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https://github.com/DrBeef/Raze.git
synced 2024-11-16 01:11:28 +00:00
- wall and sprite flags in Duke, just simple cases.
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parent
e41db411e4
commit
b263c3ac6b
12 changed files with 33 additions and 32 deletions
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@ -103,6 +103,7 @@ enum EWallBits // names are from Shadow Warrior
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CSTAT_WALL_TRANSLUCENT = 128, // bit 7: 1 = Transluscence, 0 = not "T"
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CSTAT_WALL_YFLIP = 256, // bit 8: 1 = y-flipped, 0 = normal "F"
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CSTAT_WALL_TRANS_FLIP = 512, // bit 9: 1 = Transluscence reversing, 0 = normal "T"
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CSTAT_WALL_ANY_EXCEPT_BLOCK = 254, // Duke stupidity
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CSTAT_WALL_ROTATE_90 = 1<<12, // EDuke32 extension supported by Raze
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@ -3309,7 +3309,7 @@ void handle_se03(DDukeActor *actor)
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if (wal.hitag != 1)
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{
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wal.shade = t[0];
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if ((wal.cstat & 2) && wal.twoSided())
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if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
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{
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wal.nextWall()->shade = wal.shade;
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}
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@ -3363,7 +3363,7 @@ void handle_se04(DDukeActor *actor)
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if (wal.hitag != 1)
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{
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wal.shade = t[0];
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if ((wal.cstat & 2) && wal.twoSided())
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if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
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wal.nextWall()->shade = wal.shade;
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}
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}
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@ -409,7 +409,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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if (act == pactor || (spr->cstat & 0x8000) || spr->cstat == 257 || spr->xrepeat == 0) continue;
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col = PalEntry(0, 170, 170);
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if (spr->cstat & 1) col = PalEntry(170, 0, 170);
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if (spr->cstat & CSTAT_SPRITE_BLOCK) col = PalEntry(170, 0, 170);
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sprx = spr->x;
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spry = spr->y;
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@ -199,7 +199,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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hitscan({ sp->x, sp->y, sp->z - zoff }, sp->sector(), { bcos(sp->ang), bsin(sp->ang), 0 }, hit, CLIPMASK1);
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if (hitsp) *hitsp = hit.actor();
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if (hit.hitWall != nullptr && (hit.hitWall->cstat & 16) && badguy(actor))
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if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor))
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return((1 << 30));
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return (FindDistance2D(hit.hitpos.x - sp->x, hit.hitpos.y - sp->y));
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@ -1012,7 +1012,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
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(hit.hitSector->floorz - hit.hitWall->nextSector()->floorz) > (16 << 8)) ||
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(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0)))
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{
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if ((hit.hitWall->cstat & 16) == 0)
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if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
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{
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if (hit.hitWall->twoSided())
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{
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@ -283,7 +283,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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else if (hit.hitWall)
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{
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if (hit.hitWall->cstat & 2)
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if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
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if (hit.hitWall->twoSided())
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if (hit.hitpos.z >= (hit.hitWall->nextSector()->floorz))
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hit.hitWall =hit.hitWall->nextWall();
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@ -497,7 +497,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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if (hit.hitWall->overpicnum != BIGFORCE)
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if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) ||
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(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))
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if ((hit.hitWall->cstat & 16) == 0)
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if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
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{
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if (hit.hitWall->twoSided())
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{
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@ -528,7 +528,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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SKIPBULLETHOLE:
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if (hit.hitWall->cstat & 2)
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if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
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if (hit.hitWall->twoSided())
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if (hit.hitpos.z >= (hit.hitWall->nextSector()->floorz))
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hit.hitWall = hit.hitWall->nextWall();
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@ -2048,7 +2048,7 @@ int operateTripbomb(int snum)
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return 0;
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}
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if (j == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & 16) == 0)
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if (j == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
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if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2))
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if (((hit.hitpos.x - p->pos.x) * (hit.hitpos.x - p->pos.x) + (hit.hitpos.y - p->pos.y) * (hit.hitpos.y - p->pos.y)) < (290 * 290))
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{
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@ -169,7 +169,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
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}
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else if (hit.hitWall)
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{
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if (hit.hitWall->cstat & 2)
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if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
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if (hit.hitWall->twoSided())
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if (hit.hitpos.z >= (hit.hitWall->nextSector()->floorz))
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hit.hitWall = hit.hitWall->nextWall();
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@ -390,7 +390,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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if (hit.hitWall->overpicnum != BIGFORCE)
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if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) ||
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(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))
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if ((hit.hitWall->cstat & 16) == 0)
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if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
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{
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if (hit.hitWall->twoSided())
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{
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@ -421,7 +421,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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SKIPBULLETHOLE:
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if (hit.hitWall->cstat & 2)
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if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
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if (hit.hitWall->twoSided())
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if (hit.hitpos.z >= (hit.hitWall->nextSector()->floorz))
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hit.hitWall = hit.hitWall->nextWall();
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@ -383,7 +383,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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for (auto& wal : walls())
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{
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if (wal.overpicnum == MIRROR && (wal.cstat & 32) != 0)
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if (wal.overpicnum == MIRROR && (wal.cstat & CSTAT_WALL_1WAY) != 0)
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{
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auto sectp = wal.nextSector();
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@ -410,7 +410,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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{
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case FANSHADOW:
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case FANSPRITE:
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wal.cstat |= 65;
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wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN;
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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break;
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@ -721,7 +721,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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walltype* wal = &wl;
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if (wal->overpicnum == MIRROR && (wal->cstat & 32) != 0)
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if (wal->overpicnum == MIRROR && (wal->cstat & CSTAT_WALL_1WAY) != 0)
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{
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auto sectp = wal->nextSector();
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@ -747,7 +747,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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switch (wal->overpicnum)
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{
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case FANSPRITE:
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wal->cstat |= 65;
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wal->cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN;
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animwall[numanimwalls].wall = wal;
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numanimwalls++;
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break;
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@ -139,7 +139,7 @@ void animatewalls_d(void)
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}
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if (wal->cstat & 16)
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if (wal->cstat & CSTAT_WALL_MASKED)
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switch (wal->overpicnum)
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{
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case W_FORCEFIELD:
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@ -148,7 +148,7 @@ void animatewalls_d(void)
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t = animwall[p].tag;
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if (wal->cstat & 254)
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if (wal->cstat & CSTAT_WALL_ANY_EXCEPT_BLOCK)
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{
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wal->addxpan(-t / 4096.f); // bcos(t, -12);
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wal->addypan(-t / 4096.f); // bsin(t, -12);
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@ -657,7 +657,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
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case OOZFILTER:
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case EXPLODINGBARREL:
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lotsofglass(spr, wal, 70);
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wal->cstat &= ~16;
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wal->cstat &= ~CSTAT_WALL_MASKED;
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wal->overpicnum = MIRRORBROKE;
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wal->portalflags = 0;
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S_PlayActorSound(GLASS_HEAVYBREAK, spr);
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@ -665,7 +665,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
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}
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}
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if (((wal->cstat & 16) || wal->overpicnum == BIGFORCE) && wal->twoSided())
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if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == BIGFORCE) && wal->twoSided())
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if (wal->nextSector()->floorz > z)
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if (wal->nextSector()->floorz - wal->nextSector()->ceilingz)
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switch (wal->overpicnum)
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@ -701,11 +701,11 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
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}
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case FANSPRITE:
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wal->overpicnum = FANSPRITEBROKE;
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wal->cstat &= 65535 - 65;
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wal->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
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if (wal->twoSided())
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{
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wal->nextWall()->overpicnum = FANSPRITEBROKE;
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wal->nextWall()->cstat &= 65535 - 65;
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wal->nextWall()->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
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}
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S_PlayActorSound(VENT_BUST, spr);
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S_PlayActorSound(GLASS_BREAKING, spr);
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@ -1615,7 +1615,7 @@ void checksectors_d(int snum)
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return;
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}
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if (hitscanwall != nullptr && (hitscanwall->cstat & 16))
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if (hitscanwall != nullptr && (hitscanwall->cstat & CSTAT_WALL_MASKED))
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if (hitscanwall->lotag)
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return;
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}
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@ -254,7 +254,7 @@ void animatewalls_r(void)
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}
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if (wal->cstat & 16)
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if (wal->cstat & CSTAT_WALL_MASKED)
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switch (wal->overpicnum)
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{
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case W_FORCEFIELD:
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@ -263,7 +263,7 @@ void animatewalls_r(void)
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t = animwall[p].tag;
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if (wal->cstat & 254)
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if (wal->cstat & CSTAT_WALL_ANY_EXCEPT_BLOCK)
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{
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wal->addxpan(-t / 4096.f); // bcos(t, -12);
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wal->addypan(-t / 4096.f); // bsin(t, -12);
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@ -1003,7 +1003,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
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case OOZFILTER:
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case EXPLODINGBARREL:
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lotsofglass(spr, wal, 70);
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wal->cstat &= ~16;
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wal->cstat &= ~CSTAT_WALL_MASKED;
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wal->overpicnum = MIRRORBROKE;
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wal->portalflags = 0;
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S_PlayActorSound(GLASS_HEAVYBREAK, spr);
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@ -1011,18 +1011,18 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
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}
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}
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if (((wal->cstat & 16) || wal->overpicnum == BIGFORCE) && wal->twoSided())
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if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == BIGFORCE) && wal->twoSided())
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if (wal->nextSector()->floorz > z)
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if (wal->nextSector()->floorz - wal->nextSector()->ceilingz)
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switch (wal->overpicnum)
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{
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case FANSPRITE:
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wal->overpicnum = FANSPRITEBROKE;
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wal->cstat &= 65535 - 65;
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wal->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
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if (wal->twoSided())
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{
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wal->nextWall()->overpicnum = FANSPRITEBROKE;
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wal->nextWall()->cstat &= 65535 - 65;
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wal->nextWall()->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
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}
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S_PlayActorSound(VENT_BUST, spr);
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S_PlayActorSound(GLASS_BREAKING, spr);
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@ -2549,7 +2549,7 @@ void checksectors_r(int snum)
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}
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}
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if ((hitscanwall->cstat & 16))
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if ((hitscanwall->cstat & CSTAT_WALL_MASKED))
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if (hitscanwall->lotag)
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return;
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@ -847,7 +847,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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{
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if (!(wal.hitag & 1))
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wal.shade = sp->shade;
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if ((wal.cstat & 2) && wal.twoSided())
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if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
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wal.nextWall()->shade = sp->shade;
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}
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break;
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@ -1703,7 +1703,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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SHOWSPRITE:
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PalEntry col = GPalette.BaseColors[56]; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
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if ((spr->cstat & 1) > 0)
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if ((spr->cstat & CSTAT_SPRITE_BLOCK) > 0)
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col = GPalette.BaseColors[248];
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if (actor == peekActor)
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col = GPalette.BaseColors[31];
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