Clean up and fix snake code

This commit is contained in:
nukeykt 2019-11-19 04:38:19 +09:00 committed by Christoph Oelckers
parent 7e7f74206d
commit 73a3be9aa1

View file

@ -120,7 +120,7 @@ int BuildSnake(short nPlayer, short zVal)
vec3_t pos = { x, y, z }; vec3_t pos = { x, y, z };
hitdata_t hitData; hitdata_t hitData;
hitscan(&pos, sprite[nPlayerSprite].sectnum, Sin(nAngle + 512), Sin(nAngle), 0, &hitData, CLIPMASK1); hitscan(&pos, sprite[nPlayerSprite].sectnum, Cos(nAngle), Sin(nAngle), 0, &hitData, CLIPMASK1);
hitx = hitData.pos.x; hitx = hitData.pos.x;
hity = hitData.pos.y; hity = hitData.pos.y;
@ -128,11 +128,10 @@ int BuildSnake(short nPlayer, short zVal)
hitsect = hitData.sect; hitsect = hitData.sect;
hitwall = hitData.wall; hitwall = hitData.wall;
hitsprite = hitData.sprite; hitsprite = hitData.sprite;
hitsprite = hitData.sprite;
int nSqrt = ksqrt(((hity - y) * (hity - y)) + ((hitx - x) * (hitx - x))); int nSqrt = ksqrt(((hity - y) * (hity - y)) + ((hitx - x) * (hitx - x)));
if (nSqrt < sintable[512] >> 4) if (nSqrt < (sintable[512] >> 4))
{ {
BackUpBullet(&hitx, &hity, nAngle); BackUpBullet(&hitx, &hity, nAngle);
nSprite = insertsprite(hitsect, 202); nSprite = insertsprite(hitsect, 202);
@ -148,17 +147,14 @@ int BuildSnake(short nPlayer, short zVal)
{ {
short nTarget; short nTarget;
if (hitsprite < 0 || sprite[hitsprite].statnum < 90 || sprite[hitsprite].statnum > 199) { if (hitsprite >= 0 && sprite[hitsprite].statnum >= 90 && sprite[hitsprite].statnum <= 199) {
nTarget = sPlayerInput[nPlayer].nTarget; nTarget = hitsprite;
} }
else { else {
nTarget = hitsprite; nTarget = sPlayerInput[nPlayer].nTarget;
} }
short nSnake = GrabSnake(); short nSnake = GrabSnake();
// int var_40 = 0;
uint8_t var_18 = 0; // var_40 + var_40; // CHECKME ??
// GrabTimeSlot(3); // GrabTimeSlot(3);
@ -172,15 +168,7 @@ int BuildSnake(short nPlayer, short zVal)
sprite[nSprite].owner = nPlayerSprite; sprite[nSprite].owner = nPlayerSprite;
sprite[nSprite].picnum = nPic; sprite[nSprite].picnum = nPic;
if (i != 0) if (i == 0)
{
sprite[nSprite].x = sprite[var_24].x;
sprite[nSprite].y = sprite[var_24].y;
sprite[nSprite].z = sprite[var_24].z;
sprite[nSprite].xrepeat = 40 - (var_18 + i);
sprite[nSprite].yrepeat = 40 - (var_18 + i);
}
else
{ {
sprite[nSprite].x = sprite[nPlayerSprite].x; sprite[nSprite].x = sprite[nPlayerSprite].x;
sprite[nSprite].y = sprite[nPlayerSprite].y; sprite[nSprite].y = sprite[nPlayerSprite].y;
@ -190,6 +178,14 @@ int BuildSnake(short nPlayer, short zVal)
nViewSect = sprite[nSprite].sectnum; nViewSect = sprite[nSprite].sectnum;
var_24 = nSprite; var_24 = nSprite;
} }
else
{
sprite[nSprite].x = sprite[var_24].x;
sprite[nSprite].y = sprite[var_24].y;
sprite[nSprite].z = sprite[var_24].z;
sprite[nSprite].xrepeat = 40 - 3*i;
sprite[nSprite].yrepeat = 40 - 3*i;
}
sprite[nSprite].clipdist = 10; sprite[nSprite].clipdist = 10;
sprite[nSprite].cstat = 0; sprite[nSprite].cstat = 0;
@ -208,9 +204,6 @@ int BuildSnake(short nPlayer, short zVal)
SnakeList[nSnake].nSprites[i] = nSprite; SnakeList[nSnake].nSprites[i] = nSprite;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, ((nSnake << 8) | i) | 0x110000); sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, ((nSnake << 8) | i) | 0x110000);
var_18 += 2;
// var_40++;
} }
SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake | 0x110000); SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake | 0x110000);
@ -256,9 +249,9 @@ int FindSnakeEnemy(short nSnake)
for (int i = headspritesect[nSector]; i >= 0; i = nextspritesect[i]) for (int i = headspritesect[nSector]; i >= 0; i = nextspritesect[i])
{ {
if (sprite[i].statnum >= 90 && sprite[i].statnum < 150 && sprite[i].cstat & 0x101) if (sprite[i].statnum >= 90 && sprite[i].statnum < 150 && (sprite[i].cstat & 0x101))
{ {
if (i != nPlayerSprite && (!(sprite[i].cstat & 0x8000))) if (i != nPlayerSprite && !(sprite[i].cstat & 0x8000))
{ {
int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask; int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask;
if (nAngle2 < esi) if (nAngle2 < esi)
@ -270,7 +263,11 @@ int FindSnakeEnemy(short nSnake)
} }
} }
if (nEnemy == -1) if (nEnemy != -1)
{
SnakeList[nSnake].nEnemy = nEnemy;
}
else
{ {
SnakeList[nSnake].nEnemy--; SnakeList[nSnake].nEnemy--;
if (SnakeList[nSnake].nEnemy < -25) if (SnakeList[nSnake].nEnemy < -25)
@ -279,10 +276,6 @@ int FindSnakeEnemy(short nSnake)
SnakeList[nSnake].nEnemy = nPlayerSprite; SnakeList[nSnake].nEnemy = nPlayerSprite;
} }
} }
else
{
SnakeList[nSnake].nEnemy = nEnemy;
}
return nEnemy; return nEnemy;
} }
@ -293,33 +286,6 @@ void FuncSnake(int a, int nDamage, int nRun)
switch (nMessage) switch (nMessage)
{ {
default:
{
DebugOut("unknown msg %x for bullet\n", a & 0x7F0000);
return;
}
case 0x90000:
{
short nSnake = RunData[nRun].nVal;
short nSprite = a & 0xFFFF;
if (nSnake & 0xFF) {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
}
else {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
}
tsprite[nSprite].owner = -1;
return;
}
case 0xA0000:
{
return;
}
case 0x20000: case 0x20000:
{ {
short nSnake = RunData[nRun].nVal; short nSnake = RunData[nRun].nVal;
@ -334,22 +300,11 @@ void FuncSnake(int a, int nDamage, int nRun)
int nMov; int nMov;
int zVal; int zVal;
if (nEnemySprite >= 0 && (sprite[nEnemySprite].cstat & 0x101)) if (nEnemySprite < 0)
{ {
zVal = sprite[nSprite].z; SEARCH_ENEMY:
nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
zVal = sprite[nSprite].z - zVal;
}
else
{
if (!(sprite[nEnemySprite].cstat & 0x101)) {
SnakeList[nSnake].nEnemy = -1;
}
nMov = movesprite(nSprite, nMov = movesprite(nSprite,
600 * Sin(sprite[nSprite].ang + 512), 600 * Cos(sprite[nSprite].ang),
600 * Sin(sprite[nSprite].ang), 600 * Sin(sprite[nSprite].ang),
Sin(SnakeList[nSnake].sE) >> 5, Sin(SnakeList[nSnake].sE) >> 5,
0, 0, CLIPMASK1); 0, 0, CLIPMASK1);
@ -358,6 +313,20 @@ void FuncSnake(int a, int nDamage, int nRun)
zVal = 0; zVal = 0;
} }
else
{
if (!(sprite[nEnemySprite].cstat&0x101))
{
SnakeList[nSnake].nEnemy = -1;
goto SEARCH_ENEMY;
}
zVal = sprite[nSprite].z;
nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
zVal = sprite[nSprite].z - zVal;
}
if (nMov) if (nMov)
{ {
@ -368,17 +337,13 @@ void FuncSnake(int a, int nDamage, int nRun)
nSnakePlayer[nSnake] = -1; nSnakePlayer[nSnake] = -1;
DestroySnake(nSnake); DestroySnake(nSnake);
return;
} }
else else
{ {
short nAngle = sprite[nSprite].ang; short nAngle = sprite[nSprite].ang;
int var_30 = -(64 * Sin(nAngle + 512)); int var_30 = -(64 * Cos(nAngle));
int var_34 = -(64 * Sin(nAngle)); int var_34 = -(64 * Sin(nAngle));
int var_40 = var_30 + (var_30 * 8);
int var_4C = var_30 + (var_34 * 8);
int var_20 = SnakeList[nSnake].sE; int var_20 = SnakeList[nSnake].sE;
SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF; SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
@ -390,10 +355,6 @@ void FuncSnake(int a, int nDamage, int nRun)
int y = sprite[nSprite].y; int y = sprite[nSprite].y;
int z = sprite[nSprite].z; int z = sprite[nSprite].z;
int ebp = -(zVal * 7);
int var_18 = var_28;
for (int i = 7; i > 0; i--) for (int i = 7; i > 0; i--)
{ {
int nSprite2 = SnakeList[nSnake].nSprites[i]; int nSprite2 = SnakeList[nSnake].nSprites[i];
@ -405,23 +366,42 @@ void FuncSnake(int a, int nDamage, int nRun)
mychangespritesect(nSprite2, nSector); mychangespritesect(nSprite2, nSector);
var_40 = var_40 - var_30; int eax = (Sin(var_20) * SnakeList[nSnake].c[i]) >> 9;
var_4C = var_4C - var_34;
ebp += zVal; movesprite(nSprite2, var_30 + var_30 * i + eax * Cos(var_28), var_30 + var_34 * i + eax * Sin(var_28),
-zVal*(i-1), 0, 0, CLIPMASK1);
int eax = Sin(var_20) * SnakeList[nSnake].c[i];
eax >>= 9;
int ecx = eax * Sin(var_28 + 512);
eax = sintable[var_18] * eax;
movesprite(nSprite2, var_40 + ecx, var_4C + eax, ebp, 0, 0, CLIPMASK1);
var_20 = (var_20 + 128) & kAngleMask; var_20 = (var_20 + 128) & kAngleMask;
} }
} }
break;
}
case 0x90000:
{
short nSnake = RunData[nRun].nVal;
short nSprite = a & 0xFFFF;
if ((nSnake & 0xFF) == 0) {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
}
else {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
}
tsprite[nSprite].owner = -1;
break;
}
case 0xA0000:
{
break;
}
default:
{
DebugOut("unknown msg %x for bullet\n", a & 0x7F0000);
break;
} }
} }
} }