- handle_se05, 08, 10.

This commit is contained in:
Christoph Oelckers 2020-10-22 00:14:54 +02:00
parent 2edc7168ca
commit 45905b9137
4 changed files with 56 additions and 57 deletions

View file

@ -3423,63 +3423,64 @@ void handle_se04(DDukeActor *actor)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void handle_se05(int i, int FIRELASER) void handle_se05(DDukeActor* actor, int FIRELASER)
{ {
spritetype* s = &sprite[i]; auto s = &actor->s;
auto t = &hittype[i].temp_data[0]; int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum]; auto sc = &sector[s->sectnum];
int st = s->lotag; int st = s->lotag;
int sh = s->hitag; int sh = s->hitag;
int j, l, q, m; int j, l, m;
int x, p = findplayer(s, &x); int x, p = findplayer(&actor->s, &x);
if (x < 8192) if (x < 8192)
{ {
j = s->ang; j = s->ang;
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy); s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
fi.shoot(i, FIRELASER); fi.shoot(actor->GetIndex(), FIRELASER);
s->ang = j; s->ang = j;
} }
if (s->owner == -1) //Start search auto Owner = actor->GetOwner();
if (Owner == nullptr) //Start search
{ {
t[4] = 0; t[4] = 0;
l = 0x7fffffff; l = 0x7fffffff;
while (1) //Find the shortest dist while (1) //Find the shortest dist
{ {
hittype[i].SetOwner(LocateTheLocator((short)t[4], -1)); //t[0] hold sectnum auto NewOwner = LocateTheLocator(t[4], -1); //t[0] hold sectnum
if (NewOwner == nullptr) break;
if (s->owner == -1) break; m = ldist(ps[p].GetActor(), NewOwner);
m = ldist(&sprite[ps[p].i], &sprite[s->owner]);
if (l > m) if (l > m)
{ {
q = s->owner; Owner = NewOwner;
l = m; l = m;
} }
t[4]++; t[4]++;
} }
s->owner = q; actor->SetOwner(Owner);
s->zvel = ksgn(sprite[q].z - s->z) << 4; if (!Owner) return; // Undefined case - was not checked.
s->zvel = ksgn(Owner->s.z - s->z) << 4;
} }
if (ldist(&sprite[s->owner], s) < 1024) if (ldist(Owner, actor) < 1024)
{ {
short ta; short ta;
ta = s->ang; ta = s->ang;
s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y); s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y);
s->ang = ta; s->ang = ta;
s->owner = -1; actor->SetOwner(nullptr);
return; return;
} }
else s->xvel = 256; else s->xvel = 256;
x = getangle(sprite[s->owner].x - s->x, sprite[s->owner].y - s->y); x = getangle(Owner->s.x - s->x, Owner->s.y - s->y);
q = getincangle(s->ang, x) >> 3; int q = getincangle(s->ang, x) >> 3;
s->ang += q; s->ang += q;
if (rnd(32)) if (rnd(32))
@ -3493,7 +3494,7 @@ void handle_se05(int i, int FIRELASER)
getincangle(t[2] + 512, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2; getincangle(t[2] + 512, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
sc->ceilingshade = 0; sc->ceilingshade = 0;
} }
j = fi.ifhitbyweapon(&hittype[i]); j = fi.ifhitbyweapon(actor);
if (j >= 0) if (j >= 0)
{ {
t[3]++; t[3]++;
@ -3507,8 +3508,8 @@ void handle_se05(int i, int FIRELASER)
s->z += s->zvel; s->z += s->zvel;
sc->ceilingz += s->zvel; sc->ceilingz += s->zvel;
sector[t[0]].ceilingz += s->zvel; sector[t[0]].ceilingz += s->zvel;
ms(i); ms(actor);
setsprite(i, s->x, s->y, s->z); setsprite(actor, s->pos);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -3517,23 +3518,23 @@ void handle_se05(int i, int FIRELASER)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void handle_se08(int i, bool checkhitag1) void handle_se08(DDukeActor *actor, bool checkhitag1)
{ {
// work only if its moving // work only if its moving
spritetype* s = &sprite[i]; auto s = &actor->s;
auto t = &hittype[i].temp_data[0]; int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum]; auto sc = &sector[s->sectnum];
int st = s->lotag; int st = s->lotag;
int sh = s->hitag; int sh = s->hitag;
int x, j = -1; int x, j = -1;
if (hittype[i].temp_data[4]) if (actor->temp_data[4])
{ {
hittype[i].temp_data[4]++; actor->temp_data[4]++;
if (hittype[i].temp_data[4] > 8) if (actor->temp_data[4] > 8)
{ {
deletesprite(i); deletesprite(actor);
return; return;
} }
j = 1; j = 1;
@ -3544,22 +3545,21 @@ void handle_se08(int i, bool checkhitag1)
{ {
short sn; short sn;
if ((sc->lotag & 0x8000) || hittype[i].temp_data[4]) if ((sc->lotag & 0x8000) || actor->temp_data[4])
x = -t[3]; x = -t[3];
else else
x = t[3]; x = t[3];
if (st == 9) x = -x; if (st == 9) x = -x;
StatIterator it(STAT_EFFECTOR); DukeStatIterator it(STAT_EFFECTOR);
while ((j = it.NextIndex()) >= 0) while (auto ac = it.Next())
{ {
auto sj = &sprite[j]; if (((ac->s.lotag) == st) && (ac->s.hitag) == sh)
if (((sj->lotag) == st) && (sj->hitag) == sh)
{ {
sn = sj->sectnum; sn = ac->s.sectnum;
auto sect = &sector[sn]; auto sect = &sector[sn];
int m = sj->shade; int m = ac->s.shade;
auto wal = &wall[sect->wallptr]; auto wal = &wall[sect->wallptr];
@ -3571,8 +3571,8 @@ void handle_se08(int i, bool checkhitag1)
if (wal->shade < m) if (wal->shade < m)
wal->shade = m; wal->shade = m;
else if (wal->shade > hittype[j].temp_data[2]) else if (wal->shade > ac->temp_data[2])
wal->shade = hittype[j].temp_data[2]; wal->shade = ac->temp_data[2];
if (wal->nextwall >= 0) if (wal->nextwall >= 0)
if (wall[wal->nextwall].hitag != 1) if (wall[wal->nextwall].hitag != 1)
@ -3585,16 +3585,16 @@ void handle_se08(int i, bool checkhitag1)
if (sect->floorshade < m) if (sect->floorshade < m)
sect->floorshade = m; sect->floorshade = m;
else if (sect->floorshade > hittype[j].temp_data[0]) else if (sect->floorshade > ac->temp_data[0])
sect->floorshade = hittype[j].temp_data[0]; sect->floorshade = ac->temp_data[0];
if (sect->ceilingshade < m) if (sect->ceilingshade < m)
sect->ceilingshade = m; sect->ceilingshade = m;
else if (sect->ceilingshade > hittype[j].temp_data[1]) else if (sect->ceilingshade > ac->temp_data[1])
sect->ceilingshade = hittype[j].temp_data[1]; sect->ceilingshade = ac->temp_data[1];
if (checkhitag1 && sect->hitag == 1) if (checkhitag1 && sect->hitag == 1)
sect->ceilingshade = hittype[j].temp_data[1]; sect->ceilingshade = ac->temp_data[1];
} }
} }
@ -3607,10 +3607,10 @@ void handle_se08(int i, bool checkhitag1)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void handle_se10(int i, const int* specialtags) void handle_se10(DDukeActor* actor, const int* specialtags)
{ {
spritetype* s = &sprite[i]; auto s = &actor->s;
auto t = &hittype[i].temp_data[0]; int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum]; auto sc = &sector[s->sectnum];
int st = s->lotag; int st = s->lotag;
int sh = s->hitag; int sh = s->hitag;
@ -3622,7 +3622,7 @@ void handle_se10(int i, const int* specialtags)
if ((sc->lotag & 0xff) != 27) if ((sc->lotag & 0xff) != 27)
for (int p = connecthead; p >= 0; p = connectpoint2[p]) for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0) if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
if (s->sectnum == sprite[ps[p].i].sectnum) if (s->sectnum == ps[p].GetActor()->s.sectnum)
j = 0; j = 0;
if (j == 1) if (j == 1)
@ -3636,7 +3636,7 @@ void handle_se10(int i, const int* specialtags)
return; return;
} }
} }
fi.activatebysector(s->sectnum, i); fi.activatebysector(s->sectnum, actor->GetIndex());
t[0] = 0; t[0] = 0;
} }
else t[0]++; else t[0]++;

View file

@ -3613,18 +3613,18 @@ void moveeffectors_d(void) //STATNUM 3
//BOSS //BOSS
case SE_5_BOSS: case SE_5_BOSS:
handle_se05(i, FIRELASER); handle_se05(&hittype[i], FIRELASER);
break; break;
case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_8_UP_OPEN_DOOR_LIGHTS:
case SE_9_DOWN_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS:
handle_se08(i, false); handle_se08(&hittype[i], false);
break; break;
case SE_10_DOOR_AUTO_CLOSE: case SE_10_DOOR_AUTO_CLOSE:
{ {
static const int tags[] = { 20, 21, 22, 26, 0}; static const int tags[] = { 20, 21, 22, 26, 0};
handle_se10(i, tags); handle_se10(&hittype[i], tags);
break; break;
} }
case SE_11_SWINGING_DOOR: case SE_11_SWINGING_DOOR:

View file

@ -1519,7 +1519,6 @@ static void weaponcommon_r(int i)
} }
if ((s->picnum == RPG || (isRRRA() && s->picnum == RPG2)) && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(184)) if ((s->picnum == RPG || (isRRRA() && s->picnum == RPG2)) && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(184))
fi.spawn(i, WATERBUBBLE); fi.spawn(i, WATERBUBBLE);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -3578,17 +3577,17 @@ void moveeffectors_r(void) //STATNUM 3
//BOSS //BOSS
case SE_5_BOSS: case SE_5_BOSS:
handle_se05(i, FIRELASER); handle_se05(&hittype[i], FIRELASER);
break; break;
case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_8_UP_OPEN_DOOR_LIGHTS:
case SE_9_DOWN_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS:
handle_se08(i, true); handle_se08(&hittype[i], true);
break; break;
case SE_10_DOOR_AUTO_CLOSE: case SE_10_DOOR_AUTO_CLOSE:
handle_se10(i, nullptr); handle_se10(&hittype[i], nullptr);
break; break;
case SE_11_SWINGING_DOOR: case SE_11_SWINGING_DOOR:
handle_se11(i); handle_se11(i);

View file

@ -70,9 +70,9 @@ void handle_se30(DDukeActor* i, int JIBS6);
void handle_se02(DDukeActor* i); void handle_se02(DDukeActor* i);
void handle_se03(DDukeActor* i); void handle_se03(DDukeActor* i);
void handle_se04(DDukeActor* i); void handle_se04(DDukeActor* i);
void handle_se05(int i, int FIRELASER); void handle_se05(DDukeActor* i, int FIRELASER);
void handle_se08(int i, bool checkhitag1); void handle_se08(DDukeActor* i, bool checkhitag1);
void handle_se10(int i, const int *); void handle_se10(DDukeActor* i, const int *);
void handle_se11(int i); void handle_se11(int i);
void handle_se12(int i, int planeonly = 0); void handle_se12(int i, int planeonly = 0);
void handle_se13(int i); void handle_se13(int i);