mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 19:50:45 +00:00
1520 lines
28 KiB
C++
1520 lines
28 KiB
C++
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#include "engine.h"
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#include "exhumed.h"
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#include "move.h"
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#include "init.h"
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#include "lighting.h"
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#include "bubbles.h"
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#include "object.h"
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#include "player.h"
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#include "view.h"
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#include "status.h"
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#include "runlist.h"
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#include "items.h"
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#include "sound.h"
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#include "trigdat.h"
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#include "anims.h"
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#include "random.h"
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#include "bullet.h"
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#include <string.h>
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#include <assert.h>
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#ifndef __WATCOMC__
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//#include <cmath>
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#else
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#include <stdlib.h>
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//#include <math.h>
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#endif
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short NearSector[kMaxSectors] = { 0 };
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short nPushBlocks;
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// TODO - moveme?
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short overridesect;
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short NearCount = -1;
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short nBodySprite[50];
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long hihit, sprceiling, sprfloor, lohit;
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#define kMaxPushBlocks 100
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#define kMaxChunks 75
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// think this belongs in init.c?
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BlockInfo sBlockInfo[kMaxPushBlocks];
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short nChunkSprite[kMaxChunks];
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signed int lsqrt(int a1)
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{
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int v1; // edx@1
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int v2; // ebx@1
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signed int result; // eax@1
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v1 = a1;
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v2 = a1 - 0x40000000;
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result = 0;
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if (v2 >= 0)
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{
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result = 0x8000;
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v1 = v2;
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}
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if (v1 - ((result << 15) + 0x10000000) >= 0)
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{
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v1 -= (result << 15) + 0x10000000;
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result += 0x4000;
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}
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if (v1 - ((result << 14) + 0x4000000) >= 0)
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{
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v1 -= (result << 14) + 0x4000000;
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result += 0x2000;
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}
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if (v1 - ((result << 13) + 0x1000000) >= 0)
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{
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v1 -= (result << 13) + 0x1000000;
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result += 4096;
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}
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if (v1 - ((result << 12) + 0x400000) >= 0)
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{
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v1 -= (result << 12) + 0x400000;
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result += 2048;
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}
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if (v1 - ((result << 11) + 0x100000) >= 0)
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{
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v1 -= (result << 11) + 0x100000;
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result += 1024;
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}
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if (v1 - ((result << 10) + 0x40000) >= 0)
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{
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v1 -= (result << 10) + 0x40000;
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result += 512;
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}
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if (v1 - ((result << 9) + 0x10000) >= 0)
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{
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v1 -= (result << 9) + 0x10000;
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result += 256;
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}
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if (v1 - ((result << 8) + 0x4000) >= 0)
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{
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v1 -= (result << 8) + 0x4000;
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result += 128;
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}
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if (v1 - ((result << 7) + 4096) >= 0)
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{
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v1 -= (result << 7) + 4096;
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result += 64;
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}
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if (v1 - ((result << 6) + 1024) >= 0)
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{
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v1 -= (result << 6) + 1024;
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result += 32;
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}
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if (v1 - (32 * result + 256) >= 0)
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{
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v1 -= 32 * result + 256;
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result += 16;
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}
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if (v1 - (16 * result + 64) >= 0)
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{
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v1 -= 16 * result + 64;
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result += 8;
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}
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if (v1 - (8 * result + 16) >= 0)
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{
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v1 -= 8 * result + 16;
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result += 4;
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}
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if (v1 - (4 * result + 4) >= 0)
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{
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v1 -= 4 * result + 4;
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result += 2;
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}
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if (v1 - (2 * result + 1) >= 0)
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++result;
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return result;
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}
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void MoveThings()
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{
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UndoFlashes();
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DoLights();
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short the_freeze = nFreeze;
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if (nFreeze)
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{
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if (nFreeze == 1 || nFreeze == 2) {
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DoSpiritHead();
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}
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}
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else
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{
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runlist_ExecObjects();
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runlist_CleanRunRecs();
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}
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MoveStatus();
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DoBubbleMachines();
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DoDrips();
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DoMovingSects();
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DoRegenerates();
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if (levelnum == kMap20)
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{
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DoFinale();
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if (lCountDown < 1800 && nDronePitch < 2400 && !lFinaleStart)
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{
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nDronePitch += 64;
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BendAmbientSound();
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}
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}
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}
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void ResetMoveFifo()
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{
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localclock = totalclock;
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movefifoend = 0;
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movefifopos = 0;
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}
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// not used
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void clipwall()
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{
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}
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void BuildNear(int x, int y, int walldist, int nSector)
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{
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NearSector[0] = nSector;
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NearCount = 1;
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int i = 0;
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while (i < NearCount)
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{
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short nSector = NearSector[i];
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short nWall = sector[nSector].wallptr;
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short nWallCount = sector[nSector].wallnum;
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while (1)
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{
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nWallCount--;
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if (nWallCount < 0)
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{
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i++;
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break;
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}
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short nNextSector = wall[nWall].nextsector;
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if (nNextSector >= 0)
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{
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int j = 0;
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for (; j < NearCount; j++)
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{
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// loc_14F4D:
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if (nNextSector == NearSector[j])
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break;
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}
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if (j >= NearCount)
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{
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if (clipinsidebox(x, y, nWall, walldist))
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{
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NearSector[NearCount] = wall[nWall].nextsector;
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NearCount++;
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}
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}
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}
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nWall++;
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}
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}
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}
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int BelowNear(short nSprite)
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{
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short nSector = sprite[nSprite].sectnum;
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int z = sprite[nSprite].z;
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int var_24, z2;
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if ((lohit & 0xC000) == 0xC000)
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{
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var_24 = lohit & 0xC000;
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z2 = sprite[lohit & 0x3FFF].z;
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}
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else
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{
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var_24 = 0x20000;
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z2 = sector[nSector].floorz + SectDepth[nSector];
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if (NearCount > 0)
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{
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short edx;
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for (int i = 0; i < NearCount; i++)
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{
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int nSect2 = NearSector[i];
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while (nSect2 >= 0)
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{
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edx = nSect2;
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nSect2 = SectBelow[nSect2];
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}
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int ecx = sector[edx].floorz + SectDepth[edx];
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int eax = ecx - z;
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if (eax < 0 && eax >= -5120)
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{
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z2 = ecx;
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nSector = edx;
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}
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}
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}
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}
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if (z2 < sprite[nSprite].z)
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{
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sprite[nSprite].z = z2;
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overridesect = nSector;
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sprite[nSprite].zvel = 0;
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bTouchFloor = kTrue;
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return var_24;
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}
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else
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{
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return 0;
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}
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}
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int movespritez(short nSprite, int z, int height, long flordist, int clipdist)
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{
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short nSector = sprite[nSprite].sectnum;
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assert(nSector >= 0 && nSector < kMaxSectors);
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overridesect = nSector;
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int edi = nSector;
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// backup cstat
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ushort cstat = sprite[nSprite].cstat;
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sprite[nSprite].cstat &= 0xFFFE;
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int nRet = 0;
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if (SectFlag[nSector] & kSectUnderwater) {
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z >>= 1;
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}
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int spriteZ = sprite[nSprite].z;
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int floorZ = sector[nSector].floorz;
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int ebp = spriteZ + z;
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int eax = sector[nSector].ceilingz + (height >> 1);
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if ((SectFlag[nSector] & kSectUnderwater) && ebp < eax) {
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ebp = eax;
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}
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// loc_151E7:
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while (1)
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{
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if (ebp <= sector[sprite[nSprite].sectnum].floorz || SectBelow[sprite[nSprite].sectnum] < 0)
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break;
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edi = SectBelow[sprite[nSprite].sectnum];
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mychangespritesect(nSprite, edi);
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}
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if (edi == nSector)
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{
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while (1)
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{
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if ((ebp >= sector[sprite[nSprite].sectnum].ceilingz) || (SectAbove[sprite[nSprite].sectnum] < 0))
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break;
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edi = SectAbove[sprite[nSprite].sectnum];
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mychangespritesect(nSprite, edi);
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}
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}
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else
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{
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sprite[nSprite].z = ebp;
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if (SectFlag[edi] & kSectUnderwater)
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{
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if (nSprite == PlayerList[nLocalPlayer].nSprite) {
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D3PlayFX(StaticSound[kSound2], nSprite);
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}
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if (sprite[nSprite].statnum <= 107) {
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sprite[nSprite].hitag = 0;
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}
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}
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}
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// This function will keep the player from falling off cliffs when you're too close to the edge.
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// This function finds the highest and lowest z coordinates that your clipping BOX can get to.
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getzrange(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - 256, sprite[nSprite].sectnum,
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&sprceiling, &hihit, &sprfloor, &lohit, 128, CLIPMASK0);
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long mySprfloor = sprfloor;
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if ((lohit & 0xC000) != 0xC000) {
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mySprfloor += SectDepth[sprite[nSprite].sectnum];
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}
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if (ebp > mySprfloor)
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{
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if (z > 0)
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{
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bTouchFloor = kTrue;
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if ((lohit & 0xC000) != 0xC000)
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{
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// Path B
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if (SectBelow[sprite[nSprite].sectnum] == -1)
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{
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nRet |= 0x20000;
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short nSectDamage = SectDamage[sprite[nSprite].sectnum];
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if (nSectDamage != 0)
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{
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if (sprite[nSprite].hitag < 15)
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{
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IgniteSprite(nSprite);
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sprite[nSprite].hitag = 20;
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}
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#if 1
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short dx = nSectDamage;
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dx >>= 2;
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int eax = dx;
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int edx = eax;
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edx >>= 2;
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eax -= edx;
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int outval;
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__asm
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{
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mov dx, nSectDamage
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sar dx, 2
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movsx eax, dx
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mov edx, eax
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sar edx, 2; // >> 4
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sub eax, edx
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//mov edx, eax
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movsx edx, ax
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mov outval, edx
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}
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#endif
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short nDamageVal = (nSectDamage / 4) - (nSectDamage / 8);
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if (nDamageVal) {
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runlist_DamageEnemy(nSprite, -1, nDamageVal);
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}
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}
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sprite[nSprite].zvel = 0;
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}
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}
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else
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{
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// Path A
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short nFloorSprite = lohit & 0x3FFF;
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if (sprite[nSprite].statnum != 100 || !sprite[nFloorSprite].statnum || sprite[nFloorSprite].statnum >= 100)
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{
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short nStat = sprite[nFloorSprite].statnum;
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if (!nStat || nStat > 199)
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{
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nRet |= 0x20000;
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}
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else
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{
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nRet |= lohit;
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}
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sprite[nSprite].zvel = 0;
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}
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else
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{
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if (z >> 9)
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{
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runlist_DamageEnemy((lohit & 0x3FFF), nSprite, (z >> 9) * 2);
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}
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sprite[nSprite].zvel = -z;
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}
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}
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}
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// loc_1543B:
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ebp = mySprfloor;
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sprite[nSprite].z = mySprfloor;
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}
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else
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{
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if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[sprite[nSprite].sectnum] == -1))
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||
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{
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ebp = sprceiling + height;
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nRet |= 0x10000;
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}
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}
|
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||
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if (spriteZ <= floorZ && ebp > floorZ)
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||
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{
|
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if ((SectDepth[nSector] != 0) || (edi != nSector && (SectFlag[edi] & kSectUnderwater)))
|
||
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{
|
||
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assert(nSector >= 0 && nSector < kMaxSectors);
|
||
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BuildSplash(nSprite, nSector);
|
||
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}
|
||
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}
|
||
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||
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sprite[nSprite].cstat = cstat; // restore cstat
|
||
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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 tilesizy[sprite[nSprite].picnum] * sprite[nSprite].yrepeat * 4;
|
||
|
}
|
||
|
|
||
|
// TODO - where is ceildist used?
|
||
|
int movesprite(short nSprite, long dx, long dy, long dz, long ceildist, long flordist, unsigned long 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);
|
||
|
|
||
|
long varA = 0;
|
||
|
long 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(&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, long *a, long *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;
|
||
|
}
|
||
|
|
||
|
long 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];
|
||
|
|
||
|
SECTOR *pSector = §or[nSector];
|
||
|
int nFloorZ = sector[nSector].floorz;
|
||
|
int startwall = sector[nSector].wallptr;
|
||
|
int nWalls = sector[nSector].wallnum;
|
||
|
|
||
|
WALL *pStartWall = &wall[startwall];
|
||
|
short nNextSector = wall[startwall].nextsector;
|
||
|
|
||
|
BlockInfo *pBlockInfo = &sBlockInfo[nBlock];
|
||
|
|
||
|
long x = sBlockInfo[nBlock].x;
|
||
|
long x_b = sBlockInfo[nBlock].x;
|
||
|
|
||
|
long y = sBlockInfo[nBlock].y;
|
||
|
long y_b = sBlockInfo[nBlock].y;
|
||
|
|
||
|
short nSectorB = nSector;
|
||
|
|
||
|
int nZVal;
|
||
|
long 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(&x, &y, &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(&x, &y, &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(&x, &y, &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(&x, &y, &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);
|
||
|
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(&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 = tilesizy[sprite[nSprite2].picnum] * 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((long*)x, (long*)y, (long*)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;
|
||
|
}
|