- added vector variant of gFX.fxSpawnActor

This commit is contained in:
Christoph Oelckers 2022-08-22 18:31:03 +02:00
parent e20b2ab872
commit 4888b363e8
7 changed files with 47 additions and 49 deletions

View file

@ -2960,7 +2960,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
else
{
seqKill(actor);
DBloodActor* pEffect = gFX.fxSpawnActor((FX_ID)52, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang());
DBloodActor* pEffect = gFX.fxSpawnActor((FX_ID)52, actor->sector(), actor->spr.pos, actor->int_ang());
if (pEffect != nullptr)
{
pEffect->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
@ -3872,7 +3872,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
case 4:
if (pWallHit)
{
auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->spr.pos, 0);
if (pFX) pFX->set_int_ang((GetWallAngle(pWallHit) + 512) & 2047);
}
break;
@ -4580,7 +4580,7 @@ static Collision MoveThing(DBloodActor* actor)
actor->vel.Z += 58254;
if (actor->spr.type == kThingZombieHead)
{
auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
if (fxActor)
{
int v34 = (PlayClock * 3) & 2047;
@ -5120,19 +5120,20 @@ void MoveDude(DBloodActor* actor)
else
actor->spr.flags |= 4;
double ffloorZ = floorZ * zinttoworld;
switch (tileGetSurfType(floorColl))
{
case kSurfWater:
gFX.fxSpawnActor(FX_9, actor->sector(), actor->int_pos().X, actor->int_pos().Y, floorZ, 0);
gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos, ffloorZ), 0);
break;
case kSurfLava:
{
auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), actor->int_pos().X, actor->int_pos().Y, floorZ, 0);
auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos, ffloorZ), 0);
if (pFX)
{
for (int i = 0; i < 7; i++)
{
auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->int_pos().X, pFX->int_pos().Y, pFX->int_pos().Z, 0);
auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0);
if (pFX2)
{
pFX2->vel.X = Random2(0x6aaaa);
@ -6930,45 +6931,37 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
void FireballSeqCallback(int, DBloodActor* actor)
{
auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
pFX->vel = actor->vel;
}
}
void NapalmSeqCallback(int, DBloodActor* actor)
{
auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
pFX->vel = actor->vel;
}
}
void Fx32Callback(int, DBloodActor* actor)
{
auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
pFX->vel = actor->vel;
}
}
void Fx33Callback(int, DBloodActor* actor)
{
auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
pFX->vel = actor->vel;
}
}

View file

@ -1404,7 +1404,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite)
{
if (actLeech != nullptr)
{
auto effectactor = gFX.fxSpawnActor((FX_ID)52, actLeech->sector(), actLeech->int_pos().X, actLeech->int_pos().Y, actLeech->int_pos().Z, actLeech->int_ang());
auto effectactor = gFX.fxSpawnActor((FX_ID)52, actLeech->sector(), actLeech->spr.pos, actLeech->int_ang());
if (effectactor != nullptr)
{
effectactor->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;

View file

@ -125,7 +125,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2
void fxFlareSpark(DBloodActor* actor, sectortype*) // 3
{
if (!actor) return;
auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
@ -144,7 +144,7 @@ void fxFlareSpark(DBloodActor* actor, sectortype*) // 3
void fxFlareSparkLite(DBloodActor* actor, sectortype*) // 4
{
if (!actor) return;
auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
@ -164,9 +164,9 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5
{
if (!actor) return;
assert(actor->hasX());
int top, bottom;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->int_pos().X, actor->int_pos().Y, top, 0);
auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), DVector3(actor->spr.pos.XY(), top), 0);
if (pFX)
{
pFX->vel.X = actor->vel.X + Random2(0x11111);
@ -195,7 +195,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5
void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
{
if (!actor) return;
auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->set_int_ang(0);
@ -215,7 +215,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
void fxArcSpark(DBloodActor* actor, sectortype*) // 7
{
if (!actor) return;
auto pFX = gFX.fxSpawnActor(FX_15, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_15, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X + Random2(0x10000);
@ -334,7 +334,7 @@ void Respawn(DBloodActor* actor, sectortype*) // 9
actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
}
gFX.fxSpawnActor(FX_29, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
gFX.fxSpawnActor(FX_29, actor->sector(), actor->spr.pos, 0);
sfxPlay3DSound(actor, 350, -1, 0);
break;
}
@ -491,7 +491,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14
void fxTeslaAlt(DBloodActor* actor, sectortype*) // 15
{
if (!actor) return;
auto pFX = gFX.fxSpawnActor(FX_49, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto pFX = gFX.fxSpawnActor(FX_49, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
@ -620,9 +620,9 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
if (!actor) return;
DBloodActor* pFX;
if (actor->spr.type == 53)
pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0);
else
pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->set_int_ang(0);

View file

@ -138,7 +138,11 @@ void CFX::remove(DBloodActor* actor)
DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, int x, int y, int z, unsigned int a6)
{
DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
return fxSpawnActor(nFx, pSector, pos, a6);
}
DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, unsigned int a6)
{
if (pSector == nullptr)
return nullptr;
auto pSector2 = pSector;
@ -275,7 +279,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
return;
if (adult_lockout && gGameOptions.nGameType <= 0)
return;
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
if (bloodactor)
{
bloodactor->set_int_ang(1024);
@ -303,9 +307,9 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
return;
DBloodActor* spawnactor;
if (actor->spr.type == kDudePodGreen)
spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0);
else
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
if (spawnactor)
{
spawnactor->set_int_ang(1024);

View file

@ -94,6 +94,7 @@ public:
void destroy(DBloodActor*);
void remove(DBloodActor*);
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, int c, int d, int e, unsigned int f);
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, unsigned int f);
void fxProcess(void);
};

View file

@ -1801,20 +1801,21 @@ void debrisMove(int listIndex)
moveHit = floorColl;
DBloodActor* pFX = NULL, * pFX2 = NULL;
double ffloorZ = floorZ * zinttoworld;
switch (tileGetSurfType(floorColl))
{
case kSurfLava:
if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), actor->int_pos().X, actor->int_pos().Y, floorZ, 0)) == NULL) break;
if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), ffloorZ), 0)) == NULL) break;
for (i = 0; i < 7; i++)
{
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->int_pos().X, pFX->int_pos().Y, pFX->int_pos().Z, 0)) == NULL) continue;
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0)) == NULL) continue;
pFX2->vel.X = Random2(0x6aaaa);
pFX2->vel.Y = Random2(0x6aaaa);
pFX2->vel.Z = -(int)Random(0xd5555);
}
break;
case kSurfWater:
gFX.fxSpawnActor(FX_9, actor->sector(), actor->int_pos().X, actor->int_pos().Y, floorZ, 0);
gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), ffloorZ), 0);
break;
}
@ -3345,7 +3346,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
}
else if (valueIsBetween(fxId, 0, kFXMax))
{
int pos, top, bottom;
double pos, top, bottom;
GetActorExtents(actor, &top, &bottom);
DBloodActor* pEffect = nullptr;
@ -3356,17 +3357,16 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
pos = bottom;
break;
case 2: // middle
pos = actor->int_pos().Z + (tileHeight(actor->spr.picnum) / 2 + tileTopOffset(actor->spr.picnum));
pos = actor->spr.pos.Z + (tileHeight(actor->spr.picnum) / 2 + tileTopOffset(actor->spr.picnum));
break;
case 3:
case 4:
if (actor->insector())
{
if (sourceactor->xspr.data4 == 3)
pos = getflorzofslopeptr(actor->sector(), actor->int_pos().X, actor->int_pos().Y);
pos = getflorzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
else
pos = getceilzofslopeptr(actor->sector(), actor->int_pos().X, actor->int_pos().Y);
pos = getceilzofslopeptrf(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
break;
}
[[fallthrough]];
@ -3375,7 +3375,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
break;
}
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), actor->int_pos().X, actor->int_pos().Y, pos, 0)) != NULL)
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos), 0)) != nullptr)
{
pEffect->SetOwner(sourceactor);
@ -6477,9 +6477,9 @@ void useRandomItemGen(DBloodActor* actor)
BloodStatIterator it(kStatItem);
while (auto iactor = it.Next())
{
if ((unsigned int)iactor->spr.type == actor->xspr.dropMsg && iactor->int_pos().X == actor->int_pos().X && iactor->int_pos().Y == actor->int_pos().Y && iactor->int_pos().Z == actor->int_pos().Z)
if ((unsigned int)iactor->spr.type == actor->xspr.dropMsg && iactor->spr.pos == actor->spr.pos)
{
gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos, 0);
iactor->spr.type = kSpriteDecoration;
actPostSprite(iactor, kStatFree);
break;

View file

@ -2524,9 +2524,9 @@ void ActivateGenerator(DBloodActor* actor)
break;
case kGenBubble:
case kGenBubbleMulti: {
int top, bottom;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
gFX.fxSpawnActor((actor->spr.type == kGenBubble) ? FX_23 : FX_26, actor->sector(), actor->int_pos().X, actor->int_pos().Y, top, 0);
gFX.fxSpawnActor((actor->spr.type == kGenBubble) ? FX_23 : FX_26, actor->sector(), DVector3(actor->spr.pos.XY(), top), 0);
break;
}
}