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- actProcessSprites done.
# Conflicts: # source/games/blood/src/actor.cpp # Conflicts: # source/games/blood/src/actor.cpp # Conflicts: # source/games/blood/src/actor.cpp
This commit is contained in:
parent
7faebdcbf1
commit
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3 changed files with 258 additions and 204 deletions
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@ -5903,167 +5903,165 @@ static void actCheckThings()
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//
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//---------------------------------------------------------------------------
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void MakeSplash(DBloodActor *actor);
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void actProcessSprites(void)
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static void actCheckProjectiles()
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{
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#ifdef NOONE_EXTENSIONS
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if (gModernMap) nnExtProcessSuperSprites();
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#endif
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actCheckProximity();
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actCheckThings();
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int nSprite;
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BloodStatIterator it(kStatProjectile);
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while ((nSprite = it.NextIndex()) >= 0)
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while (auto actor = it.Next())
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{
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spritetype *pSprite = &sprite[nSprite];
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spritetype* pSprite = &actor->s();
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if (pSprite->flags & 32)
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continue;
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viewBackupSpriteLoc(nSprite, pSprite);
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int hit = MoveMissile(&bloodActors[nSprite]);
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if (hit >= 0)
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actImpactMissile(&bloodActors[pSprite->index], hit);
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viewBackupSpriteLoc(actor);
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int hit = MoveMissile(actor);
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if (hit >= 0) actImpactMissile(&bloodActors[pSprite->index], hit);
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}
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it.Reset(kStatExplosion);
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while ((nSprite = it.NextIndex()) >= 0)
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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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static void actCheckExplosion()
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{
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BloodStatIterator it(kStatExplosion);
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while (auto actor = it.Next())
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{
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uint8_t sectmap[(kMaxSectors+7)>>3];
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spritetype *pSprite = &sprite[nSprite];
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spritetype* pSprite = &actor->s();
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if (pSprite->flags & 32)
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continue;
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int nOwner = pSprite->owner;
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auto pOwner = nOwner == -1? nullptr : &bloodActors[pSprite->owner];
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if (!actor->hasX()) continue;
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XSPRITE* pXSprite = &actor->x();
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auto Owner = actor->GetOwner();
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auto pOwner = Owner ? &Owner->s() : nullptr;
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int nType = pSprite->type;
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assert(nType >= 0 && nType < kExplodeMax);
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const EXPLOSION *pExplodeInfo = &explodeInfo[nType];
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int nXSprite = pSprite->extra;
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assert(nXSprite > 0 && nXSprite < kMaxXSprites);
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XSPRITE *pXSprite = &xsprite[nXSprite];
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const EXPLOSION* pExplodeInfo = &explodeInfo[nType];
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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int nSector = pSprite->sectnum;
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int radius = pExplodeInfo->radius;
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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// Allow to override explosion radius by data4 field of any sprite which have statnum 2 set in editor
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// or of Hidden Exploder.
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if (gModernMap && pXSprite->data4 > 0)
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radius = pXSprite->data4;
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#endif
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#endif
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uint8_t sectormap[(kMaxSectors + 7) >> 3];
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// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
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// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
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// so only allow this new checking method for dude spawned explosions
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short gAffectedXWalls[kMaxXWalls];
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, radius, sectmap, gAffectedXWalls, newSectCheckMethod);
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GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod);
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for (int i = 0; i < kMaxXWalls; i++)
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{
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int nWall = gAffectedXWalls[i];
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if (nWall == -1)
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break;
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XWALL *pXWall = &xwall[wall[nWall].extra];
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XWALL* pXWall = &xwall[wall[nWall].extra];
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trTriggerWall(nWall, pXWall, kCmdWallImpact);
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}
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int nSprite2;
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StatIterator it1(kStatDude);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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DBloodActor* act2 = &bloodActors[nSprite2];
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spritetype *pDude = &act2->s();
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if (pDude->flags & 32)
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continue;
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if (TestBitString(sectmap, pDude->sectnum))
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BloodStatIterator it1(kStatDude);
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while (auto dudeactor = it1.Next())
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{
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spritetype* pDude = &dudeactor->s();
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if (pDude->flags & 32) continue;
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if (TestBitString(sectormap, pDude->sectnum))
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{
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if (pXSprite->data1 && CheckProximity(pDude, x, y, z, nSector, radius))
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{
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if (pExplodeInfo->dmg && pXSprite->target == 0)
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{
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pXSprite->target = 1;
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actDamageSprite(nOwner, pDude, kDamageFall, (pExplodeInfo->dmg+Random(pExplodeInfo->dmgRng))<<4);
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actDamageSprite(Owner, dudeactor, kDamageFall, (pExplodeInfo->dmg + Random(pExplodeInfo->dmgRng)) << 4);
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}
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if (pExplodeInfo->dmgType)
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ConcussSprite(pOwner, act2, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->dmgType) ConcussSprite(actor, dudeactor, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->burnTime)
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{
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assert(pDude->extra > 0 && pDude->extra < kMaxXSprites);
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XSPRITE *pXDude = &xsprite[pDude->extra];
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if (!pXDude->burnTime)
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evPost(nSprite2, 3, 0, kCallbackFXFlameLick);
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actBurnSprite(pSprite->owner, pXDude, pExplodeInfo->burnTime<<2);
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assert(dudeactor->hasX());
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XSPRITE* pXDude = &xsprite[pDude->extra];
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if (!pXDude->burnTime) evPost(dudeactor, 0, kCallbackFXFlameLick);
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actBurnSprite(Owner, dudeactor, pExplodeInfo->burnTime << 2);
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}
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}
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}
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}
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it1.Reset(kStatThing);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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auto act2 = &bloodActors[nSprite2];
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spritetype *pThing = &sprite[nSprite2];
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if (pThing->flags & 32)
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continue;
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if (TestBitString(sectmap, pThing->sectnum))
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it1.Reset(kStatThing);
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while (auto thingactor = it1.Next())
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{
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spritetype* pThing = &thingactor->s();
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if (pThing->flags & 32) continue;
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if (TestBitString(sectormap, pThing->sectnum))
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{
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if (pXSprite->data1 && CheckProximity(pThing, x, y, z, nSector, radius))
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if (pXSprite->data1 && CheckProximity(pThing, x, y, z, nSector, radius) && thingactor->hasX())
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{
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XSPRITE *pXSprite2 = &xsprite[pThing->extra];
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if (!pXSprite2->locked)
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XSPRITE* pXThing = &thingactor->x();
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if (!pXThing->locked)
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{
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if (pExplodeInfo->dmgType)
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ConcussSprite(pOwner, act2, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->dmgType) ConcussSprite(Owner, thingactor, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->burnTime)
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{
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assert(pThing->extra > 0 && pThing->extra < kMaxXSprites);
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XSPRITE *pXThing = &xsprite[pThing->extra];
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if (pThing->type == kThingTNTBarrel && !pXThing->burnTime)
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evPost(nSprite2, 3, 0, kCallbackFXFlameLick);
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actBurnSprite(pSprite->owner, pXThing, pExplodeInfo->burnTime<<2);
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evPost(thingactor, 0, kCallbackFXFlameLick);
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actBurnSprite(Owner, thingactor, pExplodeInfo->burnTime << 2);
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}
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}
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}
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}
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}
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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spritetype *pSprite2 = gPlayer[p].pSprite;
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int dx = (x - pSprite2->x)>>4;
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int dy = (y - pSprite2->y)>>4;
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int dz = (z - pSprite2->z)>>8;
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int nDist = dx*dx+dy*dy+dz*dz+0x40000;
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spritetype* pSprite2 = gPlayer[p].pSprite;
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int dx = (x - pSprite2->x) >> 4;
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int dy = (y - pSprite2->y) >> 4;
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int dz = (z - pSprite2->z) >> 8;
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int nDist = dx * dx + dy * dy + dz * dz + 0x40000;
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int t = DivScale(pXSprite->data2, nDist, 16);
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gPlayer[p].flickerEffect += t;
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}
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#ifdef NOONE_EXTENSIONS
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if (pXSprite->data1 != 0) {
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#ifdef NOONE_EXTENSIONS
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if (pXSprite->data1 != 0)
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{
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// add impulse for sprites from physics list
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if (gPhysSpritesCount > 0 && pExplodeInfo->dmgType != 0) {
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for (int i = 0; i < gPhysSpritesCount; i++) {
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if (gPhysSpritesCount > 0 && pExplodeInfo->dmgType != 0)
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{
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for (int i = 0; i < gPhysSpritesCount; i++)
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{
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if (gPhysSpritesList[i] == -1) continue;
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else if (sprite[gPhysSpritesList[i]].sectnum < 0 || (sprite[gPhysSpritesList[i]].flags & kHitagFree) != 0)
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continue;
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auto physactor = &bloodActors[gPhysSpritesList[i]];
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spritetype* pDebris = &physactor->s();
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if (pDebris->sectnum < 0 || (pDebris->flags & kHitagFree) != 0) continue;
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spritetype* pDebris = &sprite[gPhysSpritesList[i]];
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if (!TestBitString(sectmap, pDebris->sectnum) || !CheckProximity(pDebris, x, y, z, nSector, radius)) continue;
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else debrisConcuss(nOwner, i, x, y, z, pExplodeInfo->dmgType);
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if (!TestBitString(sectormap, pDebris->sectnum) || !CheckProximity(pDebris, x, y, z, nSector, radius)) continue;
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else debrisConcuss(Owner ? Owner->s().index : -1, i, x, y, z, pExplodeInfo->dmgType);
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}
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}
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// trigger sprites from impact list
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if (gImpactSpritesCount > 0) {
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for (int i = 0; i < gImpactSpritesCount; i++) {
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for (int i = 0; i < gImpactSpritesCount; i++)
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{
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if (gImpactSpritesList[i] == -1) continue;
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else if (sprite[gImpactSpritesList[i]].sectnum < 0 || (sprite[gImpactSpritesList[i]].flags & kHitagFree) != 0)
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continue;
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if (pImpact->extra <= 0)
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continue;
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XSPRITE* pXImpact = &xsprite[pImpact->extra];
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectmap, pImpact->sectnum) || !CheckProximity(pImpact, x, y, z, nSector, radius))
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, pImpact->sectnum) || !CheckProximity(pImpact, x, y, z, nSector, radius))
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continue;
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trTriggerSprite(pImpact->index, pXImpact, kCmdSpriteImpact);
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}
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}
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}
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if (!gModernMap || !(pSprite->flags & kModernTypeFlag1)) {
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// if data4 > 0, do not remove explosion. This can be useful when designer wants put explosion generator in map manually
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// via sprite statnum 2.
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if (!gModernMap || !(pSprite->flags & kModernTypeFlag1))
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{
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// if data4 > 0, do not remove explosion. This can be useful when designer wants put explosion generator in map manually via sprite statnum 2.
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pXSprite->data1 = ClipLow(pXSprite->data1 - 4, 0);
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pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
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pXSprite->data3 = ClipLow(pXSprite->data3 - 4, 0);
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}
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#else
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#else
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pXSprite->data1 = ClipLow(pXSprite->data1 - 4, 0);
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pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
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pXSprite->data3 = ClipLow(pXSprite->data3 - 4, 0);
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#endif
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#endif
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if (pXSprite->data1 == 0 && pXSprite->data2 == 0 && pXSprite->data3 == 0 && seqGetStatus(3, nXSprite) < 0)
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actPostSprite(nSprite, kStatFree);
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if (pXSprite->data1 == 0 && pXSprite->data2 == 0 && pXSprite->data3 == 0 && seqGetStatus(actor) < 0)
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actPostSprite(actor, kStatFree);
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}
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it.Reset(kStatTraps);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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}
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if (pSprite->flags & 32)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void actCheckTraps()
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{
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BloodStatIterator it(kStatTraps);
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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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if ((pSprite->flags & 32) || !actor->hasX())
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continue;
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int nXSprite = pSprite->extra;
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//assert(nXSprite > 0 && nXSprite < kMaxXSprites);
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if (nXSprite <= 0 || nXSprite >= kMaxXSprites)
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continue;
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XSPRITE *pXSprite = &xsprite[nXSprite];
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XSPRITE* pXSprite = &actor->x();
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switch (pSprite->type) {
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case kTrapSawCircular:
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pXSprite->data2 = ClipLow(pXSprite->data2-4, 0);
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pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
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break;
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case kTrapFlame:
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if (pXSprite->state && seqGetStatus(3, nXSprite) < 0) {
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if (pXSprite->state && seqGetStatus(actor) < 0)
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{
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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int t = (pXSprite->data1<<23)/120;
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int t = (pXSprite->data1 << 23) / 120;
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int dx = MulScale(t, Cos(pSprite->ang), 30);
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int dy = MulScale(t, Sin(pSprite->ang), 30);
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for (int i = 0; i < 2; i++)
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{
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spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, x, y, z, 0);
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auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sectnum, x, y, z, 0);
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if (pFX)
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{
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xvel[pFX->index] = dx + Random2(0x8888);
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yvel[pFX->index] = dy + Random2(0x8888);
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zvel[pFX->index] = Random2(0x8888);
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pFX->xvel() = dx + Random2(0x8888);
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pFX->yvel() = dy + Random2(0x8888);
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pFX->zvel() = Random2(0x8888);
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}
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x += (dx/2)>>12;
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y += (dy/2)>>12;
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x += (dx / 2) >> 12;
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y += (dy / 2) >> 12;
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}
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dy = SinScale16(pSprite->ang);
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dx = CosScale16(pSprite->ang);
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gVectorData[kVectorTchernobogBurn].maxDist = pXSprite->data1<<9;
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gVectorData[kVectorTchernobogBurn].maxDist = pXSprite->data1 << 9;
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actFireVector(pSprite, 0, 0, dx, dy, Random2(0x8888), kVectorTchernobogBurn);
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}
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break;
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}
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}
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it.Reset(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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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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static void actCheckDudes()
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{
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BloodStatIterator it(kStatDude);
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while (auto actor = it.Next())
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{
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spritetype *pSprite = &sprite[nSprite];
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spritetype* pSprite = &actor->s();
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if (pSprite->flags & 32)
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continue;
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int nXSprite = pSprite->extra;
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if (nXSprite > 0)
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if (actor->hasX())
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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XSPRITE* pXSprite = &actor->x();
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const bool fixBurnGlitch = !cl_bloodvanillaenemies && IsBurningDude(pSprite) && !VanillaMode(); // if enemies are burning, always apply burning damage per tick
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if ((pXSprite->burnTime > 0) || fixBurnGlitch)
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{
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@ -6162,104 +6178,105 @@ void actProcessSprites(void)
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case kDudeBurningCultist:
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case kDudeBurningZombieAxe:
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case kDudeBurningZombieButcher:
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actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8);
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actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
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break;
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default:
|
||||
pXSprite->burnTime = ClipLow(pXSprite->burnTime-4, 0);
|
||||
actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8);
|
||||
pXSprite->burnTime = ClipLow(pXSprite->burnTime - 4, 0);
|
||||
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
// handle incarnations of custom dude
|
||||
if (pSprite->type == kDudeModernCustom && pXSprite->txID > 0 && pXSprite->sysData1 == kGenDudeTransformStatus) {
|
||||
xvel[pSprite->index] = yvel[pSprite->index] = 0;
|
||||
if (seqGetStatus(3, nXSprite) < 0)
|
||||
genDudeTransform(pSprite);
|
||||
if (pSprite->type == kDudeModernCustom && pXSprite->txID > 0 && pXSprite->sysData1 == kGenDudeTransformStatus)
|
||||
{
|
||||
actor->xvel() = actor->yvel() = 0;
|
||||
if (seqGetStatus(actor) < 0) genDudeTransform(pSprite);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
if (pSprite->type == kDudeCerberusTwoHead)
|
||||
{
|
||||
if (pXSprite->health <= 0 && seqGetStatus(3, nXSprite) < 0)
|
||||
if (pXSprite->health <= 0 && seqGetStatus(actor) < 0)
|
||||
{
|
||||
pXSprite->health = dudeInfo[28].startHealth<<4;
|
||||
pXSprite->health = dudeInfo[28].startHealth << 4;
|
||||
pSprite->type = kDudeCerberusOneHead;
|
||||
if (pXSprite->target != -1)
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
aiActivateDude(&bloodActors[pXSprite->reference]);
|
||||
if (pXSprite->target != -1) aiSetTarget(pXSprite, pXSprite->target);
|
||||
aiActivateDude(actor);
|
||||
}
|
||||
}
|
||||
if (pXSprite->Proximity && !pXSprite->isTriggered)
|
||||
{
|
||||
int nSprite2;
|
||||
StatIterator it1(kStatDude);
|
||||
while ((nSprite2 = it1.NextIndex()) >= 0)
|
||||
BloodStatIterator it1(kStatDude);
|
||||
while (auto actor2 = it1.Next())
|
||||
{
|
||||
spritetype *pSprite2 = &sprite[nSprite2];
|
||||
spritetype* pSprite2 = &actor->s();
|
||||
if (pSprite2->flags & 32) continue;
|
||||
|
||||
if (pSprite2->flags&32)
|
||||
continue;
|
||||
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
|
||||
if ((unsigned int)pXSprite2->health > 0 && IsPlayerSprite(pSprite2)) {
|
||||
XSPRITE* pXSprite2 = &actor->x();
|
||||
|
||||
if ((unsigned int)pXSprite2->health > 0 && IsPlayerSprite(pSprite2))
|
||||
{
|
||||
if (CheckProximity(pSprite2, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128))
|
||||
trTriggerSprite(nSprite, pXSprite, kCmdSpriteProximity);
|
||||
trTriggerSprite(actor, kCmdSpriteProximity);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (IsPlayerSprite(pSprite))
|
||||
if (actor->IsPlayerActor())
|
||||
{
|
||||
PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
|
||||
if (pPlayer->voodooTargets)
|
||||
voodooTarget(pPlayer);
|
||||
if (pPlayer->hand && Chance(0x8000))
|
||||
actDamageSprite(nSprite, pSprite, kDamageDrown, 12);
|
||||
PLAYER* pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
|
||||
if (pPlayer->voodooTargets) voodooTarget(pPlayer);
|
||||
if (pPlayer->hand && Chance(0x8000)) actDamageSprite(actor, actor, kDamageDrown, 12);
|
||||
|
||||
if (pPlayer->isUnderwater)
|
||||
{
|
||||
char bActive = packItemActive(pPlayer, 1);
|
||||
if (bActive || pPlayer->godMode)
|
||||
pPlayer->underwaterTime = 1200;
|
||||
else
|
||||
pPlayer->underwaterTime = ClipLow(pPlayer->underwaterTime-4, 0);
|
||||
|
||||
if (bActive || pPlayer->godMode) pPlayer->underwaterTime = 1200;
|
||||
else pPlayer->underwaterTime = ClipLow(pPlayer->underwaterTime - 4, 0);
|
||||
|
||||
if (pPlayer->underwaterTime < 1080 && packCheckItem(pPlayer, 1) && !bActive)
|
||||
packUseItem(pPlayer, 1);
|
||||
|
||||
if (!pPlayer->underwaterTime)
|
||||
{
|
||||
pPlayer->chokeEffect += 4;
|
||||
if (Chance(pPlayer->chokeEffect))
|
||||
actDamageSprite(nSprite, pSprite, kDamageDrown, 3<<4);
|
||||
actDamageSprite(actor, actor, kDamageDrown, 3 << 4);
|
||||
}
|
||||
else
|
||||
pPlayer->chokeEffect = 0;
|
||||
if (xvel[nSprite] || yvel[nSprite])
|
||||
|
||||
if (actor->xvel() || actor->yvel())
|
||||
sfxPlay3DSound(pSprite, 709, 100, 2);
|
||||
pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime-4, 0);
|
||||
|
||||
pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
|
||||
}
|
||||
else if (gGameOptions.nGameType == 0)
|
||||
{
|
||||
if (pPlayer->pXSprite->health > 0 && pPlayer->restTime >= 1200 && Chance(0x200))
|
||||
{
|
||||
pPlayer->restTime = -1;
|
||||
sfxPlay3DSound(pSprite, 3100+Random(11), 0, 2);
|
||||
sfxPlay3DSound(pSprite, 3100 + Random(11), 0, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
ProcessTouchObjects(&bloodActors[pSprite->index]);
|
||||
ProcessTouchObjects(actor);
|
||||
}
|
||||
}
|
||||
it.Reset(kStatDude);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
|
||||
if (pSprite->flags & 32)
|
||||
continue;
|
||||
int nXSprite = pSprite->extra;
|
||||
assert(nXSprite > 0 && nXSprite < kMaxXSprites);
|
||||
it.Reset(kStatDude);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (pSprite->flags & 32 || !actor->hasX()) continue;
|
||||
|
||||
int nSector = pSprite->sectnum;
|
||||
viewBackupSpriteLoc(nSprite, pSprite);
|
||||
viewBackupSpriteLoc(actor);
|
||||
int nXSector = sector[nSector].extra;
|
||||
XSECTOR *pXSector = NULL;
|
||||
XSECTOR* pXSector = NULL;
|
||||
|
||||
if (nXSector > 0)
|
||||
{
|
||||
assert(nXSector > 0 && nXSector < kMaxXSectors);
|
||||
|
@ -6269,7 +6286,7 @@ void actProcessSprites(void)
|
|||
if (pXSector)
|
||||
{
|
||||
int top, bottom;
|
||||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
GetActorExtents(actor, &top, &bottom);
|
||||
if (getflorzofslope(nSector, pSprite->x, pSprite->y) <= bottom)
|
||||
{
|
||||
int angle = pXSector->panAngle;
|
||||
|
@ -6280,64 +6297,95 @@ void actProcessSprites(void)
|
|||
if (!pXSector->panAlways && pXSector->busy)
|
||||
speed = MulScale(speed, pXSector->busy, 16);
|
||||
}
|
||||
if (sector[nSector].floorstat&64)
|
||||
angle = (angle+GetWallAngle(sector[nSector].wallptr)+512)&2047;
|
||||
if (sector[nSector].floorstat & 64)
|
||||
angle = (angle + GetWallAngle(sector[nSector].wallptr) + 512) & 2047;
|
||||
int dx = MulScale(speed, Cos(angle), 30);
|
||||
int dy = MulScale(speed, Sin(angle), 30);
|
||||
xvel[nSprite] += dx;
|
||||
yvel[nSprite] += dy;
|
||||
actor->xvel() += dx;
|
||||
actor->yvel() += dy;
|
||||
}
|
||||
}
|
||||
if (pXSector && pXSector->Underwater)
|
||||
actAirDrag(&bloodActors[pSprite->index], 5376);
|
||||
else
|
||||
actAirDrag(&bloodActors[pSprite->index], 128);
|
||||
if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
|
||||
else actAirDrag(actor, 128);
|
||||
|
||||
if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
|
||||
velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
|
||||
MoveDude(&bloodActors[pSprite->index]);
|
||||
if ((pSprite->flags & 4) || actor->xvel() || actor->yvel() || actor->zvel() || velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
|
||||
MoveDude(actor);
|
||||
}
|
||||
it.Reset(kStatFlare);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
}
|
||||
|
||||
if (pSprite->flags & 32)
|
||||
continue;
|
||||
int nXSprite = pSprite->extra;
|
||||
assert(nXSprite > 0 && nXSprite < kMaxXSprites);
|
||||
XSPRITE *pXSprite = &xsprite[nXSprite];
|
||||
int nTarget = pXSprite->target;
|
||||
assert(nTarget >= 0);
|
||||
viewBackupSpriteLoc(nSprite, pSprite);
|
||||
assert(nTarget < kMaxSprites);
|
||||
spritetype *pTarget = &sprite[nTarget];
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void actCheckFlares()
|
||||
{
|
||||
BloodStatIterator it(kStatFlare);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
spritetype* pSprite = &actor->s();
|
||||
if ((pSprite->flags & 32) || !actor->hasX()) continue;
|
||||
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
auto target = actor->GetTarget();
|
||||
if (!target) continue;
|
||||
|
||||
viewBackupSpriteLoc(actor);
|
||||
spritetype* pTarget = &target->s();
|
||||
if (pTarget->statnum == kMaxStatus)
|
||||
{
|
||||
GibSprite(pSprite, GIBTYPE_17, NULL, NULL);
|
||||
actPostSprite(pSprite->index, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
}
|
||||
if (pTarget->extra > 0 && xsprite[pTarget->extra].health > 0)
|
||||
{
|
||||
int x = pTarget->x+mulscale30r(Cos(pXSprite->goalAng+pTarget->ang), pTarget->clipdist*2);
|
||||
int y = pTarget->y+mulscale30r(Sin(pXSprite->goalAng+pTarget->ang), pTarget->clipdist*2);
|
||||
int z = pTarget->z+pXSprite->targetZ;
|
||||
int x = pTarget->x + mulscale30r(Cos(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2);
|
||||
int y = pTarget->y + mulscale30r(Sin(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2);
|
||||
int z = pTarget->z + pXSprite->targetZ;
|
||||
vec3_t pos = { x, y, z };
|
||||
setsprite(nSprite,&pos);
|
||||
xvel[nSprite] = xvel[nTarget];
|
||||
yvel[nSprite] = yvel[nTarget];
|
||||
zvel[nSprite] = zvel[nTarget];
|
||||
setsprite(pSprite->index, &pos);
|
||||
actor->xvel() = target->xvel();
|
||||
actor->yvel() = target->yvel();
|
||||
actor->zvel() = target->zvel();
|
||||
}
|
||||
else
|
||||
{
|
||||
GibSprite(pSprite, GIBTYPE_17, NULL, NULL);
|
||||
actPostSprite(pSprite->index, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void actProcessSprites(void)
|
||||
{
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
if (gModernMap) nnExtProcessSuperSprites();
|
||||
#endif
|
||||
|
||||
actCheckProximity();
|
||||
actCheckThings();
|
||||
actCheckProjectiles();
|
||||
actCheckExplosion();
|
||||
actCheckTraps();
|
||||
actCheckDudes();
|
||||
actCheckFlares();
|
||||
aiProcessDudes();
|
||||
gFX.fxProcess();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
spritetype * actSpawnSprite_(int nSector, int x, int y, int z, int nStat, char a6)
|
||||
{
|
||||
int nSprite = InsertSprite(nSector, nStat);
|
||||
|
|
|
@ -482,6 +482,11 @@ SEQINST* GetInstance(DBloodActor* actor)
|
|||
return activeList.get(3, actor->s().index);
|
||||
}
|
||||
|
||||
int seqGetStatus(DBloodActor* actor)
|
||||
{
|
||||
return seqGetStatus(3, actor->s().index);
|
||||
}
|
||||
|
||||
void seqKill(int type, int nXIndex)
|
||||
{
|
||||
activeList.remove(type, nXIndex);
|
||||
|
|
|
@ -107,6 +107,7 @@ void seqKill(int a1, int a2);
|
|||
void seqKill(DBloodActor* actor);
|
||||
void seqKillAll(void);
|
||||
int seqGetStatus(int a1, int a2);
|
||||
int seqGetStatus(DBloodActor*);
|
||||
int seqGetID(int a1, int a2);
|
||||
void seqProcess(int a1);
|
||||
|
||||
|
|
Loading…
Reference in a new issue