- floatified Duke's shootrpg

This commit is contained in:
Christoph Oelckers 2022-09-13 22:30:46 +02:00
parent b5a869b053
commit 9598468c9a

View file

@ -114,7 +114,7 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang)
else
{
zvel = -ps[p].horizon.sum().asbuildf() * (98 / 256.);
pos += (ang + DAngle1 * 61).ToVector() * 1024 / 448.;
pos += (ang + DAngle1 * 61).ToVector() * (1024 / 448.);
pos.Z += 3;
}
@ -686,16 +686,16 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
//
//---------------------------------------------------------------------------
static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith)
{
auto sect = actor->sector();
int vel, zvel;
double vel, zvel;
int l, scount;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
vel = 644;
vel = 644 / 16.;
DDukeActor* aimed = nullptr;
@ -704,49 +704,51 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
aimed = aim(actor, 48);
if (aimed)
{
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (8 << 8);
zvel = ((aimed->int_pos().Z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 8;
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist;
if (aimed->spr.picnum != RECON)
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16);
else
zvel = -ps[p].horizon.sum().asbuildf() * (81 / 256.);
if (atwith == RPG)
S_PlayActorSound(RPG_SHOOT, actor);
}
else
{
int x;
double x;
int j = findplayer(actor, &x);
sa = getangle(ps[j].player_int_opos().X - sx, ps[j].player_int_opos().Y - sy);
ang = VecToAngle(ps[j].opos.XY() - pos.XY());
if (actor->spr.picnum == BOSS3)
{
int zoffs = (32 << 8);
double zoffs = 32;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs = (int)((actor->spr.yrepeat / 80.0f) * zoffs);
sz -= zoffs;
zoffs *= (actor->spr.yrepeat / 80.0f);
pos.Z -= zoffs;
}
else if (actor->spr.picnum == BOSS2)
{
vel += 128;
int zoffs = 24 << 8;
vel += 8;
double zoffs = 24;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs = (int)((actor->spr.yrepeat / 80.0f) * zoffs);
sz += zoffs;
zoffs *= (actor->spr.yrepeat / 80.0f);
pos.Z -= zoffs;
}
l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].player_int_opos().Z - sz) * vel) / l;
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z) * vel) / dist;
if (badguy(actor) && (actor->spr.hitag & face_player_smart))
sa = actor->int_ang() + (krand() & 31) - 16;
ang = actor->spr.angle + randomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
}
if (p < 0) aimed = nullptr;
auto spawned = EGS(sect,
sx + (bcos(sa + 348) / 448),
sy + (bsin(sa + 348) / 448),
sz - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, actor, 4);
auto offset = (ang + DAngle1 * 61).ToVector() * (1024 / 448);
auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, 14, 14, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, 4);
if (!spawned) return;
@ -765,46 +767,41 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
{
if (actor->spr.picnum == BOSS3)
{
int xoffs = bsin(sa, -6);
int yoffs = -bcos(sa, -6);
int aoffs = 4;
DVector2 offset(ang.Sin() * 4, ang.Cos() * -4);
DAngle aoffs = DAngle22_5 / 32.;
if ((krand() & 1) != 0)
{
xoffs = -xoffs;
yoffs = -yoffs;
aoffs = -8;
offset = -offset;
aoffs = -aoffs;
}
if (isWorldTour()) // Twentieth Anniversary World Tour
{
float siz = actor->spr.yrepeat / 80.0f;
xoffs = int(xoffs * siz);
yoffs = int(yoffs * siz);
aoffs = int(aoffs * siz);
offset *= siz;
aoffs *= siz;
}
spawned->add_int_pos({ xoffs, yoffs, 0 });
spawned->add_int_ang(aoffs);
spawned->spr.pos += offset;
spawned->spr.angle += aoffs;
spawned->spr.xrepeat = 42;
spawned->spr.yrepeat = 42;
}
else if (actor->spr.picnum == BOSS2)
{
int xoffs = bsin(sa) / 56;
int yoffs = -bcos(sa) / 56;
int aoffs = 8 + (krand() & 255) - 128;
DVector2 offset(ang.Sin() * (1024. / 56.), ang.Cos() * -(1024. / 56.));
DAngle aoffs = DAngle22_5 / 16. - DAngle45 + randomAngle(90);
if (isWorldTour()) { // Twentieth Anniversary World Tour
int siz = actor->spr.yrepeat;
xoffs = Scale(xoffs, siz, 80);
yoffs = Scale(yoffs, siz, 80);
aoffs = Scale(aoffs, siz, 80);
double siz = actor->spr.yrepeat / 70.;
offset *= siz;
aoffs *= siz;
}
spawned->add_int_pos({ -xoffs, -yoffs, 0 });
spawned->add_int_ang(-aoffs);
spawned->spr.pos += offset;
spawned->spr.angle += aoffs;
spawned->spr.xrepeat = 24;
spawned->spr.yrepeat = 24;
@ -819,16 +816,18 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
else if ((isWW2GI() && aplWeaponWorksLike(ps[p].curr_weapon, p) == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON))
{
spawned->spr.extra >>= 2;
spawned->add_int_ang(16 - (krand() & 31));
spawned->spr.angle += DAngle22_5 / 8 - randomAngle(22.5 / 4);
spawned->vel.Z += 1 - krandf(2);
if (ps[p].hbomb_hold_delay)
{
spawned->add_int_pos({ -bsin(sa) / 644, bcos(sa) / 644, 0 });
DVector2 offset(-ang.Sin()* (1024. / 644.), ang.Cos() * (1024. / 644.));
spawned->spr.pos += offset;
}
else
{
spawned->add_int_pos({ bsin(sa, -8), -bcos(sa, -8), 0 });
DVector2 offset(ang.Sin()* 4, ang.Cos() * -4);
spawned->spr.pos += offset;
}
spawned->spr.xrepeat >>= 1;
spawned->spr.yrepeat >>= 1;
@ -1117,7 +1116,7 @@ void shoot_d(DDukeActor* actor, int atwith)
[[fallthrough]];
case RPG:
shootrpg(actor, p, sx, sy, sz, sa, atwith);
shootrpg(actor, p, spos, sang, atwith);
break;
case HANDHOLDINGLASER: