Clean up bullet code a bit

This commit is contained in:
nukeykt 2019-09-26 06:16:12 +09:00 committed by Christoph Oelckers
parent a1ce0830db
commit 83a4485140
3 changed files with 702 additions and 790 deletions

File diff suppressed because it is too large Load diff

View file

@ -6,6 +6,7 @@
#include "build.h"
#include "pragmas.h"
#include "typedefs.h"
#include "trigdat.h"
#define kMaxTiles 6144
#define kMaxSprites 4096
@ -27,7 +28,12 @@ enum
inline int Sin(int angle)
{
return sintable[angle & 0x7FF];
return sintable[angle & kAngleMask];
}
inline int Cos(int angle)
{
return sintable[(angle + 512) & kAngleMask];
}
int movesprite(short spritenum, int dx, int dy, int dz, int ceildist, int flordist, unsigned int clipmask);

View file

@ -296,59 +296,47 @@ int BelowNear(short nSprite)
int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
{
short nSector = sprite[nSprite].sectnum;
spritetype* pSprite = &sprite[nSprite];
short nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
overridesect = nSector;
int edi = nSector;
short edi = nSector;
// backup cstat
uint16_t cstat = sprite[nSprite].cstat;
uint16_t cstat = pSprite->cstat;
sprite[nSprite].cstat &= 0xFFFE;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
int nRet = 0;
if (SectFlag[nSector] & kSectUnderwater) {
short nSectFlags = SectFlag[nSector];
if (nSectFlags & kSectUnderwater) {
z >>= 1;
}
int spriteZ = sprite[nSprite].z;
int spriteZ = pSprite->z;
int floorZ = sector[nSector].floorz;
int ebp = spriteZ + z;
int eax = sector[nSector].ceilingz + (height >> 1);
if ((SectFlag[nSector] & kSectUnderwater) && ebp < eax) {
if ((nSectFlags & kSectUnderwater) && ebp < eax) {
ebp = eax;
}
// loc_151E7:
while (1)
while (ebp > sector[pSprite->sectnum].floorz && SectBelow[pSprite->sectnum] >= 0)
{
if (ebp <= sector[sprite[nSprite].sectnum].floorz || SectBelow[sprite[nSprite].sectnum] < 0)
break;
edi = SectBelow[sprite[nSprite].sectnum];
edi = SectBelow[pSprite->sectnum];
mychangespritesect(nSprite, edi);
}
if (edi == nSector)
if (edi != nSector)
{
while (1)
{
if ((ebp >= sector[sprite[nSprite].sectnum].ceilingz) || (SectAbove[sprite[nSprite].sectnum] < 0))
break;
edi = SectAbove[sprite[nSprite].sectnum];
mychangespritesect(nSprite, edi);
}
}
else
{
sprite[nSprite].z = ebp;
pSprite->z = ebp;
if (SectFlag[edi] & kSectUnderwater)
{
@ -356,21 +344,30 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
D3PlayFX(StaticSound[kSound2], nSprite);
}
if (sprite[nSprite].statnum <= 107) {
sprite[nSprite].hitag = 0;
if (pSprite->statnum <= 107) {
pSprite->hitag = 0;
}
}
}
else
{
while ((ebp < sector[pSprite->sectnum].ceilingz) && (SectAbove[pSprite->sectnum] >= 0))
{
edi = SectAbove[pSprite->sectnum];
mychangespritesect(nSprite, edi);
}
}
// This function will keep the player from falling off cliffs when you're too close to the edge.
// This function finds the highest and lowest z coordinates that your clipping BOX can get to.
getzrange_old(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - 256, sprite[nSprite].sectnum,
(int32_t*)&sprceiling, (int32_t*)&hihit, (int32_t*)&sprfloor, (int32_t*)&lohit, 128, CLIPMASK0);
getzrange_old(pSprite->x, pSprite->y, pSprite->z - 256, pSprite->sectnum,
&sprceiling, &hihit, &sprfloor, &lohit, 128, CLIPMASK0);
int mySprfloor = sprfloor;
if ((lohit & 0xC000) != 0xC000) {
mySprfloor += SectDepth[sprite[nSprite].sectnum];
mySprfloor += SectDepth[pSprite->sectnum];
}
if (ebp > mySprfloor)
@ -379,64 +376,24 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
{
bTouchFloor = kTrue;
if ((lohit & 0xC000) != 0xC000)
{
// Path B
if (SectBelow[sprite[nSprite].sectnum] == -1)
{
nRet |= 0x20000;
short nSectDamage = SectDamage[sprite[nSprite].sectnum];
if (nSectDamage != 0)
{
if (sprite[nSprite].hitag < 15)
{
IgniteSprite(nSprite);
sprite[nSprite].hitag = 20;
}
#if 0
short dx = nSectDamage;
dx >>= 2;
int eax = dx;
int edx = eax;
edx >>= 2;
eax -= edx;
int outval;
__asm
{
mov dx, nSectDamage
sar dx, 2
movsx eax, dx
mov edx, eax
sar edx, 2; // >> 4
sub eax, edx
//mov edx, eax
movsx edx, ax
mov outval, edx
}
#endif
nSectDamage >>= 2;
nSectDamage = nSectDamage - (nSectDamage>>2);
if (nSectDamage) {
runlist_DamageEnemy(nSprite, -1, nSectDamage);
}
}
sprite[nSprite].zvel = 0;
}
}
else
if ((lohit & 0xC000) == 0xC000)
{
// Path A
short nFloorSprite = lohit & 0x3FFF;
if (sprite[nSprite].statnum != 100 || !sprite[nFloorSprite].statnum || sprite[nFloorSprite].statnum >= 100)
if (pSprite->statnum == 100 && sprite[nFloorSprite].statnum != 0 || sprite[nFloorSprite].statnum < 100)
{
short nStat = sprite[nFloorSprite].statnum;
if (!nStat || nStat > 199)
short nDamage = (z >> 9);
if (nDamage)
{
runlist_DamageEnemy(nFloorSprite, nSprite, nDamage << 1);
}
pSprite->zvel = -z;
}
else
{
if (sprite[nFloorSprite].statnum == 0 || sprite[nFloorSprite].statnum > 199)
{
nRet |= 0x20000;
}
@ -445,27 +402,44 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
nRet |= lohit;
}
sprite[nSprite].zvel = 0;
pSprite->zvel = 0;
}
else
}
else
{
// Path B
if (SectBelow[pSprite->sectnum] == -1)
{
if (z >> 9)
nRet |= 0x20000;
short nSectDamage = SectDamage[pSprite->sectnum];
if (nSectDamage != 0)
{
runlist_DamageEnemy((lohit & 0x3FFF), nSprite, (z >> 9) * 2);
if (pSprite->hitag < 15)
{
IgniteSprite(nSprite);
pSprite->hitag = 20;
}
nSectDamage >>= 2;
nSectDamage = nSectDamage - (nSectDamage>>2);
if (nSectDamage) {
runlist_DamageEnemy(nSprite, -1, nSectDamage);
}
}
sprite[nSprite].zvel = -z;
pSprite->zvel = 0;
}
}
}
// loc_1543B:
ebp = mySprfloor;
sprite[nSprite].z = mySprfloor;
pSprite->z = mySprfloor;
}
else
{
if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[sprite[nSprite].sectnum] == -1))
if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[pSprite->sectnum] == -1))
{
ebp = sprceiling + height;
nRet |= 0x10000;
@ -481,12 +455,12 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
}
}
sprite[nSprite].cstat = cstat; // restore cstat
sprite[nSprite].z = ebp;
pSprite->cstat = cstat; // restore cstat
pSprite->z = ebp;
if (sprite[nSprite].statnum == 100)
if (pSprite->statnum == 100)
{
BuildNear(sprite[nSprite].x, sprite[nSprite].y, clipdist + (clipdist / 2), sprite[nSprite].sectnum);
BuildNear(pSprite->x, pSprite->y, clipdist + (clipdist / 2), pSprite->sectnum);
nRet |= BelowNear(nSprite);
}
@ -501,17 +475,18 @@ int GetSpriteHeight(int nSprite)
// TODO - where is ceildist used?
int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist, unsigned int clipmask)
{
spritetype *pSprite = &sprite[nSprite];
bTouchFloor = kFalse;
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
int z = sprite[nSprite].z;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSpriteHeight = GetSpriteHeight(nSprite);
int nClipDist = sprite[nSprite].clipdist << 2;
int nClipDist = (int8_t)pSprite->clipdist << 2;
short nSector = sprite[nSprite].sectnum;
short nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
int floorZ = sector[nSector].floorz;
@ -524,20 +499,18 @@ int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist
dy >>= 1;
}
short nSprite2 = nSprite;
nRet |= movespritez(nSprite, dz, nSpriteHeight, flordist, nClipDist);
nSector = sprite[nSprite].sectnum; // modified in movespritez so re-grab this variable
nSector = pSprite->sectnum; // modified in movespritez so re-grab this variable
if (sprite[nSprite].statnum == 100)
if (pSprite->statnum == 100)
{
short nPlayer = GetPlayerFromSprite(nSprite2);
short nPlayer = GetPlayerFromSprite(nSprite);
int varA = 0;
int varB = 0;
CheckSectorFloor(overridesect, sprite[nSprite].z, &varB, &varA);
CheckSectorFloor(overridesect, pSprite->z, &varB, &varA);
if (varB || varA)
{
@ -550,15 +523,12 @@ int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist
}
else
{
CheckSectorFloor(overridesect, sprite[nSprite].z, &dx, &dy);
CheckSectorFloor(overridesect, pSprite->z, &dx, &dy);
}
/*
The game masks off the top 16 bits of the return value.
*/
nRet |= clipmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &nSector, dx, dy, nClipDist, nSpriteHeight, flordist, clipmask) & 0xFFFF;
nRet |= (uint16_t)clipmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dx, dy, nClipDist, nSpriteHeight, flordist, clipmask);
if ((nSector != sprite[nSprite].sectnum) && nSector >= 0)
if ((nSector != pSprite->sectnum) && nSector >= 0)
{
if (nRet & 0x20000) {
dz = 0;
@ -566,16 +536,16 @@ int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist
if ((sector[nSector].floorz - z) < (dz + flordist))
{
sprite[nSprite].x = x;
sprite[nSprite].y = y;
pSprite->x = x;
pSprite->y = y;
}
else
{
mychangespritesect(nSprite, nSector);
if (sprite[nSprite].pal < 5 && !sprite[nSprite].hitag)
if (pSprite->pal < 5 && !pSprite->hitag)
{
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
}
}
}
@ -1237,7 +1207,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
int GetWallNormal(short nWall)
{
nWall &= 0x1FFF;
nWall &= kMaxWalls-1;
int nWall2 = wall[nWall].point2;