From a7b23fe9ea8457d7027836ada57e3042a203c5be Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 27 Sep 2022 19:40:32 +0200 Subject: [PATCH] - floatified BlastSSeqCallback --- source/games/blood/src/aicerber.cpp | 2 + source/games/blood/src/aigarg.cpp | 99 ++++++++++++----------------- 2 files changed, 41 insertions(+), 60 deletions(-) diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 2f39d8c67..b7c1cbb49 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -166,11 +166,13 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) 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 (tvec.Z - tsr > bottom || tvec.Z + tsr < top) continue; + double nDist2 = (tvec - pos2).Length(); if (nDist2 < nClosest) { diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 8fb55736c..a4dfe3f16 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -105,87 +105,66 @@ void BlastSSeqCallback(int, DBloodActor* actor) wrand(); // ??? if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - int height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) << 2; - int x = actor->int_pos().X; - int y = actor->int_pos().Y; - int z = height; - TARGETTRACK tt = { 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; + double height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) * REPEAT_SCALE; + DVector3 pos(actor->spr.pos.XY(), height); + + DVector3 Aim(actor->spr.angle.ToVector(), 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 (tt.at10) - { - int t = DivScale(nDist, tt.at10, 12); - x2 += (actor->int_vel().X * t) >> 12; - y2 += (actor->int_vel().Y * t) >> 12; - z2 += (actor->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) <= tt.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); - if (tz1 > -0x333) - aim.dz = DivScale(tz1, nDist, 10); - else if (tz1 < -0x333 && tz1 > -0xb33) - aim.dz = DivScale(tz1, nDist, 10) + 9460; - else if (tz1 < -0xb33 && tz1 > -0x3000) - aim.dz = DivScale(tz1, nDist, 10) + 9460; - else if (tz1 < -0x3000) - aim.dz = DivScale(tz1, nDist, 10) - 7500; - else - aim.dz = DivScale(tz1, nDist, 10); + Aim.XY() = nAngle.ToVector(); + Aim.Z = tz1 / nDist; + + // This does not make any sense... + if (tz1 < -3.2 && tz1 > -48) + Aim.Z += 0.5774; + else if (tz1 <= -48) + Aim.Z -= 0.45776; } else - aim.dz = DivScale(tz1, nDist, 10); + Aim.Z = tz1 / nDist; } } } -#ifdef NOONE_EXTENSIONS // allow to fire missile in non-player targets if (target->IsPlayerActor() || gModernMap) { - actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); - actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); + actFireMissile(actor, -7.5, 0, Aim, kMissileArcGargoyle); + actFireMissile(actor, 7.5, 0, Aim, kMissileArcGargoyle); } -#else - if (target->IsPlayerActor()) { - actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); - actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); - } -#endif }