- the rest of player_r.cpp

This commit is contained in:
Christoph Oelckers 2021-12-21 20:56:37 +01:00
parent 0768c9e8b6
commit e76e28cdea

View file

@ -85,8 +85,7 @@ void incur_damage_r(struct player_struct* p)
static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
spritetype* const s = actor->s;
auto sectp = s->sector();
auto sectp = actor->spr.sector();
int zvel;
HitInfo hit{};
@ -205,12 +204,11 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto s = actor->s;
auto sectp = s->sector();
auto sectp = actor->spr.sector();
int zvel = 0;
HitInfo hit{};
if (s->extra >= 0) s->shade = -96;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
if (p >= 0)
{
@ -248,7 +246,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
int j = findplayer(actor, &x);
sz -= (4 << 8);
zvel = ((ps[j].pos.z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
if (s->picnum != BOSS1)
if (actor->spr.picnum != BOSS1)
{
zvel += 128 - (krand() & 255);
sa += 32 - (krand() & 63);
@ -260,7 +258,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
}
}
s->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
hitscan({ sx, sy, sz }, sectp, { bcos(sa), bsin(sa),zvel << 6 }, hit, CLIPMASK1);
if (isRRRA() && hit.hitSector != nullptr && (((hit.hitSector->lotag == 160 && zvel > 0) || (hit.hitSector->lotag == 161 && zvel < 0))
@ -289,7 +287,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
}
}
s->cstat |= CSTAT_SPRITE_BLOCK_ALL;
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
if (hit.hitSector == nullptr) return;
@ -461,19 +459,18 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto s = actor->s;
auto sect = s->sector();
auto sect = actor->spr.sector();
int vel = 0, zvel;
int scount;
if (isRRRA())
{
if (atwith != SPIT && s->extra >= 0) s->shade = -96;
if (atwith != SPIT && actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == SPIT)
{
if (s->picnum == 8705)
if (actor->spr.picnum == 8705)
vel = 600;
else
vel = 400;
@ -481,7 +478,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
}
else
{
if (s->extra >= 0) s->shade = -96;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == SPIT) vel = 400;
@ -490,13 +487,13 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
{
vel = 840;
sz -= (4 << 7);
if (s->picnum == 4649)
if (actor->spr.picnum == 4649)
{
sx += bcos(s->ang + 256, -6);
sy += bsin(s->ang + 256, -6);
sx += bcos(actor->spr.ang + 256, -6);
sy += bsin(actor->spr.ang + 256, -6);
sz += (12 << 8);
}
if (s->picnum == VIXEN)
if (actor->spr.picnum == VIXEN)
{
sz -= (12 << 8);
}
@ -506,8 +503,8 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
{
auto aimed = aim(actor, AUTO_AIM_ANGLE);
sx += bcos(s->ang + 160, -7);
sy += bsin(s->ang + 160, -7);
sx += bcos(actor->spr.ang + 160, -7);
sy += bsin(actor->spr.ang + 160, -7);
if (aimed)
{
@ -525,11 +522,11 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
int x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (s->picnum == HULK)
if (actor->spr.picnum == HULK)
sa -= (krand() & 31);
else if (s->picnum == VIXEN)
else if (actor->spr.picnum == VIXEN)
sa -= (krand() & 16);
else if (s->picnum != UFOBEAM)
else if (actor->spr.picnum != UFOBEAM)
sa += 16 - (krand() & 31);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
@ -541,7 +538,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
if (atwith == SPIT)
{
sizx = 18; sizy = 18;
if (!isRRRA() || s->picnum != MAMA) sz -= (10 << 8); else sz -= (20 << 8);
if (!isRRRA() || actor->spr.picnum != MAMA) sz -= (10 << 8); else sz -= (20 << 8);
}
else
{
@ -581,7 +578,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
j->spr.cstat = CSTAT_SPRITE_YCENTER;
j->spr.clipdist = 4;
sa = s->ang + 32 - (krand() & 63);
sa = actor->spr.ang + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
if (atwith == FIRELASER)
@ -602,13 +599,12 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto s = actor->s;
auto sect = s->sector();
auto sect = actor->spr.sector();
int vel, zvel;
int l, scount;
DDukeActor* act90 = nullptr;
if (s->extra >= 0) s->shade = -96;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
vel = 644;
@ -649,9 +645,9 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
int x;
int j = findplayer(actor, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (s->picnum == BOSS3)
if (actor->spr.picnum == BOSS3)
sz -= (32 << 8);
else if (s->picnum == BOSS2)
else if (actor->spr.picnum == BOSS2)
{
vel += 128;
sz += 24 << 8;
@ -660,8 +656,8 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].oposz - sz) * vel) / l;
if (badguy(s) && (s->hitag & face_player_smart))
sa = s->ang + (krand() & 31) - 16;
if (badguy(actor) && (actor->spr.hitag & face_player_smart))
sa = actor->spr.ang + (krand() & 31) - 16;
}
if (p < 0) aimed = nullptr;
@ -706,7 +702,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
if (p == -1)
{
if (s->picnum == HULK)
if (actor->spr.picnum == HULK)
{
spawned->spr.xrepeat = 8;
spawned->spr.yrepeat = 8;
@ -755,12 +751,11 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto s = actor->s;
auto sect = s->sector();
auto sect = actor->spr.sector();
int vel = 0, zvel;
int scount;
if (s->extra >= 0) s->shade = -96;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == 3471)
@ -794,7 +789,7 @@ static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
int x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (s->picnum == VIXEN)
if (actor->spr.picnum == VIXEN)
sa -= (krand() & 16);
else
sa += 16 - (krand() & 31);
@ -816,7 +811,7 @@ static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
j->spr.cstat = CSTAT_SPRITE_YCENTER;
j->spr.clipdist = 4;
sa = s->ang + 32 - (krand() & 63);
sa = actor->spr.ang + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
scount--;
@ -831,18 +826,16 @@ static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
void shoot_r(DDukeActor* actor, int atwith)
{
spritetype* const s = actor->s;
int sa, p;
int sx, sy, sz, vel, zvel, x;
auto const sect = s->sector();
auto const sect = actor->spr.sector();
zvel = 0;
if (s->picnum == TILE_APLAYER)
if (actor->spr.picnum == TILE_APLAYER)
{
p = s->yvel;
p = actor->spr.yvel;
sx = ps[p].pos.x;
sy = ps[p].pos.y;
@ -854,12 +847,12 @@ void shoot_r(DDukeActor* actor, int atwith)
else
{
p = -1;
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - ((s->yrepeat * tileHeight(s->picnum)) << 1) + (4 << 8);
sa = actor->spr.ang;
sx = actor->spr.x;
sy = actor->spr.y;
sz = actor->spr.z - ((actor->spr.yrepeat * tileHeight(actor->spr.picnum)) << 1) + (4 << 8);
sz -= (7 << 8);
if (badguy(s))
if (badguy(actor))
{
sx -= bsin(sa, -7);
sy += bcos(sa, -7);
@ -903,7 +896,7 @@ void shoot_r(DDukeActor* actor, int atwith)
if (j)
{
j->spr.xvel = 32;
j->spr.ang = s->ang;
j->spr.ang = actor->spr.ang;
j->spr.z -= (5 << 8);
}
break;
@ -914,7 +907,7 @@ void shoot_r(DDukeActor* actor, int atwith)
if (j)
{
j->spr.xvel = 250;
j->spr.ang = s->ang;
j->spr.ang = actor->spr.ang;
j->spr.z -= (15 << 8);
}
break;
@ -947,7 +940,7 @@ void shoot_r(DDukeActor* actor, int atwith)
if (!isRRRA()) break;
case MORTER:
{
if (s->extra >= 0) s->shade = -96;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
auto j = ps[findplayer(actor, &x)].GetActor();
x = ldist(j, actor);
@ -3289,7 +3282,6 @@ static void processweapon(int snum, ESyncBits actions, sectortype* psectp)
{
auto p = &ps[snum];
auto pact = p->GetActor();
auto s = pact->s;
int shrunk = (pact->spr.yrepeat < 8);
if (p->detonate_count > 0)