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https://github.com/ZDoom/Raze.git
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- deal with most of PLAYER::pSprite.
This commit is contained in:
parent
f59af2cc2d
commit
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4 changed files with 55 additions and 61 deletions
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@ -1243,9 +1243,9 @@ void nnExtProcessSuperSprites()
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if (!pPlayer || !pPlayer->actor->hasX() || pPlayer->pXSprite->health <= 0)
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continue;
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spritetype* pPlaySprite = pPlayer->pSprite;
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GetSpriteExtents(pPlaySprite, &ztop2, &zbot2);
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if (cansee(x, y, z, pSightSect, pPlaySprite->pos.X, pPlaySprite->pos.Y, ztop2, pPlaySprite->sector()))
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auto plActor = pPlayer->actor;
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GetActorExtents(plActor, &ztop2, &zbot2);
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if (cansee(x, y, z, pSightSect, plActor->spr.pos.X, plActor->spr.pos.Y, ztop2, plActor->spr.sector()))
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{
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if (pXSightSpr->Sight)
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{
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@ -8205,14 +8205,14 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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pPlayer = &gPlayer[i];
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if (!pPlayer->actor->hasX()) continue;
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spritetype* pSpr = pPlayer->pSprite;
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auto plActor = pPlayer->actor;
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XSPRITE* pXSpr = &pPlayer->actor->x();
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if (pXSpr->health <= 0)
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continue;
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newtarget = nullptr;
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seeChance = hearChance = 0x0000;
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x = pSpr->pos.X, y = pSpr->pos.Y, z = pSpr->pos.Z, dx = x - actor->spr.pos.X, dy = y - actor->spr.pos.Y; nDist = approxDist(dx, dy);
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x = plActor->spr.pos.X, y = plActor->spr.pos.Y, z = plActor->spr.pos.Z, dx = x - actor->spr.pos.X, dy = y - actor->spr.pos.Y; nDist = approxDist(dx, dy);
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seeDist = (stealth) ? pDudeInfo->seeDist / 3 : pDudeInfo->seeDist >> 1;
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hearDist = pDudeInfo->hearDist; feelDist = hearDist >> 1;
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@ -8223,7 +8223,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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{
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eyeAboveZ = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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if (nDist < seeDist >> 3) GetActorExtents(pPlayer->actor, &z, &j); //use ztop of the target sprite
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if (!cansee(x, y, z, pSpr->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - eyeAboveZ, actor->spr.sector()))
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if (!cansee(x, y, z, plActor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - eyeAboveZ, actor->spr.sector()))
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continue;
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}
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else
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@ -8399,17 +8399,16 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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bool trgt = (both || !dude); // target must be in this region
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bool crouch = (pSteal->flags & kModernTypeFlag8); // target must crouch
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//bool floor = (pSteal->cstat & CSTAT_SPRITE_BLOCK); // target (or dude?) must touch floor of the sector
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if (trgt)
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{
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if (pXSteal->data1 > 0)
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{
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if (approxDist(abs(pSteal->pos.X - pSpr->pos.X) >> 4, abs(pSteal->pos.Y - pSpr->pos.Y) >> 4) >= pXSteal->data1)
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if (approxDist(abs(pSteal->pos.X - plActor->spr.pos.X) >> 4, abs(pSteal->pos.Y - plActor->spr.pos.Y) >> 4) >= pXSteal->data1)
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continue;
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}
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else if (pSpr->sector() != pSteal->sector())
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else if (plActor->spr.sector() != pSteal->sector())
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continue;
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if (crouch && pPlayer->posture == kPostureStand)
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@ -8424,7 +8423,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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continue;
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}
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else if (pSpr->sector() != pSteal->sector())
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else if (plActor->spr.sector() != pSteal->sector())
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continue;
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}
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@ -865,10 +865,10 @@ bool findDroppedLeech(PLAYER *a1, DBloodActor *a2)
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bool PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
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{
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spritetype *pSprite = pPlayer->pSprite;
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char buffer[80];
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int pickupSnd = 775;
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int nType = itemactor->spr.type - kItemBase;
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auto plActor = pPlayer->actor;
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switch (itemactor->spr.type) {
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case kItemShadowCloak:
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@ -1087,7 +1087,7 @@ bool PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
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return 1;
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}
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sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, pickupSnd, pSprite->sector());
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sfxPlay3DSound(plActor->spr.pos.X, plActor->spr.pos.Y, plActor->spr.pos.Z, pickupSnd, plActor->spr.sector());
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return 1;
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}
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@ -1194,11 +1194,11 @@ void PickUp(PLAYER *pPlayer, DBloodActor* actor)
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void CheckPickUp(PLAYER *pPlayer)
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{
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spritetype *pSprite = pPlayer->pSprite;
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int x = pSprite->pos.X;
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int y = pSprite->pos.Y;
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int z = pSprite->pos.Z;
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auto pSector = pSprite->sector();
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auto plActor = pPlayer->actor;
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int x = plActor->spr.pos.X;
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int y = plActor->spr.pos.Y;
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int z = plActor->spr.pos.Z;
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auto pSector = plActor->spr.sector();
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BloodStatIterator it(kStatItem);
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while (auto itemactor = it.Next())
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{
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@ -1211,7 +1211,7 @@ void CheckPickUp(PLAYER *pPlayer)
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if (dy > 48)
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continue;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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GetActorExtents(plActor, &top, &bottom);
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int vb = 0;
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if (itemactor->spr.pos.Z < top)
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vb = (top-itemactor->spr.pos.Z)>>8;
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@ -1231,13 +1231,13 @@ void CheckPickUp(PLAYER *pPlayer)
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int ActionScan(PLAYER *pPlayer, HitInfo* out)
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{
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auto plActor = pPlayer->actor;
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*out = {};
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spritetype *pSprite = pPlayer->pSprite;
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int x = bcos(pSprite->ang);
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int y = bsin(pSprite->ang);
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int x = bcos(plActor->spr.ang);
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int y = bsin(plActor->spr.ang);
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int z = pPlayer->slope;
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int hit = HitScan(pPlayer->actor, pPlayer->zView, x, y, z, 0x10000040, 128);
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int hitDist = approxDist(pSprite->pos.X-gHitInfo.hitpos.X, pSprite->pos.Y-gHitInfo.hitpos.Y)>>4;
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int hitDist = approxDist(plActor->spr.pos.X-gHitInfo.hitpos.X, plActor->spr.pos.Y-gHitInfo.hitpos.Y)>>4;
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if (hitDist < 64)
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{
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switch (hit)
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@ -1247,7 +1247,6 @@ int ActionScan(PLAYER *pPlayer, HitInfo* out)
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auto hitactor = gHitInfo.actor();
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if (!hitactor || !hitactor->hasX()) return -1;
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out->hitActor = hitactor;
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spritetype* pSprite = &hitactor->s();
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XSPRITE* pXSprite = &hitactor->x();
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if (hitactor->spr.statnum == kStatThing)
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{
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@ -1304,8 +1303,8 @@ int ActionScan(PLAYER *pPlayer, HitInfo* out)
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}
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}
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}
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out->hitSector = pSprite->sector();
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if (pSprite->sector()->hasX() && pSprite->sector()->xs().Push)
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out->hitSector = plActor->spr.sector();
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if (plActor->spr.sector()->hasX() && plActor->spr.sector()->xs().Push)
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return 6;
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return -1;
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}
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@ -1329,11 +1328,11 @@ void UpdatePlayerSpriteAngle(PLAYER *pPlayer)
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void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1)
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{
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auto* const pSprite = pPlayer->pSprite;
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auto plActor = pPlayer->actor;
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auto* const pXSprite = pPlayer->pXSprite;
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int const florhit = pPlayer->actor->hit.florhit.type;
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bool const va = pXSprite->height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0;
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pPlayer->horizon.calcviewpitch(pSprite->pos.vec2, buildang(pSprite->ang), va, pSprite->sector()->floorstat & CSTAT_SECTOR_SLOPE, pSprite->sector(), scaleAdjust);
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pPlayer->horizon.calcviewpitch(plActor->spr.pos.vec2, buildang(plActor->spr.ang), va, plActor->spr.sector()->floorstat & CSTAT_SECTOR_SLOPE, plActor->spr.sector(), scaleAdjust);
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}
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void ProcessInput(PLAYER *pPlayer)
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@ -1350,7 +1349,6 @@ void ProcessInput(PLAYER *pPlayer)
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pPlayer->angle.resetadjustment();
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DBloodActor* actor = pPlayer->actor;
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spritetype *pSprite = pPlayer->pSprite;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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InputPacket *pInput = &pPlayer->input;
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@ -1370,7 +1368,7 @@ void ProcessInput(PLAYER *pPlayer)
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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{
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pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->spr.pos.X - pSprite->pos.X, fragger->spr.pos.Y - pSprite->pos.Y)));
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pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->spr.pos.X - actor->spr.pos.X, fragger->spr.pos.Y - actor->spr.pos.Y)));
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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@ -1404,8 +1402,8 @@ void ProcessInput(PLAYER *pPlayer)
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}
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if (pPlayer->posture == 1)
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{
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int x = Cos(pSprite->ang);
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int y = Sin(pSprite->ang);
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int x = Cos(actor->spr.ang);
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int y = Sin(actor->spr.ang);
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -1429,8 +1427,8 @@ void ProcessInput(PLAYER *pPlayer)
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int speed = 0x10000;
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if (pXSprite->height > 0)
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speed -= DivScale(pXSprite->height, 256, 16);
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int x = Cos(pSprite->ang);
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int y = Sin(pSprite->ang);
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int x = Cos(actor->spr.ang);
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int y = Sin(actor->spr.ang);
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -1654,25 +1652,24 @@ void ProcessInput(PLAYER *pPlayer)
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void playerProcess(PLAYER *pPlayer)
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{
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DBloodActor* actor = pPlayer->actor;
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spritetype *pSprite = pPlayer->pSprite;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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powerupProcess(pPlayer);
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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int dzb = (bottom-pSprite->pos.Z)/4;
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int dzt = (pSprite->pos.Z-top)/4;
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int dw = pSprite->clipdist<<2;
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GetActorExtents(actor, &top, &bottom);
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int dzb = (bottom-actor->spr.pos.Z)/4;
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int dzt = (actor->spr.pos.Z-top)/4;
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int dw = actor->spr.clipdist<<2;
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if (!gNoClip)
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{
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auto pSector = pSprite->sector();
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if (pushmove(&pSprite->pos, &pSector, dw, dzt, dzb, CLIPMASK0) == -1)
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auto pSector = actor->spr.sector();
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if (pushmove(&actor->spr.pos, &pSector, dw, dzt, dzb, CLIPMASK0) == -1)
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actDamageSprite(actor, actor, kDamageFall, 500<<4);
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if (pSprite->sector() != pSector)
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if (actor->spr.sector() != pSector)
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{
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if (pSector == nullptr)
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{
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pSector = pSprite->sector();
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pSector = actor->spr.sector();
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actDamageSprite(actor, actor, kDamageFall, 500<<4);
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}
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else
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@ -1744,10 +1741,10 @@ void playerProcess(PLAYER *pPlayer)
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if (pPlayer->posture == 1)
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{
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pPlayer->isUnderwater = 1;
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auto link = pSprite->sector()->lowerLink;
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auto link = actor->spr.sector()->lowerLink;
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if (link && (link->spr.type == kMarkerLowGoo || link->spr.type == kMarkerLowWater))
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{
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if (getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y) > pPlayer->zView)
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if (getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y) > pPlayer->zView)
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pPlayer->isUnderwater = 0;
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}
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}
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@ -1929,10 +1926,9 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
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nDamage = playerDamageArmor(pPlayer, nDamageType, nDamage);
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pPlayer->painEffect = ClipHigh(pPlayer->painEffect+(nDamage>>3), 600);
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spritetype *pSprite = pPlayer->pSprite;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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DBloodActor* pActor = pPlayer->actor;
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO *pDudeInfo = getDudeInfo(pActor->spr.type);
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int nDeathSeqID = -1;
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int nKneelingPlayer = -1;
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bool va = playerSeqPlaying(pPlayer, 16);
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@ -1955,8 +1951,8 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
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default:
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{
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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CGibPosition gibPos(pSprite->pos.X, pSprite->pos.Y, top);
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GetActorExtents(pActor, &top, &bottom);
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CGibPosition gibPos(pActor->spr.pos.X, pActor->spr.pos.Y, top);
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CGibVelocity gibVel(pActor->xvel >> 1, pActor->yvel >> 1, -0xccccc);
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GibSprite(pActor, GIBTYPE_27, &gibPos, &gibVel);
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GibSprite(pActor, GIBTYPE_7, NULL, NULL);
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@ -2043,9 +2039,9 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
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if (nDeathSeqID != 16)
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{
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powerupClear(pPlayer);
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if (pSprite->sector()->hasX() && pSprite->sector()->xs().Exit)
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trTriggerSector(pSprite->sector(), kCmdSectorExit);
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pSprite->flags |= 7;
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if (pActor->spr.sector()->hasX() && pActor->spr.sector()->xs().Exit)
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trTriggerSector(pActor->spr.sector(), kCmdSectorExit);
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pActor->spr.flags |= 7;
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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if (gPlayer[p].fragger == pPlayer->actor && gPlayer[p].deathTime > 0)
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@ -2134,7 +2130,6 @@ void playerLandingSound(PLAYER *pPlayer)
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604,
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603
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};
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spritetype *pSprite = pPlayer->pSprite;
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SPRITEHIT* pHit = &pPlayer->actor->hit;
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if (pHit->florhit.type != kHitNone)
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{
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@ -75,7 +75,7 @@ void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3
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{
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FVector3 camera;
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if (gMe && gMe->pSprite) camera = GetSoundPos(&gMe->actor->spr.pos);
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if (gMe && gMe->actor) camera = GetSoundPos(&gMe->actor->spr.pos);
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else camera = { 0, 0, 0 }; // don't crash if there is no player.
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if (vel) vel->Zero();
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@ -111,7 +111,7 @@ void GameInterface::UpdateSounds()
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{
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SoundListener listener;
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if (gMe->pSprite)
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if (gMe->actor)
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{
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listener.angle = -gMe->actor->spr.ang * float(BAngRadian); // Build uses a period of 2048.
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listener.velocity.Zero();
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@ -716,7 +716,7 @@ void viewDrawScreen(bool sceneonly)
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UpdateStatusBar();
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int zn = ((gView->zWeapon-gView->zView-(12<<8))>>7)+220;
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PLAYER *pPSprite = &gPlayer[gMe->actor->spr.type-kDudePlayer1];
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if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1)
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if (gMe->actor->IsPlayerActor() && pPSprite->hand == 1)
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{
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gChoke.animateChoke(160, zn, (int)gInterpolate);
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}
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@ -760,7 +760,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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PLAYER* pPlayer = &gPlayer[i];
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spritetype* pSprite = pPlayer->pSprite;
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auto actor = pPlayer->actor;
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int xvect = -bsin(a) * z;
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int yvect = -bcos(a) * z;
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@ -773,20 +773,20 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a
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if (i == gView->nPlayer || gGameOptions.nGameType == 1)
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{
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int nTile = pSprite->picnum;
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int nTile = actor->spr.picnum;
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int ceilZ, floorZ;
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Collision ceilHit, floorHit;
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GetZRange(gView->actor, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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GetZRange(gView->actor, &ceilZ, &ceilHit, &floorZ, &floorHit, (actor->spr.clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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int nTop, nBottom;
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GetSpriteExtents(pSprite, &nTop, &nBottom);
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int nScale = (pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z;
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GetActorExtents(actor, &nTop, &nBottom);
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int nScale = (actor->spr.yrepeat + ((floorZ - nBottom) >> 8)) * z;
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nScale = ClipRange(nScale, 8000, 65536 << 1);
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// Players on automap
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double x = xdim / 2. + x1 / double(1 << 12);
|
||||
double y = ydim / 2. + y1 / double(1 << 12);
|
||||
// This very likely needs fixing later
|
||||
DrawTexture(twod, tileGetTexture(nTile, true), xx, yy, DTA_ClipLeft, windowxy1.X, DTA_ClipTop, windowxy1.Y, DTA_ScaleX, z/1536., DTA_ScaleY, z/1536., DTA_CenterOffset, true,
|
||||
DTA_ClipRight, windowxy2.X + 1, DTA_ClipBottom, windowxy2.Y + 1, DTA_Alpha, (pSprite->cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
|
||||
DTA_ClipRight, windowxy2.X + 1, DTA_ClipBottom, windowxy2.Y + 1, DTA_Alpha, (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
|
Loading…
Reference in a new issue