- animateobjs "new missile code"

This commit is contained in:
Christoph Oelckers 2021-11-21 12:08:45 +01:00
parent 95b4c60e44
commit 88842d8e96

View file

@ -836,85 +836,87 @@ void animateobjs(PLAYER& plr) {
// New missile code
for (i = headspritestat[MISSILE]; i >= 0; i = nextsprite) {
nextsprite = nextspritestat[i];
sprite[i].lotag -= TICSPERFRAME;
auto& spr = sprite[i];
switch (sprite[i].picnum) {
spr.lotag -= TICSPERFRAME;
switch (spr.picnum) {
case WH1THROWPIKE:
case WH2THROWPIKE:
case FATSPANK:
case MONSTERBALL:
case FIREBALL:
case PLASMA:
if ((sprite[i].picnum == WH1THROWPIKE && isWh2()) || (sprite[i].picnum == WH2THROWPIKE && !isWh2()))
if ((spr.picnum == WH1THROWPIKE && isWh2()) || (spr.picnum == WH2THROWPIKE && !isWh2()))
break;
if(!isValidSector(sprite[i].sectnum)) {
if(!isValidSector(spr.sectnum)) {
deletesprite((short) i);
continue;
}
if (sprite[i].picnum == MONSTERBALL && krand() % 100 > 90) {
if (sprite[i].lotag < 200)
if (spr.picnum == MONSTERBALL && krand() % 100 > 90) {
if (spr.lotag < 200)
trailingsmoke(i, false);
}
sprite[i].z += sprite[i].zvel;
if (sprite[i].z < sector[sprite[i].sectnum].ceilingz + (4 << 8)) {
sprite[i].z = sector[sprite[i].sectnum].ceilingz + (4 << 8);
sprite[i].zvel = (short) -(sprite[i].zvel >> 1);
spr.z += spr.zvel;
if (spr.z < sector[spr.sectnum].ceilingz + (4 << 8)) {
spr.z = sector[spr.sectnum].ceilingz + (4 << 8);
spr.zvel = (short) -(spr.zvel >> 1);
}
if (sprite[i].z > sector[sprite[i].sectnum].floorz - (4 << 8)) {
sprite[i].z = sector[sprite[i].sectnum].floorz - (4 << 8);
if (sector[sprite[i].sectnum].floorpicnum == WATER || sector[sprite[i].sectnum].floorpicnum == SLIME
|| sector[sprite[i].sectnum].floorpicnum == FLOORMIRROR)
if (sprite[i].picnum == FISH)
sprite[i].z = sector[sprite[i].sectnum].floorz;
if (spr.z > sector[spr.sectnum].floorz - (4 << 8)) {
spr.z = sector[spr.sectnum].floorz - (4 << 8);
if (sector[spr.sectnum].floorpicnum == WATER || sector[spr.sectnum].floorpicnum == SLIME
|| sector[spr.sectnum].floorpicnum == FLOORMIRROR)
if (spr.picnum == FISH)
spr.z = sector[spr.sectnum].floorz;
else {
if (krand() % 100 > 60)
makemonstersplash(SPLASHAROO, i);
}
// if (sprite[i].picnum != THROWPIKE) { //XXX
// if (spr.picnum != THROWPIKE) { //XXX
deletesprite((short) i);
continue;
// }
}
dax = sprite[i].xvel;
day = sprite[i].yvel;
daz = ((((int) sprite[i].zvel) * TICSPERFRAME) >> 3);
dax = spr.xvel;
day = spr.yvel;
daz = ((((int) spr.zvel) * TICSPERFRAME) >> 3);
break;
case BULLET:
dax = sprite[i].xvel;
day = sprite[i].yvel;
daz = sprite[i].zvel;
dax = spr.xvel;
day = spr.yvel;
daz = spr.zvel;
break;
} // switch
osectnum = sprite[i].sectnum;
osectnum = spr.sectnum;
if (sprite[i].picnum == THROWPIKE) {
sprite[i].cstat = 0;
if (spr.picnum == THROWPIKE) {
spr.cstat = 0;
hitobject = (short) movesprite((short) i,
(bcos(sprite[i].extra) * TICSPERFRAME) << 6,
(bsin(sprite[i].extra) * TICSPERFRAME) << 6, daz, 4 << 8, 4 << 8, 1);
sprite[i].cstat = 21;
(bcos(spr.extra) * TICSPERFRAME) << 6,
(bsin(spr.extra) * TICSPERFRAME) << 6, daz, 4 << 8, 4 << 8, 1);
spr.cstat = 21;
} else {
hitobject = (short) movesprite((short) i,
(bcos(sprite[i].ang) * TICSPERFRAME) << 6, // was 3
(bsin(sprite[i].ang) * TICSPERFRAME) << 6, // was 3
(bcos(spr.ang) * TICSPERFRAME) << 6, // was 3
(bsin(spr.ang) * TICSPERFRAME) << 6, // was 3
daz, 4 << 8, 4 << 8, 1);
}
if (hitobject != 0 && sprite[i].picnum == MONSTERBALL)
if (sprite[i].owner == sprite[plr.spritenum].owner) {
explosion2(i, sprite[i].x, sprite[i].y, sprite[i].z, i);
if (hitobject != 0 && spr.picnum == MONSTERBALL)
if (spr.owner == sprite[plr.spritenum].owner) {
explosion2(i, spr.x, spr.y, spr.z, i);
} else {
explosion(i, sprite[i].x, sprite[i].y, sprite[i].z, i);
explosion(i, spr.x, spr.y, spr.z, i);
}
if ((hitobject & 0xc000) == 16384) { // Hits a ceiling / floor
if (sprite[i].picnum == THROWPIKE) {
sprite[i].picnum++;
sprite[i].detail = WALLPIKETYPE;
if (spr.picnum == THROWPIKE) {
spr.picnum++;
spr.detail = WALLPIKETYPE;
changespritestat(i, (short) 0);
continue;
@ -923,33 +925,33 @@ void animateobjs(PLAYER& plr) {
continue;
} else if ((hitobject & 0xc000) == 32768) { // hit a wall
if (sprite[i].picnum == MONSTERBALL) {
if (sprite[i].owner == sprite[plr.spritenum].owner)
explosion2(i, sprite[i].x, sprite[i].y, sprite[i].z, i);
if (spr.picnum == MONSTERBALL) {
if (spr.owner == sprite[plr.spritenum].owner)
explosion2(i, spr.x, spr.y, spr.z, i);
else
explosion(i, sprite[i].x, sprite[i].y, sprite[i].z, i);
explosion(i, spr.x, spr.y, spr.z, i);
}
if (sprite[i].picnum == THROWPIKE) {
sprite[i].picnum++;
sprite[i].detail = WALLPIKETYPE;
if (spr.picnum == THROWPIKE) {
spr.picnum++;
spr.detail = WALLPIKETYPE;
changespritestat(i, (short) 0);
continue;
}
deletesprite((short) i);
continue;
} else if (sprite[i].lotag < 0 && sprite[i].picnum == PLASMA)
} else if (spr.lotag < 0 && spr.picnum == PLASMA)
hitobject = 1;
if ((hitobject & 0xc000) == 49152) { // Bullet hit a sprite
if (sprite[i].picnum == MONSTERBALL) {
if (sprite[i].owner == sprite[plr.spritenum].owner)
explosion2(i, sprite[i].x, sprite[i].y, sprite[i].z, i);
if (spr.picnum == MONSTERBALL) {
if (spr.owner == sprite[plr.spritenum].owner)
explosion2(i, spr.x, spr.y, spr.z, i);
else
explosion(i, sprite[i].x, sprite[i].y, sprite[i].z, i);
explosion(i, spr.x, spr.y, spr.z, i);
}
if (sprite[i].owner != hitobject)
if (spr.owner != hitobject)
hitdamage = damageactor(plr, hitobject, i);
if (hitdamage) {
deletesprite((short) i);
@ -957,8 +959,8 @@ void animateobjs(PLAYER& plr) {
}
}
if (hitobject != 0 || sprite[i].lotag < 0) {
int pic = sprite[i].picnum;
if (hitobject != 0 || spr.lotag < 0) {
int pic = spr.picnum;
switch (pic) {
case PLASMA:
case FATSPANK:
@ -967,8 +969,8 @@ void animateobjs(PLAYER& plr) {
case BULLET:
case WH1THROWPIKE:
case WH2THROWPIKE:
if ((sprite[i].picnum == WH1THROWPIKE && isWh2())
|| (sprite[i].picnum == WH2THROWPIKE && !isWh2()))
if ((spr.picnum == WH1THROWPIKE && isWh2())
|| (spr.picnum == WH2THROWPIKE && !isWh2()))
break;
deletesprite((short) i);