- shootfireball, shootflamethrowerflame, shootknee

This commit is contained in:
Christoph Oelckers 2020-10-23 20:16:47 +02:00
parent 6ee856b8c1
commit 8268c1b538
2 changed files with 55 additions and 53 deletions

View File

@ -355,6 +355,7 @@ int aim(spritetype* s, int aang)
DukeStatIterator it(aimstats[k]); DukeStatIterator it(aimstats[k]);
while (auto act = it.Next()) while (auto act = it.Next())
{ {
i = act->GetIndex();
auto sp = &act->s; auto sp = &act->s;
if (sp->xrepeat > 0 && sp->extra >= 0 && (sp->cstat & (257 + 32768)) == 257) if (sp->xrepeat > 0 && sp->extra >= 0 && (sp->cstat & (257 + 32768)) == 257)
if (badguy(sp) || k < 2) if (badguy(sp) || k < 2)

View File

@ -87,16 +87,16 @@ void incur_damage_d(struct player_struct* p)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
static void shootfireball(int i, int p, int sx, int sy, int sz, int sa) static void shootfireball(DDukeActor *actor, int p, int sx, int sy, int sz, int sa)
{ {
spritetype* const s = &sprite[i]; auto s = &actor->s;
int vel, zvel; int vel, zvel;
if (s->extra >= 0) if (s->extra >= 0)
s->shade = -96; s->shade = -96;
sz -= (4 << 7); sz -= (4 << 7);
if (sprite[i].picnum != BOSS5) if (s->picnum != BOSS5)
vel = 840; vel = 840;
else { else {
vel = 968; vel = 968;
@ -108,7 +108,7 @@ static void shootfireball(int i, int p, int sx, int sy, int sz, int sa)
sa += 16 - (krand() & 31); sa += 16 - (krand() & 31);
int scratch; int scratch;
int j = findplayer(s, &scratch); int j = findplayer(s, &scratch);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s); zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
} }
else else
{ {
@ -126,10 +126,10 @@ static void shootfireball(int i, int p, int sx, int sy, int sz, int sa)
sizy = 7; sizy = 7;
} }
int j = EGS(s->sectnum, sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, i, (short)4); auto spawned = EGS(s->sectnum, sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, actor, (short)4);
auto spr = &sprite[j]; auto spr = &spawned->s;
spr->extra += (krand() & 7); spr->extra += (krand() & 7);
if (sprite[i].picnum == BOSS5 || p >= 0) if (s->picnum == BOSS5 || p >= 0)
{ {
spr->xrepeat = 40; spr->xrepeat = 40;
spr->yrepeat = 40; spr->yrepeat = 40;
@ -145,58 +145,57 @@ static void shootfireball(int i, int p, int sx, int sy, int sz, int sa)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
static void shootflamethrowerflame(int i, int p, int sx, int sy, int sz, int sa) static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
{ {
spritetype* const s = &sprite[i]; auto s = &actor->s;
int vel, zvel; int vel, zvel;
if (s->extra >= 0) if (s->extra >= 0)
s->shade = -96; s->shade = -96;
vel = 400; vel = 400;
int k = -1; DDukeActor* spawned = nullptr;
if (p < 0) if (p < 0)
{ {
int x; int x;
int j = findplayer(s, &x); int j = findplayer(actor, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy); sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (sprite[i].picnum == BOSS5) if (s->picnum == BOSS5)
{ {
vel = 528; vel = 528;
sz += 6144; sz += 6144;
} }
else if (sprite[i].picnum == BOSS3) else if (s->picnum == BOSS3)
sz -= 8192; sz -= 8192;
int l = ldist(&sprite[ps[j].i], s); int l = ldist(ps[j].GetActor(), actor);
if (l != 0) if (l != 0)
zvel = ((ps[j].oposz - sz) * vel) / l; zvel = ((ps[j].oposz - sz) * vel) / l;
if (badguy(s) && (s->hitag & face_player_smart) != 0) if (badguy(actor) && (s->hitag & face_player_smart) != 0)
sa = (short)(s->ang + (krand() & 31) - 16); sa = (short)(s->ang + (krand() & 31) - 16);
if (sector[s->sectnum].lotag == 2 && (krand() % 5) == 0) if (sector[s->sectnum].lotag == 2 && (krand() % 5) == 0)
k = fi.spawn(i, WATERBUBBLE); spawned = spawn(actor, WATERBUBBLE);
} }
else else
{ {
zvel = -mulscale16(ps[p].horizon.sum().asq16(), 81); zvel = -mulscale16(ps[p].horizon.sum().asq16(), 81);
if (sprite[ps[p].i].xvel != 0) if (ps[p].GetActor()->s.xvel != 0)
vel = (int)((((512 - (1024 vel = (int)((((512 - (1024
- abs(abs(getangle(sx - ps[p].oposx, sy - ps[p].oposy) - sa) - 1024))) - abs(abs(getangle(sx - ps[p].oposx, sy - ps[p].oposy) - sa) - 1024)))
* 0.001953125f) * sprite[ps[p].i].xvel) + 400); * 0.001953125f) * ps[p].GetActor()->s.xvel) + 400);
if (sector[s->sectnum].lotag == 2 && (krand() % 5) == 0) if (sector[s->sectnum].lotag == 2 && (krand() % 5) == 0)
k = fi.spawn(i, WATERBUBBLE); spawned = spawn(actor, WATERBUBBLE);
} }
if (k == -1) if (spawned == nullptr)
{ {
k = fi.spawn(i, FLAMETHROWERFLAME); spawned = spawn(actor, FLAMETHROWERFLAME);
sprite[k].xvel = (short)vel; spawned->s.xvel = (short)vel;
sprite[k].zvel = (short)zvel; spawned->s.zvel = (short)zvel;
} }
auto spawned = &hittype[k];
spawned->s.x = sx + sintable[(sa + 630) & 0x7FF] / 448; spawned->s.x = sx + sintable[(sa + 630) & 0x7FF] / 448;
spawned->s.y = sy + sintable[(sa + 112) & 0x7FF] / 448; spawned->s.y = sy + sintable[(sa + 112) & 0x7FF] / 448;
@ -208,11 +207,11 @@ static void shootflamethrowerflame(int i, int p, int sx, int sy, int sz, int sa)
spawned->s.yrepeat = 2; spawned->s.yrepeat = 2;
spawned->s.clipdist = 40; spawned->s.clipdist = 40;
spawned->s.yvel = p; spawned->s.yvel = p;
spawned->s.owner = (short)i; spawned->SetOwner(actor);
if (p == -1) if (p == -1)
{ {
if (sprite[i].picnum == BOSS5) if (s->picnum == BOSS5)
{ {
spawned->s.x -= sintable[sa & 2047] / 56; spawned->s.x -= sintable[sa & 2047] / 56;
spawned->s.y -= sintable[(sa + 1024 + 512) & 2047] / 56; spawned->s.y -= sintable[(sa + 1024 + 512) & 2047] / 56;
@ -228,12 +227,12 @@ static void shootflamethrowerflame(int i, int p, int sx, int sy, int sz, int sa)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
static void shootknee(int i, int p, int sx, int sy, int sz, int sa) static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
{ {
spritetype* const s = &sprite[i]; auto s = &actor->s;
int sect = s->sectnum; int sect = s->sectnum;
int zvel; int zvel;
short hitsect, hitspr, hitwall, j, k; short hitsect, hitspr, hitwall;
int hitx, hity, hitz; int hitx, hity, hitz;
if (p >= 0) if (p >= 0)
@ -245,9 +244,9 @@ static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
else else
{ {
int x; int x;
j = ps[findplayer(s, &x)].i; auto pactor = ps[findplayer(s, &x)].GetActor();
zvel = ((sprite[j].z - sz) << 8) / (x + 1); zvel = ((pactor->s.z - sz) << 8) / (x + 1);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy); sa = getangle(pactor->s.x - sx, pactor->s.y - sy);
} }
hitscan(sx, sy, sz, sect, hitscan(sx, sy, sz, sect,
@ -262,21 +261,21 @@ static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
{ {
if (hitwall >= 0 || hitspr >= 0) if (hitwall >= 0 || hitspr >= 0)
{ {
j = EGS(hitsect, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, i, 4); auto knee = EGS(hitsect, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
sprite[j].extra += (krand() & 7); knee->s.extra += (krand() & 7);
if (p >= 0) if (p >= 0)
{ {
k = fi.spawn(j, SMALLSMOKE); auto k = spawn(knee, SMALLSMOKE);
sprite[k].z -= (8 << 8); k->s.z -= (8 << 8);
S_PlayActorSound(KICK_HIT, j); S_PlayActorSound(KICK_HIT, knee);
} }
if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400) if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400)
sprite[j].extra += (max_player_health >> 2); knee->s.extra += (max_player_health >> 2);
if (hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2) if (hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2)
{ {
fi.checkhitsprite(hitspr, j); fi.checkhitsprite(hitspr, knee->GetIndex());
if (p >= 0) fi.checkhitswitch(p, hitspr, 1); if (p >= 0) fi.checkhitswitch(p, hitspr, 1);
} }
@ -289,7 +288,7 @@ static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2) if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
{ {
fi.checkhitwall(j, hitwall, hitx, hity, hitz, KNEE); fi.checkhitwall(knee->GetIndex(), hitwall, hitx, hity, hitz, KNEE);
if (p >= 0) fi.checkhitswitch(p, hitwall, 0); if (p >= 0) fi.checkhitswitch(p, hitwall, 0);
} }
} }
@ -301,7 +300,7 @@ static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
splash->s.y = hity; splash->s.y = hity;
splash->s.ang = ps[p].angle.ang.asbuild(); // Total tweek splash->s.ang = ps[p].angle.ang.asbuild(); // Total tweek
splash->s.xvel = 32; splash->s.xvel = 32;
ssp(i, CLIPMASK0); ssp(actor, CLIPMASK0);
splash->s.xvel = 0; splash->s.xvel = 0;
} }
@ -998,7 +997,7 @@ static void shootgrowspark(int i, int p, int sx, int sy, int sz, int sa)
void shoot_d(int i, int atwith) void shoot_d(int i, int atwith)
{ {
short sect, l, j, k; short sect, l, j;
int sx, sy, sz, sa, p, vel, zvel, x, dal; int sx, sy, sz, sa, p, vel, zvel, x, dal;
auto actor = &hittype[i]; auto actor = &hittype[i];
spritetype* const s = &actor->s; spritetype* const s = &actor->s;
@ -1056,25 +1055,27 @@ void shoot_d(int i, int atwith)
switch (atwith) switch (atwith)
{ {
case FIREBALL: case FIREBALL:
shootfireball(i, p, sx, sy, sz, sa); shootfireball(actor, p, sx, sy, sz, sa);
return; return;
case FLAMETHROWERFLAME: case FLAMETHROWERFLAME:
shootflamethrowerflame(i, p, sx, sy, sz, sa); shootflamethrowerflame(actor, p, sx, sy, sz, sa);
return; return;
case FIREFLY: // BOSS5 shot case FIREFLY: // BOSS5 shot
k = fi.spawn(i, atwith); {
sprite[k].sectnum = sect; auto k = spawn(actor, atwith);
sprite[k].x = sx; k->s.sectnum = sect;
sprite[k].y = sy; k->s.x = sx;
sprite[k].z = sz; k->s.y = sy;
sprite[k].ang = sa; k->s.z = sz;
sprite[k].xvel = 500; k->s.ang = sa;
sprite[k].zvel = 0; k->s.xvel = 500;
k->s.zvel = 0;
return; return;
} }
} }
}
switch (atwith) switch (atwith)
{ {
@ -1086,7 +1087,7 @@ void shoot_d(int i, int atwith)
break; break;
case KNEE: case KNEE:
shootknee(i, p, sx, sy, sz, sa); shootknee(actor, p, sx, sy, sz, sa);
break; break;
case SHOTSPARK1: case SHOTSPARK1: