- MoveThing.

# Conflicts:
#	source/games/blood/src/actor.cpp
This commit is contained in:
Christoph Oelckers 2020-12-03 22:04:07 +01:00
parent 6d958135e0
commit 3aa9d6f8be
4 changed files with 128 additions and 99 deletions

View file

@ -4607,69 +4607,81 @@ static void ProcessTouchObjects(DBloodActor* actor)
//
//---------------------------------------------------------------------------
void actAirDrag(spritetype *pSprite, int a2)
void actAirDrag(DBloodActor* actor, int a2)
{
int vbp = 0;
int v4 = 0;
auto pSprite = &actor->s();
int wind_x = 0;
int wind_y = 0;
int nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
sectortype *pSector = &sector[nSector];
sectortype* pSector = &sector[nSector];
int nXSector = pSector->extra;
if (nXSector > 0)
{
assert(nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
XSECTOR* pXSector = &xsector[nXSector];
if (pXSector->windVel && (pXSector->windAlways || pXSector->busy))
{
int vcx = pXSector->windVel<<12;
if (!pXSector->windAlways && pXSector->busy)
vcx = MulScale(vcx, pXSector->busy, 16);
vbp = MulScale(vcx, Cos(pXSector->windAng), 30);
v4 = MulScale(vcx, Sin(pXSector->windAng), 30);
int wind = pXSector->windVel << 12;
if (!pXSector->windAlways && pXSector->busy) wind = MulScale(wind, pXSector->busy, 16);
wind_x = MulScale(wind, Cos(pXSector->windAng), 30);
wind_y = MulScale(wind, Sin(pXSector->windAng), 30);
}
}
xvel[pSprite->index] += MulScale(vbp-xvel[pSprite->index], a2, 16);
yvel[pSprite->index] += MulScale(v4-yvel[pSprite->index], a2, 16);
zvel[pSprite->index] -= MulScale(zvel[pSprite->index], a2, 16);
actor->xvel() += MulScale(wind_x - actor->xvel(), a2, 16);
actor->yvel() += MulScale(wind_y - actor->yvel(), a2, 16);
actor->zvel() -= MulScale(actor->zvel(), a2, 16);
}
int MoveThing(spritetype *pSprite)
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int MoveThing(DBloodActor* actor)
{
int nXSprite = pSprite->extra;
assert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pSprite->index;
int v8 = 0;
auto pSprite = &actor->s();
assert(actor->hasX());
XSPRITE* pXSprite = &actor->x();
int lhit = 0;
assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
const THINGINFO *pThingInfo = &thingInfo[pSprite->type-kThingBase];
const THINGINFO* pThingInfo = &thingInfo[pSprite->type - kThingBase];
int nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
GetActorExtents(actor, &top, &bottom);
const int bakCompat = enginecompatibility_mode;
if (xvel[nSprite] || yvel[nSprite])
if (actor->xvel() || actor->yvel())
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
if ((pSprite->owner >= 0) && !cl_bloodvanillaexplosions && !VanillaMode())
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
v8 = gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite]>>12, yvel[nSprite]>>12, pSprite->clipdist<<2, (pSprite->z-top)/4, (bottom-pSprite->z)/4, CLIPMASK0);
lhit = actor->hit().hit = ClipMove(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, actor->xvel() >> 12, actor->yvel() >> 12, pSprite->clipdist << 2, (pSprite->z - top) / 4, (bottom - pSprite->z) / 4, CLIPMASK0);
enginecompatibility_mode = bakCompat; // restore
pSprite->cstat = bakCstat;
assert(nSector >= 0);
if (pSprite->sectnum != nSector)
{
assert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
ChangeSpriteSect(pSprite->index, nSector);
}
if ((gSpriteHit[nXSprite].hit&0xc000) == 0x8000) {
int nHitWall = gSpriteHit[nXSprite].hit&0x3fff;
actWallBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], nHitWall, pThingInfo->elastic);
switch (pSprite->type) {
Collision coll(actor->hit().hit);
if (coll.type == kHitWall)
{
int nHitWall = coll.index;
actWallBounceVector(&actor->xvel(), &actor->yvel(), nHitWall, pThingInfo->elastic);
switch (pSprite->type)
{
case kThingZombieHead:
sfxPlay3DSound(pSprite, 607, 0, 0);
actDamageSprite(-1, pSprite, kDamageFall, 80);
actDamageSprite(nullptr, actor, kDamageFall, 80);
break;
case kThingKickablePail:
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
@ -4681,140 +4693,157 @@ int MoveThing(spritetype *pSprite)
assert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
if (zvel[nSprite])
pSprite->z += zvel[nSprite]>>8;
pSprite->z += actor->zvel() >> 8;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
if ((pSprite->flags & 2) && bottom < floorZ)
{
pSprite->z += 455;
zvel[nSprite] += 58254;
actor->zvel() += 58254;
if (pSprite->type == kThingZombieHead)
{
spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
auto* fxActor = gFX.fxSpawnActor(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (fxActor)
{
int v34 = (PlayClock*3)&2047;
int v30 = (PlayClock*5)&2047;
int vbx = (PlayClock*11)&2047;
int v34 = (PlayClock * 3) & 2047;
int v30 = (PlayClock * 5) & 2047;
int vbx = (PlayClock * 11) & 2047;
int v2c = 0x44444;
int v28 = 0;
int v24 = 0;
RotateVector(&v2c,&v28,vbx);
RotateVector(&v2c,&v24,v30);
RotateVector(&v28,&v24,v34);
xvel[pFX->index] = xvel[pSprite->index]+v2c;
yvel[pFX->index] = yvel[pSprite->index]+v28;
zvel[pFX->index] = zvel[pSprite->index]+v24;
RotateVector(&v2c, &v28, vbx);
RotateVector(&v2c, &v24, v30);
RotateVector(&v28, &v24, v34);
fxActor->xvel() = actor->xvel() + v2c;
fxActor->yvel() = actor->yvel() + v28;
fxActor->zvel() = actor->zvel() + v24;
}
}
}
if (CheckLink(pSprite))
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
if (CheckLink(pSprite)) GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
if (bottom >= floorZ)
{
actTouchFloor(&bloodActors[pSprite->index], pSprite->sectnum);
gSpriteHit[nXSprite].florhit = floorHit;
pSprite->z += floorZ-bottom;
int v20 = zvel[nSprite]-velFloor[pSprite->sectnum];
actTouchFloor(actor, pSprite->sectnum);
actor->hit().florhit = floorHit;
pSprite->z += floorZ - bottom;
int v20 = actor->zvel() - velFloor[pSprite->sectnum];
if (v20 > 0)
{
pSprite->flags |= 4;
int vax = actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v20, pSprite->sectnum, pThingInfo->elastic);
int nDamage = MulScale(vax, vax, 30)-pThingInfo->dmgResist;
if (nDamage > 0)
actDamageSprite(nSprite, pSprite, kDamageFall, nDamage);
zvel[nSprite] = v20;
if (velFloor[pSprite->sectnum] == 0 && abs(zvel[nSprite]) < 0x10000)
{
zvel[nSprite] = 0;
int vax = actFloorBounceVector(&actor->xvel(), &actor->yvel(), (int*)&v20, pSprite->sectnum, pThingInfo->elastic);
int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->zvel() = v20;
if (velFloor[pSprite->sectnum] == 0 && abs(actor->zvel()) < 0x10000)
{
actor->zvel() = 0;
pSprite->flags &= ~4;
}
switch (pSprite->type) {
switch (pSprite->type)
{
case kThingNapalmBall:
if (zvel[nSprite] == 0 || Chance(0xA000)) actNapalmMove(&bloodActors[pXSprite->reference]);
if (actor->zvel() == 0 || Chance(0xA000)) actNapalmMove(actor);
break;
case kThingZombieHead:
if (abs(zvel[nSprite]) > 0x80000) {
if (abs(actor->zvel()) > 0x80000)
{
sfxPlay3DSound(pSprite, 607, 0, 0);
actDamageSprite(-1, pSprite, kDamageFall, 80);
actDamageSprite(nullptr, actor, kDamageFall, 80);
}
break;
case kThingKickablePail:
if (abs(zvel[nSprite]) > 0x80000)
if (abs(actor->zvel()) > 0x80000)
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
}
v8 = 0x4000|nSector;
lhit = kHitSector | nSector;
}
else if (zvel[nSprite] == 0)
else if (actor->zvel() == 0)
pSprite->flags &= ~4;
}
else
{
gSpriteHit[nXSprite].florhit = 0;
actor->hit().florhit = 0;
if (pSprite->flags&2)
if (pSprite->flags & 2)
pSprite->flags |= 4;
}
if (top <= ceilZ)
{
gSpriteHit[nXSprite].ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ-top, 0);
if (zvel[nSprite] < 0)
actor->hit().ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ - top, 0);
if (actor->zvel() < 0)
{
xvel[nSprite] = MulScale(xvel[nSprite], 0xc000, 16);
yvel[nSprite] = MulScale(yvel[nSprite], 0xc000, 16);
zvel[nSprite] = MulScale(-zvel[nSprite], 0x4000, 16);
switch (pSprite->type) {
actor->xvel() = MulScale(actor->xvel(), 0xc000, 16);
actor->yvel() = MulScale(actor->yvel(), 0xc000, 16);
actor->zvel() = MulScale(-actor->zvel(), 0x4000, 16);
switch (pSprite->type)
{
case kThingZombieHead:
if (abs(zvel[nSprite]) > 0x80000) {
if (abs(actor->zvel()) > 0x80000)
{
sfxPlay3DSound(pSprite, 607, 0, 0);
actDamageSprite(-1, pSprite, kDamageFall, 80);
actDamageSprite(nullptr, actor, kDamageFall, 80);
}
break;
case kThingKickablePail:
if (abs(zvel[nSprite]) > 0x80000)
if (abs(actor->zvel()) > 0x80000)
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
}
}
}
else
gSpriteHit[nXSprite].ceilhit = 0;
else actor->hit().ceilhit = 0;
if (bottom >= floorZ)
{
int nVel = approxDist(xvel[nSprite], yvel[nSprite]);
int nVel = approxDist(actor->xvel(), actor->yvel());
int nVelClipped = ClipHigh(nVel, 0x11111);
if ((floorHit & 0xc000) == 0xc000)
{
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
xvel[nSprite] += MulScale(4, pSprite->x - sprite[nHitSprite].x, 2);
yvel[nSprite] += MulScale(4, pSprite->y - sprite[nHitSprite].y, 2);
v8 = gSpriteHit[nXSprite].hit;
actor->xvel() += MulScale(4, pSprite->x - sprite[nHitSprite].x, 2);
actor->yvel() += MulScale(4, pSprite->y - sprite[nHitSprite].y, 2);
lhit = actor->hit().hit;
}
}
if (nVel > 0)
{
int t = DivScale(nVelClipped, nVel, 16);
xvel[nSprite] -= MulScale(t, xvel[nSprite], 16);
yvel[nSprite] -= MulScale(t, yvel[nSprite], 16);
actor->xvel() -= MulScale(t, actor->xvel(), 16);
actor->yvel() -= MulScale(t, actor->yvel(), 16);
}
}
if (xvel[nSprite] || yvel[nSprite])
pSprite->ang = getangle(xvel[nSprite], yvel[nSprite]);
return v8;
if (actor->xvel() || actor->yvel())
pSprite->ang = getangle(actor->xvel(), actor->yvel());
return lhit;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveDude(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
@ -5396,7 +5425,7 @@ int MoveMissile(spritetype *pSprite)
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
if (pSprite->type == kMissileFlameSpray)
actAirDrag(pSprite, 0x1000);
actAirDrag(&bloodActors[pSprite->index], 0x1000);
int nSprite = pSprite->index;
if (pXSprite->target != -1 && (xvel[nSprite] || yvel[nSprite] || zvel[nSprite]))
{
@ -5896,14 +5925,14 @@ void actProcessSprites(void)
yvel[nSprite] += dy;
}
}
actAirDrag(pSprite, 128);
actAirDrag(&bloodActors[pSprite->index], 128);
if (((pSprite->index>>8)&15) == (gFrameCount&15) && (pSprite->flags&2))
pSprite->flags |= 4;
if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
{
int hit = MoveThing(pSprite);
int hit = MoveThing(&bloodActors[pSprite->index]);
if (hit)
{
int nXSprite = pSprite->extra;
@ -6348,9 +6377,9 @@ void actProcessSprites(void)
}
}
if (pXSector && pXSector->Underwater)
actAirDrag(pSprite, 5376);
actAirDrag(&bloodActors[pSprite->index], 5376);
else
actAirDrag(pSprite, 128);
actAirDrag(&bloodActors[pSprite->index], 128);
if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])

View file

@ -228,7 +228,7 @@ void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage);
void actHitcodeToData(int a1, HITINFO *pHitInfo, DBloodActor **actor, walltype **a7 = nullptr);
void actAirDrag(spritetype *pSprite, int a2);
void actAirDrag(DBloodActor *pSprite, int a2);
int MoveThing(spritetype *pSprite);
void MoveDude(spritetype *pSprite);
int MoveMissile(spritetype *pSprite);

View file

@ -204,7 +204,7 @@ void CFX::fxProcess(void)
assert(nSector >= 0 && nSector < kMaxSectors);
assert(pSprite->type < kFXMax);
FXDATA *pFXData = &gFXData[pSprite->type];
actAirDrag(pSprite, pFXData->drag);
actAirDrag(&bloodActors[pSprite->index], pFXData->drag);
if (xvel[nSprite])
pSprite->x += xvel[nSprite]>>12;
if (yvel[nSprite])

View file

@ -1286,7 +1286,7 @@ void nnExtProcessSuperSprites() {
}
actAirDrag(pDebris, airVel);
actAirDrag(&bloodActors[pDebris->index], airVel);
if (pXDebris->physAttr & kPhysDebrisTouch) {
PLAYER* pPlayer = NULL;