- floatified cerberusBurnSeqCallback

This commit is contained in:
Christoph Oelckers 2022-09-27 13:57:13 +02:00
parent 2baf35ed2d
commit 049ced83f6

View file

@ -74,74 +74,61 @@ void cerberusBiteSeqCallback(int, DBloodActor* actor)
void cerberusBurnSeqCallback(int, DBloodActor* actor)
{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE * 0.25;
double height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE * 0.25;
if (!actor->ValidateTarget(__FUNCTION__)) return;
int x = actor->int_pos().X;
int y = actor->int_pos().Y;
int z = height; // ???
TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
aim.dx = bcos(actor->int_ang());
aim.dy = bsin(actor->int_ang());
aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff;
auto pos = actor->spr.pos.plusZ(height);
DVector3 Aim;
Aim.XY() = actor->spr.angle.ToVector();
Aim.Z = actor->dudeSlope / 16384.;
double nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
int x2 = actor2->int_pos().X;
int y2 = actor2->int_pos().Y;
int z2 = actor2->int_pos().Z;
int nDist = approxDist(x2 - x, y2 - y);
if (nDist == 0 || nDist > 0x2800)
auto pos2 = actor2->spr.pos;
double nDist = (pos2 - pos).Length();
if (nDist == 0 || nDist > 0x280)
continue;
if (tt1.at10)
{
int t = DivScale(nDist, tt1.at10, 12);
x2 += (actor2->int_vel().X * t) >> 12;
y2 += (actor2->int_vel().Y * t) >> 12;
z2 += (actor2->int_vel().Z * t) >> 8;
}
int tx = x + MulScale(Cos(actor->int_ang()), nDist, 30);
int ty = y + MulScale(Sin(actor->int_ang()), nDist, 30);
int tz = z + MulScale(actor->dudeSlope, nDist, 10);
int tsr = MulScale(9460, nDist, 10);
int top, bottom;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos;
tvec.XY() += actor->spr.angle.ToVector() * nDist;
tvec.Z += actor->dudeSlope / 16384. * nDist;
double tsr = nDist * 9.23828125;
double top, bottom;
GetActorExtents(actor2, &top, &bottom);
if (tz - tsr > bottom || tz + tsr < top)
if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
continue;
int dx = (tx - x2) >> 4;
int dy = (ty - y2) >> 4;
int dz = (tz - z2) >> 8;
int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
double nDist2 = (tvec - pos2).Length();
if (nDist2 < nClosest)
{
int nAngle = getangle(x2 - x, y2 - y);
int nDeltaAngle = ((nAngle - actor->int_ang() + 1024) & 2047) - 1024;
if (abs(nDeltaAngle) <= tt1.at8)
DAngle nAngle = VecToAngle(pos2.XY() - pos.XY());
DAngle nDeltaAngle = absangle(nAngle, actor->spr.angle);
if (nDeltaAngle <= DAngle45)
{
int tz1 = actor2->int_pos().Z - actor->int_pos().Z;
if (cansee(x, y, z, actor->sector(), x2, y2, z2, actor2->sector()))
double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(pos, actor->sector(), pos2, actor2->sector()))
{
nClosest = nDist2;
aim.dx = bcos(nAngle);
aim.dy = bsin(nAngle);
aim.dz = DivScale(tz1, nDist, 10);
Aim.XY() = nAngle.ToVector();
Aim.Z = tz1 / nDist;
}
else
aim.dz = tz1;
Aim.Z = tz1 / 64.;
}
}
}
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
actFireMissile(actor, -350 / 16., 0, Aim, kMissileFireballCerberus);
actFireMissile(actor, 350 / 16., -100 / 256., Aim, kMissileFireballCerberus);
break;
case kDudeCerberusOneHead:
actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
actFireMissile(actor, 350 / 16., -100 / 256., Aim, kMissileFireballCerberus);
break;
}
}