raze-gles/source/exhumed/src/move.cpp

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#include "engine.h"
#include "exhumed.h"
#include "move.h"
#include "init.h"
#include "lighting.h"
#include "bubbles.h"
#include "object.h"
#include "player.h"
#include "view.h"
#include "status.h"
#include "runlist.h"
#include "items.h"
#include "sound.h"
#include "trigdat.h"
#include "anims.h"
#include "random.h"
#include "bullet.h"
#include <string.h>
#include <assert.h>
#ifndef __WATCOMC__
//#include <cmath>
#else
#include <stdlib.h>
//#include <math.h>
#endif
short NearSector[kMaxSectors] = { 0 };
short nPushBlocks;
// TODO - moveme?
short overridesect;
short NearCount = -1;
short nBodySprite[50];
int hihit, sprceiling, sprfloor, lohit;
#define kMaxPushBlocks 100
#define kMaxChunks 75
// think this belongs in init.c?
BlockInfo sBlockInfo[kMaxPushBlocks];
short nChunkSprite[kMaxChunks];
signed int lsqrt(int a1)
{
int v1; // edx@1
int v2; // ebx@1
signed int result; // eax@1
v1 = a1;
v2 = a1 - 0x40000000;
result = 0;
if (v2 >= 0)
{
result = 0x8000;
v1 = v2;
}
if (v1 - ((result << 15) + 0x10000000) >= 0)
{
v1 -= (result << 15) + 0x10000000;
result += 0x4000;
}
if (v1 - ((result << 14) + 0x4000000) >= 0)
{
v1 -= (result << 14) + 0x4000000;
result += 0x2000;
}
if (v1 - ((result << 13) + 0x1000000) >= 0)
{
v1 -= (result << 13) + 0x1000000;
result += 4096;
}
if (v1 - ((result << 12) + 0x400000) >= 0)
{
v1 -= (result << 12) + 0x400000;
result += 2048;
}
if (v1 - ((result << 11) + 0x100000) >= 0)
{
v1 -= (result << 11) + 0x100000;
result += 1024;
}
if (v1 - ((result << 10) + 0x40000) >= 0)
{
v1 -= (result << 10) + 0x40000;
result += 512;
}
if (v1 - ((result << 9) + 0x10000) >= 0)
{
v1 -= (result << 9) + 0x10000;
result += 256;
}
if (v1 - ((result << 8) + 0x4000) >= 0)
{
v1 -= (result << 8) + 0x4000;
result += 128;
}
if (v1 - ((result << 7) + 4096) >= 0)
{
v1 -= (result << 7) + 4096;
result += 64;
}
if (v1 - ((result << 6) + 1024) >= 0)
{
v1 -= (result << 6) + 1024;
result += 32;
}
if (v1 - (32 * result + 256) >= 0)
{
v1 -= 32 * result + 256;
result += 16;
}
if (v1 - (16 * result + 64) >= 0)
{
v1 -= 16 * result + 64;
result += 8;
}
if (v1 - (8 * result + 16) >= 0)
{
v1 -= 8 * result + 16;
result += 4;
}
if (v1 - (4 * result + 4) >= 0)
{
v1 -= 4 * result + 4;
result += 2;
}
if (v1 - (2 * result + 1) >= 0)
++result;
return result;
}
void MoveThings()
{
UndoFlashes();
DoLights();
short the_freeze = nFreeze;
if (nFreeze)
{
if (nFreeze == 1 || nFreeze == 2) {
DoSpiritHead();
}
}
else
{
runlist_ExecObjects();
runlist_CleanRunRecs();
}
MoveStatus();
DoBubbleMachines();
DoDrips();
DoMovingSects();
DoRegenerates();
if (levelnum == kMap20)
{
DoFinale();
if (lCountDown < 1800 && nDronePitch < 2400 && !lFinaleStart)
{
nDronePitch += 64;
BendAmbientSound();
}
}
}
void ResetMoveFifo()
{
localclock = totalclock;
movefifoend = 0;
movefifopos = 0;
}
// not used
void clipwall()
{
}
void BuildNear(int x, int y, int walldist, int nSector)
{
NearSector[0] = nSector;
NearCount = 1;
int i = 0;
while (i < NearCount)
{
short nSector = NearSector[i];
short nWall = sector[nSector].wallptr;
short nWallCount = sector[nSector].wallnum;
while (1)
{
nWallCount--;
if (nWallCount < 0)
{
i++;
break;
}
short nNextSector = wall[nWall].nextsector;
if (nNextSector >= 0)
{
int j = 0;
for (; j < NearCount; j++)
{
// loc_14F4D:
if (nNextSector == NearSector[j])
break;
}
if (j >= NearCount)
{
vec2_t pos = { x, y };
if (clipinsidebox(&pos, nWall, walldist))
{
NearSector[NearCount] = wall[nWall].nextsector;
NearCount++;
}
}
}
nWall++;
}
}
}
int BelowNear(short nSprite)
{
short nSector = sprite[nSprite].sectnum;
int z = sprite[nSprite].z;
int var_24, z2;
if ((lohit & 0xC000) == 0xC000)
{
var_24 = lohit & 0xC000;
z2 = sprite[lohit & 0x3FFF].z;
}
else
{
var_24 = 0x20000;
z2 = sector[nSector].floorz + SectDepth[nSector];
if (NearCount > 0)
{
short edx;
for (int i = 0; i < NearCount; i++)
{
int nSect2 = NearSector[i];
while (nSect2 >= 0)
{
edx = nSect2;
nSect2 = SectBelow[nSect2];
}
int ecx = sector[edx].floorz + SectDepth[edx];
int eax = ecx - z;
if (eax < 0 && eax >= -5120)
{
z2 = ecx;
nSector = edx;
}
}
}
}
if (z2 < sprite[nSprite].z)
{
sprite[nSprite].z = z2;
overridesect = nSector;
sprite[nSprite].zvel = 0;
bTouchFloor = kTrue;
return var_24;
}
else
{
return 0;
}
}
int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
{
short nSector = sprite[nSprite].sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
overridesect = nSector;
int edi = nSector;
// backup cstat
ushort cstat = sprite[nSprite].cstat;
sprite[nSprite].cstat &= 0xFFFE;
int nRet = 0;
if (SectFlag[nSector] & kSectUnderwater) {
z >>= 1;
}
int spriteZ = sprite[nSprite].z;
int floorZ = sector[nSector].floorz;
int ebp = spriteZ + z;
int eax = sector[nSector].ceilingz + (height >> 1);
if ((SectFlag[nSector] & kSectUnderwater) && ebp < eax) {
ebp = eax;
}
// loc_151E7:
while (1)
{
if (ebp <= sector[sprite[nSprite].sectnum].floorz || SectBelow[sprite[nSprite].sectnum] < 0)
break;
edi = SectBelow[sprite[nSprite].sectnum];
mychangespritesect(nSprite, edi);
}
if (edi == nSector)
{
while (1)
{
if ((ebp >= sector[sprite[nSprite].sectnum].ceilingz) || (SectAbove[sprite[nSprite].sectnum] < 0))
break;
edi = SectAbove[sprite[nSprite].sectnum];
mychangespritesect(nSprite, edi);
}
}
else
{
sprite[nSprite].z = ebp;
if (SectFlag[edi] & kSectUnderwater)
{
if (nSprite == PlayerList[nLocalPlayer].nSprite) {
D3PlayFX(StaticSound[kSound2], nSprite);
}
if (sprite[nSprite].statnum <= 107) {
sprite[nSprite].hitag = 0;
}
}
}
// This function will keep the player from falling off cliffs when you're too close to the edge.
// This function finds the highest and lowest z coordinates that your clipping BOX can get to.
getzrange_old(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - 256, sprite[nSprite].sectnum,
(int32_t*)&sprceiling, (int32_t*)&hihit, (int32_t*)&sprfloor, (int32_t*)&lohit, 128, CLIPMASK0);
int mySprfloor = sprfloor;
if ((lohit & 0xC000) != 0xC000) {
mySprfloor += SectDepth[sprite[nSprite].sectnum];
}
if (ebp > mySprfloor)
{
if (z > 0)
{
bTouchFloor = kTrue;
if ((lohit & 0xC000) != 0xC000)
{
// Path B
if (SectBelow[sprite[nSprite].sectnum] == -1)
{
nRet |= 0x20000;
short nSectDamage = SectDamage[sprite[nSprite].sectnum];
if (nSectDamage != 0)
{
if (sprite[nSprite].hitag < 15)
{
IgniteSprite(nSprite);
sprite[nSprite].hitag = 20;
}
#if 1
short dx = nSectDamage;
dx >>= 2;
int eax = dx;
int edx = eax;
edx >>= 2;
eax -= edx;
int outval;
__asm
{
mov dx, nSectDamage
sar dx, 2
movsx eax, dx
mov edx, eax
sar edx, 2; // >> 4
sub eax, edx
//mov edx, eax
movsx edx, ax
mov outval, edx
}
#endif
short nDamageVal = (nSectDamage / 4) - (nSectDamage / 8);
if (nDamageVal) {
runlist_DamageEnemy(nSprite, -1, nDamageVal);
}
}
sprite[nSprite].zvel = 0;
}
}
else
{
// Path A
short nFloorSprite = lohit & 0x3FFF;
if (sprite[nSprite].statnum != 100 || !sprite[nFloorSprite].statnum || sprite[nFloorSprite].statnum >= 100)
{
short nStat = sprite[nFloorSprite].statnum;
if (!nStat || nStat > 199)
{
nRet |= 0x20000;
}
else
{
nRet |= lohit;
}
sprite[nSprite].zvel = 0;
}
else
{
if (z >> 9)
{
runlist_DamageEnemy((lohit & 0x3FFF), nSprite, (z >> 9) * 2);
}
sprite[nSprite].zvel = -z;
}
}
}
// loc_1543B:
ebp = mySprfloor;
sprite[nSprite].z = mySprfloor;
}
else
{
if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[sprite[nSprite].sectnum] == -1))
{
ebp = sprceiling + height;
nRet |= 0x10000;
}
}
if (spriteZ <= floorZ && ebp > floorZ)
{
if ((SectDepth[nSector] != 0) || (edi != nSector && (SectFlag[edi] & kSectUnderwater)))
{
assert(nSector >= 0 && nSector < kMaxSectors);
BuildSplash(nSprite, nSector);
}
}
sprite[nSprite].cstat = cstat; // restore cstat
sprite[nSprite].z = ebp;
if (sprite[nSprite].statnum == 100)
{
BuildNear(sprite[nSprite].x, sprite[nSprite].y, clipdist + (clipdist / 2), sprite[nSprite].sectnum);
nRet |= BelowNear(nSprite);
}
return nRet;
}
int GetSpriteHeight(int nSprite)
{
return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4;
}
// TODO - where is ceildist used?
int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist, unsigned int clipmask)
{
bTouchFloor = kFalse;
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
int z = sprite[nSprite].z;
int nSpriteHeight = GetSpriteHeight(nSprite);
int nClipDist = sprite[nSprite].clipdist << 2;
short nSector = sprite[nSprite].sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
int floorZ = sector[nSector].floorz;
int nRet = 0;
if ((SectFlag[nSector] & kSectUnderwater) || (floorZ < z))
{
dx >>= 1;
dy >>= 1;
}
short nSprite2 = nSprite;
nRet |= movespritez(nSprite, dz, nSpriteHeight, flordist, nClipDist);
nSector = sprite[nSprite].sectnum; // modified in movespritez so re-grab this variable
if (sprite[nSprite].statnum == 100)
{
short nPlayer = GetPlayerFromSprite(nSprite2);
int varA = 0;
int varB = 0;
CheckSectorFloor(overridesect, sprite[nSprite].z, &varB, &varA);
if (varB || varA)
{
nXDamage[nPlayer] = varB;
nYDamage[nPlayer] = varA;
}
dx += nXDamage[nPlayer];
dy += nYDamage[nPlayer];
}
else
{
CheckSectorFloor(overridesect, sprite[nSprite].z, &dx, &dy);
}
/*
The game masks off the top 16 bits of the return value.
*/
nRet |= clipmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &nSector, dx, dy, nClipDist, nSpriteHeight, flordist, clipmask) & 0xFFFF;
if ((nSector != sprite[nSprite].sectnum) && nSector >= 0)
{
if (nRet & 0x20000) {
dz = 0;
}
if ((sector[nSector].floorz - z) < (dz + flordist))
{
sprite[nSprite].x = x;
sprite[nSprite].y = y;
}
else
{
mychangespritesect(nSprite, nSector);
if (sprite[nSprite].pal < 5 && !sprite[nSprite].hitag)
{
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
}
}
}
return nRet;
}
// OK
void Gravity(short nSprite)
{
short nSector = sprite[nSprite].sectnum;
if (SectFlag[nSector] & kSectUnderwater)
{
if (sprite[nSprite].statnum != 100)
{
if (sprite[nSprite].zvel <= 1024)
{
if (sprite[nSprite].zvel < 2048) {
sprite[nSprite].zvel += 512;
}
}
else
{
sprite[nSprite].zvel -= 64;
}
}
else
{
if (sprite[nSprite].zvel > 0)
{
sprite[nSprite].zvel -= 64;
if (sprite[nSprite].zvel < 0) {
sprite[nSprite].zvel = 0;
}
}
else if (sprite[nSprite].zvel < 0)
{
sprite[nSprite].zvel += 64;
if (sprite[nSprite].zvel > 0) {
sprite[nSprite].zvel = 0;
}
}
}
}
else
{
sprite[nSprite].zvel += 512;
if (sprite[nSprite].zvel > 16384) {
sprite[nSprite].zvel = 16384;
}
}
}
int MoveCreature(short nSprite)
{
return movesprite(nSprite, sprite[nSprite].xvel << 8, sprite[nSprite].yvel << 8, sprite[nSprite].zvel, 15360, -5120, CLIPMASK0);
}
int MoveCreatureWithCaution(int nSprite)
{
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
int z = sprite[nSprite].z;
short nSectorPre = sprite[nSprite].sectnum;
int ecx = MoveCreature(nSprite);
short nSector = sprite[nSprite].sectnum;
if (nSector != nSectorPre)
{
int zDiff = sector[nSectorPre].floorz - sector[nSector].floorz;
if (zDiff < 0) {
zDiff = -zDiff;
}
if (zDiff > 15360 || (SectFlag[nSector] & kSectUnderwater) || (SectBelow[nSector] > -1 && SectFlag[SectBelow[nSector]]) || SectDamage[nSector])
{
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
mychangespritesect(nSprite, nSectorPre);
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
return 0;
}
}
return ecx;
}
int GetAngleToSprite(int nSprite1, int nSprite2)
{
if (nSprite1 < 0 || nSprite2 < 0)
return -1;
return GetMyAngle(sprite[nSprite2].x - sprite[nSprite1].x, sprite[nSprite2].y - sprite[nSprite1].y);
}
int PlotCourseToSprite(int nSprite1, int nSprite2)
{
if (nSprite1 < 0 || nSprite2 < 0)
return -1;
int x = sprite[nSprite2].x - sprite[nSprite1].x;
int y = sprite[nSprite2].y - sprite[nSprite1].y;
sprite[nSprite1].ang = GetMyAngle(x, y);
return ksqrt(y * y + x * x);
}
int FindPlayer(int nSprite, int nVal)
{
int var_18 = 0;
if (nSprite >= 0)
var_18 = 1;
if (nSprite < 0)
nSprite = -nSprite;
if (nVal < 0)
nVal = 100;
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
short nSector = sprite[nSprite].sectnum;
int z = sprite[nSprite].z - GetSpriteHeight(nSprite);
nVal <<= 8;
short nPlayerSprite;
int i = 0;
while (1)
{
if (i >= nTotalPlayers)
return -1;
nPlayerSprite = PlayerList[i].nSprite;
if ((sprite[nPlayerSprite].cstat & 0x101) && (!(sprite[nPlayerSprite].cstat & 0x8000)))
{
int v9 = sprite[nPlayerSprite].x - x;
if (v9 < 0) {
v9 = -v9;
}
int v10 = sprite[nPlayerSprite].y - y;
if (v9 < nVal)
{
if (v10 < 0) {
v10 = -v10;
}
if (v10 < nVal && cansee(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z - 7680, sprite[nPlayerSprite].sectnum, x, y, z, nSector))
{
break;
}
}
}
i++;
}
if (var_18) {
PlotCourseToSprite(nSprite, nPlayerSprite);
}
return nPlayerSprite;
}
void CheckSectorFloor(short nSector, int z, int *a, int *b)
{
short nSpeed = SectSpeed[nSector];
if (!nSpeed) {
return;
}
short nFlag = SectFlag[nSector];
short nAng = nFlag & kAngleMask;
if (z >= sector[nSector].floorz)
{
*a += (Sin(nAng + 512) << 3) * nSpeed;
*b += (sintable[nAng] << 3) * nSpeed;
}
else if (nFlag & 0x800)
{
*a += (Sin(nAng + 512) << 4) * nSpeed;
*b += (sintable[nAng] << 4) * nSpeed;
}
}
int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx)
{
int x = sprite[nSprite2].x - sprite[nSprite1].x;
int y = sprite[nSprite2].y - sprite[nSprite1].y;
int ebx = (sprite[nSprite2].z + ecx) - (sprite[nSprite1].z + nVal);
int edx = (sprite[nSprite2].z + ecx) - (sprite[nSprite1].z + nVal);
ebx >>= 4;
edx >>= 8;
ebx = -ebx;
ebx -= edx;
int nSqrt = lsqrt(x * x + y * y);
return GetMyAngle(nSqrt, ebx);
}
void InitPushBlocks()
{
nPushBlocks = 0;
}
int GrabPushBlock()
{
if (nPushBlocks >= kMaxPushBlocks) {
return -1;
}
return nPushBlocks++;
}
void CreatePushBlock(int nSector)
{
int nBlock = GrabPushBlock();
int i;
int startwall = sector[nSector].wallptr;
int nWalls = sector[nSector].wallnum;
int ecx = 0;
int ebx = 0;
for (i = 0; i < nWalls; i++)
{
ecx += wall[startwall + i].x;
ebx += wall[startwall + i].y;
}
int avgx = ecx / nWalls;
int avgy = ebx / nWalls;
sBlockInfo[nBlock].x = avgx;
sBlockInfo[nBlock].y = avgy;
int nSprite = insertsprite(nSector, 0);
sBlockInfo[nBlock].nSprite = nSprite;
sprite[nSprite].x = avgx;
sprite[nSprite].y = avgy;
sprite[nSprite].z = sector[nSector].floorz - 256;
sprite[nSprite].cstat = 0x8000;
int var_28 = 0;
for (i = 0; i < nWalls; i++)
{
int x = avgx - wall[startwall + i].x;
int y = avgy - wall[startwall + i].y;
int nSqrt = ksqrt(x * x + y * y);
if (nSqrt > var_28) {
var_28 = nSqrt;
}
}
sBlockInfo[nBlock].field_8 = var_28;
sprite[nSprite].clipdist = (var_28 & 0xFF) << 2;
sector[nSector].extra = nBlock;
}
void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel)
{
int i;
if (nSector == -1) {
return;
}
int nXVect, nYVect;
if (nAngle < 0)
{
nXVect = *nXVel;
nYVect = *nYVel;
nAngle = GetMyAngle(nXVect, nYVect);
}
else
{
nXVect = Sin(nAngle + 512) << 6;
nYVect = Sin(nAngle) << 6;
}
short nBlock = sector[nSector].extra;
short nSectFlag = SectFlag[nSector];
sectortype *pSector = &sector[nSector];
int nFloorZ = sector[nSector].floorz;
int startwall = sector[nSector].wallptr;
int nWalls = sector[nSector].wallnum;
walltype *pStartWall = &wall[startwall];
short nNextSector = wall[startwall].nextsector;
BlockInfo *pBlockInfo = &sBlockInfo[nBlock];
int x = sBlockInfo[nBlock].x;
int x_b = sBlockInfo[nBlock].x;
int y = sBlockInfo[nBlock].y;
int y_b = sBlockInfo[nBlock].y;
short nSectorB = nSector;
int nZVal;
int z;
int bUnderwater = nSectFlag & kSectUnderwater;
if (nSectFlag & kSectUnderwater)
{
nZVal = sector[nSector].ceilingz;
z = sector[nNextSector].ceilingz + 256;
sector[nSector].ceilingz = sector[nNextSector].ceilingz;
}
else
{
nZVal = sector[nSector].floorz;
z = sector[nNextSector].floorz - 256;
sector[nSector].floorz = sector[nNextSector].floorz;
}
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB, nXVect, nYVect, pBlockInfo->field_8, 0, 0, CLIPMASK1);
int yvect = y - y_b;
int xvect = x - x_b;
if (nSectorB != nNextSector && nSectorB != nSector)
{
yvect = 0;
xvect = 0;
}
else
{
if (!bUnderwater)
{
z = nZVal;
x = x_b;
y = y_b;
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB, nXVect, nYVect, pBlockInfo->field_8, 0, 0, CLIPMASK1);
int ebx = x;
int ecx = x_b;
int edx = y;
int eax = xvect;
int esi = y_b;
if (eax < 0) {
eax = -eax;
}
ebx -= ecx;
ecx = eax;
eax = ebx;
edx -= esi;
if (eax < 0) {
eax = -eax;
}
if (ecx > eax)
{
xvect = ebx;
}
eax = yvect;
if (eax < 0) {
eax = -eax;
}
ebx = eax;
eax = edx;
if (eax < 0) {
eax = -eax;
}
if (ebx > eax) {
yvect = edx;
}
}
}
// GREEN
if (yvect || xvect)
{
for (i = headspritesect[nSector]; i != -1; i = nextspritesect[i])
{
if (sprite[i].statnum < 99)
{
sprite[i].x += xvect;
sprite[i].y += yvect;
}
else
{
z = sprite[i].z;
if ((nSectFlag & kSectUnderwater) || z != nZVal || sprite[i].cstat & 0x8000)
{
x = sprite[i].x;
y = sprite[i].y;
nSectorB = nSector;
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB, -xvect, -yvect, 4 * sprite[i].clipdist, 0, 0, CLIPMASK0);
if (nSectorB >= 0 && nSectorB < kMaxSectors && nSectorB != nSector) {
mychangespritesect(i, nSectorB);
}
}
}
}
//int var_1C = nAngle & kAngleMask;
int var_38 = yvect << 14;
int var_58 = xvect << 14;
for (i = headspritesect[nNextSector]; i != -1; i = nextspritesect[i])
{
if (sprite[i].statnum >= 99)
{
x = sprite[i].x;
y = sprite[i].y;
z = sprite[i].z;
nSectorB = nNextSector;
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB,
-xvect - (Sin(nAngle + 512) * (4 * sprite[i].clipdist)),
-yvect - (Sin(nAngle) * (4 * sprite[i].clipdist)),
4 * sprite[i].clipdist, 0, 0, CLIPMASK0);
if (nSectorB != nNextSector && (nSectorB == nSector || nNextSector == nSector))
{
if (nSectorB != nSector || nFloorZ >= sprite[i].z)
{
if (nSectorB >= 0 && nSectorB < kMaxSectors) {
mychangespritesect(i, nSectorB);
}
}
else
{
movesprite(i,
(xvect << 14) + Sin(nAngle + 512) * sprite[i].clipdist,
(yvect << 14) + Sin(nAngle) * sprite[i].clipdist,
0, 0, 0, CLIPMASK0);
}
}
}
}
for (int i = 0; i < nWalls; i++)
{
dragpoint(startwall, xvect + pStartWall->x, yvect + pStartWall->y, 0);
pStartWall++;
startwall++;
}
pBlockInfo->x += xvect;
pBlockInfo->y += yvect;
}
else {
int gasd = 123;
}
// loc_163DD
xvect <<= 14;
yvect <<= 14;
if (!(nSectFlag & kSectUnderwater))
{
for (i = headspritesect[nSector]; i != -1; i = nextspritesect[i])
{
if (sprite[i].statnum >= 99 && nZVal == sprite[i].z && !(sprite[i].cstat & 0x8000))
{
nSectorB = nSector;
clipmove_old(&sprite[i].x, &sprite[i].y, &sprite[i].z, &nSectorB, xvect, yvect, 4 * sprite[i].clipdist, 5120, -5120, CLIPMASK0);
}
}
}
if (nSectFlag & kSectUnderwater) {
pSector->ceilingz = nZVal;
}
else {
pSector->floorz = nZVal;
}
*nXVel = xvect;
*nYVel = yvect;
}
void SetQuake(short nSprite, int nVal)
{
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
for (int i = 0; i < nTotalPlayers; i++)
{
int nPlayerSprite = PlayerList[i].nSprite;
int nSqrt = ksqrt(((sprite[nPlayerSprite].x - x) >> 8) * ((sprite[nPlayerSprite].x - x) >> 8) + ((sprite[nPlayerSprite].y - y) >> 8)
* ((sprite[nPlayerSprite].y - y) >> 8));
int eax = nVal * 256;
if (nSqrt)
{
eax = eax / nSqrt;
if (eax >= 256)
{
if (eax > 3840) {
eax = 3840;
}
}
else
{
eax = 0;
}
}
if (eax > nQuake[i]) {
nQuake[i] = eax;
}
}
}
int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
{
int nClipType = sprite[nSprite].statnum != 107;
/* bjd - need to handle cliptype to clipmask change that occured in later build engine version */
if (nClipType == 1) {
nClipType = CLIPMASK1;
}
else {
nClipType = CLIPMASK0;
}
short nAngle;
if (nSprite2 < 0)
{
sprite[nSprite].zvel = 0;
nAngle = sprite[nSprite].ang;
}
else
{
int nHeight = tilesiz[sprite[nSprite2].picnum].y * sprite[nSprite2].yrepeat * 2;
int nMyAngle = GetMyAngle(sprite[nSprite2].x - sprite[nSprite].x, sprite[nSprite2].y - sprite[nSprite].y);
int nSqrt = ksqrt(
(sprite[nSprite2].y - sprite[nSprite].y)
*
(sprite[nSprite2].y - sprite[nSprite].y)
+
(sprite[nSprite2].x - sprite[nSprite].x)
*
(sprite[nSprite2].x - sprite[nSprite].x)
);
int var_18 = GetMyAngle(nSqrt, ((sprite[nSprite2].z - nHeight) - sprite[nSprite].z) >> 8);
int edx = nMyAngle;
int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024);
int nAngDelta2 = nAngDelta;
if (nAngDelta2 < 0)
nAngDelta2 = -nAngDelta2;
if (nAngDelta2 > 63)
{
nAngDelta2 = nAngDelta;
nAngDelta2 >>= 6;
edx = ebx;
if (nAngDelta2 < 0)
nAngDelta2 = -nAngDelta2;
ebx /= nAngDelta2;
if (ebx < 5)
ebx = 5;
}
int nAngDeltaC = nAngDelta;
if (nAngDeltaC < 0)
nAngDeltaC = -nAngDeltaC;
if (nAngDeltaC > push1)
{
if (nAngDelta >= 0)
nAngDelta = push1;
else
nAngDelta = -push1;
}
int nAngDeltaD = AngleDelta(sprite[nSprite].zvel, var_18, 24);
nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask;
// TODO - CHECKME int ebx = 24;
sprite[nSprite].zvel = (sprite[nSprite].zvel + nAngDeltaD) & kAngleMask;
}
sprite[nSprite].ang = nAngle;
int eax = Sin(sprite[nSprite].zvel + 512);
int edx = (nAngle + 512) & kAngleMask;
if (eax < 0)
eax = -eax;
// rename this var. CHECKME
int x = ((sintable[edx] * ebx) >> 14) * eax;
int ceildist = x >> 8;
int y = ((Sin(nAngle) * ebx) >> 14) * eax;
int nVal = y >> 8;
int z = Sin(sprite[nSprite].zvel) * ksqrt((nVal * nVal) + (ceildist * ceildist));
return movesprite(nSprite, x >> 2, y >> 2, (z >> 13) + (Sin(ecx) >> 5), 0, 0, nClipType);
}
int GetWallNormal(short nWall)
{
nWall &= 0x1FFF;
int nWall2 = wall[nWall].point2;
int nAngle = GetMyAngle(wall[nWall2].x - wall[nWall].x, wall[nWall2].y - wall[nWall].y);
return (nAngle + 512) & kAngleMask;
}
void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum)
{
int nSprite = PlayerList[nPlayer].nSprite;
*x = sprite[nSprite].x;
*y = sprite[nSprite].y;
int height = GetSpriteHeight(nSprite) / 2;
*z = sprite[nSprite].z - height;
*sectnum = sprite[nSprite].sectnum;
clipmove_old((int32_t*)x, (int32_t*)y, (int32_t*)z, sectnum,
Sin(sprite[nSprite].ang + 512) << 7,
Sin(sprite[nSprite].ang) << 7,
5120, 1280, 1280, CLIPMASK1);
}
void InitChunks()
{
nCurChunkNum = 0;
memset(nChunkSprite, -1, sizeof(nChunkSprite));
memset(nBodyGunSprite, -1, sizeof(nBodyGunSprite));
memset(nBodySprite, -1, sizeof(nBodySprite));
nCurBodyNum = 0;
nCurBodyGunNum = 0;
nBodyTotal = 0;
nChunkTotal = 0;
}
int GrabBodyGunSprite()
{
int nSprite = nBodyGunSprite[nCurBodyGunNum];
if (nSprite == -1)
{
nSprite = insertsprite(0, 899);
nBodyGunSprite[nCurBodyGunNum] = nSprite;
sprite[nSprite].lotag = -1;
sprite[nSprite].owner = -1;
}
else
{
int nAnim = sprite[nSprite].owner;
if (nAnim != -1) {
DestroyAnim(nAnim);
}
sprite[nSprite].lotag = -1;
sprite[nSprite].owner = -1;
}
nCurBodyGunNum++;
if (nCurBodyGunNum >= 50) { // TODO - enum/define
nCurBodyGunNum = 0;
}
sprite[nSprite].cstat = 0;
return nSprite;
}
int GrabBody()
{
int nSprite;
do
{
nSprite = nBodySprite[nCurBodyNum];
if (nSprite == -1)
{
nSprite = insertsprite(0, 899);
nBodySprite[nCurBodyNum] = nSprite;
sprite[nSprite].cstat = 0x8000;
}
nCurBodyNum++;
if (nCurBodyNum >= 50) {
nCurBodyNum = 0;
}
}
while (sprite[nSprite].cstat & 0x101);
if (nBodyTotal < 50) {
nBodyTotal++;
}
sprite[nSprite].cstat = 0;
return nSprite;
}
int GrabChunkSprite()
{
int nSprite = nChunkSprite[nCurChunkNum];
if (nSprite == -1)
{
nSprite = insertsprite(0, 899);
nChunkSprite[nCurChunkNum] = nSprite;
}
else if (sprite[nSprite].statnum)
{
// TODO MonoOut("too many chunks being used at once!\n");
return -1;
}
changespritestat(nSprite, 899);
nCurChunkNum++;
if (nCurChunkNum >= kMaxChunks)
nCurChunkNum = 0;
if (nChunkTotal < kMaxChunks)
nChunkTotal++;
sprite[nSprite].cstat = 0x80;
return nSprite;
}
int BuildCreatureChunk(int nVal, int nPic)
{
int var_14;
int nSprite = GrabChunkSprite();
if (nSprite == -1) {
return -1;
}
if (nVal & 0x4000)
{
nVal &= 0x3FFF;
var_14 = 1;
}
else
{
var_14 = 0;
}
nVal &= 0xFFFF;
sprite[nSprite].x = sprite[nVal].x;
sprite[nSprite].y = sprite[nVal].y;
sprite[nSprite].z = sprite[nVal].z;
mychangespritesect(nSprite, sprite[nVal].sectnum);
sprite[nSprite].cstat = 0x80;
sprite[nSprite].shade = -12;
sprite[nSprite].pal = 0;
sprite[nSprite].xvel = (RandomSize(5) - 16) << 7;
sprite[nSprite].yvel = (RandomSize(5) - 16) << 7;
sprite[nSprite].zvel = (-(RandomSize(8) + 512)) << 3;
if (var_14)
{
sprite[nSprite].xvel *= 4;
sprite[nSprite].yvel *= 4;
sprite[nSprite].zvel *= 2;
}
sprite[nSprite].xrepeat = 64;
sprite[nSprite].yrepeat = 64;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = nPic;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].clipdist = 40;
// GrabTimeSlot(3);
sprite[nSprite].extra = -1;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSprite | 0xD0000);
sprite[nSprite].hitag = runlist_AddRunRec(NewRun, nSprite | 0xD0000);
return nSprite | 0xD0000;
}
void FuncCreatureChunk(int a, int, int nRun)
{
int nSprite = RunData[nRun].nVal;
assert(nSprite >= 0 && nSprite < kMaxSprites);
int nMessage = a & 0x7F0000;
if (nMessage != 0x20000)
return;
Gravity(nSprite);
int nSector = sprite[nSprite].sectnum;
sprite[nSprite].pal = sector[nSector].ceilingpal;
int nVal = movesprite(nSprite, sprite[nSprite].xvel << 10, sprite[nSprite].yvel << 10, sprite[nSprite].zvel, 2560, -2560, CLIPMASK1);
if (sprite[nSprite].z >= sector[nSector].floorz)
{
// re-grab this variable as it may have changed in movesprite(). Note the check above is against the value *before* movesprite so don't change it.
nSector = sprite[nSprite].sectnum;
sprite[nSprite].zvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].z = sector[nSector].floorz;
}
else
{
if (!nVal)
return;
short nAngle;
if (nVal & 0x20000)
{
sprite[nSprite].cstat = 0x8000;
}
else
{
if ((nVal & 0x3C000) == 0x10000)
{
sprite[nSprite].xvel >>= 1;
sprite[nSprite].yvel >>= 1;
sprite[nSprite].zvel = -sprite[nSprite].zvel;
return;
}
else if ((nVal & 0x3C000) == 0xC000)
{
nAngle = sprite[nVal & 0x3FFF].ang;
}
else if ((nVal & 0x3C000) == 0x8000)
{
nAngle = GetWallNormal(nVal & 0x3FFF);
}
else
{
return;
}
// loc_16E0C
int nSqrt = lsqrt(((sprite[nSprite].yvel >> 10) * (sprite[nSprite].yvel >> 10)
+ (sprite[nSprite].xvel >> 10) * (sprite[nSprite].xvel >> 10)) >> 8);
sprite[nSprite].xvel = Sin(nAngle + 512) * (nSqrt >> 1);
sprite[nSprite].yvel = Sin(nAngle) * (nSqrt >> 1);
return;
}
}
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1);
runlist_SubRunRec(sprite[nSprite].hitag);
changespritestat(nSprite, 0);
sprite[nSprite].hitag = 0;
sprite[nSprite].lotag = 0;
}
short UpdateEnemy(short *nEnemy)
{
if (*nEnemy >= 0)
{
if (!(sprite[*nEnemy].cstat & 0x101)) {
*nEnemy = -1;
}
}
return *nEnemy;
}