- floatify InitEnemyUzi.

This commit is contained in:
Christoph Oelckers 2022-08-31 21:37:33 +02:00
parent 91a89cd0f5
commit 12d182db6d

View file

@ -12243,13 +12243,8 @@ int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short
}
DSWActor* AimHitscanToTarget(DSWActor* actor, int *z, short *ang, int z_ratio)
DSWActor* AimHitscanToTarget(DSWActor* actor, double *z, DAngle *ang, double z_ratio)
{
int dist;
int zh;
int xvect;
int yvect;
DSWActor* hitActor = actor->user.targetActor;
if (hitActor == nullptr)
return nullptr;
@ -12257,29 +12252,30 @@ DSWActor* AimHitscanToTarget(DSWActor* actor, int *z, short *ang, int z_ratio)
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
*ang = getangle(hitActor->int_pos().X - actor->int_pos().X, hitActor->int_pos().Y - actor->int_pos().Y);
auto delta = hitActor->spr.pos.XY() - actor->spr.pos.XY();
*ang = VecToAngle(delta);
// find the distance to the target
dist = ksqrt(SQ(actor->int_pos().X - hitActor->int_pos().X) + SQ(actor->int_pos().Y - hitActor->int_pos().Y));
double dist = delta.Length();
if (dist != 0)
{
zh = int_ActorUpperZ(hitActor);
double zh = ActorUpperZ(hitActor);
xvect = bcos(*ang);
yvect = bsin(*ang);
// This doesn't look like it makes much sense...
auto vect = ang->ToVector() * 1024;
if (hitActor->int_pos().X - actor->int_pos().X != 0)
*z = Scale(xvect,zh - *z,hitActor->int_pos().X - actor->int_pos().X);
else if (hitActor->int_pos().Y - actor->int_pos().Y != 0)
*z = Scale(yvect,zh - *z,hitActor->int_pos().Y - actor->int_pos().Y);
if (delta.X != 0)
*z = vect.X * (zh - *z) / delta.X;
else if (delta.Y != 0)
*z = vect.Y * (zh - *z) / delta.Y;
else
*z = 0;
// so actors won't shoot straight up at you
// need to be a bit of a distance away
// before they have a valid shot
if (labs(*z / dist) > z_ratio)
if (abs(*z / dist) > z_ratio)
{
return nullptr;
}
@ -15741,10 +15737,9 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
int InitEnemyUzi(DSWActor* actor)
{
short daang;
DAngle daang;
HitInfo hit{};
int daz;
int zh;
double zh;
void InitUziShell(PLAYER*);
static short alternate;
@ -15756,23 +15751,20 @@ int InitEnemyUzi(DSWActor* actor)
if (actor->user.ID == ZILLA_RUN_R0)
{
zh = int_ActorZOfTop(actor);
zh += Z(20);
zh = ActorZOfTop(actor) + 20;
}
else
{
zh = int_ActorSizeZ(actor);
zh -= (zh >> 2);
zh = ActorSizeZ(actor) * 0.5;
}
daz = actor->int_pos().Z - zh;
double daz = actor->spr.pos.Z - zh;
if (AimHitscanToTarget(actor, &daz, &daang, 200) != nullptr)
{
// set angle to player and also face player when attacking
actor->set_int_ang(daang);
daang += RandomRange(24) - 12;
daang = NORM_ANGLE(daang);
daz += RandomRange(Z(40)) - Z(20);
actor->spr.angle = daang;
daang += DAngle::fromBuild(RandomRange(24) - 12);
daz += RandomRange(40 * 256) / 256. - 20;
}
else
{
@ -15783,14 +15775,11 @@ int InitEnemyUzi(DSWActor* actor)
return 0;
daz = 0;
daang = NORM_ANGLE(actor->int_ang() + (RANDOM_P2(128)) - 64);
daang = actor->spr.angle + DAngle::fromBuild((RANDOM_P2(128)) - 64);
}
FAFhitscan(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - zh, actor->sector(), // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
hit, CLIPMASK_MISSILE);
// todo: confirm the ToVector factor.
FAFhitscan(actor->spr.pos.plusZ(-zh), actor->sector(), DVector3(daang.ToVector() * 1024, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
@ -15828,7 +15817,7 @@ int InitEnemyUzi(DSWActor* actor)
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, daang, actor->user.ID);
HitBreakWall(hit.hitWall, hit.hitpos, daang, actor->user.ID);
return 0;
}
@ -15841,7 +15830,7 @@ int InitEnemyUzi(DSWActor* actor)
return 0;
}
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos, DAngle::fromBuild(daang), 0);
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SMOKE_REPEAT;
@ -15857,7 +15846,7 @@ int InitEnemyUzi(DSWActor* actor)
actorNew->spr.clipdist = 32L >> 2;
actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, DAngle::fromBuild(daang), 0);
actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SMOKE_REPEAT;
actorNew->spr.yrepeat = UZI_SMOKE_REPEAT;
@ -15868,7 +15857,7 @@ int InitEnemyUzi(DSWActor* actor)
HitscanSpriteAdjust(actorNew, hit.hitWall);
DoHitscanDamage(actorNew, hit.actor());
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, DAngle::fromBuild(daang), 0);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT;