mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 07:58:04 +00:00
Clean up bullet code a bit
This commit is contained in:
parent
a1ce0830db
commit
83a4485140
3 changed files with 702 additions and 790 deletions
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@ -138,66 +138,6 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
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switch (pBullet->nType)
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{
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case 0:
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case 4:
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case 5:
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case 6:
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case 7:
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case 10:
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case 11:
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{
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break;
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}
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case 14:
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{
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if (nStat > 107 || nStat == 98) {
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return;
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}
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// else - fall through to below cases
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}
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case 1:
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case 2:
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case 8:
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case 9:
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case 12:
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case 13:
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case 15:
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case 16:
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{
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// loc_29E59
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if (!nStat || nStat > 98) {
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break;
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}
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short nSprite = pBullet->nSprite;
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if (nStat == 98)
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{
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short nAngle = sprite[nSprite].ang + 256;
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int nRand = RandomSize(9);
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sprite[nHitSprite].xvel = Sin((nAngle - nRand) + 512) * 2;
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sprite[nHitSprite].yvel = Sin((nAngle - nRand)) * 2;
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sprite[nHitSprite].zvel = (-(RandomSize(3) + 1)) << 8;
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}
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else
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{
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int xVel = sprite[nHitSprite].xvel;
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int yVel = sprite[nHitSprite].yvel;
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sprite[nHitSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
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sprite[nHitSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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MoveCreature(nHitSprite);
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sprite[nHitSprite].xvel = xVel;
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sprite[nHitSprite].yvel = yVel;
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}
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break;
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}
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case 3:
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{
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if (nStat > 107 || nStat == 98) {
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@ -216,6 +156,56 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
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return;
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}
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case 14:
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{
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if (nStat > 107 || nStat == 98) {
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return;
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}
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// else - fall through to below cases
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fallthrough__;
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}
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case 1:
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case 2:
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case 8:
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case 9:
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case 12:
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case 13:
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case 15:
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case 16:
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{
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// loc_29E59
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if (!nStat || nStat > 98) {
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break;
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}
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short nSprite = pBullet->nSprite;
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pHitSprite = &sprite[nHitSprite];
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if (nStat != 98)
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{
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int xVel = pHitSprite->xvel;
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int yVel = pHitSprite->yvel;
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pHitSprite->xvel = Cos(pSprite->ang) >> 2;
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pHitSprite->yvel = Sin(pSprite->ang) >> 2;
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MoveCreature(nHitSprite);
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pHitSprite->xvel = xVel;
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pHitSprite->yvel = yVel;
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}
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else
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{
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short nAngle = pSprite->ang - (RandomSize(9) - 256);
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pHitSprite->xvel = Cos(nAngle) << 1;
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pHitSprite->yvel = Sin(nAngle) << 1;
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pHitSprite->zvel = (-(RandomSize(3) + 1)) << 8;
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}
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break;
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}
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default:
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break;
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@ -236,52 +226,31 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
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return;
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}
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if (nStat < 98)
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{
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if (nStat <= 0)
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switch (nStat)
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{
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case 97:
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break;
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case 0:
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case 98:
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case 102:
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case 141:
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case 152:
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BuildAnim(-1, 12, 0, x, y, z, nSector, 40, 0);
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}
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else if (nStat == 97)
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{
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return;
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}
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else
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{
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// BHS_B
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break;
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default:
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BuildAnim(-1, 39, 0, x, y, z, nSector, 40, 0);
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if (pBullet->nType > 2)
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{
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BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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}
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}
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return;
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}
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else
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{
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if (nStat == 98 || nStat == 141 || nStat == 152 || nStat == 102)
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{
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BuildAnim(-1, 12, 0, x, y, z, nSector, 40, 0);
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}
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else
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{
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// BHS_B
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BuildAnim(-1, 39, 0, x, y, z, nSector, 40, 0);
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if (pBullet->nType > 2)
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{
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BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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}
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}
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return;
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break;
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}
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}
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void BackUpBullet(int *x, int *y, short nAngle)
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{
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*x -= Sin(nAngle + 512) >> 11;
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*x -= Cos(nAngle) >> 11;
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*y -= Sin(nAngle) >> 11;
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}
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@ -291,129 +260,114 @@ int MoveBullet(short nBullet)
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short hitwall = -1;
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short hitsprite = -1;
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short nType = BulletList[nBullet].nType;
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short nSprite = BulletList[nBullet].nSprite;
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Bullet *pBullet = &BulletList[nBullet];
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short nType = pBullet->nType;
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bulletInfo *pBulletInfo = &BulletInfo[nType];
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int x = sprite[nSprite].x;
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int y = sprite[nSprite].y;
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int z = sprite[nSprite].z; // ebx
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short nSectFlag = SectFlag[sprite[nSprite].sectnum];
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short nSprite = BulletList[nBullet].nSprite;
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spritetype *pSprite = &sprite[nSprite];
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z; // ebx
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short nSectFlag = SectFlag[pSprite->sectnum];
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int x2, y2, z2;
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short var_3C = BulletList[nBullet].field_10;
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short var_3C = pBullet->field_10;
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int nVal;
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if (var_3C < 30000)
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{
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short nEnemySprite = nBulletEnemy[nBullet];
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if (nBulletEnemy[nBullet] <= -1) {
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goto MoveBullet_goto_A; // FIXME
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}
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if (!(sprite[nEnemySprite].cstat & 0x101))
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if (nEnemySprite > -1)
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{
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if (!(sprite[nEnemySprite].cstat & 0x101))
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nBulletEnemy[nBullet] = -1;
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MoveBullet_goto_A:
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else
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{
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nVal = AngleChase(nSprite, nEnemySprite, var_3C, 0, 16);
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goto MOVEEND;
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}
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}
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if (nType == 3)
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{
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if (BulletList[nBullet].field_E >= 8)
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if (pBullet->field_E < 8)
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{
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sprite[nSprite].xrepeat += 4;
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sprite[nSprite].yrepeat += 4;
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pSprite->xrepeat -= 1;
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pSprite->yrepeat += 8;
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pBullet->z -= 200;
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if (pSprite->shade < 90) {
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pSprite->shade += 35;
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}
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if (pBullet->field_E == 3)
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{
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pBullet->nSeq = 45;
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pBullet->field_2 = 0;
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pSprite->xrepeat = 40;
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pSprite->yrepeat = 40;
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pSprite->shade = 0;
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pSprite->z += 512;
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}
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}
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else
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{
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sprite[nSprite].xrepeat -= 1;
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sprite[nSprite].yrepeat += 8;
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BulletList[nBullet].z -= 200;
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if (sprite[nSprite].shade < 90) {
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sprite[nSprite].shade += 35;
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}
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if (BulletList[nBullet].field_E == 3)
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{
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BulletList[nBullet].nSeq = 45;
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BulletList[nBullet].field_2 = 0;
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sprite[nSprite].xrepeat = 40;
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sprite[nSprite].yrepeat = 40;
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sprite[nSprite].shade = 0;
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sprite[nSprite].z += 512;
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}
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pSprite->xrepeat += 4;
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pSprite->yrepeat += 4;
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}
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}
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// loc_2A1DD
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nVal = movesprite(nSprite, BulletList[nBullet].x, BulletList[nBullet].y, BulletList[nBullet].z, sprite[nSprite].clipdist >> 1, sprite[nSprite].clipdist >> 1, CLIPMASK1);
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}
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else
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{
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nVal = AngleChase(nSprite, nEnemySprite, var_3C, 0, 16);
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}
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nVal = movesprite(nSprite, pBullet->x, pBullet->y, pBullet->z, pSprite->clipdist >> 1, pSprite->clipdist >> 1, CLIPMASK1);
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MOVEEND:
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if (nVal)
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{
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x2 = sprite[nSprite].x;
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y2 = sprite[nSprite].y;
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z2 = sprite[nSprite].z;
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hitsect = sprite[nSprite].sectnum;
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x2 = pSprite->x;
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y2 = pSprite->y;
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z2 = pSprite->z;
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hitsect = pSprite->sectnum;
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if (nVal & 0x30000)
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{
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hitwall = nVal & 0x3FFF;
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goto loc_2A48A;
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goto HITWALL;
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}
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else
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{
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if ((nVal & 0xC000) == 0x8000)
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switch (nVal & 0xc000)
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{
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case 0x8000:
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hitwall = nVal & 0x3FFF;
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goto loc_2A48A;
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}
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else if ((nVal & 0xC000) == 0xC000)
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{
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goto HITWALL;
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case 0xc000:
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hitsprite = nVal & 0x3FFF;
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goto loc_2A405;
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}
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else {
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goto loc_2A25F;
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goto HITSPRITE;
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}
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}
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}
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else
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{
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loc_2A25F:
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// sprite[nSprite].sectnum may have changed since we set nSectFlag ?
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short nFlagVal = nSectFlag ^ SectFlag[sprite[nSprite].sectnum];
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short nFlagVal = nSectFlag ^ SectFlag[pSprite->sectnum];
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if (nFlagVal & kSectUnderwater)
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{
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DestroyBullet(nBullet);
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nVal = 1;
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}
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if (nVal) {
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return nVal;
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}
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if (nType == 15)
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if (nVal == 0 && nType != 15 && nType != 3)
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{
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return nVal;
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}
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if (nType != 3)
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{
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AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, nVal);
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AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 0);
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if (sprite[nSprite].pal != 5) {
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sprite[nSprite].pal = 1;
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}
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}
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}
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}
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else
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{
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nVal = 1;
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@ -430,7 +384,7 @@ loc_2A25F:
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{
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vec3_t startPos = { x, y, z };
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hitdata_t hitData;
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hitscan(&startPos, sprite[nSprite].sectnum, Sin(sprite[nSprite].ang + 512), Sin(sprite[nSprite].ang), (-Sin(BulletList[nBullet].field_C)) << 3, &hitData, CLIPMASK1);
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hitscan(&startPos, pSprite->sectnum, Cos(pSprite->ang), Sin(pSprite->ang), (-Sin(pBullet->field_C)) << 3, &hitData, CLIPMASK1);
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x2 = hitData.pos.x;
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y2 = hitData.pos.y;
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z2 = hitData.pos.z;
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@ -446,16 +400,10 @@ loc_2A25F:
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lasthitwall = hitwall;
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lasthitsprite = hitsprite;
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if (lasthitsprite > -1)
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if (hitsprite > -1)
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{
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loc_2A405:
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if (sprite[nSprite].pal != 5 || sprite[hitsprite].statnum != 100)
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{
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// assert(hitsect <= kMaxSectors);
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BulletHitsSprite(&BulletList[nBullet], sprite[nSprite].owner, hitsprite, x2, y2, z2, hitsect);
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}
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else
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HITSPRITE:
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if (pSprite->pal == 5 && sprite[hitsprite].statnum != 100)
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{
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short nPlayer = GetPlayerFromSprite(hitsprite);
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if (!PlayerList[nPlayer].bIsMummified)
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@ -464,21 +412,27 @@ loc_2A405:
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SetNewWeapon(nPlayer, kWeaponMummified);
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}
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}
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else
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{
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// assert(hitsect <= kMaxSectors);
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BulletHitsSprite(pBullet, pSprite->owner, hitsprite, x2, y2, z2, hitsect);
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}
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}
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else if (hitwall > -1)
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{
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loc_2A48A:
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HITWALL:
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if (wall[hitwall].picnum == kEnergy1)
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{
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short nSector = wall[hitwall].nextsector;
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if (nSector > -1)
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{
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short nDamage = BulletInfo[BulletList[nBullet].nType].nDamage;
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if (BulletList[nBullet].field_13 > 1) {
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short nDamage = BulletInfo[pBullet->nType].nDamage;
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if (pBullet->field_13 > 1) {
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nDamage *= 2;
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}
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short nNormal = GetWallNormal(hitwall) & 0x7FF;
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short nNormal = GetWallNormal(hitwall) & kAngleMask;
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runlist_DamageEnemy(sector[nSector].extra, nNormal, nDamage);
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}
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@ -490,33 +444,21 @@ loc_2A48A:
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{
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if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hitsect])
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{
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sprite[nSprite].x = x2;
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sprite[nSprite].y = y2;
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sprite[nSprite].z = z2;
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pSprite->x = x2;
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pSprite->y = y2;
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pSprite->z = z2;
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BuildSplash(nSprite, hitsect);
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}
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else
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{
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BuildAnim(-1, BulletInfo[nType].field_C, 0, x2, y2, z2, hitsect, 40, BulletInfo[nType].nFlags);
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BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags);
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}
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}
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else
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else if (hitwall >= 0)
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{
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// short nType = BulletList[nBullet].nType;
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BackUpBullet(&x2, &y2, pSprite->ang);
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if (hitwall < 0)
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{
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sprite[nSprite].x = x2;
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sprite[nSprite].y = y2;
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sprite[nSprite].z = z2;
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mychangespritesect(nSprite, hitsect);
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}
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else
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{
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BackUpBullet(&x2, &y2, sprite[nSprite].ang);
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if (nType != 3 || !RandomSize(2))
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if (nType != 3 || RandomSize(2) == 0)
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{
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int zOffset = RandomSize(8) << 3;
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@ -525,21 +467,28 @@ loc_2A48A:
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}
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// draws bullet puff on walls when they're shot
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BuildAnim(-1, BulletInfo[nType].field_C, 0, x2, y2, z2 + zOffset, hitsect, 40, BulletInfo[nType].nFlags);
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BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset, hitsect, 40, pBulletInfo->nFlags);
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}
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}
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else
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{
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pSprite->x = x2;
|
||||
pSprite->y = y2;
|
||||
pSprite->z = z2;
|
||||
|
||||
mychangespritesect(nSprite, hitsect);
|
||||
}
|
||||
|
||||
// loc_2A639:
|
||||
if (BulletInfo[nType].field_10)
|
||||
{
|
||||
nRadialBullet = nType;
|
||||
|
||||
runlist_RadialDamageEnemy(nSprite, BulletInfo[nType].nDamage, BulletInfo[nType].field_10);
|
||||
runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->field_10);
|
||||
|
||||
nRadialBullet = -1;
|
||||
|
||||
AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 128);
|
||||
}
|
||||
AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
|
||||
}
|
||||
|
||||
DestroyBullet(nBullet);
|
||||
|
@ -558,18 +507,20 @@ void SetBulletEnemy(short nBullet, short nEnemy)
|
|||
int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3)
|
||||
{
|
||||
Bullet sBullet;
|
||||
bulletInfo *pBulletInfo = &BulletInfo[nType];
|
||||
|
||||
if (BulletInfo[nType].field_4 > 30000)
|
||||
if (pBulletInfo->field_4 > 30000)
|
||||
{
|
||||
if (val2 >= 10000)
|
||||
{
|
||||
val2 -= 10000;
|
||||
|
||||
short nTargetSprite = val2;
|
||||
spritetype *pTargetSprite = &sprite[nTargetSprite];
|
||||
|
||||
// assert(sprite[nTargetSprite].sectnum <= kMaxSectors);
|
||||
|
||||
if (sprite[nTargetSprite].cstat & 0x101)
|
||||
if (pTargetSprite->cstat & 0x101)
|
||||
{
|
||||
sBullet.nType = nType;
|
||||
sBullet.field_13 = val3;
|
||||
|
@ -581,7 +532,7 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
|
||||
assert(sprite[nTargetSprite].sectnum >= 0 && sprite[nTargetSprite].sectnum < kMaxSectors);
|
||||
|
||||
BulletHitsSprite(&sBullet, nSprite, nTargetSprite, sprite[nTargetSprite].x, sprite[nTargetSprite].y, sprite[nTargetSprite].z - (nHeight >> 1), sprite[nTargetSprite].sectnum);
|
||||
BulletHitsSprite(&sBullet, nSprite, nTargetSprite, pTargetSprite->x, pTargetSprite->y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sectnum);
|
||||
mydeletesprite(sBullet.nSprite);
|
||||
return -1;
|
||||
}
|
||||
|
@ -598,16 +549,16 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
|
||||
short nSector;
|
||||
|
||||
if (sprite[nSprite].statnum != 100)
|
||||
{
|
||||
nSector = sprite[nSprite].sectnum;
|
||||
}
|
||||
else
|
||||
if (sprite[nSprite].statnum == 100)
|
||||
{
|
||||
nSector = nPlayerViewSect[GetPlayerFromSprite(nSprite)];
|
||||
}
|
||||
else
|
||||
{
|
||||
nSector = sprite[nSprite].sectnum;
|
||||
}
|
||||
|
||||
int nBulletSprite = insertsprite(nSector, 200);
|
||||
short nBulletSprite = insertsprite(nSector, 200);
|
||||
int nHeight = GetSpriteHeight(nSprite);
|
||||
nHeight = nHeight - (nHeight >> 2);
|
||||
|
||||
|
@ -623,13 +574,14 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
assert(nBulletSprite >= 0 && nBulletSprite < kMaxSprites);
|
||||
|
||||
short nBullet = GrabBullet();
|
||||
Bullet *pBullet = &BulletList[nBullet];
|
||||
|
||||
nBulletEnemy[nBullet] = -1;
|
||||
|
||||
sprite[nBulletSprite].cstat = 0;
|
||||
sprite[nBulletSprite].shade = -64;
|
||||
|
||||
if (BulletInfo[nType].nFlags & 4) {
|
||||
if (pBulletInfo->nFlags & 4) {
|
||||
sprite[nBulletSprite].pal = 4;
|
||||
}
|
||||
else {
|
||||
|
@ -638,7 +590,7 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
|
||||
sprite[nBulletSprite].clipdist = 25;
|
||||
|
||||
short nRepeat = BulletInfo[nType].xyRepeat;
|
||||
short nRepeat = pBulletInfo->xyRepeat;
|
||||
if (nRepeat < 0) {
|
||||
nRepeat = 30;
|
||||
}
|
||||
|
@ -658,24 +610,24 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
|
||||
// GrabTimeSlot(3);
|
||||
|
||||
BulletList[nBullet].field_10 = 0;
|
||||
BulletList[nBullet].field_E = BulletInfo[nType].field_2;
|
||||
BulletList[nBullet].field_2 = 0;
|
||||
pBullet->field_10 = 0;
|
||||
pBullet->field_E = pBulletInfo->field_2;
|
||||
pBullet->field_2 = 0;
|
||||
|
||||
short nSeq;
|
||||
|
||||
if (BulletInfo[nType].field_8 == -1)
|
||||
if (pBulletInfo->field_8 != -1)
|
||||
{
|
||||
BulletList[nBullet].field_12 = 1;
|
||||
nSeq = BulletInfo[nType].nSeq;
|
||||
pBullet->field_12 = 0;
|
||||
nSeq = pBulletInfo->field_8;
|
||||
}
|
||||
else
|
||||
{
|
||||
BulletList[nBullet].field_12 = 0;
|
||||
nSeq = BulletInfo[nType].field_8;
|
||||
pBullet->field_12 = 1;
|
||||
nSeq = pBulletInfo->nSeq;
|
||||
}
|
||||
|
||||
BulletList[nBullet].nSeq = nSeq;
|
||||
pBullet->nSeq = nSeq;
|
||||
|
||||
sprite[nBulletSprite].picnum = seq_GetSeqPicnum(nSeq, 0, 0);
|
||||
|
||||
|
@ -683,24 +635,20 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
sprite[nBulletSprite].cstat |= 0x8000;
|
||||
}
|
||||
|
||||
BulletList[nBullet].field_C = val2 & 0x7FF; // TODO - anglemask?
|
||||
BulletList[nBullet].nType = nType;
|
||||
BulletList[nBullet].nSprite = nBulletSprite;
|
||||
BulletList[nBullet].field_6 = runlist_AddRunRec(sprite[nBulletSprite].lotag - 1, nBullet | 0xB0000);
|
||||
BulletList[nBullet].field_8 = runlist_AddRunRec(NewRun, nBullet | 0xB0000);
|
||||
BulletList[nBullet].field_13 = val3;
|
||||
pBullet->field_C = val2 & 0x7FF; // TODO - anglemask?
|
||||
pBullet->nType = nType;
|
||||
pBullet->nSprite = nBulletSprite;
|
||||
pBullet->field_6 = runlist_AddRunRec(sprite[nBulletSprite].lotag - 1, nBullet | 0xB0000);
|
||||
pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet | 0xB0000);
|
||||
pBullet->field_13 = val3;
|
||||
sprite[nBulletSprite].z += val1;
|
||||
|
||||
int var_18;
|
||||
|
||||
nSector = sprite[nBulletSprite].sectnum;
|
||||
|
||||
while (1)
|
||||
while (sprite[nBulletSprite].z < sector[nSector].ceilingz)
|
||||
{
|
||||
if (sprite[nBulletSprite].z >= sector[nSector].ceilingz) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (SectAbove[nSector] == -1)
|
||||
{
|
||||
sprite[nBulletSprite].z = sector[nSector].ceilingz;
|
||||
|
@ -713,7 +661,7 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
|
||||
if (val2 < 10000)
|
||||
{
|
||||
var_18 = ((-Sin(val2)) * BulletInfo[nType].field_4) >> 11;
|
||||
var_18 = ((-Sin(val2)) * pBulletInfo->field_4) >> 11;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -721,81 +669,75 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
|
||||
short nTargetSprite = val2;
|
||||
|
||||
if (BulletInfo[nType].field_4 > 30000)
|
||||
if ((unsigned int)pBulletInfo->field_4 > 30000)
|
||||
{
|
||||
nBulletEnemy[nBullet] = nTargetSprite;
|
||||
}
|
||||
else
|
||||
{
|
||||
nHeight = GetSpriteHeight(nTargetSprite);
|
||||
int nHeightAdjust;
|
||||
|
||||
if (sprite[nTargetSprite].statnum == 100)
|
||||
{
|
||||
nHeightAdjust = nHeight >> 2;
|
||||
nHeight -= nHeight >> 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
nHeightAdjust = nHeight >> 1;
|
||||
nHeight -= nHeight >> 1;
|
||||
}
|
||||
|
||||
nHeight -= nHeightAdjust;
|
||||
|
||||
int var_20 = sprite[nTargetSprite].z - nHeight;
|
||||
|
||||
int x, y;
|
||||
|
||||
if (nSprite == -1 || sprite[nSprite].statnum == 100)
|
||||
if (nSprite != -1 && sprite[nSprite].statnum != 100)
|
||||
{
|
||||
x = sprite[nTargetSprite].x;
|
||||
y = sprite[nTargetSprite].y;
|
||||
|
||||
if (sprite[nTargetSprite].statnum != 100)
|
||||
{
|
||||
x += (sprite[nTargetSprite].xvel * 20) >> 6;
|
||||
y += (sprite[nTargetSprite].yvel * 20) >> 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
int nPlayer = GetPlayerFromSprite(nTargetSprite);
|
||||
if (nPlayer > -1)
|
||||
{
|
||||
x += nPlayerDX[nPlayer] * 15;
|
||||
y += nPlayerDY[nPlayer] * 15;
|
||||
}
|
||||
}
|
||||
|
||||
x -= sprite[nBulletSprite].x;
|
||||
y -= sprite[nBulletSprite].y;
|
||||
|
||||
nAngle = GetMyAngle(x, y);
|
||||
sprite[nSprite].ang = nAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
// loc_2ABA3:
|
||||
x = sprite[nTargetSprite].x - sprite[nBulletSprite].x;
|
||||
y = sprite[nTargetSprite].y - sprite[nBulletSprite].y;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = sprite[nTargetSprite].x;
|
||||
y = sprite[nTargetSprite].y;
|
||||
|
||||
if (sprite[nTargetSprite].statnum == 100)
|
||||
{
|
||||
int nPlayer = GetPlayerFromSprite(nTargetSprite);
|
||||
if (nPlayer > -1)
|
||||
{
|
||||
x += ((nPlayerDX[nPlayer] << 4) - nPlayerDX[nPlayer]);
|
||||
y += ((nPlayerDY[nPlayer] << 4) - nPlayerDY[nPlayer]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
short nXVel = sprite[nTargetSprite].xvel;
|
||||
short nYVel = sprite[nTargetSprite].yvel;
|
||||
|
||||
x += (((nXVel << 2) + nXVel) << 2) >> 6;
|
||||
y += (((nYVel << 2) + nYVel) << 2) >> 6;
|
||||
}
|
||||
|
||||
y -= sprite[nBulletSprite].y;
|
||||
x -= sprite[nBulletSprite].x;
|
||||
|
||||
nAngle = GetMyAngle(x, y);
|
||||
sprite[nSprite].ang = nAngle;
|
||||
}
|
||||
|
||||
int nSqrt = lsqrt(y*y + x*x);
|
||||
if (nSqrt <= 0)
|
||||
if ((unsigned int)nSqrt > 0)
|
||||
{
|
||||
var_18 = ((var_20 - sprite[nBulletSprite].z) * pBulletInfo->field_4) / nSqrt;
|
||||
}
|
||||
else
|
||||
{
|
||||
var_18 = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
var_18 = ((var_20 - sprite[nBulletSprite].z) * BulletInfo[nType].field_4) / nSqrt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BulletList[nBullet].z = 0;
|
||||
BulletList[nBullet].x = (sprite[nSprite].clipdist << 2) * Sin(nAngle + 512);
|
||||
BulletList[nBullet].y = (sprite[nSprite].clipdist << 2) * Sin(nAngle);
|
||||
pBullet->z = 0;
|
||||
pBullet->x = (sprite[nSprite].clipdist << 2) * Cos(nAngle);
|
||||
pBullet->y = (sprite[nSprite].clipdist << 2) * Sin(nAngle);
|
||||
nBulletEnemy[nBullet] = -1;
|
||||
|
||||
if (MoveBullet(nBullet))
|
||||
|
@ -804,13 +746,13 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
|
|||
}
|
||||
else
|
||||
{
|
||||
BulletList[nBullet].field_10 = BulletInfo[nType].field_4;
|
||||
BulletList[nBullet].x = (Sin(nAngle + 512) >> 3) * BulletInfo[nType].field_4;
|
||||
BulletList[nBullet].y = (Sin(nAngle) >> 3) * BulletInfo[nType].field_4;
|
||||
BulletList[nBullet].z = var_18 >> 3;
|
||||
pBullet->field_10 = pBulletInfo->field_4;
|
||||
pBullet->x = (Cos(nAngle) >> 3) * pBulletInfo->field_4;
|
||||
pBullet->y = (Sin(nAngle) >> 3) * pBulletInfo->field_4;
|
||||
pBullet->z = var_18 >> 3;
|
||||
}
|
||||
|
||||
return (nBulletSprite & 0xFFFF) | (nBullet << 16);
|
||||
return nBulletSprite | (nBullet << 16);
|
||||
}
|
||||
|
||||
void FuncBullet(int a, int b, int nRun)
|
||||
|
@ -825,32 +767,6 @@ void FuncBullet(int a, int b, int nRun)
|
|||
|
||||
switch (nMessage)
|
||||
{
|
||||
default:
|
||||
{
|
||||
DebugOut("unknown msg %x for bullet\n", a & 0x7F0000);
|
||||
return;
|
||||
}
|
||||
|
||||
case 0xA0000:
|
||||
return;
|
||||
|
||||
case 0x90000:
|
||||
{
|
||||
short nSprite2 = a & 0xFFFF;
|
||||
tsprite[nSprite2].statnum = 1000;
|
||||
|
||||
if (BulletList[nBullet].nType == 15)
|
||||
{
|
||||
seq_PlotArrowSequence(nSprite2, nSeq, BulletList[nBullet].field_2);
|
||||
}
|
||||
else
|
||||
{
|
||||
seq_PlotSequence(nSprite2, nSeq, BulletList[nBullet].field_2, 0);
|
||||
tsprite[nSprite2].owner = -1;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
case 0x20000:
|
||||
{
|
||||
short nFlag = FrameFlag[SeqBase[nSeq] + BulletList[nBullet].field_2];
|
||||
|
@ -874,20 +790,40 @@ void FuncBullet(int a, int b, int nRun)
|
|||
BulletList[nBullet].field_2 = 0;
|
||||
}
|
||||
|
||||
if (BulletList[nBullet].field_E == -1)
|
||||
if (BulletList[nBullet].field_E != -1 && --BulletList[nBullet].field_E == 0)
|
||||
{
|
||||
MoveBullet(nBullet);
|
||||
DestroyBullet(nBullet);
|
||||
}
|
||||
else
|
||||
{
|
||||
BulletList[nBullet].field_E--;
|
||||
if (!BulletList[nBullet].field_E) {
|
||||
DestroyBullet(nBullet);
|
||||
}
|
||||
else {
|
||||
MoveBullet(nBullet);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case 0x90000:
|
||||
{
|
||||
short nSprite2 = a & 0xFFFF;
|
||||
tsprite[nSprite2].statnum = 1000;
|
||||
|
||||
if (BulletList[nBullet].nType == 15)
|
||||
{
|
||||
seq_PlotArrowSequence(nSprite2, nSeq, BulletList[nBullet].field_2);
|
||||
}
|
||||
else
|
||||
{
|
||||
seq_PlotSequence(nSprite2, nSeq, BulletList[nBullet].field_2, 0);
|
||||
tsprite[nSprite2].owner = -1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case 0xA0000:
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
DebugOut("unknown msg %x for bullet\n", a & 0x7F0000);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
{
|
||||
if (z >> 9)
|
||||
// Path B
|
||||
if (SectBelow[pSprite->sectnum] == -1)
|
||||
{
|
||||
runlist_DamageEnemy((lohit & 0x3FFF), nSprite, (z >> 9) * 2);
|
||||
nRet |= 0x20000;
|
||||
|
||||
short nSectDamage = SectDamage[pSprite->sectnum];
|
||||
|
||||
if (nSectDamage != 0)
|
||||
{
|
||||
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;
|
||||
|
||||
|
|
Loading…
Reference in a new issue