- moveweapons.

This commit is contained in:
Christoph Oelckers 2020-10-22 20:21:21 +02:00
parent 00b12c5fd6
commit 3aaf2e80a9
6 changed files with 116 additions and 121 deletions

View file

@ -1764,17 +1764,16 @@ static bool weaponhitsector(DDukeActor* proj, const vec3_t& oldpos, bool firebal
//
//---------------------------------------------------------------------------
static void weaponcommon_d(int i)
static void weaponcommon_d(DDukeActor* proj)
{
auto s = &sprite[i];
auto s = &proj->s;
if (s->picnum == COOLEXPLOSION1)
if (!S_CheckSoundPlaying(i, WIERDSHOT_FLY))
S_PlayActorSound(WIERDSHOT_FLY, i);
if (!S_CheckSoundPlaying(proj->GetIndex(), WIERDSHOT_FLY))
S_PlayActorSound(WIERDSHOT_FLY, proj);
int p = -1;
int k, ll;
auto oldpos = s->pos;
vec3_t oldpos = s->pos;
if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
{
@ -1787,47 +1786,47 @@ static void weaponcommon_d(int i)
ll = s->zvel;
}
getglobalz(i);
getglobalz(proj);
switch (s->picnum)
{
case RPG:
if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
if (proj->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
{
int j = fi.spawn(i, SMALLSMOKE);
sprite[j].z += (1 << 8);
auto spawned = spawn(proj, SMALLSMOKE);
spawned->s.z += (1 << 8);
}
break;
case FIREBALL:
if (movefireball(&hittype[i])) return;
if (movefireball(proj)) return;
break;
}
int j = fi.movesprite(i,
int j = fi.movesprite(proj->GetIndex(),
(k * (sintable[(s->ang + 512) & 2047])) >> 14,
(k * (sintable[s->ang & 2047])) >> 14, ll, CLIPMASK1);
if (s->picnum == RPG && s->yvel >= 0)
if (FindDistance2D(s->x - sprite[s->yvel].x, s->y - sprite[s->yvel].y) < 256)
if (s->picnum == RPG && proj->temp_actor != nullptr)
if (FindDistance2D(s->x - proj->temp_actor->s.x, s->y - proj->temp_actor->s.y) < 256)
j = kHitSprite | s->yvel;
if (s->sectnum < 0)
{
deletesprite(i);
deletesprite(proj);
return;
}
if ((j & kHitTypeMask) != kHitSprite && s->picnum != FREEZEBLAST)
{
if (s->z < hittype[i].ceilingz)
if (s->z < proj->ceilingz)
{
j = kHitSector | (s->sectnum);
s->zvel = -1;
}
else
if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1) ||
(s->z > hittype[i].floorz + (16 << 8) && sector[s->sectnum].lotag == 1))
if ((s->z > proj->floorz && sector[s->sectnum].lotag != 1) ||
(s->z > proj->floorz + (16 << 8) && sector[s->sectnum].lotag == 1))
{
j = kHitSector | (s->sectnum);
if (sector[s->sectnum].lotag != 1)
@ -1839,14 +1838,14 @@ static void weaponcommon_d(int i)
{
for (k = -3; k < 2; k++)
{
int x = EGS(s->sectnum,
auto spawned = EGS(s->sectnum,
s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
s->y + ((k * sintable[s->ang & 2047]) >> 9),
s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2),
s->xrepeat, s->yrepeat, 0, 0, 0, s->owner, 5);
s->xrepeat, s->yrepeat, 0, 0, 0, proj->GetOwner(), 5);
sprite[x].cstat = 128;
sprite[x].pal = s->pal;
spawned->s.cstat = 128;
spawned->s.pal = s->pal;
}
}
else if (s->picnum == SPIT) if (s->zvel < 6144)
@ -1856,7 +1855,7 @@ static void weaponcommon_d(int i)
{
if (s->picnum == COOLEXPLOSION1)
{
if ((j & kHitTypeMask) == kHitSprite && sprite[j & kHitIndexMask].picnum != APLAYER)
if ((j & kHitTypeMask) == kHitSprite && hittype[j & kHitIndexMask].s.picnum != APLAYER)
{
return;
}
@ -1864,21 +1863,21 @@ static void weaponcommon_d(int i)
s->zvel = 0;
}
bool fireball = (isWorldTour() && s->picnum == FIREBALL && sprite[s->owner].picnum != FIREBALL);
bool fireball = (isWorldTour() && s->picnum == FIREBALL && (!proj->GetOwner() || proj->GetOwner()->s.picnum != FIREBALL));
if ((j & kHitTypeMask) == kHitSprite)
{
j &= kHitIndexMask;
if (weaponhitsprite(&hittype[i], &hittype[j], fireball)) return;
if (weaponhitsprite(proj, &hittype[j], fireball)) return;
}
else if ((j & kHitTypeMask) == kHitWall)
{
j &= kHitIndexMask;
if (weaponhitwall(&hittype[i], j, oldpos)) return;
if (weaponhitwall(proj, j, oldpos)) return;
}
else if ((j & kHitTypeMask) == kHitSector)
{
if (weaponhitsector(&hittype[i], oldpos, fireball)) return;
if (weaponhitsector(proj, oldpos, fireball)) return;
}
if (s->picnum != SPIT)
@ -1886,35 +1885,35 @@ static void weaponcommon_d(int i)
if (s->picnum == RPG)
{
// j is only needed for the hit type mask.
rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE);
rpgexplode(proj, j, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE);
}
else if (s->picnum == SHRINKSPARK)
{
fi.spawn(i, SHRINKEREXPLOSION);
S_PlayActorSound(SHRINKER_HIT, i);
fi.hitradius(&hittype[i], shrinkerblastradius, 0, 0, 0, 0);
spawn(proj, SHRINKEREXPLOSION);
S_PlayActorSound(SHRINKER_HIT, proj);
fi.hitradius(proj, shrinkerblastradius, 0, 0, 0, 0);
}
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL))
{
k = fi.spawn(i, EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat >> 1;
auto k = spawn(proj, EXPLOSION2);
k->s.xrepeat = k->s.yrepeat = s->xrepeat >> 1;
if ((j & kHitTypeMask) == kHitSector)
{
if (s->zvel < 0)
{
sprite[k].cstat |= 8; sprite[k].z += (72 << 8);
k->s.cstat |= 8; k->s.z += (72 << 8);
}
}
}
if (fireball)
{
j = fi.spawn(i, EXPLOSION2);
sprite[j].xrepeat = sprite[j].yrepeat = (short)(s->xrepeat >> 1);
auto spawned = spawn(proj, EXPLOSION2);
spawned->s.xrepeat = spawned->s.yrepeat = (short)(s->xrepeat >> 1);
}
}
if (s->picnum != COOLEXPLOSION1)
{
deletesprite(i);
deletesprite(proj);
return;
}
}
@ -1923,12 +1922,12 @@ static void weaponcommon_d(int i)
s->shade++;
if (s->shade >= 40)
{
deletesprite(i);
deletesprite(proj);
return;
}
}
else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140))
fi.spawn(i, WATERBUBBLE);
spawn(proj, WATERBUBBLE);
}
//---------------------------------------------------------------------------
@ -1939,58 +1938,55 @@ static void weaponcommon_d(int i)
void moveweapons_d(void)
{
StatIterator it(STAT_PROJECTILE);
int i;
while ((i = it.NextIndex()) >= 0)
DukeStatIterator it(STAT_PROJECTILE);
while (auto act = it.Next())
{
auto s = &sprite[i];
if (s->sectnum < 0)
if (act->s.sectnum < 0)
{
deletesprite(i);
deletesprite(act);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
act->bposx = act->s.x;
act->bposy = act->s.y;
act->bposz = act->s.z;
switch(s->picnum)
switch(act->s.picnum)
{
case RADIUSEXPLOSION:
case KNEE:
deletesprite(i);
deletesprite(act);
continue;
case TONGUE:
movetongue(&hittype[i], TONGUE, INNERJAW);
movetongue(act, TONGUE, INNERJAW);
continue;
case FREEZEBLAST:
if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0)
if (act->s.yvel < 1 || act->s.extra < 2 || (act->s.xvel|act->s.zvel) == 0)
{
int j = fi.spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
deletesprite(i);
auto spawned = spawn(act,TRANSPORTERSTAR);
spawned->s.pal = 1;
spawned->s.xrepeat = 32;
spawned->s.yrepeat = 32;
deletesprite(act);
continue;
}
case FIREBALL:
// Twentieth Anniversary World Tour
if (s->picnum == FIREBALL && !isWorldTour()) break;
if (act->s.picnum == FIREBALL && !isWorldTour()) break;
case SHRINKSPARK:
case RPG:
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
weaponcommon_d(i);
weaponcommon_d(act);
break;
case SHOTSPARK1:
{
int x;
int p = findplayer(s, &x);
execute(i, p, x);
int p = findplayer(&act->s, &x);
execute(act, p, x);
break;
}
}

View file

@ -1359,12 +1359,12 @@ bool weaponhitsector(DDukeActor *proj, const vec3_t& oldpos)
//
//---------------------------------------------------------------------------
static void weaponcommon_r(int i)
static void weaponcommon_r(DDukeActor *proj)
{
int j, k, p;
int x, ll;
auto s = &proj->s;
int k, p;
int ll;
auto s = &sprite[i];
p = -1;
if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
@ -1385,20 +1385,19 @@ static void weaponcommon_r(int i)
auto oldpos = s->pos;
getglobalz(i);
getglobalz(proj);
switch (s->picnum)
{
case RPG:
if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
if (proj->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
{
j = fi.spawn(i, SMALLSMOKE);
sprite[j].z += (1 << 8);
spawn(proj, SMALLSMOKE)->s.z += (1 << 8);
}
break;
case RPG2:
if (!isRRRA()) break;
chickenarrow(&hittype[i]);
chickenarrow(proj);
break;
case RRTILE1790:
@ -1409,38 +1408,37 @@ static void weaponcommon_r(int i)
s->extra--;
}
else
makeitfall(i);
makeitfall(proj);
if (s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
{
j = fi.spawn(i, SMALLSMOKE);
sprite[j].z += (1 << 8);
spawn(proj, SMALLSMOKE)->s.z += (1 << 8);
}
break;
}
j = movesprite_r(i,
int j = fi.movesprite(proj->GetIndex(),
(k * (sintable[(s->ang + 512) & 2047])) >> 14,
(k * (sintable[s->ang & 2047])) >> 14, ll, CLIPMASK1);
if ((s->picnum == RPG || (isRRRA() && isIn(s->picnum, RPG2, RRTILE1790))) && s->yvel >= 0)
if (FindDistance2D(s->x - sprite[s->yvel].x, s->y - sprite[s->yvel].y) < 256)
j = 49152 | s->yvel;
if ((s->picnum == RPG || (isRRRA() && isIn(s->picnum, RPG2, RRTILE1790))) && proj->temp_actor != nullptr)
if (FindDistance2D(s->x - proj->temp_actor->s.x, s->y - proj->temp_actor->s.y) < 256)
j = kHitSprite | s->yvel;
if (s->sectnum < 0) // || (isRR() && sector[s->sectnum].filler == 800))
{
deletesprite(i);
deletesprite(proj);
return;
}
if ((j & kHitTypeMask) != kHitSprite && s->picnum != FREEZEBLAST)
{
if (s->z < hittype[i].ceilingz)
if (s->z < proj->ceilingz)
{
j = kHitSector | (s->sectnum);
s->zvel = -1;
}
else
if (s->z > hittype[i].floorz)
if (s->z > proj->floorz)
{
j = kHitSector | (s->sectnum);
if (sector[s->sectnum].lotag != 1)
@ -1452,14 +1450,14 @@ static void weaponcommon_r(int i)
{
for (k = -3; k < 2; k++)
{
x = EGS(s->sectnum,
auto x = EGS(s->sectnum,
s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
s->y + ((k * sintable[s->ang & 2047]) >> 9),
s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2),
s->xrepeat, s->yrepeat, 0, 0, 0, s->owner, 5);
s->xrepeat, s->yrepeat, 0, 0, 0, proj->GetOwner(), 5);
sprite[x].cstat = 128;
sprite[x].pal = s->pal;
x->s.cstat = 128;
x->s.pal = s->pal;
}
}
else if (s->picnum == SPIT) if (s->zvel < 6144)
@ -1470,41 +1468,43 @@ static void weaponcommon_r(int i)
if ((j & kHitTypeMask) == kHitSprite)
{
j &= kHitIndexMask;
if (weaponhitsprite(&hittype[i], &hittype[j], oldpos)) return;
if (weaponhitsprite(proj, &hittype[j], oldpos)) return;
}
else if ((j & kHitTypeMask) == kHitWall)
{
j &= kHitIndexMask;
if (weaponhitwall(&hittype[i], j, oldpos)) return;
if (weaponhitwall(proj, j, oldpos)) return;
}
else if ((j & 49152) == 16384)
else if ((j & kHitTypeMask) == kHitSector)
{
if (weaponhitsector(&hittype[i], oldpos)) return;
if (weaponhitsector(proj, oldpos)) return;
}
if (s->picnum != SPIT)
{
if (s->picnum == RPG) rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, -1, -1, RPG_EXPLODE);
else if (isRRRA() && s->picnum == RPG2) rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, -1, 150, 247);
else if (isRRRA() && s->picnum == RRTILE1790) rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
if (s->picnum == RPG) rpgexplode(proj, j, oldpos, EXPLOSION2, -1, -1, RPG_EXPLODE);
else if (isRRRA() && s->picnum == RPG2) rpgexplode(proj, j, oldpos, EXPLOSION2, -1, 150, 247);
else if (isRRRA() && s->picnum == RRTILE1790) rpgexplode(proj, j, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
else if (s->picnum != FREEZEBLAST && s->picnum != FIRELASER && s->picnum != SHRINKSPARK)
{
k = fi.spawn(i, 1441);
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat >> 1;
auto k = spawn(proj, 1441);
k->s.xrepeat = k->s.yrepeat = s->xrepeat >> 1;
if ((j & kHitTypeMask) == kHitSector)
{
if (s->zvel < 0)
{
sprite[k].cstat |= 8; sprite[k].z += (72 << 8);
k->s.cstat |= 8;
k->s.z += (72 << 8);
}
}
}
}
deletesprite(i);
deletesprite(proj);
return;
}
if ((s->picnum == RPG || (isRRRA() && s->picnum == RPG2)) && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(184))
fi.spawn(i, WATERBUBBLE);
spawn(proj, WATERBUBBLE);
}
//---------------------------------------------------------------------------
@ -1515,39 +1515,36 @@ static void weaponcommon_r(int i)
void moveweapons_r(void)
{
StatIterator it(STAT_PROJECTILE);
int i;
while ((i = it.NextIndex()) >= 0)
DukeStatIterator it(STAT_PROJECTILE);
while (auto proj = it.Next())
{
auto s = &sprite[i];
if (s->sectnum < 0)
if (proj->s.sectnum < 0)
{
deletesprite(i);
deletesprite(proj);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
proj->bposx = proj->s.x;
proj->bposy = proj->s.y;
proj->bposz = proj->s.z;
switch (s->picnum)
switch (proj->s.picnum)
{
case RADIUSEXPLOSION:
deletesprite(i);
deletesprite(proj);
continue;
case TONGUE:
movetongue(&hittype[i], TONGUE, INNERJAW);
movetongue(proj, TONGUE, INNERJAW);
continue;
case FREEZEBLAST:
if (s->yvel < 1 || s->extra < 2 || (s->xvel | s->zvel) == 0)
if (proj->s.yvel < 1 || proj->s.extra < 2 || (proj->s.xvel | proj->s.zvel) == 0)
{
int j = fi.spawn(i, TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
deletesprite(i);
auto star = spawn(proj, TRANSPORTERSTAR);
star->s.pal = 1;
star->s.xrepeat = 32;
star->s.yrepeat = 32;
deletesprite(proj);
continue;
}
case RPG2:
@ -1560,15 +1557,15 @@ void moveweapons_r(void)
case COOLEXPLOSION1:
case OWHIP:
case UWHIP:
weaponcommon_r(i);
weaponcommon_r(proj);
continue;
case SHOTSPARK1:
{
int x;
int p = findplayer(s, &x);
execute(i, p, x);
int p = findplayer(&proj->s, &x);
execute(proj, p, x);
continue;
}
}

View file

@ -733,7 +733,7 @@ static void shootrpg(int i, int p, int sx, int sy, int sz, int sa, int atwith)
auto spj = &sprite[j];
spj->extra += (krand() & 7);
if (atwith != FREEZEBLAST)
spj->yvel = l;
hittype[j].temp_actor = l >= 0? &hittype[l] : nullptr;// sprite[j].yvel = l;
else
{
spj->yvel = numfreezebounces;

View file

@ -702,7 +702,7 @@ static void shootrpg(int i, int p, int sx, int sy, int sz, int sa, int atwith)
sprite[j].extra += (krand() & 7);
if (atwith != FREEZEBLAST)
sprite[j].yvel = l;
hittype[j].temp_actor = l >= 0? &hittype[l] : nullptr;// sprite[j].yvel = l;
else
{
sprite[j].yvel = numfreezebounces;

View file

@ -335,6 +335,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weap
("bposy", w.bposy, def->bposy)
("bposz", w.bposz, def->bposz)
("aflags", w.aflags, def->aflags)
("temp_actor", w.temp_actor, def->temp_actor)
.Array("temp_data", w.temp_data, def->temp_data, 6)
.EndObject();
}

View file

@ -30,6 +30,7 @@ struct weaponhit
short timetosleep;
int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
int temp_data[6];
weaponhit* temp_actor;
spritetype& s; // direct reference to the corresponding sprite.
static weaponhit* array(); // this is necessary to allow define inline functions referencing the global array inside the definition itself.