- Blood: floatified parts of condCheckDude

This commit is contained in:
Christoph Oelckers 2022-09-25 15:07:39 +02:00
parent 92f958ded0
commit ead39cb010

View file

@ -4417,8 +4417,10 @@ bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH)
bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
{
int var = -1;
int cond = aCond->xspr.data1 - kCondDudeBase; int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3; int arg3 = aCond->xspr.data4;
int cond = aCond->xspr.data1 - kCondDudeBase;
int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3;
int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
@ -4442,6 +4444,7 @@ bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
else if (!targ->IsDudeActor() && targ->spr.type != kMarkerPath) return false;
else if (PUSH) condPush(aCond, targ);
return true;
case 1: return aiFightDudeIsAffected(objActor); // dude affected by ai fight?
case 2: // distance to the target in a range?
case 3: // is the target visible?
@ -4454,21 +4457,20 @@ bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
DUDEINFO* pInfo = getDudeInfo(objActor->spr.type);
double height = (pInfo->eyeHeight * objActor->spr.yrepeat) * REPEAT_SCALE;
int dx = targ->int_pos().X - objActor->int_pos().X;
int dy = targ->int_pos().Y - objActor->int_pos().Y;
auto delta = targ->spr.pos.XY() - objActor->spr.pos.XY();
switch (cond)
{
case 2:
var = condCmp(approxDist(dx, dy), arg1 * 512, arg2 * 512, cmpOp);
var = condCmp(int(delta.Length() * 16), arg1 * 512, arg2 * 512, cmpOp);
break;
case 3:
case 4:
var = cansee(objActor->spr.pos, objActor->sector(), targ->spr.pos.plusZ(-height), targ->sector());
if (cond == 4 && var > 0)
{
var = ((1024 + getangle(dx, dy) - objActor->int_ang()) & 2047) - 1024;
var = (abs(var) < ((arg1 <= 0) ? pInfo->periphery : ClipHigh(arg1, 2048)));
DAngle absang = absangle(VecToAngle(delta), objActor->spr.angle);
var = absang < (arg1 <= 0 ? pInfo->Periphery() : min(mapangle(arg1), DAngle360));
}
break;
}