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https://github.com/ZDoom/Raze.git
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- deal with distances and CloseRangeDist.
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commit
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3 changed files with 19 additions and 62 deletions
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@ -412,28 +412,6 @@ DSWActor* GetPlayerSpriteNum(DSWActor* actor)
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//
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//---------------------------------------------------------------------------
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int CloseRangeDist(DSWActor* actor1, DSWActor* actor2)
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{
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int clip1 = actor1->spr.clipdist;
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int clip2 = actor2->spr.clipdist;
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// add clip boxes and a fudge factor
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const int DIST_CLOSE_RANGE = 400;
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return (clip1 << 2) + (clip2 << 2) + DIST_CLOSE_RANGE;
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}
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double CloseRangeDistF(DSWActor* actor1, DSWActor* actor2)
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{
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return CloseRangeDist(actor1, actor2) * inttoworld;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorOperate(DSWActor* actor)
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{
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HitInfo near{};
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@ -557,7 +535,7 @@ ANIMATOR* DoActorActionDecide(DSWActor* actor)
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auto pActor = GetPlayerSpriteNum(actor);
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// check for short range attack possibility
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if ((dist < CloseRangeDistF(actor, actor->user.targetActor) && ICanSee) ||
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if ((dist < CloseRangeDist(actor, actor->user.targetActor) && ICanSee) ||
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(pActor && pActor->hasU() && pActor->user.WeaponNum == WPN_FIST && actor->user.ID != RIPPER2_RUN_R0 && actor->user.ID != RIPPER_RUN_R0))
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{
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if ((actor->user.ID == COOLG_RUN_R0 && (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT)) || (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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@ -1241,7 +1219,7 @@ int DoActorAttack(DSWActor* actor)
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double dist =(actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
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auto pActor = GetPlayerSpriteNum(actor);
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if ((actor->user.ActorActionSet->CloseAttack[0] && dist < CloseRangeDistF(actor, actor->user.targetActor)) ||
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if ((actor->user.ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(actor, actor->user.targetActor)) ||
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(pActor && pActor->hasU() && pActor->user.WeaponNum == WPN_FIST)) // JBF: added null check
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{
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rand_num = ChooseActionNumber(actor->user.ActorActionSet->CloseAttackPercent);
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@ -12273,7 +12273,6 @@ int InitSwordAttack(PLAYER* pp)
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{
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DSWActor* plActor = pp->actor;
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unsigned stat;
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int dist;
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short reach, face;
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PlaySound(DIGI_SWORDSWOOSH, pp, v3df_dontpan | v3df_doppler);
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@ -12319,7 +12318,7 @@ int InitSwordAttack(PLAYER* pp)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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dist = DistanceI(pp->pos, itActor->spr.pos);
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double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length();
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reach = 1000; // !JIM! was 800
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face = 200;
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@ -12441,7 +12440,6 @@ int InitFistAttack(PLAYER* pp)
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{
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DSWActor* plActor = pp->actor;
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unsigned stat;
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int dist;
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short reach,face;
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PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
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@ -12483,7 +12481,7 @@ int InitFistAttack(PLAYER* pp)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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dist = DistanceI(pp->pos, itActor->spr.pos);
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double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length();
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if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist
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{
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@ -12760,7 +12758,6 @@ int InitSumoSkull(DSWActor* actor)
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int InitSumoStompAttack(DSWActor* actor)
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{
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unsigned stat;
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int dist;
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short reach;
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@ -12777,11 +12774,9 @@ int InitSumoStompAttack(DSWActor* actor)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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dist = DistanceI(actor->spr.pos, itActor->spr.pos);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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reach = 16384;
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if (dist < CloseRangeDist(itActor, actor, reach))
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if (dist < CloseRangeDist(itActor, actor, 16384))
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{
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if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
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DoDamage(itActor, actor);
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@ -12801,15 +12796,10 @@ int InitSumoStompAttack(DSWActor* actor)
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int InitMiniSumoClap(DSWActor* actor)
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{
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int dist;
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short reach;
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auto targetActor = actor->user.targetActor;
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if (!targetActor) return 0;
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dist = DistanceI(actor->spr.pos, targetActor->spr.pos);
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reach = 10000;
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double dist = (actor->spr.pos.XY() - targetActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(targetActor, actor, 1000))
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{
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@ -12822,7 +12812,7 @@ int InitMiniSumoClap(DSWActor* actor)
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}
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}
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}
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else if (dist < CloseRangeDist(targetActor, actor, reach))
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else if (dist < CloseRangeDist(targetActor, actor, 10000))
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{
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if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
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{
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@ -14248,7 +14238,6 @@ int InitRipperSlash(DSWActor* actor)
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{
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int i;
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unsigned stat;
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int dist, a, b, c;
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PlaySound(DIGI_RIPPER2ATTACK, actor, v3df_none);
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@ -14264,7 +14253,7 @@ int InitRipperSlash(DSWActor* actor)
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if (d > itActor->user.fRadius() * 2)
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continue;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -14286,7 +14275,6 @@ int InitBunnySlash(DSWActor* actor)
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{
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int i;
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unsigned stat;
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int dist, a, b, c;
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PlaySound(DIGI_BUNNYATTACK, actor, v3df_none);
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@ -14298,7 +14286,7 @@ int InitBunnySlash(DSWActor* actor)
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if (itActor == actor)
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break;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -14321,7 +14309,6 @@ int InitSerpSlash(DSWActor* actor)
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{
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int i;
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unsigned stat;
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int dist, a, b, c;
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PlaySound(DIGI_SERPSWORDATTACK, actor, v3df_none);
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@ -14333,7 +14320,7 @@ int InitSerpSlash(DSWActor* actor)
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if (itActor == actor)
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break;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 800) && FacingRange(itActor, actor,150))
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{
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@ -14446,7 +14433,6 @@ int InitCoolgBash(DSWActor* actor)
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{
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int i;
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unsigned stat;
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int dist, a, b, c;
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PlaySound(DIGI_CGTHIGHBONE, actor, v3df_none);
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@ -14462,7 +14448,7 @@ int InitCoolgBash(DSWActor* actor)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -14484,7 +14470,6 @@ int InitSkelSlash(DSWActor* actor)
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{
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int i;
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unsigned stat;
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int dist, a, b, c;
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PlaySound(DIGI_SPBLADE, actor, v3df_none);
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@ -14496,7 +14481,7 @@ int InitSkelSlash(DSWActor* actor)
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if (itActor == actor)
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break;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -14518,7 +14503,6 @@ int InitGoroChop(DSWActor* actor)
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{
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int i;
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unsigned stat;
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int dist, a, b, c;
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PlaySound(DIGI_GRDSWINGAXE, actor, v3df_none);
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@ -14530,7 +14514,7 @@ int InitGoroChop(DSWActor* actor)
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if (itActor == actor)
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break;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 700) && FacingRange(itActor, actor,150))
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{
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@ -15075,19 +15059,16 @@ int InitSkelSpell(DSWActor* actor)
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int InitCoolgFire(DSWActor* actor)
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{
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int nx, ny, nz, dist;
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// get angle to player and also face player when attacking
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
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nz = actor->int_pos().Z - Z(16);
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// Spawn a shot
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// Inserting and setting up variables
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PlaySound(DIGI_CGMAGIC, actor, v3df_follow);
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auto actorNew = SpawnActor(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, actor->sector(),
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actor->spr.pos.plusZ(-16), actor->user.targetActor->spr.angle, COOLG_FIRE_VELOCITY);
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actor->spr.pos.plusZ(-16), actor->user.targetActor->spr.angle, COOLG_FIRE_VELOCITY);
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SetOwner(actor, actorNew);
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actorNew->spr.hitag = LUMINOUS;
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@ -15215,7 +15196,6 @@ int GenerateDrips(DSWActor* actor)
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int InitEelFire(DSWActor* actor)
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{
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unsigned stat;
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int dist, a, b, c;
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for (stat = 0; stat < SIZ(StatDamageList); stat++)
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{
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@ -15228,10 +15208,10 @@ int InitEelFire(DSWActor* actor)
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if (itActor != actor->user.targetActor)
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continue;
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if ((unsigned)FindDistance3D(actor->int_pos() - itActor->int_pos()) > itActor->user.Radius + actor->user.Radius)
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if ((actor->spr.pos - itActor->spr.pos).Length() > itActor->user.fRadius() * 2)
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continue;
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -155,12 +155,11 @@ extern int WeaponIsAmmo;
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#define MISSILEMOVETICS 6
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inline int CloseRangeDist(DSWActor* a1, DSWActor* a2, int fudge)
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inline double CloseRangeDist(DSWActor* a1, DSWActor* a2, int fudge = 400)
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{
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return (((int)a1->spr.clipdist << 2) + ((int)a2->spr.clipdist << 2) + fudge);
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return (((int)a1->spr.clipdist << 2) + ((int)a2->spr.clipdist << 2) + fudge) * inttoworld;
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}
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extern short target_ang;
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DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang);
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