mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
298949ceb8
Its elimination is getting closer. :)
1535 lines
36 KiB
C++
1535 lines
36 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
|
Copyright (C) 2019 sirlemonhead, Nuke.YKT
|
|
This file is part of PCExhumed.
|
|
PCExhumed is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License version 2
|
|
as published by the Free Software Foundation.
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
See the GNU General Public License for more details.
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
#include "ns.h"
|
|
#include "engine.h"
|
|
#include "exhumed.h"
|
|
#include "aistuff.h"
|
|
#include "player.h"
|
|
#include "view.h"
|
|
#include "status.h"
|
|
#include "sound.h"
|
|
#include "mapinfo.h"
|
|
#include <string.h>
|
|
#include <assert.h>
|
|
|
|
|
|
BEGIN_PS_NS
|
|
|
|
short NearSector[kMaxSectors] = { 0 };
|
|
|
|
short nPushBlocks;
|
|
|
|
// TODO - moveme?
|
|
short overridesect;
|
|
short NearCount = -1;
|
|
|
|
short nBodySprite[50];
|
|
|
|
int hihit, sprceiling, sprfloor, lohit;
|
|
|
|
#define kMaxPushBlocks 100
|
|
#define kMaxChunks 75
|
|
|
|
// think this belongs in init.c?
|
|
BlockInfo sBlockInfo[kMaxPushBlocks];
|
|
|
|
short nChunkSprite[kMaxChunks];
|
|
|
|
|
|
static SavegameHelper sgh("move",
|
|
SV(nPushBlocks),
|
|
SV(overridesect),
|
|
SV(NearCount),
|
|
SV(hihit),
|
|
SV(sprceiling),
|
|
SV(sprfloor),
|
|
SV(lohit),
|
|
SA(nBodySprite),
|
|
SA(NearSector),
|
|
SA(sBlockInfo),
|
|
SA(nChunkSprite),
|
|
nullptr);
|
|
|
|
|
|
signed int lsqrt(int a1)
|
|
{
|
|
int v1;
|
|
int v2;
|
|
signed int result;
|
|
|
|
v1 = a1;
|
|
v2 = a1 - 0x40000000;
|
|
|
|
result = 0;
|
|
|
|
if (v2 >= 0)
|
|
{
|
|
result = 32768;
|
|
v1 = v2;
|
|
}
|
|
if (v1 - ((result << 15) + 0x10000000) >= 0)
|
|
{
|
|
v1 -= (result << 15) + 0x10000000;
|
|
result += 16384;
|
|
}
|
|
if (v1 - ((result << 14) + 0x4000000) >= 0)
|
|
{
|
|
v1 -= (result << 14) + 0x4000000;
|
|
result += 8192;
|
|
}
|
|
if (v1 - ((result << 13) + 0x1000000) >= 0)
|
|
{
|
|
v1 -= (result << 13) + 0x1000000;
|
|
result += 4096;
|
|
}
|
|
if (v1 - ((result << 12) + 0x400000) >= 0)
|
|
{
|
|
v1 -= (result << 12) + 0x400000;
|
|
result += 2048;
|
|
}
|
|
if (v1 - ((result << 11) + 0x100000) >= 0)
|
|
{
|
|
v1 -= (result << 11) + 0x100000;
|
|
result += 1024;
|
|
}
|
|
if (v1 - ((result << 10) + 0x40000) >= 0)
|
|
{
|
|
v1 -= (result << 10) + 0x40000;
|
|
result += 512;
|
|
}
|
|
if (v1 - ((result << 9) + 0x10000) >= 0)
|
|
{
|
|
v1 -= (result << 9) + 0x10000;
|
|
result += 256;
|
|
}
|
|
if (v1 - ((result << 8) + 0x4000) >= 0)
|
|
{
|
|
v1 -= (result << 8) + 0x4000;
|
|
result += 128;
|
|
}
|
|
if (v1 - ((result << 7) + 4096) >= 0)
|
|
{
|
|
v1 -= (result << 7) + 4096;
|
|
result += 64;
|
|
}
|
|
if (v1 - ((result << 6) + 1024) >= 0)
|
|
{
|
|
v1 -= (result << 6) + 1024;
|
|
result += 32;
|
|
}
|
|
if (v1 - (32 * result + 256) >= 0)
|
|
{
|
|
v1 -= 32 * result + 256;
|
|
result += 16;
|
|
}
|
|
if (v1 - (16 * result + 64) >= 0)
|
|
{
|
|
v1 -= 16 * result + 64;
|
|
result += 8;
|
|
}
|
|
if (v1 - (8 * result + 16) >= 0)
|
|
{
|
|
v1 -= 8 * result + 16;
|
|
result += 4;
|
|
}
|
|
if (v1 - (4 * result + 4) >= 0)
|
|
{
|
|
v1 -= 4 * result + 4;
|
|
result += 2;
|
|
}
|
|
if (v1 - (2 * result + 1) >= 0)
|
|
result += 1;
|
|
|
|
return result;
|
|
}
|
|
|
|
void MoveThings()
|
|
{
|
|
thinktime.Reset();
|
|
thinktime.Clock();
|
|
|
|
UndoFlashes();
|
|
DoLights();
|
|
|
|
if (nFreeze)
|
|
{
|
|
if (nFreeze == 1 || nFreeze == 2) {
|
|
DoSpiritHead();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actortime.Reset();
|
|
actortime.Clock();
|
|
runlist_ExecObjects();
|
|
runlist_CleanRunRecs();
|
|
actortime.Unclock();
|
|
}
|
|
|
|
MoveStatus();
|
|
DoBubbleMachines();
|
|
DoDrips();
|
|
DoMovingSects();
|
|
DoRegenerates();
|
|
|
|
if (currentLevel->levelNumber == kMap20)
|
|
{
|
|
DoFinale();
|
|
if (lCountDown < 1800 && nDronePitch < 2400 && !lFinaleStart)
|
|
{
|
|
nDronePitch += 64;
|
|
BendAmbientSound();
|
|
}
|
|
}
|
|
|
|
thinktime.Unclock();
|
|
}
|
|
|
|
void ResetMoveFifo()
|
|
{
|
|
movefifoend = 0;
|
|
movefifopos = 0;
|
|
}
|
|
|
|
// not used
|
|
void clipwall()
|
|
{
|
|
|
|
}
|
|
|
|
void BuildNear(int x, int y, int walldist, int nSector)
|
|
{
|
|
NearSector[0] = nSector;
|
|
NearCount = 1;
|
|
|
|
int i = 0;
|
|
|
|
while (i < NearCount)
|
|
{
|
|
short nSector = NearSector[i];
|
|
|
|
short nWall = sector[nSector].wallptr;
|
|
short nWallCount = sector[nSector].wallnum;
|
|
|
|
while (1)
|
|
{
|
|
nWallCount--;
|
|
if (nWallCount < 0)
|
|
{
|
|
i++;
|
|
break;
|
|
}
|
|
|
|
short nNextSector = wall[nWall].nextsector;
|
|
|
|
if (nNextSector >= 0)
|
|
{
|
|
int j = 0;
|
|
for (; j < NearCount; j++)
|
|
{
|
|
// loc_14F4D:
|
|
if (nNextSector == NearSector[j])
|
|
break;
|
|
}
|
|
|
|
if (j >= NearCount)
|
|
{
|
|
vec2_t pos = { x, y };
|
|
if (clipinsidebox(&pos, nWall, walldist))
|
|
{
|
|
NearSector[NearCount] = wall[nWall].nextsector;
|
|
NearCount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
nWall++;
|
|
}
|
|
}
|
|
}
|
|
|
|
int BelowNear(short nSprite)
|
|
{
|
|
short nSector = sprite[nSprite].sectnum;
|
|
int z = sprite[nSprite].z;
|
|
|
|
int var_24, z2;
|
|
|
|
if ((lohit & 0xC000) == 0xC000)
|
|
{
|
|
var_24 = lohit & 0xC000;
|
|
z2 = sprite[lohit & 0x3FFF].z;
|
|
}
|
|
else
|
|
{
|
|
var_24 = 0x20000;
|
|
z2 = sector[nSector].floorz + SectDepth[nSector];
|
|
|
|
if (NearCount > 0)
|
|
{
|
|
short edx;
|
|
|
|
for (int i = 0; i < NearCount; i++)
|
|
{
|
|
int nSect2 = NearSector[i];
|
|
|
|
while (nSect2 >= 0)
|
|
{
|
|
edx = nSect2;
|
|
nSect2 = SectBelow[nSect2];
|
|
}
|
|
|
|
int ecx = sector[edx].floorz + SectDepth[edx];
|
|
int eax = ecx - z;
|
|
|
|
if (eax < 0 && eax >= -5120)
|
|
{
|
|
z2 = ecx;
|
|
nSector = edx;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (z2 < sprite[nSprite].z)
|
|
{
|
|
sprite[nSprite].z = z2;
|
|
overridesect = nSector;
|
|
sprite[nSprite].zvel = 0;
|
|
|
|
bTouchFloor = true;
|
|
|
|
return var_24;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int movespritez(short nSprite, int z, int height, int, int clipdist)
|
|
{
|
|
spritetype* pSprite = &sprite[nSprite];
|
|
short nSector = pSprite->sectnum;
|
|
assert(nSector >= 0 && nSector < kMaxSectors);
|
|
|
|
overridesect = nSector;
|
|
short edi = nSector;
|
|
|
|
// backup cstat
|
|
uint16_t cstat = pSprite->cstat;
|
|
|
|
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
|
|
|
|
int nRet = 0;
|
|
|
|
short nSectFlags = SectFlag[nSector];
|
|
|
|
if (nSectFlags & kSectUnderwater) {
|
|
z >>= 1;
|
|
}
|
|
|
|
int spriteZ = pSprite->z;
|
|
int floorZ = sector[nSector].floorz;
|
|
|
|
int ebp = spriteZ + z;
|
|
int eax = sector[nSector].ceilingz + (height >> 1);
|
|
|
|
if ((nSectFlags & kSectUnderwater) && ebp < eax) {
|
|
ebp = eax;
|
|
}
|
|
|
|
// loc_151E7:
|
|
while (ebp > sector[pSprite->sectnum].floorz && SectBelow[pSprite->sectnum] >= 0)
|
|
{
|
|
edi = SectBelow[pSprite->sectnum];
|
|
|
|
mychangespritesect(nSprite, edi);
|
|
}
|
|
|
|
if (edi != nSector)
|
|
{
|
|
pSprite->z = ebp;
|
|
|
|
if (SectFlag[edi] & kSectUnderwater)
|
|
{
|
|
if (nSprite == PlayerList[nLocalPlayer].nSprite) {
|
|
D3PlayFX(StaticSound[kSound2], nSprite);
|
|
}
|
|
|
|
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(pSprite->x, pSprite->y, pSprite->z - 256, pSprite->sectnum,
|
|
&sprceiling, &hihit, &sprfloor, &lohit, 128, CLIPMASK0);
|
|
|
|
int mySprfloor = sprfloor;
|
|
|
|
if ((lohit & 0xC000) != 0xC000) {
|
|
mySprfloor += SectDepth[pSprite->sectnum];
|
|
}
|
|
|
|
if (ebp > mySprfloor)
|
|
{
|
|
if (z > 0)
|
|
{
|
|
bTouchFloor = true;
|
|
|
|
if ((lohit & 0xC000) == 0xC000)
|
|
{
|
|
// Path A
|
|
short nFloorSprite = lohit & 0x3FFF;
|
|
|
|
if (pSprite->statnum == 100 && sprite[nFloorSprite].statnum != 0 && sprite[nFloorSprite].statnum < 100)
|
|
{
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
nRet |= lohit;
|
|
}
|
|
|
|
pSprite->zvel = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Path B
|
|
if (SectBelow[pSprite->sectnum] == -1)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
pSprite->zvel = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1543B:
|
|
ebp = mySprfloor;
|
|
pSprite->z = mySprfloor;
|
|
}
|
|
else
|
|
{
|
|
if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[pSprite->sectnum] == -1))
|
|
{
|
|
ebp = sprceiling + height;
|
|
nRet |= 0x10000;
|
|
}
|
|
}
|
|
|
|
if (spriteZ <= floorZ && ebp > floorZ)
|
|
{
|
|
if ((SectDepth[nSector] != 0) || (edi != nSector && (SectFlag[edi] & kSectUnderwater)))
|
|
{
|
|
assert(nSector >= 0 && nSector < kMaxSectors);
|
|
BuildSplash(nSprite, nSector);
|
|
}
|
|
}
|
|
|
|
pSprite->cstat = cstat; // restore cstat
|
|
pSprite->z = ebp;
|
|
|
|
if (pSprite->statnum == 100)
|
|
{
|
|
BuildNear(pSprite->x, pSprite->y, clipdist + (clipdist / 2), pSprite->sectnum);
|
|
nRet |= BelowNear(nSprite);
|
|
}
|
|
|
|
return nRet;
|
|
}
|
|
|
|
int GetSpriteHeight(int nSprite)
|
|
{
|
|
return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4;
|
|
}
|
|
|
|
int movesprite(short nSprite, int dx, int dy, int dz, int, int flordist, unsigned int clipmask)
|
|
{
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
bTouchFloor = false;
|
|
|
|
int x = pSprite->x;
|
|
int y = pSprite->y;
|
|
int z = pSprite->z;
|
|
|
|
int nSpriteHeight = GetSpriteHeight(nSprite);
|
|
|
|
int nClipDist = (int8_t)pSprite->clipdist << 2;
|
|
|
|
short nSector = pSprite->sectnum;
|
|
assert(nSector >= 0 && nSector < kMaxSectors);
|
|
|
|
int floorZ = sector[nSector].floorz;
|
|
|
|
int nRet = 0;
|
|
|
|
if ((SectFlag[nSector] & kSectUnderwater) || (floorZ < z))
|
|
{
|
|
dx >>= 1;
|
|
dy >>= 1;
|
|
}
|
|
|
|
nRet |= movespritez(nSprite, dz, nSpriteHeight, flordist, nClipDist);
|
|
|
|
nSector = pSprite->sectnum; // modified in movespritez so re-grab this variable
|
|
|
|
if (pSprite->statnum == 100)
|
|
{
|
|
short nPlayer = GetPlayerFromSprite(nSprite);
|
|
|
|
int varA = 0;
|
|
int varB = 0;
|
|
|
|
CheckSectorFloor(overridesect, pSprite->z, &varB, &varA);
|
|
|
|
if (varB || varA)
|
|
{
|
|
nXDamage[nPlayer] = varB;
|
|
nYDamage[nPlayer] = varA;
|
|
}
|
|
|
|
dx += nXDamage[nPlayer];
|
|
dy += nYDamage[nPlayer];
|
|
}
|
|
else
|
|
{
|
|
CheckSectorFloor(overridesect, pSprite->z, &dx, &dy);
|
|
}
|
|
|
|
nRet |= (uint16_t)clipmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dx, dy, nClipDist, nSpriteHeight, flordist, clipmask);
|
|
|
|
if ((nSector != pSprite->sectnum) && nSector >= 0)
|
|
{
|
|
if (nRet & 0x20000) {
|
|
dz = 0;
|
|
}
|
|
|
|
if ((sector[nSector].floorz - z) < (dz + flordist))
|
|
{
|
|
pSprite->x = x;
|
|
pSprite->y = y;
|
|
}
|
|
else
|
|
{
|
|
mychangespritesect(nSprite, nSector);
|
|
|
|
if (pSprite->pal < 5 && !pSprite->hitag)
|
|
{
|
|
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nRet;
|
|
}
|
|
|
|
void Gravity(short nSprite)
|
|
{
|
|
short nSector = sprite[nSprite].sectnum;
|
|
|
|
if (SectFlag[nSector] & kSectUnderwater)
|
|
{
|
|
if (sprite[nSprite].statnum != 100)
|
|
{
|
|
if (sprite[nSprite].zvel <= 1024)
|
|
{
|
|
if (sprite[nSprite].zvel < 2048) {
|
|
sprite[nSprite].zvel += 512;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprite[nSprite].zvel -= 64;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (sprite[nSprite].zvel > 0)
|
|
{
|
|
sprite[nSprite].zvel -= 64;
|
|
if (sprite[nSprite].zvel < 0) {
|
|
sprite[nSprite].zvel = 0;
|
|
}
|
|
}
|
|
else if (sprite[nSprite].zvel < 0)
|
|
{
|
|
sprite[nSprite].zvel += 64;
|
|
if (sprite[nSprite].zvel > 0) {
|
|
sprite[nSprite].zvel = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprite[nSprite].zvel += 512;
|
|
if (sprite[nSprite].zvel > 16384) {
|
|
sprite[nSprite].zvel = 16384;
|
|
}
|
|
}
|
|
}
|
|
|
|
int MoveCreature(short nSprite)
|
|
{
|
|
return movesprite(nSprite, sprite[nSprite].xvel << 8, sprite[nSprite].yvel << 8, sprite[nSprite].zvel, 15360, -5120, CLIPMASK0);
|
|
}
|
|
|
|
int MoveCreatureWithCaution(int nSprite)
|
|
{
|
|
int x = sprite[nSprite].x;
|
|
int y = sprite[nSprite].y;
|
|
int z = sprite[nSprite].z;
|
|
short nSectorPre = sprite[nSprite].sectnum;
|
|
|
|
int ecx = MoveCreature(nSprite);
|
|
|
|
short nSector = sprite[nSprite].sectnum;
|
|
|
|
if (nSector != nSectorPre)
|
|
{
|
|
int zDiff = sector[nSectorPre].floorz - sector[nSector].floorz;
|
|
if (zDiff < 0) {
|
|
zDiff = -zDiff;
|
|
}
|
|
|
|
if (zDiff > 15360 || (SectFlag[nSector] & kSectUnderwater) || (SectBelow[nSector] > -1 && SectFlag[SectBelow[nSector]]) || SectDamage[nSector])
|
|
{
|
|
sprite[nSprite].x = x;
|
|
sprite[nSprite].y = y;
|
|
sprite[nSprite].z = z;
|
|
|
|
mychangespritesect(nSprite, nSectorPre);
|
|
|
|
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
|
|
sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
|
|
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return ecx;
|
|
}
|
|
|
|
int GetAngleToSprite(int nSprite1, int nSprite2)
|
|
{
|
|
if (nSprite1 < 0 || nSprite2 < 0)
|
|
return -1;
|
|
|
|
return GetMyAngle(sprite[nSprite2].x - sprite[nSprite1].x, sprite[nSprite2].y - sprite[nSprite1].y);
|
|
}
|
|
|
|
int PlotCourseToSprite(int nSprite1, int nSprite2)
|
|
{
|
|
if (nSprite1 < 0 || nSprite2 < 0)
|
|
return -1;
|
|
|
|
int x = sprite[nSprite2].x - sprite[nSprite1].x;
|
|
int y = sprite[nSprite2].y - sprite[nSprite1].y;
|
|
|
|
sprite[nSprite1].ang = GetMyAngle(x, y);
|
|
|
|
uint32_t x2 = klabs(x);
|
|
uint32_t y2 = klabs(y);
|
|
|
|
uint32_t diff = x2 * x2 + y2 * y2;
|
|
|
|
if (diff > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
diff = INT_MAX;
|
|
}
|
|
|
|
return ksqrt(diff);
|
|
}
|
|
|
|
int FindPlayer(int nSprite, int nDistance)
|
|
{
|
|
int var_18 = 0;
|
|
if (nSprite >= 0)
|
|
var_18 = 1;
|
|
|
|
if (nSprite < 0)
|
|
nSprite = -nSprite;
|
|
|
|
if (nDistance < 0)
|
|
nDistance = 100;
|
|
|
|
int x = sprite[nSprite].x;
|
|
int y = sprite[nSprite].y;
|
|
short nSector = sprite[nSprite].sectnum;
|
|
|
|
int z = sprite[nSprite].z - GetSpriteHeight(nSprite);
|
|
|
|
nDistance <<= 8;
|
|
|
|
short nPlayerSprite;
|
|
int i = 0;
|
|
|
|
while (1)
|
|
{
|
|
if (i >= nTotalPlayers)
|
|
return -1;
|
|
|
|
nPlayerSprite = PlayerList[i].nSprite;
|
|
|
|
if ((sprite[nPlayerSprite].cstat & 0x101) && (!(sprite[nPlayerSprite].cstat & 0x8000)))
|
|
{
|
|
int v9 = klabs(sprite[nPlayerSprite].x - x);
|
|
|
|
if (v9 < nDistance)
|
|
{
|
|
int v10 = klabs(sprite[nPlayerSprite].y - y);
|
|
|
|
if (v10 < nDistance && cansee(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z - 7680, sprite[nPlayerSprite].sectnum, x, y, z, nSector))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
if (var_18) {
|
|
PlotCourseToSprite(nSprite, nPlayerSprite);
|
|
}
|
|
|
|
return nPlayerSprite;
|
|
}
|
|
|
|
void CheckSectorFloor(short nSector, int z, int *x, int *y)
|
|
{
|
|
short nSpeed = SectSpeed[nSector];
|
|
|
|
if (!nSpeed) {
|
|
return;
|
|
}
|
|
|
|
short nFlag = SectFlag[nSector];
|
|
short nAng = nFlag & kAngleMask;
|
|
|
|
if (z >= sector[nSector].floorz)
|
|
{
|
|
*x += (Cos(nAng) << 3) * nSpeed;
|
|
*y += (sintable[nAng] << 3) * nSpeed; // no anglemask in original code
|
|
}
|
|
else if (nFlag & 0x800)
|
|
{
|
|
*x += (Cos(nAng) << 4) * nSpeed;
|
|
*y += (sintable[nAng] << 4) * nSpeed; // no anglemask in original code
|
|
}
|
|
}
|
|
|
|
int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx)
|
|
{
|
|
int x = sprite[nSprite2].x - sprite[nSprite1].x;
|
|
int y = sprite[nSprite2].y - sprite[nSprite1].y;
|
|
|
|
int ebx = (sprite[nSprite2].z + ecx) - (sprite[nSprite1].z + nVal);
|
|
int edx = (sprite[nSprite2].z + ecx) - (sprite[nSprite1].z + nVal);
|
|
|
|
ebx >>= 4;
|
|
edx >>= 8;
|
|
|
|
ebx = -ebx;
|
|
|
|
ebx -= edx;
|
|
|
|
int nSqrt = lsqrt(x * x + y * y);
|
|
|
|
return GetMyAngle(nSqrt, ebx);
|
|
}
|
|
|
|
void InitPushBlocks()
|
|
{
|
|
nPushBlocks = 0;
|
|
}
|
|
|
|
int GrabPushBlock()
|
|
{
|
|
if (nPushBlocks >= kMaxPushBlocks) {
|
|
return -1;
|
|
}
|
|
|
|
return nPushBlocks++;
|
|
}
|
|
|
|
void CreatePushBlock(int nSector)
|
|
{
|
|
int nBlock = GrabPushBlock();
|
|
int i;
|
|
|
|
int startwall = sector[nSector].wallptr;
|
|
int nWalls = sector[nSector].wallnum;
|
|
|
|
int xSum = 0;
|
|
int ySum = 0;
|
|
|
|
for (i = 0; i < nWalls; i++)
|
|
{
|
|
xSum += wall[startwall + i].x;
|
|
ySum += wall[startwall + i].y;
|
|
}
|
|
|
|
int xAvg = xSum / nWalls;
|
|
int yAvg = ySum / nWalls;
|
|
|
|
sBlockInfo[nBlock].x = xAvg;
|
|
sBlockInfo[nBlock].y = yAvg;
|
|
|
|
int nSprite = insertsprite(nSector, 0);
|
|
|
|
sBlockInfo[nBlock].nSprite = nSprite;
|
|
|
|
sprite[nSprite].x = xAvg;
|
|
sprite[nSprite].y = yAvg;
|
|
sprite[nSprite].z = sector[nSector].floorz - 256;
|
|
sprite[nSprite].cstat = 0x8000;
|
|
|
|
int var_28 = 0;
|
|
|
|
for (i = 0; i < nWalls; i++)
|
|
{
|
|
uint32_t xDiff = klabs(xAvg - wall[startwall + i].x);
|
|
uint32_t yDiff = klabs(yAvg - wall[startwall + i].y);
|
|
|
|
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
|
|
|
if (sqrtNum > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
sqrtNum = INT_MAX;
|
|
}
|
|
|
|
int nSqrt = ksqrt(sqrtNum);
|
|
if (nSqrt > var_28) {
|
|
var_28 = nSqrt;
|
|
}
|
|
}
|
|
|
|
sBlockInfo[nBlock].field_8 = var_28;
|
|
|
|
sprite[nSprite].clipdist = (var_28 & 0xFF) << 2;
|
|
sector[nSector].extra = nBlock;
|
|
}
|
|
|
|
void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel)
|
|
{
|
|
int i;
|
|
|
|
if (nSector == -1) {
|
|
return;
|
|
}
|
|
|
|
int nXVect, nYVect;
|
|
|
|
if (nAngle < 0)
|
|
{
|
|
nXVect = *nXVel;
|
|
nYVect = *nYVel;
|
|
nAngle = GetMyAngle(nXVect, nYVect);
|
|
}
|
|
else
|
|
{
|
|
nXVect = Sin(nAngle + 512) << 6;
|
|
nYVect = Sin(nAngle) << 6;
|
|
}
|
|
|
|
short nBlock = sector[nSector].extra;
|
|
short nSectFlag = SectFlag[nSector];
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
int nFloorZ = sector[nSector].floorz;
|
|
int startwall = sector[nSector].wallptr;
|
|
int nWalls = sector[nSector].wallnum;
|
|
|
|
walltype *pStartWall = &wall[startwall];
|
|
short nNextSector = wall[startwall].nextsector;
|
|
|
|
BlockInfo *pBlockInfo = &sBlockInfo[nBlock];
|
|
|
|
int x = sBlockInfo[nBlock].x;
|
|
int x_b = sBlockInfo[nBlock].x;
|
|
|
|
int y = sBlockInfo[nBlock].y;
|
|
int y_b = sBlockInfo[nBlock].y;
|
|
|
|
short nSectorB = nSector;
|
|
|
|
int nZVal;
|
|
int z;
|
|
|
|
int bUnderwater = nSectFlag & kSectUnderwater;
|
|
|
|
if (nSectFlag & kSectUnderwater)
|
|
{
|
|
nZVal = sector[nSector].ceilingz;
|
|
z = sector[nNextSector].ceilingz + 256;
|
|
|
|
sector[nSector].ceilingz = sector[nNextSector].ceilingz;
|
|
}
|
|
else
|
|
{
|
|
nZVal = sector[nSector].floorz;
|
|
z = sector[nNextSector].floorz - 256;
|
|
|
|
sector[nSector].floorz = sector[nNextSector].floorz;
|
|
}
|
|
|
|
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB, nXVect, nYVect, pBlockInfo->field_8, 0, 0, CLIPMASK1);
|
|
|
|
int yvect = y - y_b;
|
|
int xvect = x - x_b;
|
|
|
|
if (nSectorB != nNextSector && nSectorB != nSector)
|
|
{
|
|
yvect = 0;
|
|
xvect = 0;
|
|
}
|
|
else
|
|
{
|
|
if (!bUnderwater)
|
|
{
|
|
z = nZVal;
|
|
x = x_b;
|
|
y = y_b;
|
|
|
|
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB, nXVect, nYVect, pBlockInfo->field_8, 0, 0, CLIPMASK1);
|
|
|
|
int ebx = x;
|
|
int ecx = x_b;
|
|
int edx = y;
|
|
int eax = xvect;
|
|
int esi = y_b;
|
|
|
|
if (eax < 0) {
|
|
eax = -eax;
|
|
}
|
|
|
|
ebx -= ecx;
|
|
ecx = eax;
|
|
eax = ebx;
|
|
edx -= esi;
|
|
|
|
if (eax < 0) {
|
|
eax = -eax;
|
|
}
|
|
|
|
if (ecx > eax)
|
|
{
|
|
xvect = ebx;
|
|
}
|
|
|
|
eax = yvect;
|
|
if (eax < 0) {
|
|
eax = -eax;
|
|
}
|
|
|
|
ebx = eax;
|
|
eax = edx;
|
|
|
|
if (eax < 0) {
|
|
eax = -eax;
|
|
}
|
|
|
|
if (ebx > eax) {
|
|
yvect = edx;
|
|
}
|
|
}
|
|
}
|
|
|
|
// GREEN
|
|
if (yvect || xvect)
|
|
{
|
|
for (i = headspritesect[nSector]; i != -1; i = nextspritesect[i])
|
|
{
|
|
if (sprite[i].statnum < 99)
|
|
{
|
|
sprite[i].x += xvect;
|
|
sprite[i].y += yvect;
|
|
}
|
|
else
|
|
{
|
|
z = sprite[i].z;
|
|
|
|
if ((nSectFlag & kSectUnderwater) || z != nZVal || sprite[i].cstat & 0x8000)
|
|
{
|
|
x = sprite[i].x;
|
|
y = sprite[i].y;
|
|
nSectorB = nSector;
|
|
|
|
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB, -xvect, -yvect, 4 * sprite[i].clipdist, 0, 0, CLIPMASK0);
|
|
|
|
if (nSectorB >= 0 && nSectorB < kMaxSectors && nSectorB != nSector) {
|
|
mychangespritesect(i, nSectorB);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = headspritesect[nNextSector]; i != -1; i = nextspritesect[i])
|
|
{
|
|
if (sprite[i].statnum >= 99)
|
|
{
|
|
x = sprite[i].x;
|
|
y = sprite[i].y;
|
|
z = sprite[i].z;
|
|
nSectorB = nNextSector;
|
|
|
|
clipmove_old((int32_t*)&x, (int32_t*)&y, (int32_t*)&z, &nSectorB,
|
|
-xvect - (Sin(nAngle + 512) * (4 * sprite[i].clipdist)),
|
|
-yvect - (Sin(nAngle) * (4 * sprite[i].clipdist)),
|
|
4 * sprite[i].clipdist, 0, 0, CLIPMASK0);
|
|
|
|
|
|
if (nSectorB != nNextSector && (nSectorB == nSector || nNextSector == nSector))
|
|
{
|
|
if (nSectorB != nSector || nFloorZ >= sprite[i].z)
|
|
{
|
|
if (nSectorB >= 0 && nSectorB < kMaxSectors) {
|
|
mychangespritesect(i, nSectorB);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
movesprite(i,
|
|
(xvect << 14) + Sin(nAngle + 512) * sprite[i].clipdist,
|
|
(yvect << 14) + Sin(nAngle) * sprite[i].clipdist,
|
|
0, 0, 0, CLIPMASK0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < nWalls; i++)
|
|
{
|
|
dragpoint(startwall, xvect + pStartWall->x, yvect + pStartWall->y, 0);
|
|
pStartWall++;
|
|
startwall++;
|
|
}
|
|
|
|
pBlockInfo->x += xvect;
|
|
pBlockInfo->y += yvect;
|
|
}
|
|
|
|
// loc_163DD
|
|
xvect <<= 14;
|
|
yvect <<= 14;
|
|
|
|
if (!(nSectFlag & kSectUnderwater))
|
|
{
|
|
for (i = headspritesect[nSector]; i != -1; i = nextspritesect[i])
|
|
{
|
|
if (sprite[i].statnum >= 99 && nZVal == sprite[i].z && !(sprite[i].cstat & 0x8000))
|
|
{
|
|
nSectorB = nSector;
|
|
clipmove_old(&sprite[i].x, &sprite[i].y, &sprite[i].z, &nSectorB, xvect, yvect, 4 * sprite[i].clipdist, 5120, -5120, CLIPMASK0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nSectFlag & kSectUnderwater) {
|
|
pSector->ceilingz = nZVal;
|
|
}
|
|
else {
|
|
pSector->floorz = nZVal;
|
|
}
|
|
|
|
*nXVel = xvect;
|
|
*nYVel = yvect;
|
|
|
|
/*
|
|
Update player position variables, in case the player sprite was moved by a sector,
|
|
Otherwise these can be out of sync when used in sound code (before being updated in PlayerFunc()).
|
|
Can cause local player sounds to play off-centre.
|
|
TODO: Might need to be done elsewhere too?
|
|
*/
|
|
int nPlayerSprite = PlayerList[nLocalPlayer].nSprite;
|
|
initx = sprite[nPlayerSprite].x;
|
|
inity = sprite[nPlayerSprite].y;
|
|
initz = sprite[nPlayerSprite].z;
|
|
inita = sprite[nPlayerSprite].ang;
|
|
initsect = sprite[nPlayerSprite].sectnum;
|
|
}
|
|
|
|
void SetQuake(short nSprite, int nVal)
|
|
{
|
|
int x = sprite[nSprite].x;
|
|
int y = sprite[nSprite].y;
|
|
|
|
nVal *= 256;
|
|
|
|
for (int i = 0; i < nTotalPlayers; i++)
|
|
{
|
|
int nPlayerSprite = PlayerList[i].nSprite;
|
|
|
|
uint32_t xDiff = klabs((int32_t)((sprite[nPlayerSprite].x - x) >> 8));
|
|
uint32_t yDiff = klabs((int32_t)((sprite[nPlayerSprite].y - y) >> 8));
|
|
|
|
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
|
|
|
if (sqrtNum > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
sqrtNum = INT_MAX;
|
|
}
|
|
|
|
int nSqrt = ksqrt(sqrtNum);
|
|
|
|
int eax = nVal;
|
|
|
|
if (nSqrt)
|
|
{
|
|
eax = eax / nSqrt;
|
|
|
|
if (eax >= 256)
|
|
{
|
|
if (eax > 3840) {
|
|
eax = 3840;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
eax = 0;
|
|
}
|
|
}
|
|
|
|
if (eax > nQuake[i]) {
|
|
nQuake[i] = eax;
|
|
}
|
|
}
|
|
}
|
|
|
|
int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|
{
|
|
int nClipType = sprite[nSprite].statnum != 107;
|
|
|
|
/* bjd - need to handle cliptype to clipmask change that occured in later build engine version */
|
|
if (nClipType == 1) {
|
|
nClipType = CLIPMASK1;
|
|
}
|
|
else {
|
|
nClipType = CLIPMASK0;
|
|
}
|
|
|
|
short nAngle;
|
|
|
|
if (nSprite2 < 0)
|
|
{
|
|
sprite[nSprite].zvel = 0;
|
|
nAngle = sprite[nSprite].ang;
|
|
}
|
|
else
|
|
{
|
|
int nHeight = tilesiz[sprite[nSprite2].picnum].y * sprite[nSprite2].yrepeat * 2;
|
|
|
|
int nMyAngle = GetMyAngle(sprite[nSprite2].x - sprite[nSprite].x, sprite[nSprite2].y - sprite[nSprite].y);
|
|
|
|
uint32_t xDiff = klabs(sprite[nSprite2].x - sprite[nSprite].x);
|
|
uint32_t yDiff = klabs(sprite[nSprite2].y - sprite[nSprite].y);
|
|
|
|
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
|
|
|
if (sqrtNum > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
sqrtNum = INT_MAX;
|
|
}
|
|
|
|
int nSqrt = ksqrt(sqrtNum);
|
|
|
|
int var_18 = GetMyAngle(nSqrt, ((sprite[nSprite2].z - nHeight) - sprite[nSprite].z) >> 8);
|
|
|
|
int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024);
|
|
int nAngDelta2 = klabs(nAngDelta);
|
|
|
|
if (nAngDelta2 > 63)
|
|
{
|
|
nAngDelta2 = klabs(nAngDelta >> 6);
|
|
|
|
ebx /= nAngDelta2;
|
|
|
|
if (ebx < 5) {
|
|
ebx = 5;
|
|
}
|
|
}
|
|
|
|
int nAngDeltaC = klabs(nAngDelta);
|
|
|
|
if (nAngDeltaC > push1)
|
|
{
|
|
if (nAngDelta >= 0)
|
|
nAngDelta = push1;
|
|
else
|
|
nAngDelta = -push1;
|
|
}
|
|
|
|
nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask;
|
|
int nAngDeltaD = AngleDelta(sprite[nSprite].zvel, var_18, 24);
|
|
|
|
sprite[nSprite].zvel = (sprite[nSprite].zvel + nAngDeltaD) & kAngleMask;
|
|
}
|
|
|
|
sprite[nSprite].ang = nAngle;
|
|
|
|
int eax = klabs(Cos(sprite[nSprite].zvel));
|
|
|
|
int x = ((Cos(nAngle) * ebx) >> 14) * eax;
|
|
int y = ((Sin(nAngle) * ebx) >> 14) * eax;
|
|
|
|
int xshift = x >> 8;
|
|
int yshift = y >> 8;
|
|
|
|
uint32_t sqrtNum = xshift * xshift + yshift * yshift;
|
|
|
|
if (sqrtNum > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
sqrtNum = INT_MAX;
|
|
}
|
|
|
|
int z = Sin(sprite[nSprite].zvel) * ksqrt(sqrtNum);
|
|
|
|
return movesprite(nSprite, x >> 2, y >> 2, (z >> 13) + (Sin(ecx) >> 5), 0, 0, nClipType);
|
|
}
|
|
|
|
int GetWallNormal(short nWall)
|
|
{
|
|
nWall &= kMaxWalls-1;
|
|
|
|
int nWall2 = wall[nWall].point2;
|
|
|
|
int nAngle = GetMyAngle(wall[nWall2].x - wall[nWall].x, wall[nWall2].y - wall[nWall].y);
|
|
return (nAngle + 512) & kAngleMask;
|
|
}
|
|
|
|
void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum)
|
|
{
|
|
int nSprite = PlayerList[nPlayer].nSprite;
|
|
|
|
*x = sprite[nSprite].x;
|
|
*y = sprite[nSprite].y;
|
|
|
|
int height = GetSpriteHeight(nSprite) / 2;
|
|
|
|
*z = sprite[nSprite].z - height;
|
|
*sectnum = sprite[nSprite].sectnum;
|
|
|
|
clipmove_old((int32_t*)x, (int32_t*)y, (int32_t*)z, sectnum,
|
|
Cos(sprite[nSprite].ang) << 7,
|
|
Sin(sprite[nSprite].ang) << 7,
|
|
5120, 1280, 1280, CLIPMASK1);
|
|
}
|
|
|
|
void InitChunks()
|
|
{
|
|
nCurChunkNum = 0;
|
|
memset(nChunkSprite, -1, sizeof(nChunkSprite));
|
|
memset(nBodyGunSprite, -1, sizeof(nBodyGunSprite));
|
|
memset(nBodySprite, -1, sizeof(nBodySprite));
|
|
nCurBodyNum = 0;
|
|
nCurBodyGunNum = 0;
|
|
nBodyTotal = 0;
|
|
nChunkTotal = 0;
|
|
}
|
|
|
|
int GrabBodyGunSprite()
|
|
{
|
|
int nSprite = nBodyGunSprite[nCurBodyGunNum];
|
|
|
|
if (nSprite == -1)
|
|
{
|
|
nSprite = insertsprite(0, 899);
|
|
nBodyGunSprite[nCurBodyGunNum] = nSprite;
|
|
|
|
sprite[nSprite].lotag = -1;
|
|
sprite[nSprite].owner = -1;
|
|
}
|
|
else
|
|
{
|
|
int nAnim = sprite[nSprite].owner;
|
|
|
|
if (nAnim != -1) {
|
|
DestroyAnim(nAnim);
|
|
}
|
|
|
|
sprite[nSprite].lotag = -1;
|
|
sprite[nSprite].owner = -1;
|
|
}
|
|
|
|
nCurBodyGunNum++;
|
|
if (nCurBodyGunNum >= 50) { // TODO - enum/define
|
|
nCurBodyGunNum = 0;
|
|
}
|
|
|
|
sprite[nSprite].cstat = 0;
|
|
|
|
return nSprite;
|
|
}
|
|
|
|
int GrabBody()
|
|
{
|
|
int nSprite;
|
|
|
|
do
|
|
{
|
|
nSprite = nBodySprite[nCurBodyNum];
|
|
|
|
if (nSprite == -1)
|
|
{
|
|
nSprite = insertsprite(0, 899);
|
|
nBodySprite[nCurBodyNum] = nSprite;
|
|
sprite[nSprite].cstat = 0x8000;
|
|
}
|
|
|
|
nCurBodyNum++;
|
|
if (nCurBodyNum >= 50) {
|
|
nCurBodyNum = 0;
|
|
}
|
|
} while (sprite[nSprite].cstat & 0x101);
|
|
|
|
if (nBodyTotal < 50) {
|
|
nBodyTotal++;
|
|
}
|
|
|
|
sprite[nSprite].cstat = 0;
|
|
return nSprite;
|
|
}
|
|
|
|
int GrabChunkSprite()
|
|
{
|
|
int nSprite = nChunkSprite[nCurChunkNum];
|
|
|
|
if (nSprite == -1)
|
|
{
|
|
nSprite = insertsprite(0, 899);
|
|
nChunkSprite[nCurChunkNum] = nSprite;
|
|
}
|
|
else if (sprite[nSprite].statnum)
|
|
{
|
|
// TODO MonoOut("too many chunks being used at once!\n");
|
|
return -1;
|
|
}
|
|
|
|
changespritestat(nSprite, 899);
|
|
|
|
nCurChunkNum++;
|
|
if (nCurChunkNum >= kMaxChunks)
|
|
nCurChunkNum = 0;
|
|
|
|
if (nChunkTotal < kMaxChunks)
|
|
nChunkTotal++;
|
|
|
|
sprite[nSprite].cstat = 0x80;
|
|
|
|
return nSprite;
|
|
}
|
|
|
|
int BuildCreatureChunk(int nVal, int nPic)
|
|
{
|
|
int var_14;
|
|
|
|
int nSprite = GrabChunkSprite();
|
|
|
|
if (nSprite == -1) {
|
|
return -1;
|
|
}
|
|
|
|
if (nVal & 0x4000)
|
|
{
|
|
nVal &= 0x3FFF;
|
|
var_14 = 1;
|
|
}
|
|
else
|
|
{
|
|
var_14 = 0;
|
|
}
|
|
|
|
nVal &= 0xFFFF;
|
|
|
|
sprite[nSprite].x = sprite[nVal].x;
|
|
sprite[nSprite].y = sprite[nVal].y;
|
|
sprite[nSprite].z = sprite[nVal].z;
|
|
|
|
mychangespritesect(nSprite, sprite[nVal].sectnum);
|
|
|
|
sprite[nSprite].cstat = 0x80;
|
|
sprite[nSprite].shade = -12;
|
|
sprite[nSprite].pal = 0;
|
|
|
|
sprite[nSprite].xvel = (RandomSize(5) - 16) << 7;
|
|
sprite[nSprite].yvel = (RandomSize(5) - 16) << 7;
|
|
sprite[nSprite].zvel = (-(RandomSize(8) + 512)) << 3;
|
|
|
|
if (var_14)
|
|
{
|
|
sprite[nSprite].xvel *= 4;
|
|
sprite[nSprite].yvel *= 4;
|
|
sprite[nSprite].zvel *= 2;
|
|
}
|
|
|
|
sprite[nSprite].xrepeat = 64;
|
|
sprite[nSprite].yrepeat = 64;
|
|
sprite[nSprite].xoffset = 0;
|
|
sprite[nSprite].yoffset = 0;
|
|
sprite[nSprite].picnum = nPic;
|
|
sprite[nSprite].lotag = runlist_HeadRun() + 1;
|
|
sprite[nSprite].clipdist = 40;
|
|
|
|
// GrabTimeSlot(3);
|
|
|
|
sprite[nSprite].extra = -1;
|
|
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSprite | 0xD0000);
|
|
sprite[nSprite].hitag = runlist_AddRunRec(NewRun, nSprite | 0xD0000);
|
|
|
|
return nSprite | 0xD0000;
|
|
}
|
|
|
|
void FuncCreatureChunk(int a, int, int nRun)
|
|
{
|
|
int nSprite = RunData[nRun].nVal;
|
|
assert(nSprite >= 0 && nSprite < kMaxSprites);
|
|
|
|
int nMessage = a & 0x7F0000;
|
|
|
|
if (nMessage != 0x20000)
|
|
return;
|
|
|
|
Gravity(nSprite);
|
|
|
|
int nSector = sprite[nSprite].sectnum;
|
|
sprite[nSprite].pal = sector[nSector].ceilingpal;
|
|
|
|
int nVal = movesprite(nSprite, sprite[nSprite].xvel << 10, sprite[nSprite].yvel << 10, sprite[nSprite].zvel, 2560, -2560, CLIPMASK1);
|
|
|
|
if (sprite[nSprite].z >= sector[nSector].floorz)
|
|
{
|
|
// re-grab this variable as it may have changed in movesprite(). Note the check above is against the value *before* movesprite so don't change it.
|
|
nSector = sprite[nSprite].sectnum;
|
|
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].zvel = 0;
|
|
sprite[nSprite].z = sector[nSector].floorz;
|
|
}
|
|
else
|
|
{
|
|
if (!nVal)
|
|
return;
|
|
|
|
short nAngle;
|
|
|
|
if (nVal & 0x20000)
|
|
{
|
|
sprite[nSprite].cstat = 0x8000;
|
|
}
|
|
else
|
|
{
|
|
if ((nVal & 0x3C000) == 0x10000)
|
|
{
|
|
sprite[nSprite].xvel >>= 1;
|
|
sprite[nSprite].yvel >>= 1;
|
|
sprite[nSprite].zvel = -sprite[nSprite].zvel;
|
|
return;
|
|
}
|
|
else if ((nVal & 0x3C000) == 0xC000)
|
|
{
|
|
nAngle = sprite[nVal & 0x3FFF].ang;
|
|
}
|
|
else if ((nVal & 0x3C000) == 0x8000)
|
|
{
|
|
nAngle = GetWallNormal(nVal & 0x3FFF);
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
// loc_16E0C
|
|
int nSqrt = lsqrt(((sprite[nSprite].yvel >> 10) * (sprite[nSprite].yvel >> 10)
|
|
+ (sprite[nSprite].xvel >> 10) * (sprite[nSprite].xvel >> 10)) >> 8);
|
|
|
|
sprite[nSprite].xvel = Cos(nAngle) * (nSqrt >> 1);
|
|
sprite[nSprite].yvel = Sin(nAngle) * (nSqrt >> 1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
runlist_DoSubRunRec(sprite[nSprite].owner);
|
|
runlist_FreeRun(sprite[nSprite].lotag - 1);
|
|
runlist_SubRunRec(sprite[nSprite].hitag);
|
|
|
|
changespritestat(nSprite, 0);
|
|
sprite[nSprite].hitag = 0;
|
|
sprite[nSprite].lotag = 0;
|
|
}
|
|
|
|
short UpdateEnemy(short *nEnemy)
|
|
{
|
|
if (*nEnemy >= 0)
|
|
{
|
|
if (!(sprite[*nEnemy].cstat & 0x101)) {
|
|
*nEnemy = -1;
|
|
}
|
|
}
|
|
|
|
return *nEnemy;
|
|
}
|
|
END_PS_NS
|