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More A_RadiusDamage() work
git-svn-id: https://svn.eduke32.com/eduke32@8085 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
11e9baa045
commit
ad4afc2020
1 changed files with 36 additions and 35 deletions
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@ -156,22 +156,19 @@ void A_RadiusDamageObject_Internal(int const spriteNum, int const otherSprite, i
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{
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{
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// this is really weird
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// this is really weird
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int const k = blastRadius/3;
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int const k = blastRadius/3;
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int dmgBase, dmgFuzz;
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if (spriteDist < k)
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if (spriteDist < k)
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{
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dmgBase = dmg3, dmgFuzz = dmg4;
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if (dmg4 == dmg3) dmg4++;
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dmgActor.extra = dmg3 + (krand()%(dmg4-dmg3));
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}
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else if (spriteDist < k*2)
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else if (spriteDist < k*2)
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{
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dmgBase = dmg2, dmgFuzz = dmg3;
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if (dmg3 == dmg2) dmg3++;
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dmgActor.extra = dmg2 + (krand()%(dmg3-dmg2));
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}
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else if (spriteDist < blastRadius)
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else if (spriteDist < blastRadius)
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{
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dmgBase = dmg1, dmgFuzz = dmg2;
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if (dmg2 == dmg1) dmg2++;
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dmgActor.extra = dmg1 + (krand()%(dmg2-dmg1));
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if (dmgBase == dmgFuzz)
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}
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++dmgFuzz;
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dmgActor.extra = dmgBase + (krand()%(dmgFuzz-dmgBase));
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if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
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if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
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{
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{
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@ -229,7 +226,7 @@ void A_RadiusDamageObject_Internal(int const spriteNum, int const otherSprite, i
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}
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}
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}
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}
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#define MAXDAMAGESECTORS 64
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#define MAXDAMAGESECTORS 256
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void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1, int const dmg2, int const dmg3, int const dmg4)
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void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1, int const dmg2, int const dmg3, int const dmg4)
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{
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{
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@ -243,6 +240,18 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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uint8_t sectorMap[(MAXSECTORS+7)>>3];
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uint8_t sectorMap[(MAXSECTORS+7)>>3];
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int16_t numSectors;
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int16_t numSectors;
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// TODO: stick this somewhere where we can call Gv_NewArray() on it with GAMEARRAY_BITMAP so scripts can control which statnums are hit
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static uint8_t statMap[(MAXSTATUS+7)>>3];
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static int statInit;
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if (!statInit)
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{
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static int constexpr statnumList[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_MISC, STAT_ZOMBIEACTOR, STAT_FALLER, STAT_PLAYER };
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for (int i = 0; i < ARRAY_SSIZE(statnumList); ++i)
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bitmap_set(statMap, statnumList[i]);
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statInit = 1;
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}
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bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
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bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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@ -252,23 +261,24 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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{
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{
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int const sectorNum = sectorList[sectorCount++];
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int const sectorNum = sectorList[sectorCount++];
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auto const &listSector = sector[sectorNum];
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if (getsectordist(pSprite->pos.vec2, sectorNum) >= blastRadius)
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if (getsectordist(pSprite->pos.vec2, sectorNum) >= blastRadius)
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continue;
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continue;
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int const startWall = sector[sectorNum].wallptr;
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int const startWall = listSector.wallptr;
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int const endWall = startWall + sector[sectorNum].wallnum;
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int const endWall = listSector.wallnum + startWall;
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if (((sector[sectorNum].ceilingz - pSprite->z) >> 8) < blastRadius)
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if (((listSector.ceilingz - pSprite->z) >> 8) < blastRadius)
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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if (((pSprite->z - sector[sectorNum].floorz) >> 8) < blastRadius)
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if (((pSprite->z - listSector.floorz) >> 8) < blastRadius)
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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int w = startWall;
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int w = startWall;
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for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; w++, pWall++)
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for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; ++w, ++pWall)
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{
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{
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vec2_t closest;
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vec2_t closest;
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@ -276,28 +286,25 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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continue;
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continue;
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int const nextSector = pWall->nextsector;
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int const nextSector = pWall->nextsector;
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int damageSector = sectorNum;
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int const damageSector = (nextSector >= 0) ? wall[pWall->nextwall].nextsector : sectorNum;
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vec3_t const vect = { closest.x, closest.y, pSprite->z };
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vec3_t const vect = { closest.x, closest.y, pSprite->z };
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if (nextSector >= 0)
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if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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{
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{
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A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
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if (numSectors == MAXDAMAGESECTORS)
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if (numSectors == MAXDAMAGESECTORS)
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goto SKIPWALLCHECK;
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goto SKIPWALLCHECK;
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bfirst_search_try(sectorList, sectorMap, &numSectors, nextSector);
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bfirst_search_try(sectorList, sectorMap, &numSectors, damageSector);
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damageSector = wall[pWall->nextwall].nextsector;
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}
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}
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if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
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}
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}
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}
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}
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SKIPWALLCHECK:
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SKIPWALLCHECK:
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// this is really weird
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// this is really weird
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int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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static int constexpr statnumList[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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{
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{
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@ -306,15 +313,9 @@ SKIPWALLCHECK:
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while (damageSprite >= 0)
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while (damageSprite >= 0)
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{
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{
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int const nextSprite = nextspritesect[damageSprite];
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int const nextSprite = nextspritesect[damageSprite];
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auto pDamage = &sprite[damageSprite];
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auto pDamage = &sprite[damageSprite];
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if (bitmap_test(statMap, pDamage->statnum))
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int statIdx = 0;
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for (; statIdx < ARRAY_SSIZE(statnumList); ++statIdx)
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if (pDamage->statnum == statnumList[statIdx])
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break;
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if (statIdx != ARRAY_SSIZE(statnumList))
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{
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{
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int const spriteDist = dist(pSprite, pDamage);
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int const spriteDist = dist(pSprite, pDamage);
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