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- triggers.cpp subfunctions.
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8f3c97dde4
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2967edf827
1 changed files with 30 additions and 33 deletions
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@ -800,10 +800,9 @@ void DragPoint(walltype* pWall, int x, int y)
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} while (prevWall != pWall && vsi > 0);
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}
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void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, char a12)
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void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, char a12)
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{
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int x, y;
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auto pSector = §or[nSector];
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XSECTOR *pXSector = &pSector->xs();
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int v20 = interpolatedvalue(a6, a9, a2);
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int vc = interpolatedvalue(a6, a9, a3);
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@ -864,7 +863,7 @@ void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7
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}
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}
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}
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BloodSectIterator it(nSector);
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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spritetype *pSprite = &actor->s();
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@ -904,7 +903,7 @@ void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7
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{
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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int floorZ = getflorzofslope(nSector, pSprite->x, pSprite->y);
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int floorZ = getflorzofslopeptr(pSector, pSprite->x, pSprite->y);
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if (!(pSprite->cstat&48) && floorZ <= bottom)
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{
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if (v14)
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@ -918,9 +917,8 @@ void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7
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}
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}
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void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
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void ZTranslateSector(sectortype* pSector, XSECTOR *pXSector, int a3, int a4)
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{
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sectortype *pSector = §or[nSector];
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viewInterpolateSector(pSector);
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int dz = pXSector->onFloorZ-pXSector->offFloorZ;
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if (dz != 0)
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@ -929,7 +927,7 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
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pSector->baseFloor = pSector->floorz = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16);
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pSector->velFloor += (pSector->floorz-oldZ)<<8;
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BloodSectIterator it(nSector);
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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@ -958,7 +956,7 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
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pSector->baseCeil = pSector->ceilingz = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16);
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pSector->velCeil += (pSector->ceilingz-oldZ)<<8;
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BloodSectIterator it(nSector);
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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@ -973,12 +971,12 @@ void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
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}
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}
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DBloodActor* GetHighestSprite(int nSector, int nStatus, int *z)
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DBloodActor* GetHighestSprite(sectortype* pSector, int nStatus, int *z)
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{
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*z = sector[nSector].floorz;
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*z = pSector->floorz;
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DBloodActor* found = nullptr;
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BloodSectIterator it(nSector);
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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@ -996,15 +994,14 @@ DBloodActor* GetHighestSprite(int nSector, int nStatus, int *z)
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return found;
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}
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DBloodActor* GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot)
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DBloodActor* GetCrushedSpriteExtents(sectortype* pSector, int *pzTop, int *pzBot)
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{
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assert(pzTop != NULL && pzBot != NULL);
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assert(nSector < (unsigned int)numsectors);
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assert(pSector);
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DBloodActor* found = nullptr;
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sectortype *pSector = §or[nSector];
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int foundz = pSector->ceilingz;
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BloodSectIterator it(nSector);
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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@ -1042,7 +1039,7 @@ int VCrushBusy(sectortype *pSector, unsigned int a2)
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if (dz2 != 0)
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v10 += MulScale(dz2, GetWaveValue(a2, nWave), 16);
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int v18;
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if (GetHighestSprite(sectnum(pSector), 6, &v18) && vc >= v18)
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if (GetHighestSprite(pSector, 6, &v18) && vc >= v18)
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return 1;
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viewInterpolateSector(pSector);
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if (dz1 != 0)
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@ -1120,7 +1117,7 @@ int VDoorBusy(sectortype* pSector, unsigned int a2)
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else
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vbp = -65536/ClipLow((120*pXSector->busyTimeB)/10, 1);
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int top, bottom;
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auto actor = GetCrushedSpriteExtents(sectnum(pSector),&top,&bottom);
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auto actor = GetCrushedSpriteExtents(pSector, &top, &bottom);
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if (actor && a2 > pXSector->busy)
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{
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assert(actor->hasX());
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@ -1192,7 +1189,7 @@ int VDoorBusy(sectortype* pSector, unsigned int a2)
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nWave = pXSector->busyWaveA;
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else
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nWave = pXSector->busyWaveB;
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ZTranslateSector(sectnum(pSector), pXSector, a2, nWave);
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ZTranslateSector(pSector, pXSector, a2, nWave);
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pXSector->busy = a2;
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if (pXSector->command == kCmdLink && pXSector->txID)
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evSendSector(pSector,pXSector->txID, kCmdLink);
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@ -1217,8 +1214,8 @@ int HDoorBusy(sectortype* pSector, unsigned int a2)
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if (!pXSector->marker0 || !pXSector->marker1) return 0;
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spritetype *pSprite1 = &pXSector->marker0->s();
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spritetype *pSprite2 = &pXSector->marker1->s();
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TranslateSector(sectnum(pSector), GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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ZTranslateSector(sectnum(pSector), pXSector, a2, nWave);
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TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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ZTranslateSector(pSector, pXSector, a2, nWave);
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pXSector->busy = a2;
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if (pXSector->command == kCmdLink && pXSector->txID)
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evSendSector(pSector, pXSector->txID, kCmdLink);
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@ -1242,8 +1239,8 @@ int RDoorBusy(sectortype* pSector, unsigned int a2)
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nWave = pXSector->busyWaveB;
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if (!pXSector->marker0) return 0;
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spritetype* pSprite = &pXSector->marker0->s();
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TranslateSector(sectnum(pSector), GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, 0, pSprite->x, pSprite->y, pSprite->ang, pSector->type == kSectorRotate);
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ZTranslateSector(sectnum(pSector), pXSector, a2, nWave);
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TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, 0, pSprite->x, pSprite->y, pSprite->ang, pSector->type == kSectorRotate);
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ZTranslateSector(pSector, pXSector, a2, nWave);
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pXSector->busy = a2;
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if (pXSector->command == kCmdLink && pXSector->txID)
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evSendSector(pSector, pXSector->txID, kCmdLink);
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@ -1267,13 +1264,13 @@ int StepRotateBusy(sectortype* pSector, unsigned int a2)
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{
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vbp = pXSector->data+pSprite->ang;
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int nWave = pXSector->busyWaveA;
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TranslateSector(sectnum(pSector), GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, pXSector->data, pSprite->x, pSprite->y, vbp, 1);
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TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, pXSector->data, pSprite->x, pSprite->y, vbp, 1);
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}
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else
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{
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vbp = pXSector->data-pSprite->ang;
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int nWave = pXSector->busyWaveB;
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TranslateSector(sectnum(pSector), GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, vbp, pSprite->x, pSprite->y, pXSector->data, 1);
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TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, vbp, pSprite->x, pSprite->y, pXSector->data, 1);
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}
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pXSector->busy = a2;
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if (pXSector->command == kCmdLink && pXSector->txID)
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@ -1317,8 +1314,8 @@ int PathBusy(sectortype* pSector, unsigned int a2)
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XSPRITE *pXSprite2 = &pXSector->marker1->x();
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int nWave = pXSprite1->wave;
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TranslateSector(sectnum(pSector), GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, 1);
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ZTranslateSector(sectnum(pSector), pXSector, a2, nWave);
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TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, 1);
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ZTranslateSector(pSector, pXSector, a2, nWave);
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pXSector->busy = a2;
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if ((a2&0xffff) == 0)
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{
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@ -2025,14 +2022,14 @@ void trInit(void)
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break;
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case kSectorZMotion:
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case kSectorZMotionSprite:
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ZTranslateSector(i, pXSector, pXSector->busy, 1);
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ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
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break;
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case kSectorSlideMarked:
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case kSectorSlide:
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{
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spritetype* pSprite1 = &pXSector->marker0->s();
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spritetype* pSprite2 = &pXSector->marker1->s();
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TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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TranslateSector(pSector, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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for(auto& wal : wallsofsector(pSector))
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{
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wal.baseWall.x = wal.x;
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@ -2043,15 +2040,15 @@ void trInit(void)
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{
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actor->basePoint = actor->s().pos;
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}
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TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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ZTranslateSector(i, pXSector, pXSector->busy, 1);
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TranslateSector(pSector, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
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break;
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}
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case kSectorRotateMarked:
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case kSectorRotate:
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{
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spritetype* pSprite1 = &pXSector->marker0->s();
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TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate);
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TranslateSector(pSector, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate);
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for (auto& wal : wallsofsector(pSector))
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{
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wal.baseWall.x = wal.x;
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{
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actor->basePoint = actor->s().pos;
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}
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TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate);
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ZTranslateSector(i, pXSector, pXSector->busy, 1);
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TranslateSector(pSector, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate);
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ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
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break;
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}
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case kSectorPath:
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