More A_RadiusDamage() work

git-svn-id: https://svn.eduke32.com/eduke32@8085 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-09-08 01:01:33 +00:00 committed by Christoph Oelckers
parent 11e9baa045
commit ad4afc2020

View file

@ -156,22 +156,19 @@ void A_RadiusDamageObject_Internal(int const spriteNum, int const otherSprite, i
{ {
// this is really weird // this is really weird
int const k = blastRadius/3; int const k = blastRadius/3;
int dmgBase, dmgFuzz;
if (spriteDist < k) if (spriteDist < k)
{ dmgBase = dmg3, dmgFuzz = dmg4;
if (dmg4 == dmg3) dmg4++;
dmgActor.extra = dmg3 + (krand()%(dmg4-dmg3));
}
else if (spriteDist < k*2) else if (spriteDist < k*2)
{ dmgBase = dmg2, dmgFuzz = dmg3;
if (dmg3 == dmg2) dmg3++;
dmgActor.extra = dmg2 + (krand()%(dmg3-dmg2));
}
else if (spriteDist < blastRadius) else if (spriteDist < blastRadius)
{ dmgBase = dmg1, dmgFuzz = dmg2;
if (dmg2 == dmg1) dmg2++;
dmgActor.extra = dmg1 + (krand()%(dmg2-dmg1)); if (dmgBase == dmgFuzz)
} ++dmgFuzz;
dmgActor.extra = dmgBase + (krand()%(dmgFuzz-dmgBase));
if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH)) if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
{ {
@ -229,7 +226,7 @@ void A_RadiusDamageObject_Internal(int const spriteNum, int const otherSprite, i
} }
} }
#define MAXDAMAGESECTORS 64 #define MAXDAMAGESECTORS 256
void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1, int const dmg2, int const dmg3, int const dmg4) void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1, int const dmg2, int const dmg3, int const dmg4)
{ {
@ -243,6 +240,18 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
uint8_t sectorMap[(MAXSECTORS+7)>>3]; uint8_t sectorMap[(MAXSECTORS+7)>>3];
int16_t numSectors; int16_t numSectors;
// TODO: stick this somewhere where we can call Gv_NewArray() on it with GAMEARRAY_BITMAP so scripts can control which statnums are hit
static uint8_t statMap[(MAXSTATUS+7)>>3];
static int statInit;
if (!statInit)
{
static int constexpr statnumList[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_MISC, STAT_ZOMBIEACTOR, STAT_FALLER, STAT_PLAYER };
for (int i = 0; i < ARRAY_SSIZE(statnumList); ++i)
bitmap_set(statMap, statnumList[i]);
statInit = 1;
}
bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum); bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
#ifndef EDUKE32_STANDALONE #ifndef EDUKE32_STANDALONE
@ -253,22 +262,23 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
for (int sectorCount=0; sectorCount < numSectors; ++sectorCount) for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
{ {
int const sectorNum = sectorList[sectorCount++]; int const sectorNum = sectorList[sectorCount++];
auto const &listSector = sector[sectorNum];
if (getsectordist(pSprite->pos.vec2, sectorNum) >= blastRadius) if (getsectordist(pSprite->pos.vec2, sectorNum) >= blastRadius)
continue; continue;
int const startWall = sector[sectorNum].wallptr; int const startWall = listSector.wallptr;
int const endWall = startWall + sector[sectorNum].wallnum; int const endWall = listSector.wallnum + startWall;
if (((sector[sectorNum].ceilingz - pSprite->z) >> 8) < blastRadius) if (((listSector.ceilingz - pSprite->z) >> 8) < blastRadius)
Sect_DamageCeiling_Internal(spriteNum, sectorNum); Sect_DamageCeiling_Internal(spriteNum, sectorNum);
if (((pSprite->z - sector[sectorNum].floorz) >> 8) < blastRadius) if (((pSprite->z - listSector.floorz) >> 8) < blastRadius)
Sect_DamageFloor_Internal(spriteNum, sectorNum); Sect_DamageFloor_Internal(spriteNum, sectorNum);
int w = startWall; int w = startWall;
for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; w++, pWall++) for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; ++w, ++pWall)
{ {
vec2_t closest; vec2_t closest;
@ -276,28 +286,25 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
continue; continue;
int const nextSector = pWall->nextsector; int const nextSector = pWall->nextsector;
int damageSector = sectorNum; int const damageSector = (nextSector >= 0) ? wall[pWall->nextwall].nextsector : sectorNum;
vec3_t const vect = { closest.x, closest.y, pSprite->z }; vec3_t const vect = { closest.x, closest.y, pSprite->z };
if (nextSector >= 0) if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
{ {
A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
if (numSectors == MAXDAMAGESECTORS) if (numSectors == MAXDAMAGESECTORS)
goto SKIPWALLCHECK; goto SKIPWALLCHECK;
bfirst_search_try(sectorList, sectorMap, &numSectors, nextSector); bfirst_search_try(sectorList, sectorMap, &numSectors, damageSector);
damageSector = wall[pWall->nextwall].nextsector;
} }
if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
} }
} }
SKIPWALLCHECK: SKIPWALLCHECK:
// this is really weird // this is really weird
int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1)); int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
static int constexpr statnumList[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
for (int sectorCount=0; sectorCount < numSectors; ++sectorCount) for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
{ {
@ -306,15 +313,9 @@ SKIPWALLCHECK:
while (damageSprite >= 0) while (damageSprite >= 0)
{ {
int const nextSprite = nextspritesect[damageSprite]; int const nextSprite = nextspritesect[damageSprite];
auto pDamage = &sprite[damageSprite]; auto pDamage = &sprite[damageSprite];
int statIdx = 0;
for (; statIdx < ARRAY_SSIZE(statnumList); ++statIdx) if (bitmap_test(statMap, pDamage->statnum))
if (pDamage->statnum == statnumList[statIdx])
break;
if (statIdx != ARRAY_SSIZE(statnumList))
{ {
int const spriteDist = dist(pSprite, pDamage); int const spriteDist = dist(pSprite, pDamage);