mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 07:58:04 +00:00
- split shoot_d into smaller, easier to manage chunks.
1100 lines for a single function is too much.
This commit is contained in:
parent
699c32ff4a
commit
4d1e229734
1 changed files with 988 additions and 866 deletions
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@ -86,66 +86,11 @@ void incur_damage_d(struct player_struct* p)
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//
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//---------------------------------------------------------------------------
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void shoot_d(int i, int atwith)
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static void shootfireball(int i, int p, int sx, int sy, int sz, int sa)
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{
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short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, scount;
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int sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
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unsigned char sizx, sizy;
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spritetype* const s = &sprite[i];
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if (s->picnum == TILE_APLAYER)
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{
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p = s->yvel;
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}
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else
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{
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p = -1;
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}
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int vel, zvel;
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SetGameVarID(g_iAtWithVarID, 0, p, atwith);
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SetGameVarID(g_iReturnVarID, 0, p, i);
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OnEvent(EVENT_SHOOT, i, p, -1);
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if (GetGameVarID(g_iReturnVarID, p, i) != 0)
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{
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return;
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}
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sect = s->sectnum;
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zvel = 0;
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if (s->picnum == TILE_APLAYER)
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{
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sx = ps[p].posx;
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sy = ps[p].posy;
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sz = ps[p].posz + ps[p].pyoff + (4 << 8);
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sa = ps[p].angle.ang.asbuild();
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ps[p].crack_time = CRACK_TIME;
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}
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else
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{
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sa = s->ang;
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sx = s->x;
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sy = s->y;
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sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
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if (s->picnum != ROTATEGUN)
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{
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sz -= (7 << 8);
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if (badguy(s) && s->picnum != COMMANDER)
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{
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sx += (sintable[(sa + 1024 + 96) & 2047] >> 7);
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sy += (sintable[(sa + 512 + 96) & 2047] >> 7);
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}
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}
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}
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if (isWorldTour())
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{ // Twentieth Anniversary World Tour
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switch (atwith)
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{
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case FIREBALL:
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{
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if (s->extra >= 0)
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s->shade = -96;
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@ -161,7 +106,7 @@ void shoot_d(int i, int atwith)
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{
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sa += 16 - (krand() & 31);
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int scratch;
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j = findplayer(s, &scratch);
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int j = findplayer(s, &scratch);
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zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
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}
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else
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@ -172,15 +117,15 @@ void shoot_d(int i, int atwith)
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sz += (3 << 8);
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}
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sizx = 18;
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sizy = 18;
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int sizx = 18;
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int sizy = 18;
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if (p >= 0)
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{
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sizx = 7;
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sizy = 7;
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}
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j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, (short)4);
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int j = EGS(s->sectnum, sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, i, (short)4);
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auto spr = &sprite[j];
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spr->extra += (krand() & 7);
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if (sprite[i].picnum == BOSS5 || p >= 0)
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@ -191,17 +136,28 @@ void shoot_d(int i, int atwith)
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spr->yvel = p;
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spr->cstat = 128;
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spr->clipdist = 4;
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return;
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}
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case FLAMETHROWERFLAME:
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootflamethrowerflame(int i, int p, int sx, int sy, int sz, int sa)
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{
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spritetype* const s = &sprite[i];
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int vel, zvel;
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if (s->extra >= 0)
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s->shade = -96;
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vel = 400;
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k = -1;
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int k = -1;
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if (p < 0)
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{
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j = findplayer(s, &x);
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int x;
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int j = findplayer(s, &x);
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sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
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if (sprite[i].picnum == BOSS5)
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@ -212,7 +168,7 @@ void shoot_d(int i, int atwith)
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else if (sprite[i].picnum == BOSS3)
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sz -= 8192;
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l = ldist(&sprite[ps[j].i], s);
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int l = ldist(&sprite[ps[j].i], s);
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if (l != 0)
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zvel = ((ps[j].oposz - sz) * vel) / l;
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@ -235,7 +191,7 @@ void shoot_d(int i, int atwith)
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if (k == -1)
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{
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k = fi.spawn(i, atwith);
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k = fi.spawn(i, FLAMETHROWERFLAME);
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sprite[k].xvel = (short)vel;
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sprite[k].zvel = (short)zvel;
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}
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@ -243,7 +199,7 @@ void shoot_d(int i, int atwith)
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sprite[k].x = sx + sintable[(sa + 630) & 0x7FF] / 448;
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sprite[k].y = sy + sintable[(sa + 112) & 0x7FF] / 448;
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sprite[k].z = sz - 256;
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sprite[k].sectnum = sect;
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sprite[k].sectnum = s->sectnum;
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sprite[k].cstat = 0x80;
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sprite[k].ang = sa;
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sprite[k].xrepeat = 2;
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@ -262,68 +218,43 @@ void shoot_d(int i, int atwith)
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sprite[k].yrepeat = 10;
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}
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}
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return;
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case FIREFLY: // BOSS5 shot
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k = fi.spawn(i, atwith);
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sprite[k].sectnum = sect;
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sprite[k].x = sx;
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sprite[k].y = sy;
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sprite[k].z = sz;
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sprite[k].ang = sa;
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sprite[k].xvel = 500;
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sprite[k].zvel = 0;
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return;
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}
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}
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switch (atwith)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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case BLOODSPLAT1:
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case BLOODSPLAT2:
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case BLOODSPLAT3:
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case BLOODSPLAT4:
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitspr, hitwall, k;
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int hitx, hity, hitz;
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if (p >= 0)
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sa += 64 - (krand() & 127);
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else sa += 1024 + 64 - (krand() & 127);
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zvel = 1024 - (krand() & 2047);
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case KNEE:
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if (atwith == KNEE)
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{
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if (p >= 0)
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{
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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sz += (6 << 8);
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sa += 15;
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}
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else
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{
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j = ps[findplayer(s, &x)].i;
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zvel = ((sprite[j].z - sz) << 8) / (x + 1);
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sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
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}
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}
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// writestring(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],zvel<<6);
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hitscan(sx, sy, sz, sect,
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sintable[(sa + 512) & 2047],
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sintable[sa & 2047], zvel << 6,
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&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
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if (atwith == BLOODSPLAT1 ||
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atwith == BLOODSPLAT2 ||
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atwith == BLOODSPLAT3 ||
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atwith == BLOODSPLAT4)
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{
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if (FindDistance2D(sx - hitx, sy - hity) < 1024)
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if (hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE)
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if ((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
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// oh my...
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if (FindDistance2D(sx - hitx, sy - hity) < 1024 &&
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(hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) &&
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((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
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sector[wall[hitwall].nextsector].lotag == 0 &&
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sector[hitsect].lotag == 0 &&
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sector[wall[hitwall].nextsector].lotag == 0 &&
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(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
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(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0))
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(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)))
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{
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if ((wall[hitwall].cstat & 16) == 0)
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{
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if (wall[hitwall].nextsector >= 0)
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@ -344,8 +275,7 @@ void shoot_d(int i, int atwith)
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{
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k = fi.spawn(i, atwith);
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sprite[k].xvel = -12;
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sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x,
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wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
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sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
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sprite[k].x = hitx;
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sprite[k].y = hity;
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sprite[k].z = hitz;
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@ -356,10 +286,44 @@ void shoot_d(int i, int atwith)
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sprite[k].pal = 6;
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}
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}
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return;
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}
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}
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if (hitsect < 0) break;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
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{
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitspr, hitwall, j, k;
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int hitx, hity, hitz;
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if (p >= 0)
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{
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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sz += (6 << 8);
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sa += 15;
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}
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else
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{
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int x;
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j = ps[findplayer(s, &x)].i;
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zvel = ((sprite[j].z - sz) << 8) / (x + 1);
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sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
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}
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hitscan(sx, sy, sz, sect,
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sintable[(sa + 512) & 2047],
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sintable[sa & 2047], zvel << 6,
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&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
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if (hitsect < 0) return;
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if ((abs(sx - hitx) + abs(sy - hity)) < 1024)
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{
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@ -392,7 +356,7 @@ void shoot_d(int i, int atwith)
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if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
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{
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fi.checkhitwall(j, hitwall, hitx, hity, hitz, atwith);
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fi.checkhitwall(j, hitwall, hitx, hity, hitz, KNEE);
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if (p >= 0) fi.checkhitswitch(p, hitwall, 0);
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}
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}
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@ -409,12 +373,21 @@ void shoot_d(int i, int atwith)
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}
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}
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}
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break;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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case SHOTSPARK1:
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case SHOTGUN:
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case CHAINGUN:
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static void shootweapon(int i, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitspr, hitwall, l, j, k;
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int hitx, hity, hitz;
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if (s->extra >= 0) s->shade = -96;
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@ -430,7 +403,7 @@ void shoot_d(int i, int atwith)
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if (j >= 0)
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{
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dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
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int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
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switch (sprite[j].picnum)
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{
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case GREENSLIME:
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@ -478,6 +451,7 @@ void shoot_d(int i, int atwith)
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}
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else
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{
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int x;
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j = findplayer(s, &x);
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sz -= (4 << 8);
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zvel = ((ps[j].posz - sz) << 8) / (ldist(&sprite[ps[j].i], s));
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@ -641,12 +615,20 @@ void shoot_d(int i, int atwith)
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vec3_t v{ hitx, hity, hitz };
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S_PlaySound3D(PISTOL_RICOCHET, k, &v);
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}
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}
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return;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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case FIRELASER:
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case SPIT:
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case COOLEXPLOSION1:
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static void shootstuff(int i, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int vel, zvel;
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short l, j, scount;
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if (s->extra >= 0) s->shade = -96;
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@ -673,7 +655,7 @@ void shoot_d(int i, int atwith)
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if (j >= 0)
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{
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dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
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int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
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zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
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sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
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}
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@ -682,13 +664,15 @@ void shoot_d(int i, int atwith)
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}
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else
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{
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int x;
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j = findplayer(s, &x);
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// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
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sa += 16 - (krand() & 31);
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zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
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}
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oldzvel = zvel;
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int oldzvel = zvel;
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int sizx, sizy;
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if (atwith == SPIT) { sizx = 18; sizy = 18, sz -= (10 << 8); }
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else
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@ -742,12 +726,20 @@ void shoot_d(int i, int atwith)
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scount--;
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}
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}
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return;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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case FREEZEBLAST:
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sz += (3 << 8);
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case RPG:
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static void shootrpg(int i, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int vel, zvel;
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short l, j, scount;
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if (s->extra >= 0) s->shade = -96;
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@ -761,7 +753,7 @@ void shoot_d(int i, int atwith)
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j = aim(s, 48);
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if (j >= 0)
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{
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dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (8 << 8);
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int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (8 << 8);
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zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
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if (sprite[j].picnum != RECON)
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sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
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@ -773,6 +765,7 @@ void shoot_d(int i, int atwith)
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}
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else
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{
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int x;
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j = findplayer(s, &x);
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sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
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if (s->picnum == BOSS3)
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@ -906,9 +899,21 @@ void shoot_d(int i, int atwith)
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else
|
||||
sprite[j].clipdist = 40;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case HANDHOLDINGLASER:
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void shootlaser(int i, int p, int sx, int sy, int sz, int sa)
|
||||
{
|
||||
spritetype* const s = &sprite[i];
|
||||
int sect = s->sectnum;
|
||||
int zvel;
|
||||
short hitsect, hitspr, hitwall, j, k;
|
||||
int hitx, hity, hitz;
|
||||
|
||||
if (p >= 0)
|
||||
zvel = -ps[p].horizon.sum().asq16() >> 11;
|
||||
|
@ -920,7 +925,7 @@ void shoot_d(int i, int atwith)
|
|||
zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
|
||||
|
||||
j = 0;
|
||||
if (hitspr >= 0) break;
|
||||
if (hitspr >= 0) return;
|
||||
|
||||
if (hitwall >= 0 && hitsect >= 0)
|
||||
if (((hitx - sx) * (hitx - sx) + (hity - sy) * (hity - sy)) < (290 * 290))
|
||||
|
@ -960,38 +965,29 @@ void shoot_d(int i, int atwith)
|
|||
|
||||
if (p >= 0)
|
||||
ps[p].ammo_amount[TRIPBOMB_WEAPON]--;
|
||||
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
case BOUNCEMINE:
|
||||
case MORTER:
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
if (s->extra >= 0) s->shade = -96;
|
||||
|
||||
j = ps[findplayer(s, &x)].i;
|
||||
x = ldist(&sprite[j], s);
|
||||
|
||||
zvel = -x >> 1;
|
||||
|
||||
if (zvel < -4096)
|
||||
zvel = -2048;
|
||||
vel = x >> 4;
|
||||
|
||||
EGS(sect,
|
||||
sx + (sintable[(512 + sa + 512) & 2047] >> 8),
|
||||
sy + (sintable[(sa + 512) & 2047] >> 8),
|
||||
sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, i, 1);
|
||||
break;
|
||||
|
||||
case GROWSPARK:
|
||||
static void shootgrowspark(int i, int p, int sx, int sy, int sz, int sa)
|
||||
{
|
||||
spritetype* const s = &sprite[i];
|
||||
int sect = s->sectnum;
|
||||
int zvel;
|
||||
short hitsect, hitspr, hitwall, j, k;
|
||||
int hitx, hity, hitz;
|
||||
|
||||
if (p >= 0)
|
||||
{
|
||||
j = aim(s, AUTO_AIM_ANGLE);
|
||||
if (j >= 0)
|
||||
{
|
||||
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
|
||||
int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
|
||||
switch (sprite[j].picnum)
|
||||
{
|
||||
case GREENSLIME:
|
||||
|
@ -1020,6 +1016,7 @@ void shoot_d(int i, int atwith)
|
|||
}
|
||||
else
|
||||
{
|
||||
int x;
|
||||
j = findplayer(s, &x);
|
||||
sz -= (4 << 8);
|
||||
zvel = ((ps[j].posz - sz) << 8) / (ldist(&sprite[ps[j].i], s));
|
||||
|
@ -1053,27 +1050,152 @@ void shoot_d(int i, int atwith)
|
|||
else if (hitspr >= 0) fi.checkhitsprite(hitspr, j);
|
||||
else if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
|
||||
{
|
||||
/* if(wall[hitwall].overpicnum == MIRROR && k == 0)
|
||||
fi.checkhitwall(j, hitwall, hitx, hity, hitz, GROWSPARK);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void shoot_d(int i, int atwith)
|
||||
{
|
||||
l = getangle(
|
||||
wall[wall[hitwall].point2].x-wall[hitwall].x,
|
||||
wall[wall[hitwall].point2].y-wall[hitwall].y);
|
||||
|
||||
sx = hitx;
|
||||
sy = hity;
|
||||
sz = hitz;
|
||||
sect = hitsect;
|
||||
sa = ((l<<1) - sa)&2047;
|
||||
sx += sintable[(sa+512)&2047]>>12;
|
||||
sy += sintable[sa&2047]>>12;
|
||||
|
||||
k++;
|
||||
goto RESHOOTGROW;
|
||||
short sect, l, j, k;
|
||||
int sx, sy, sz, sa, p, vel, zvel, x, dal;
|
||||
spritetype* const s = &sprite[i];
|
||||
if (s->picnum == TILE_APLAYER)
|
||||
{
|
||||
p = s->yvel;
|
||||
}
|
||||
else */
|
||||
fi.checkhitwall(j, hitwall, hitx, hity, hitz, atwith);
|
||||
else
|
||||
{
|
||||
p = -1;
|
||||
}
|
||||
|
||||
SetGameVarID(g_iAtWithVarID, 0, p, atwith);
|
||||
SetGameVarID(g_iReturnVarID, 0, p, i);
|
||||
OnEvent(EVENT_SHOOT, i, p, -1);
|
||||
if (GetGameVarID(g_iReturnVarID, p, i) != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
sect = s->sectnum;
|
||||
zvel = 0;
|
||||
|
||||
if (s->picnum == TILE_APLAYER)
|
||||
{
|
||||
sx = ps[p].posx;
|
||||
sy = ps[p].posy;
|
||||
sz = ps[p].posz + ps[p].pyoff + (4 << 8);
|
||||
sa = ps[p].angle.ang.asbuild();
|
||||
|
||||
ps[p].crack_time = CRACK_TIME;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
sa = s->ang;
|
||||
sx = s->x;
|
||||
sy = s->y;
|
||||
sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
|
||||
if (s->picnum != ROTATEGUN)
|
||||
{
|
||||
sz -= (7 << 8);
|
||||
if (badguy(s) && s->picnum != COMMANDER)
|
||||
{
|
||||
sx += (sintable[(sa + 1024 + 96) & 2047] >> 7);
|
||||
sy += (sintable[(sa + 512 + 96) & 2047] >> 7);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isWorldTour())
|
||||
{ // Twentieth Anniversary World Tour
|
||||
switch (atwith)
|
||||
{
|
||||
case FIREBALL:
|
||||
shootfireball(i, p, sx, sy, sz, sa);
|
||||
return;
|
||||
|
||||
case FLAMETHROWERFLAME:
|
||||
shootflamethrowerflame(i, p, sx, sy, sz, sa);
|
||||
return;
|
||||
|
||||
case FIREFLY: // BOSS5 shot
|
||||
k = fi.spawn(i, atwith);
|
||||
sprite[k].sectnum = sect;
|
||||
sprite[k].x = sx;
|
||||
sprite[k].y = sy;
|
||||
sprite[k].z = sz;
|
||||
sprite[k].ang = sa;
|
||||
sprite[k].xvel = 500;
|
||||
sprite[k].zvel = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
switch (atwith)
|
||||
{
|
||||
case BLOODSPLAT1:
|
||||
case BLOODSPLAT2:
|
||||
case BLOODSPLAT3:
|
||||
case BLOODSPLAT4:
|
||||
shootbloodsplat(i, p, sx, sy, sz, sa, atwith);
|
||||
break;
|
||||
|
||||
case KNEE:
|
||||
shootknee(i, p, sx, sy, sz, sa);
|
||||
break;
|
||||
|
||||
case SHOTSPARK1:
|
||||
case SHOTGUN:
|
||||
case CHAINGUN:
|
||||
shootweapon(i, p, sx, sy, sz, sa, atwith);
|
||||
return;
|
||||
|
||||
case FIRELASER:
|
||||
case SPIT:
|
||||
case COOLEXPLOSION1:
|
||||
shootstuff(i, p, sx, sy, sz, sa, atwith);
|
||||
return;
|
||||
|
||||
case FREEZEBLAST:
|
||||
sz += (3 << 8);
|
||||
case RPG:
|
||||
|
||||
shootrpg(i, p, sx, sy, sz, sa, atwith);
|
||||
break;
|
||||
|
||||
case HANDHOLDINGLASER:
|
||||
shootlaser(i, p, sx, sy, sz, sa);
|
||||
return;
|
||||
|
||||
case BOUNCEMINE:
|
||||
case MORTER:
|
||||
|
||||
if (s->extra >= 0) s->shade = -96;
|
||||
|
||||
j = ps[findplayer(s, &x)].i;
|
||||
x = ldist(&sprite[j], s);
|
||||
|
||||
zvel = -x >> 1;
|
||||
|
||||
if (zvel < -4096)
|
||||
zvel = -2048;
|
||||
vel = x >> 4;
|
||||
|
||||
EGS(sect,
|
||||
sx + (sintable[(512 + sa + 512) & 2047] >> 8),
|
||||
sy + (sintable[(sa + 512) & 2047] >> 8),
|
||||
sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, i, 1);
|
||||
break;
|
||||
|
||||
case GROWSPARK:
|
||||
shootgrowspark(i, p, sx, sy, sz, sa);
|
||||
break;
|
||||
|
||||
case SHRINKER:
|
||||
|
|
Loading…
Reference in a new issue