From 1702491619b4cfe07c014d641d8668a28292ccab Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 13 Sep 2022 22:09:27 +0200 Subject: [PATCH] - floatified Duke's shootweapon. --- source/games/duke/src/player_d.cpp | 57 +++++++++++++++--------------- 1 file changed, 29 insertions(+), 28 deletions(-) diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 1c805ac40..fbecd53ca 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -313,10 +313,10 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) // //--------------------------------------------------------------------------- -static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith) +static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith) { auto sectp = actor->sector(); - int zvel = 0; + double zvel = 0; HitInfo hit{}; if (actor->spr.extra >= 0) actor->spr.shade = -96; @@ -334,7 +334,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa if (aimed) { - int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8); + double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5; switch (aimed->spr.picnum) { case GREENSLIME: @@ -346,72 +346,73 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa case GREENSLIME + 6: case GREENSLIME + 7: case ROTATEGUN: - dal -= (8 << 8); + dal -= 8; break; } - zvel = ((aimed->int_pos().Z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy); + double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); + zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist; + ang = VecToAngle(aimed->spr.pos - pos); } if (isWW2GI()) { int angRange = 32; - int zRange = 256; + double zRange = 1; SetGameVarID(g_iAngRangeVarID, 32, actor, p); SetGameVarID(g_iZRangeVarID, 256, actor, p); OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1); angRange = GetGameVarID(g_iAngRangeVarID, actor, p).value(); - zRange = GetGameVarID(g_iZRangeVarID, actor, p).value(); + zRange = GetGameVarID(g_iZRangeVarID, actor, p).value() / 256.; - sa += (angRange / 2) - (krand() & (angRange - 1)); + ang += DAngle::fromBuild((angRange / 2) - (krand() & (angRange - 1))); if (aimed == nullptr) { // no target - zvel = -ps[p].horizon.sum().asq16() >> 11; + zvel = -ps[p].horizon.sum().asbuildf() / 8; } - zvel += (zRange / 2) - (krand() & (zRange - 1)); + zvel += (zRange / 2) - krandf(zRange); } else if (aimed == nullptr) { - sa += 16 - (krand() & 31); - zvel = -ps[p].horizon.sum().asq16() >> 11; - zvel += 128 - (krand() & 255); + ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); + zvel = -ps[p].horizon.sum().asbuildf() / 8; + zvel += 0.5 - krandf(1); } - sz -= (2 << 8); + pos.Z -= 2; } else { - int x; + double x; int j = findplayer(actor, &x); - sz -= (4 << 8); - zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); + pos.Z -= 4; + double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); + zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist; + zvel += 0.5 - krandf(1); if (actor->spr.picnum != BOSS1) { - zvel += 128 - (krand() & 255); - sa += 32 - (krand() & 63); + ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); } else { - zvel += 128 - (krand() & 255); - sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127); + ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5); } } actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; - hitscan(vec3_t( sx, sy, sz ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); + hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1); actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; if (hit.hitSector == nullptr) return; if ((krand() & 15) == 0 && hit.hitSector->lotag == 2) - tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, sx, sy, sz, 8 - (ud.multimode >> 1)); + tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, 8 - (ud.multimode >> 1)); DDukeActor* spark; if (p >= 0) { - spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4); + spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, ang.Buildang(), 0, 0, actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -445,7 +446,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa jib->spr.pos.Z += 4; jib->vel.X = 1; jib->spr.xrepeat = jib->spr.yrepeat = 24; - jib->add_int_ang(64 - (krand() & 127)); + jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5); } } else spawn(spark, SMALLSMOKE); @@ -532,7 +533,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa } else { - spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4); + spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, ang.Buildang(), 0, 0, actor, 4); if (spark) { spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -1089,7 +1090,7 @@ void shoot_d(DDukeActor* actor, int atwith) case SHOTSPARK1: case SHOTGUN: case CHAINGUN: - shootweapon(actor, p, sx, sy, sz, sa, atwith); + shootweapon(actor, p, spos, sang, atwith); return; case FIRELASER: