- BuildAnim

This commit is contained in:
Christoph Oelckers 2021-11-22 23:35:11 +01:00
parent 2394420f48
commit b191bca49e
13 changed files with 42 additions and 40 deletions

View file

@ -29,7 +29,7 @@ BEGIN_PS_NS
void InitAnims(); void InitAnims();
void DestroyAnim(DExhumedActor* nAnim); void DestroyAnim(DExhumedActor* nAnim);
DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag); DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, int x, int y, int z, sectortype* pSector, int nRepeat, int nFlag);
void FuncAnim(int, int, int, int); void FuncAnim(int, int, int, int);
void BuildExplosion(DExhumedActor* actor); void BuildExplosion(DExhumedActor* actor);
@ -218,7 +218,7 @@ void Gravity(DExhumedActor* actor);
DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy); DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
Collision MoveCreature(DExhumedActor* nSprite); Collision MoveCreature(DExhumedActor* nSprite);
Collision MoveCreatureWithCaution(DExhumedActor* actor); Collision MoveCreatureWithCaution(DExhumedActor* actor);
void WheresMyMouth(int nPlayer, vec3_t* pos, int *sectnum); void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype** sectnum);
int GetActorHeight(DExhumedActor* nSprite); int GetActorHeight(DExhumedActor* nSprite);
DExhumedActor* insertActor(int, int); DExhumedActor* insertActor(int, int);
inline DExhumedActor* insertActor(sectortype* s, int st) inline DExhumedActor* insertActor(sectortype* s, int st)

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@ -62,10 +62,10 @@ void DestroyAnim(DExhumedActor* pActor)
} }
} }
DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag) DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y, int z, sectortype* pSector, int nRepeat, int nFlag)
{ {
if (pActor == nullptr) { if (pActor == nullptr) {
pActor = insertActor(nSector, 500); pActor = insertActor(pSector, 500);
} }
auto pSprite = &pActor->s(); auto pSprite = &pActor->s();
@ -252,7 +252,7 @@ void BuildExplosion(DExhumedActor* pActor)
edx = 34; edx = 34;
} }
BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4); BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4);
} }
void BuildSplash(DExhumedActor* actor, sectortype* pSector) void BuildSplash(DExhumedActor* actor, sectortype* pSector)
@ -286,7 +286,7 @@ void BuildSplash(DExhumedActor* actor, sectortype* pSector)
nFlag = 0; nFlag = 0;
} }
auto pActor = BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSector->floorz, sectnum(pSector), nRepeat, nFlag); auto pActor = BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSector->floorz, pSector, nRepeat, nFlag);
if (!bIsLava) if (!bIsLava)
{ {

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@ -35,14 +35,14 @@ void DestroyBubble(DExhumedActor* pActor)
DeleteActor(pActor); DeleteActor(pActor);
} }
DExhumedActor* BuildBubble(vec3_t pos, int nSector) DExhumedActor* BuildBubble(vec3_t pos, sectortype* pSector)
{ {
int nSize = RandomSize(3); int nSize = RandomSize(3);
if (nSize > 4) { if (nSize > 4) {
nSize -= 4; nSize -= 4;
} }
auto pActor = insertActor(nSector, 402); auto pActor = insertActor(pSector, 402);
auto pSprite = &pActor->s(); auto pSprite = &pActor->s();
pSprite->pos = pos; pSprite->pos = pos;
@ -100,7 +100,7 @@ void AIBubble::Tick(RunListEvent* ev)
auto pSectAbove = pSector->pAbove; auto pSectAbove = pSector->pAbove;
if (pSprite->hitag > -1 && pSectAbove != nullptr) { if (pSprite->hitag > -1 && pSectAbove != nullptr) {
BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, pSectAbove->floorz, sectnum(pSectAbove), 64, 0); BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, pSectAbove->floorz, pSectAbove, 64, 0);
} }
DestroyBubble(pActor); DestroyBubble(pActor);
@ -129,7 +129,7 @@ void DoBubbleMachines()
pActor->nCount = (RandomWord() % pActor->nFrame) + 30; pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
auto pSprite = &pActor->s(); auto pSprite = &pActor->s();
BuildBubble(pSprite->pos, pSprite->sectnum); BuildBubble(pSprite->pos, pSprite->sector());
} }
} }
} }
@ -147,11 +147,11 @@ void BuildBubbleMachine(DExhumedActor* pActor)
void DoBubbles(int nPlayer) void DoBubbles(int nPlayer)
{ {
vec3_t pos; vec3_t pos;
int nSector; sectortype* pSector;
WheresMyMouth(nPlayer, &pos, &nSector); WheresMyMouth(nPlayer, &pos, &pSector);
auto pActor = BuildBubble(pos, nSector); auto pActor = BuildBubble(pos, pSector);
pActor->s().hitag = nPlayer; pActor->s().hitag = nPlayer;
} }
END_PS_NS END_PS_NS

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@ -157,7 +157,7 @@ void IgniteSprite(DExhumedActor* pActor)
pSprite->hitag += 2; pSprite->hitag += 2;
auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 20); auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 40, 20);
if (pAnimActor) if (pAnimActor)
{ {
@ -175,6 +175,7 @@ void IgniteSprite(DExhumedActor* pActor)
void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActor* pHitActor, int x, int y, int z, int nSector) void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActor* pHitActor, int x, int y, int z, int nSector)
{ {
assert(validSectorIndex(nSector)); assert(validSectorIndex(nSector));
auto pSector = &sector[nSector];
bulletInfo *pBulletInfo = &BulletInfo[pBullet->nType]; bulletInfo *pBulletInfo = &BulletInfo[pBullet->nType];
@ -196,7 +197,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
} }
if (!RandomSize(2)) { if (!RandomSize(2)) {
BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
} }
return; return;
@ -266,7 +267,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
if (nStat <= 90 || nStat >= 199) if (nStat <= 90 || nStat >= 199)
{ {
BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
return; return;
} }
@ -278,13 +279,13 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
case 102: case 102:
case kStatExplodeTrigger: case kStatExplodeTrigger:
case kStatExplodeTarget: case kStatExplodeTarget:
BuildAnim(nullptr, 12, 0, x, y, z, nSector, 40, 0); BuildAnim(nullptr, 12, 0, x, y, z, pSector, 40, 0);
break; break;
default: default:
BuildAnim(nullptr, 39, 0, x, y, z, nSector, 40, 0); BuildAnim(nullptr, 39, 0, x, y, z, pSector, 40, 0);
if (pBullet->nType > 2) if (pBullet->nType > 2)
{ {
BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
} }
break; break;
} }
@ -502,9 +503,9 @@ HITSPRITE:
if (hitsect > -1) // NOTE: hitsect can be -1. this check wasn't in original code. TODO: demo compatiblity? if (hitsect > -1) // NOTE: hitsect can be -1. this check wasn't in original code. TODO: demo compatiblity?
{ {
auto pHitSect = &sector[hitsect];
if (hitactor == nullptr && hitwall < 0) if (hitactor == nullptr && hitwall < 0)
{ {
auto pHitSect = &sector[hitsect];
if ((pHitSect->pBelow != nullptr && (pHitSect->pBelow->Flag & kSectUnderwater)) || pHitSect->Depth) if ((pHitSect->pBelow != nullptr && (pHitSect->pBelow->Flag & kSectUnderwater)) || pHitSect->Depth)
{ {
pSprite->x = x2; pSprite->x = x2;
@ -514,7 +515,7 @@ HITSPRITE:
} }
else else
{ {
BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags); BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2, pHitSect, 40, pBulletInfo->nFlags);
} }
} }
else else
@ -532,7 +533,7 @@ HITSPRITE:
} }
// draws bullet puff on walls when they're shot // draws bullet puff on walls when they're shot
BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset + -4096, hitsect, 40, pBulletInfo->nFlags); BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset + -4096, pHitSect, 40, pBulletInfo->nFlags);
} }
} }
else else
@ -832,7 +833,7 @@ void AIBullet::Tick(RunListEvent* ev)
if (nFlag & 0x80) if (nFlag & 0x80)
{ {
BuildAnim(nullptr, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 0); BuildAnim(nullptr, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 0);
} }
BulletList[nBullet].nFrame++; BulletList[nBullet].nFrame++;

View file

@ -77,9 +77,9 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000); pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
} }
void BuildBlood(int x, int y, int z, int nSector) void BuildBlood(int x, int y, int z, sectortype* pSector)
{ {
BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128); BuildAnim(nullptr, kSeqFish, 36, x, y, z, pSector, 75, 128);
} }
void AIFishLimb::Tick(RunListEvent* ev) void AIFishLimb::Tick(RunListEvent* ev)
@ -101,7 +101,7 @@ void AIFishLimb::Tick(RunListEvent* ev)
{ {
pActor->nFrame = 0; pActor->nFrame = 0;
if (RandomBit()) { if (RandomBit()) {
BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum); BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sector());
} }
} }

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@ -201,7 +201,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius); runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius);
BuildAnim(nullptr, var_28, 0, pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, pGrenadeSprite->sectnum, var_20, 4); BuildAnim(nullptr, var_28, 0, pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, pGrenadeSprite->sector(), var_20, 4);
AddFlash(pGrenadeSprite->sector(), pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, 128); AddFlash(pGrenadeSprite->sector(), pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, 128);
DestroyGrenade(pActor); DestroyGrenade(pActor);

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@ -718,6 +718,7 @@ loc_flag:
} }
auto cRange = CheckCloseRange(nPlayer, &theX, &theY, &theZ, &nSectorB); auto cRange = CheckCloseRange(nPlayer, &theX, &theY, &theZ, &nSectorB);
auto pSectorB = &sector[nSectorB];
if (cRange.type != kHitNone) if (cRange.type != kHitNone)
{ {
@ -753,7 +754,7 @@ loc_flag:
else if (pSprite2->statnum == 102) else if (pSprite2->statnum == 102)
{ {
// loc_27370: // loc_27370:
BuildAnim(nullptr, 12, 0, theX, theY, theZ, nSectorB, 30, 0); BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
} }
else if (pSprite2->statnum == kStatExplodeTrigger) { else if (pSprite2->statnum == kStatExplodeTrigger) {
var_28 += 2; var_28 += 2;
@ -765,7 +766,7 @@ loc_flag:
else else
{ {
// loc_27370: // loc_27370:
BuildAnim(nullptr, 12, 0, theX, theY, theZ, nSectorB, 30, 0); BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
} }
} }
} }

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@ -119,7 +119,7 @@ void BuildItemAnim(DExhumedActor* pActor)
if (nItemAnimInfo[nItem].a >= 0) if (nItemAnimInfo[nItem].a >= 0)
{ {
auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nItemAnimInfo[nItem].repeat, 20); auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), nItemAnimInfo[nItem].repeat, 20);
if (nItem == 44) { if (nItem == 44) {
pAnimActor->s().cstat |= 2; pAnimActor->s().cstat |= 2;
@ -340,7 +340,7 @@ void DropMagic(DExhumedActor* pActor)
pSprite->x, pSprite->x,
pSprite->y, pSprite->y,
pSprite->z, pSprite->z,
pSprite->sectnum, pSprite->sector(),
48, 48,
4); 4);
@ -403,7 +403,7 @@ void DoRegenerates()
if (pSprite->extra <= 0) if (pSprite->extra <= 0)
{ {
BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 64, 4); BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 64, 4);
D3PlayFX(StaticSound[kSoundTorchOn], pActor); D3PlayFX(StaticSound[kSoundTorchOn], pActor);
} }
else { else {

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@ -643,7 +643,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor)
pSprite->y = y; pSprite->y = y;
pSprite->z = z; pSprite->z = z;
ChangeActorSect(pActor, sectnum(pSectorPre)); ChangeActorSect(pActor, pSectorPre);
pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -2); pSprite->xvel = bcos(pSprite->ang, -2);
@ -1251,14 +1251,14 @@ int GetWallNormal(walltype* pWall)
return (nAngle + 512) & kAngleMask; return (nAngle + 512) & kAngleMask;
} }
void WheresMyMouth(int nPlayer, vec3_t* pos, int *sectnum) void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype **sectnum)
{ {
auto pActor = PlayerList[nPlayer].Actor(); auto pActor = PlayerList[nPlayer].Actor();
auto pSprite = &pActor->s(); auto pSprite = &pActor->s();
int height = GetActorHeight(pActor) >> 1; int height = GetActorHeight(pActor) >> 1;
*sectnum = pSprite->sectnum; *sectnum = pSprite->sector();
*pos = pSprite->pos; *pos = pSprite->pos;
pos->z -= height; pos->z -= height;

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@ -1959,7 +1959,7 @@ void AIObject::Tick(RunListEvent* ev)
} }
AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128); AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128);
BuildAnim(nullptr, var_18, 0, pSprite->x, pSprite->y, pSprite->sector()->floorz, pSprite->sectnum, 240, 4); BuildAnim(nullptr, var_18, 0, pSprite->x, pSprite->y, pSprite->sector()->floorz, pSprite->sector(), 240, 4);
// int edi = nSprite | 0x4000; // int edi = nSprite | 0x4000;

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@ -2540,7 +2540,7 @@ sectdone:
if (!RandomSize(5)) if (!RandomSize(5))
{ {
vec3_t pos; vec3_t pos;
int mouthSect; sectortype* mouthSect;
WheresMyMouth(nPlayer, &pos, &mouthSect); WheresMyMouth(nPlayer, &pos, &mouthSect);
BuildAnim(nullptr, 71, 0, pos.x, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128); BuildAnim(nullptr, 71, 0, pos.x, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128);

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@ -234,7 +234,7 @@ void DestroyEgg(int nEgg)
if (QueenEgg[nEgg].nAction != 4) if (QueenEgg[nEgg].nAction != 4)
{ {
BuildAnim(nullptr, 34, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4); BuildAnim(nullptr, 34, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4);
} }
else else
{ {
@ -1476,7 +1476,7 @@ void AIQueen::Damage(RunListEvent* ev)
QueenList[nQueen].nHealth = 4000; QueenList[nQueen].nHealth = 4000;
QueenList[nQueen].nAction = 7; QueenList[nQueen].nAction = 7;
BuildAnim(nullptr, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sectnum, pSprite->xrepeat, 4); BuildAnim(nullptr, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sector(), pSprite->xrepeat, 4);
break; break;
case 2: case 2:
QueenList[nQueen].nHealth = 4000; QueenList[nQueen].nHealth = 4000;

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@ -108,7 +108,7 @@ void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer)
pActor->pTarget = nOwner; pActor->pTarget = nOwner;
BuildAnim(nullptr, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 4); BuildAnim(nullptr, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 40, 4);
AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128); AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128);