSprite->x < pHSprite->x) {
if (pSprite->x < pHSprite->x)
{
if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = -1;
else pXSprite->dodgeDir = 1;
} else {
}
else
{
if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = 1;
else pXSprite->dodgeDir = -1;
}
}
break;
default:
if (pSprite->x < pHSprite->x) {
if (pSprite->x < pHSprite->x)
{
if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = -1;
else pXSprite->dodgeDir = 1;
} else {
}
else
{
if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = 1;
else pXSprite->dodgeDir = -1;
}
@ -763,17 +783,19 @@ static void unicultThinkChase(DBloodActor* actor)
return;
}
break;
} else if (weaponType == kGenDudeWeaponHitscan && hscn) {
if (genDudeAdjustSlope(pSprite, pXSprite, dist, weaponType)) break;
VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), gDudeSlope[pSprite->extra], dist, 1);
}
else if (weaponType == kGenDudeWeaponHitscan && hscn)
{
if (genDudeAdjustSlope(actor, dist, weaponType)) break;
VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), dist, 1);
if (pXSprite->target == gHitInfo.hitsprite) break;
bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType);
if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) {
if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked))
{
if ((approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= 1500 && !blck)
|| (dist <= (int)(pExtra->fireDist / ClipLow(Random(4), 1)))) {
|| (dist <= (int)(pExtra->fireDist / ClipLow(Random(4), 1))))
{
//viewSetSystemMessage("GO CHASE");
if (spriteIsUnderwater(pSprite)) aiGenDudeNewState(pSprite, &genDudeChaseW);
else aiGenDudeNewState(pSprite, &genDudeChaseL);
@ -817,7 +839,7 @@ static void unicultThinkChase(DBloodActor* actor)
case 4:
if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) {
bool masked = (pHWall->cstat & CSTAT_WALL_MASKED);
if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), gDudeSlope[pSprite->extra], dist, 1);
if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), dist, 1);
//viewSetSystemMessage("WALL VHIT: %d", gHitInfo.hitwall);
if ((pXSprite->target != gHitInfo.hitsprite) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) {

View file

@ -233,7 +233,6 @@ int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp);
void scaleDamage(XSPRITE* pXSprite);
bool genDudePrepare(spritetype* pSprite, int propId);
void genDudeUpdate(spritetype* pSprite);
bool genDudeAdjustSlope(spritetype* pSprite, XSPRITE* pXSprite, int dist, int weaponType, int by = 64);
void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
#endif

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@ -3040,7 +3040,7 @@ bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH) {
bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH) {
UNREFERENCED_PARAMETER(PUSH);
auto actor = &bloodActors[pXCond->reference];
int var = -1; PLAYER* pPlayer = NULL; bool retn = false;
int cond = pXCond->data1 - kCondSpriteBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
@ -3094,7 +3094,7 @@ bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH) {
if ((pPlayer = getPlayerById(pSpr->type)) != NULL)
var = HitScan(pSpr, pPlayer->zWeapon - pSpr->z, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1);
else if (IsDudeSprite(pSpr))
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), gDudeSlope[pSpr->extra], arg1, arg3 << 1);
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), actor->dudeSlope(), arg1, arg3 << 1);
else
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), 0, arg1, arg3 << 1);