- moveDude part 1.

This commit is contained in:
Christoph Oelckers 2020-12-04 14:25:04 +01:00
parent 3aa9d6f8be
commit 4fed1debe4

View file

@ -4844,21 +4844,21 @@ int MoveThing(DBloodActor* actor)
//
//---------------------------------------------------------------------------
void MoveDude(spritetype *pSprite)
void MoveDude(DBloodActor *actor)
{
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pSprite->index;
PLAYER *pPlayer = NULL;
if (IsPlayerSprite(pSprite))
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
auto const pSprite = &actor->s();
auto const pXSprite = &actor->x();
PLAYER *pPlayer = nullptr;
if (actor->IsPlayerActor()) pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
Printf(PRINT_HIGH, "%d: pSprite->type >= kDudeBase && pSprite->type < kDudeMax", pSprite->type);
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
GetActorExtents(actor, &top, &bottom);
int bz = (bottom-pSprite->z)/4;
int tz = (pSprite->z-top)/4;
int wd = pSprite->clipdist<<2;
@ -4866,12 +4866,13 @@ void MoveDude(spritetype *pSprite)
int nAiStateType = (pXSprite->aiState) ? pXSprite->aiState->stateType : -1;
assert(nSector >= 0 && nSector < kMaxSectors);
if (xvel[nSprite] || yvel[nSprite])
if (actor->xvel() || actor->yvel())
{
if (pPlayer && gNoClip)
{
pSprite->x += xvel[nSprite]>>12;
pSprite->y += yvel[nSprite]>>12;
pSprite->x += actor->xvel()>>12;
pSprite->y += actor->yvel()>>12;
if (!FindSector(pSprite->x, pSprite->y, &nSector))
nSector = pSprite->sectnum;
}
@ -4879,7 +4880,7 @@ void MoveDude(spritetype *pSprite)
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite]>>12, yvel[nSprite]>>12, wd, tz, bz, CLIPMASK0);
actor->hit().hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, actor->xvel()>>12, actor->yvel()>>12, wd, tz, bz, CLIPMASK0);
if (nSector == -1)
{
nSector = pSprite->sectnum;
@ -4891,68 +4892,69 @@ void MoveDude(spritetype *pSprite)
{
short nSector2 = nSector;
if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector2, wd, tz, bz, CLIPMASK0) == -1)
actDamageSprite(nSprite, pSprite, kDamageFall, 1000 << 4);
actDamageSprite(actor, actor, kDamageFall, 1000 << 4);
if (nSector2 != -1)
nSector = nSector2;
}
assert(nSector >= 0);
pSprite->cstat = bakCstat;
}
switch (gSpriteHit[nXSprite].hit&0xc000)
Collision coll = actor->hit().hit;
switch (actor->hit().hit&0xc000)
{
case 0xc000:
case kHitSprite:
{
int nHitSprite = gSpriteHit[nXSprite].hit&0x3fff;
spritetype *pHitSprite = &sprite[nHitSprite];
XSPRITE *pHitXSprite = NULL;
// Should be pHitSprite here
if (pSprite->extra > 0)
pHitXSprite = &xsprite[pHitSprite->extra];
int nOwner = pHitSprite->owner;
spritetype* pHitSprite = &coll.actor->s();
XSPRITE* pHitXSprite = coll.actor->hasX() ? &coll.actor->x() : nullptr;;
if (pHitSprite->statnum == kStatProjectile && !(pHitSprite->flags&32) && pSprite->index != nOwner)
auto Owner = coll.actor->GetOwner();
if (pHitSprite->statnum == kStatProjectile && !(pHitSprite->flags&32) && actor != Owner)
{
HITINFO hitInfo = gHitInfo;
gHitInfo.hitsprite = nSprite;
actImpactMissile(&bloodActors[nHitSprite], 3);
gHitInfo.hitsprite = pSprite->index;
actImpactMissile(actor, 3);
gHitInfo = hitInfo;
}
#ifdef NOONE_EXTENSIONS
if (!gModernMap && pHitXSprite && pHitXSprite->Touch && !pHitXSprite->state && !pHitXSprite->isTriggered)
trTriggerSprite(nHitSprite, pHitXSprite, kCmdSpriteTouch);
trTriggerSprite(coll.actor, kCmdSpriteTouch);
#else
if (pHitXSprite && pHitXSprite->Touch && !pHitXSprite->state && !pHitXSprite->isTriggered)
trTriggerSprite(nHitSprite, pHitXSprite, kCmdSpriteTouch);
trTriggerSprite(coll.actor, kCmdSpriteTouch);
#endif
if (pDudeInfo->lockOut && pHitXSprite && pHitXSprite->Push && !pHitXSprite->key && !pHitXSprite->DudeLockout && !pHitXSprite->state && !pHitXSprite->busy && !pPlayer)
trTriggerSprite(nHitSprite, pHitXSprite, kCmdSpritePush);
trTriggerSprite(coll.actor, kCmdSpritePush);
break;
}
case 0x8000:
case kHitWall:
{
int nHitWall = gSpriteHit[nXSprite].hit&0x3fff;
int nHitWall = coll.index;
walltype *pHitWall = &wall[nHitWall];
XWALL *pHitXWall = NULL;
if (pHitWall->extra > 0)
pHitXWall = &xwall[pHitWall->extra];
if (pDudeInfo->lockOut && pHitXWall && pHitXWall->triggerPush && !pHitXWall->key && !pHitXWall->dudeLockout && !pHitXWall->state && !pHitXWall->busy && !pPlayer)
trTriggerWall(nHitWall, pHitXWall, kCmdWallPush);
if (pHitWall->nextsector != -1)
{
sectortype *pHitSector = &sector[pHitWall->nextsector];
XSECTOR *pHitXSector = NULL;
if (pHitSector->extra > 0)
pHitXSector = &xsector[pHitSector->extra];
if (pDudeInfo->lockOut && pHitXSector && pHitXSector->Wallpush && !pHitXSector->Key && !pHitXSector->dudeLockout && !pHitXSector->state && !pHitXSector->busy && !pPlayer)
trTriggerSector(pHitWall->nextsector, pHitXSector, kCmdSectorPush);
if (top < pHitSector->ceilingz || bottom > pHitSector->floorz)
{
// ???
}
}
actWallBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], nHitWall, 0);
actWallBounceVector((int*)&actor->xvel(), (int*)&actor->yvel(), nHitWall, 0);
break;
}
}
@ -4973,14 +4975,14 @@ void MoveDude(spritetype *pSprite)
pXSector = NULL;
if (pXSector && pXSector->Exit && (pPlayer || !pXSector->dudeLockout))
trTriggerSector(pSprite->sectnum, pXSector, kCmdSectorExit);
ChangeSpriteSect(nSprite, nSector);
ChangeSpriteSect(pSprite->index, nSector);
nXSector = sector[nSector].extra;
pXSector = (nXSector > 0) ? &xsector[nXSector] : NULL;
if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout)) {
if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout))
{
if (sector[nSector].type == kSectorTeleport)
pXSector->data = pPlayer ? nSprite : -1;
pXSector->data = pPlayer ? pSprite->index : -1;
trTriggerSector(nSector, pXSector, kCmdSectorEnter);
}
@ -5004,11 +5006,11 @@ void MoveDude(spritetype *pSprite)
bDepth = 1;
if (pPlayer)
wd += 16;
if (zvel[nSprite])
pSprite->z += zvel[nSprite]>>8;
if (actor->zvel())
pSprite->z += actor->zvel()>>8;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
GetSpriteExtents(pSprite, &top, &bottom);
GetActorExtents(actor, &top, &bottom);
if (pSprite->flags & 2)
{
@ -5040,10 +5042,10 @@ void MoveDude(spritetype *pSprite)
if (vc)
{
pSprite->z += ((vc*4)/2)>>8;
zvel[nSprite] += vc;
actor->zvel() += vc;
}
}
if (pPlayer && zvel[nSprite] > 0x155555 && !pPlayer->fallScream && pXSprite->height > 0)
if (pPlayer && actor->zvel() > 0x155555 && !pPlayer->fallScream && pXSprite->height > 0)
{
const bool playerAlive = (pXSprite->health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode
if (playerAlive)
@ -5059,7 +5061,8 @@ void MoveDude(spritetype *pSprite)
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
if (pPlayer)
playerCorrectInertia(pPlayer, &oldpos);
switch (nLink) {
switch (nLink)
{
case kMarkerLowStack:
if (pPlayer == gView)
setgotpic(sector[pSprite->sectnum].floorpicnum);
@ -5071,17 +5074,21 @@ void MoveDude(spritetype *pSprite)
case kMarkerLowWater:
case kMarkerLowGoo:
pXSprite->medium = kMediumNormal;
if (pPlayer) {
if (pPlayer)
{
pPlayer->posture = 0;
pPlayer->bubbleTime = 0;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP)) {
zvel[nSprite] = -0x6aaaa;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
{
actor->zvel() = -0x6aaaa;
pPlayer->cantJump = 1;
}
sfxPlay3DSound(pSprite, 721, -1, 0);
} else {
switch (pSprite->type) {
}
else
{
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
aiNewState(&bloodActors[pXSprite->reference], &cultistGoto);
@ -5126,20 +5133,20 @@ void MoveDude(spritetype *pSprite)
pPlayer->posture = 1;
pXSprite->burnTime = 0;
pPlayer->bubbleTime = abs(zvel[nSprite]) >> 12;
evPost(nSprite, 3, 0, kCallbackPlayerBubble);
pPlayer->bubbleTime = abs(actor->zvel()) >> 12;
evPost(actor, 0, kCallbackPlayerBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
}
else
{
switch (pSprite->type) {
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
evPost(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
aiNewState(actor, &cultistSwimGoto);
break;
case kDudeBurningCultist:
{
@ -5151,28 +5158,28 @@ void MoveDude(spritetype *pSprite)
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
evPost(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
aiNewState(actor, &cultistSwimGoto);
break;
}
case kDudeZombieAxeNormal:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
evPost(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(&bloodActors[pXSprite->reference], &zombieAGoto);
aiNewState(actor, &zombieAGoto);
break;
case kDudeZombieButcher:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
evPost(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(&bloodActors[pXSprite->reference], &zombieFGoto);
aiNewState(actor, &zombieFGoto);
break;
case kDudeGillBeast:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
evPost(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(&bloodActors[pXSprite->reference], &gillBeastSwimGoto);
aiNewState(actor, &gillBeastSwimGoto);
pSprite->flags &= ~6;
break;
@ -5192,11 +5199,10 @@ void MoveDude(spritetype *pSprite)
if (gModernMap) {
if (pSprite->type == kDudeModernCustom) {
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
if (!canSwim(pSprite))
actKillDude(pSprite->index, pSprite, kDamageFall, 1000 << 4);
evPost(actor, 0, kCallbackEnemeyBubble);
if (!canSwim(pSprite)) actKillDude(actor, actor, kDamageFall, 1000 << 4);
break;
}
// continue patrol when fall into water
@ -5209,80 +5215,9 @@ void MoveDude(spritetype *pSprite)
}
break;
}
/*case 13:
pXSprite->medium = kMediumGoo;
if (pPlayer)
{
pPlayer->changeTargetKin = 1;
pXSprite->burnTime = 0;
pPlayer->bubbleTime = abs(zvel[nSprite])>>12;
evPost(nSprite, 3, 0, kCallbackPlayerBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
}
else
{
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
break;
case kDudeBurningCultist:
if (Chance(0x400))
{
pSprite->type = kDudeCultistTommy;
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
}
else
{
pSprite->type = kDudeCultistShotgun;
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
}
break;
case kDudeZombieAxeNormal:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(actor, &zombieAGoto);
break;
case kDudeZombieButcher:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(actor, &zombieFGoto);
break;
case kDudeGillBeast:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(actor, &gillBeastSwimGoto);
pSprite->flags &= ~6;
break;
case kDudeGargoyleFlesh:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeBat:
case kDudeRat:
case kDudeBurningInnocent:
actKillDude(pSprite->index, pSprite, kDamageFall, 1000<<4);
break;
}
}
break;*/
}
}
GetSpriteExtents(pSprite, &top, &bottom);
GetActorExtents(actor, &top, &bottom);
if (pPlayer && bottom >= floorZ)
{
int floorZ2 = floorZ;
@ -5296,12 +5231,12 @@ void MoveDude(spritetype *pSprite)
}
if (floorZ <= bottom)
{
gSpriteHit[nXSprite].florhit = floorHit;
actor->hit().florhit = floorHit;
pSprite->z += floorZ-bottom;
int v30 = zvel[nSprite]-velFloor[pSprite->sectnum];
int v30 = actor->zvel()-velFloor[pSprite->sectnum];
if (v30 > 0)
{
int vax = actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v30, pSprite->sectnum, 0);
int vax = actFloorBounceVector((int*)&actor->xvel(), (int*)&actor->yvel(), (int*)&v30, pSprite->sectnum, 0);
int nDamage = MulScale(vax, vax, 30);
if (pPlayer)
{
@ -5314,11 +5249,11 @@ void MoveDude(spritetype *pSprite)
}
nDamage -= 100<<4;
if (nDamage > 0)
actDamageSprite(nSprite, pSprite, kDamageFall, nDamage);
zvel[nSprite] = v30;
if (abs(zvel[nSprite]) < 0x10000)
actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->zvel() = v30;
if (abs(actor->zvel()) < 0x10000)
{
zvel[nSprite] = velFloor[pSprite->sectnum];
actor->zvel() = velFloor[pSprite->sectnum];
pSprite->flags &= ~4;
}
@ -5337,12 +5272,12 @@ void MoveDude(spritetype *pSprite)
{
for (int i = 0; i < 7; i++)
{
spritetype *pFX2 = gFX.fxSpawn(FX_14, pFX->sectnum, pFX->x, pFX->y, pFX->z, 0);
auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sectnum, pFX->x, pFX->y, pFX->z, 0);
if (pFX2)
{
xvel[pFX2->index] = Random2(0x6aaaa);
yvel[pFX2->index] = Random2(0x6aaaa);
zvel[pFX2->index] = -(int)Random(0xd5555);
pFX2->xvel() = Random2(0x6aaaa);
pFX2->yvel() = Random2(0x6aaaa);
pFX2->zvel() = -(int)Random(0xd5555);
}
}
}
@ -5350,39 +5285,39 @@ void MoveDude(spritetype *pSprite)
}
}
}
else if (zvel[nSprite] == 0)
else if (actor->zvel() == 0)
pSprite->flags &= ~4;
}
else
{
gSpriteHit[nXSprite].florhit = 0;
actor->hit().florhit = 0;
if (pSprite->flags&2)
pSprite->flags |= 4;
}
if (top <= ceilZ)
{
gSpriteHit[nXSprite].ceilhit = ceilHit;
actor->hit().ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ-top, 0);
if (zvel[nSprite] <= 0 && (pSprite->flags&4))
zvel[nSprite] = MulScale(-zvel[nSprite], 0x2000, 16);
if (actor->zvel() <= 0 && (pSprite->flags&4))
actor->zvel() = MulScale(-actor->zvel(), 0x2000, 16);
}
else
gSpriteHit[nXSprite].ceilhit = 0;
GetSpriteExtents(pSprite,&top,&bottom);
actor->hit().ceilhit = 0;
GetActorExtents(actor,&top,&bottom);
pXSprite->height = ClipLow(floorZ-bottom, 0)>>8;
if (xvel[nSprite] || yvel[nSprite])
if (actor->xvel() || actor->yvel())
{
if ((floorHit & 0xc000) == 0xc000)
{
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
xvel[nSprite] += MulScale(4, pSprite->x - sprite[nHitSprite].x, 2);
yvel[nSprite] += MulScale(4, pSprite->y - sprite[nHitSprite].y, 2);
actor->xvel() += MulScale(4, pSprite->x - sprite[nHitSprite].x, 2);
actor->yvel() += MulScale(4, pSprite->y - sprite[nHitSprite].y, 2);
return;
}
}
@ -5394,11 +5329,11 @@ void MoveDude(spritetype *pSprite)
int nDrag = gDudeDrag;
if (pXSprite->height > 0)
nDrag -= scale(gDudeDrag, pXSprite->height, 0x100);
xvel[nSprite] -= mulscale16r(xvel[nSprite], nDrag);
yvel[nSprite] -= mulscale16r(yvel[nSprite], nDrag);
actor->xvel() -= mulscale16r(actor->xvel(), nDrag);
actor->yvel() -= mulscale16r(actor->yvel(), nDrag);
if (approxDist(xvel[nSprite], yvel[nSprite]) < 0x1000)
xvel[nSprite] = yvel[nSprite] = 0;
if (approxDist(actor->xvel(), actor->yvel()) < 0x1000)
actor->xvel() = actor->yvel() = 0;
}
}
@ -6383,7 +6318,7 @@ void actProcessSprites(void)
if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
MoveDude(pSprite);
MoveDude(&bloodActors[pSprite->index]);
}
it.Reset(kStatFlare);
while ((nSprite = it.NextIndex()) >= 0)