mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 14:41:55 +00:00
- Exhumed: use DVector3 in BuildAnim and some related code
This commit is contained in:
parent
416be99967
commit
8ee10c5488
13 changed files with 48 additions and 48 deletions
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@ -29,7 +29,7 @@ BEGIN_PS_NS
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void InitAnims();
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void DestroyAnim(DExhumedActor* nAnim);
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DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, int x, int y, int z, sectortype* pSector, int nRepeat, int nFlag);
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DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, const DVector3& pos, sectortype* pSector, int nRepeat, int nFlag);
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void FuncAnim(int, int, int, int);
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void BuildExplosion(DExhumedActor* actor);
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@ -218,7 +218,7 @@ void Gravity(DExhumedActor* actor);
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DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
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Collision MoveCreature(DExhumedActor* nSprite);
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Collision MoveCreatureWithCaution(DExhumedActor* actor);
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void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype** sectnum);
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DVector3 WheresMyMouth(int nPlayer, sectortype** sectnum);
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int GetActorHeight(DExhumedActor* nSprite);
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DExhumedActor* insertActor(sectortype* s, int st);
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DExhumedActor* GrabBody();
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@ -60,12 +60,12 @@ void DestroyAnim(DExhumedActor* pActor)
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}
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}
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DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y, int z, sectortype* pSector, int nRepeat, int nFlag)
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DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector3& pos, sectortype* pSector, int nRepeat, int nFlag)
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{
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if (pActor == nullptr) {
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pActor = insertActor(pSector, 500);
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}
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pActor->set_int_pos({ x, y, z });
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
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if (nFlag & 4)
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@ -239,7 +239,7 @@ void BuildExplosion(DExhumedActor* pActor)
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edx = 34;
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}
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BuildAnim(nullptr, edx, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), pActor->spr.xrepeat, 4);
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BuildAnim(nullptr, edx, 0, pActor->spr.pos, pActor->sector(), pActor->spr.xrepeat, 4);
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}
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void BuildSplash(DExhumedActor* pActor, sectortype* pSector)
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@ -272,7 +272,7 @@ void BuildSplash(DExhumedActor* pActor, sectortype* pSector)
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nFlag = 0;
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}
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auto pSpawned = BuildAnim(nullptr, edx, 0, pActor->int_pos().X, pActor->int_pos().Y, pSector->int_floorz(), pSector, nRepeat, nFlag);
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auto pSpawned = BuildAnim(nullptr, edx, 0, DVector3(pActor->spr.pos.XY(), pSector->floorz), pSector, nRepeat, nFlag);
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if (!bIsLava)
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{
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@ -33,7 +33,7 @@ void DestroyBubble(DExhumedActor* pActor)
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DeleteActor(pActor);
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}
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DExhumedActor* BuildBubble(vec3_t pos, sectortype* pSector)
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DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
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{
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int nSize = RandomSize(3);
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if (nSize > 4) {
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@ -42,7 +42,7 @@ DExhumedActor* BuildBubble(vec3_t pos, sectortype* pSector)
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auto pActor = insertActor(pSector, 402);
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pActor->set_int_pos(pos);
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
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pActor->spr.shade = -32;
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pActor->spr.pal = 0;
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@ -96,7 +96,7 @@ void AIBubble::Tick(RunListEvent* ev)
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auto pSectAbove = pSector->pAbove;
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if (pActor->spr.hitag > -1 && pSectAbove != nullptr) {
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BuildAnim(nullptr, 70, 0, pActor->int_pos().X, pActor->int_pos().Y, pSectAbove->int_floorz(), pSectAbove, 64, 0);
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BuildAnim(nullptr, 70, 0, DVector3(pActor->spr.pos.XY(), pSectAbove->floorz), pSectAbove, 64, 0);
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}
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DestroyBubble(pActor);
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@ -124,7 +124,7 @@ void DoBubbleMachines()
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{
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pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
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BuildBubble(pActor->int_pos(), pActor->sector());
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BuildBubble(pActor->spr.pos, pActor->sector());
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}
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}
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}
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@ -140,10 +140,9 @@ void BuildBubbleMachine(DExhumedActor* pActor)
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void DoBubbles(int nPlayer)
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{
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vec3_t pos;
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sectortype* pSector;
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WheresMyMouth(nPlayer, &pos, &pSector);
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auto pos = WheresMyMouth(nPlayer, &pSector);
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auto pActor = BuildBubble(pos, pSector);
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pActor->spr.hitag = nPlayer;
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@ -165,7 +165,7 @@ void IgniteSprite(DExhumedActor* pActor)
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{
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pActor->spr.hitag += 2;
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auto pAnimActor = BuildAnim(nullptr, 38, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), 40, 20);
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auto pAnimActor = BuildAnim(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 40, 20);
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if (pAnimActor)
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{
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@ -175,7 +175,7 @@ void IgniteSprite(DExhumedActor* pActor)
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}
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}
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void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActor* pHitActor, int x, int y, int z, sectortype* pSector)
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void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActor* pHitActor, const DVector3& pos, sectortype* pSector)
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{
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assert(pSector != nullptr);
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@ -198,7 +198,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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}
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if (!RandomSize(2)) {
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pSector, 40, pBulletInfo->nFlags);
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}
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return;
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@ -267,7 +267,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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if (nStat <= 90 || nStat >= 199)
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{
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pSector, 40, pBulletInfo->nFlags);
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return;
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}
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@ -279,13 +279,13 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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case 102:
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case kStatExplodeTrigger:
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case kStatExplodeTarget:
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BuildAnim(nullptr, 12, 0, x, y, z, pSector, 40, 0);
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BuildAnim(nullptr, 12, 0, pos, pSector, 40, 0);
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break;
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default:
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BuildAnim(nullptr, 39, 0, x, y, z, pSector, 40, 0);
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BuildAnim(nullptr, 39, 0, pos, pSector, 40, 0);
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if (pBullet->nType > 2)
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{
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pSector, 40, pBulletInfo->nFlags);
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}
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break;
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}
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@ -300,6 +300,7 @@ void BackUpBullet(int *x, int *y, int nAngle)
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int MoveBullet(int nBullet)
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{
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DExhumedActor* hitactor = nullptr;
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sectortype* pHitSect = nullptr;
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walltype* pHitWall = nullptr;
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@ -316,6 +317,7 @@ int MoveBullet(int nBullet)
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int nSectFlag = pActor->sector()->Flag;
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int x2, y2, z2;
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DVector3 pos;
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int nVal = 0;
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Collision coll;
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@ -372,6 +374,7 @@ MOVEEND:
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x2 = pActor->int_pos().X;
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y2 = pActor->int_pos().Y;
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z2 = pActor->int_pos().Z;
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pos = pActor->spr.pos;
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pHitSect = pActor->sector();
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switch (coll.type)
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@ -441,6 +444,7 @@ MOVEEND:
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pHitSect = hit.hitSector;
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pHitWall = hit.hitWall;
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}
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pos = {x2 * inttoworld, y2 * inttoworld, z2 * zinttoworld};
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lasthitx = x2;
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lasthity = y2;
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@ -461,7 +465,7 @@ HITSPRITE:
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}
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else
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{
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BulletHitsSprite(pBullet, pActor->pTarget, hitactor, x2, y2, z2, pHitSect);
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BulletHitsSprite(pBullet, pActor->pTarget, hitactor, pos, pHitSect);
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}
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}
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else if (pHitWall != nullptr)
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@ -494,7 +498,7 @@ HITSPRITE:
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}
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else
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{
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2, pHitSect, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pHitSect, 40, pBulletInfo->nFlags);
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}
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}
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else
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@ -505,14 +509,14 @@ HITSPRITE:
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if (nType != 3 || RandomSize(2) == 0)
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{
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int zOffset = RandomSize(8) << 3;
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double zOffset = RandomSize(8) / 32.;
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if (!RandomBit()) {
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zOffset = -zOffset;
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}
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// draws bullet puff on walls when they're shot
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset + -4096, pHitSect, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos.plusZ(zOffset - 16), pHitSect, 40, pBulletInfo->nFlags);
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}
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}
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else
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@ -569,7 +573,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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assert(pTarget->sector());
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BulletHitsSprite(&sBullet, pActor, pTarget, pTarget->int_pos().X, pTarget->int_pos().Y, pTarget->int_pos().Z - (nHeight >> 1), pTarget->sector());
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BulletHitsSprite(&sBullet, pActor, pTarget, pTarget->spr.pos.plusZ(-(nHeight >> 1) * zinttoworld), pTarget->sector());
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DeleteActor(sBullet.pActor);
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return nullptr;
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}
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@ -800,7 +804,7 @@ void AIBullet::Tick(RunListEvent* ev)
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if (nFlag & 0x80)
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{
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BuildAnim(nullptr, 45, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), pActor->spr.xrepeat, 0);
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BuildAnim(nullptr, 45, 0, pActor->spr.pos, pActor->sector(), pActor->spr.xrepeat, 0);
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}
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BulletList[nBullet].nFrame++;
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@ -72,9 +72,9 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
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pChunkActor->spr.hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
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}
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void BuildBlood(int x, int y, int z, sectortype* pSector)
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void BuildBlood(const DVector3& pos, sectortype* pSector)
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{
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, pSector, 75, 128);
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BuildAnim(nullptr, kSeqFish, 36, pos, pSector, 75, 128);
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}
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void AIFishLimb::Tick(RunListEvent* ev)
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@ -94,7 +94,7 @@ void AIFishLimb::Tick(RunListEvent* ev)
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{
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pActor->nFrame = 0;
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if (RandomBit()) {
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BuildBlood(pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector());
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BuildBlood(pActor->spr.pos, pActor->sector());
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}
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}
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@ -190,7 +190,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius);
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BuildAnim(nullptr, var_28, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), var_20, 4);
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BuildAnim(nullptr, var_28, 0, pActor->spr.pos, pActor->sector(), var_20, 4);
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AddFlash(pActor->sector(), pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, 128);
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DestroyGrenade(pActor);
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@ -742,7 +742,7 @@ loc_flag:
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else if (pActor2->spr.statnum == 102)
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{
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// loc_27370:
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BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
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BuildAnim(nullptr, 12, 0, DVector3(theX * inttoworld, theY * inttoworld, theZ * zinttoworld), pSectorB, 30, 0);
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}
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else if (pActor2->spr.statnum == kStatExplodeTrigger) {
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var_28 += 2;
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@ -754,7 +754,7 @@ loc_flag:
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else
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{
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// loc_27370:
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BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
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BuildAnim(nullptr, 12, 0, DVector3(theX * inttoworld, theY * inttoworld, theZ * zinttoworld), pSectorB, 30, 0);
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}
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}
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}
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@ -123,7 +123,7 @@ void BuildItemAnim(DExhumedActor* pActor)
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if (nItemAnimInfo[nItem].a >= 0)
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{
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auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), nItemAnimInfo[nItem].repeat, 20);
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auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pActor->spr.pos, pActor->sector(), nItemAnimInfo[nItem].repeat, 20);
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if (nItem == 44) {
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pAnimActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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@ -338,9 +338,7 @@ void DropMagic(DExhumedActor* pActor)
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nullptr,
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64,
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0,
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pActor->int_pos().X,
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pActor->int_pos().Y,
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pActor->int_pos().Z,
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pActor->spr.pos,
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pActor->sector(),
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48,
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4);
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@ -401,7 +399,7 @@ void DoRegenerates()
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if (pActor->spr.extra <= 0)
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{
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BuildAnim(nullptr, 38, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), 64, 4);
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BuildAnim(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 64, 4);
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D3PlayFX(StaticSound[kSoundTorchOn], pActor);
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}
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else {
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@ -1230,20 +1230,20 @@ int GetWallNormal(walltype* pWall)
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return (nAngle + 512) & kAngleMask;
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}
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void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype **sectnum)
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DVector3 WheresMyMouth(int nPlayer, sectortype **sectnum)
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{
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auto pActor = PlayerList[nPlayer].pActor;
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int height = GetActorHeight(pActor) >> 1;
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*sectnum = pActor->sector();
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*pos = pActor->int_pos();
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pos->Z -= height;
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auto pos = pActor->spr.pos.plusZ(-height * zinttoworld);
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Collision scratch;
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clipmove(*pos, sectnum,
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clipmove(pos, sectnum,
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bcos(pActor->int_ang(), 7),
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bsin(pActor->int_ang(), 7),
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5120, 1280, 1280, CLIPMASK1, scratch);
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return pos;
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}
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void InitChunks()
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@ -1931,7 +1931,7 @@ void AIObject::Tick(RunListEvent* ev)
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}
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AddFlash(pActor->sector(), pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, 128);
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BuildAnim(nullptr, var_18, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->sector()->int_floorz(), pActor->sector(), 240, 4);
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BuildAnim(nullptr, var_18, 0, DVector3(pActor->spr.pos.XY(), pActor->sector()->floorz), pActor->sector(), 240, 4);
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// int edi = nSprite | 0x4000;
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@ -2506,11 +2506,10 @@ sectdone:
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if (!RandomSize(5))
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{
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vec3_t pos;
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sectortype* mouthSect;
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WheresMyMouth(nPlayer, &pos, &mouthSect);
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auto pos = WheresMyMouth(nPlayer, &mouthSect);
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BuildAnim(nullptr, 71, 0, pos.X, pos.Y, pPlayerActor->int_pos().Z + 3840, mouthSect, 75, 128);
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BuildAnim(nullptr, 71, 0, DVector3(pos.XY(), pPlayerActor->spr.pos.Z + 15), mouthSect, 75, 128);
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}
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break;
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case 17:
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@ -249,7 +249,7 @@ void DestroyEgg(int nEgg)
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if (QueenEgg[nEgg].nAction != 4)
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{
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BuildAnim(nullptr, 34, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), pActor->spr.xrepeat, 4);
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BuildAnim(nullptr, 34, 0, pActor->spr.pos, pActor->sector(), pActor->spr.xrepeat, 4);
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}
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||||
else
|
||||
{
|
||||
|
@ -1461,7 +1461,7 @@ void AIQueen::Damage(RunListEvent* ev)
|
|||
QueenList[nQueen].nHealth = 4000;
|
||||
QueenList[nQueen].nAction = 7;
|
||||
|
||||
BuildAnim(nullptr, 36, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z - 7680, pActor->sector(), pActor->spr.xrepeat, 4);
|
||||
BuildAnim(nullptr, 36, 0, pActor->spr.pos.plusZ(-30), pActor->sector(), pActor->spr.xrepeat, 4);
|
||||
break;
|
||||
case 2:
|
||||
QueenList[nQueen].nHealth = 4000;
|
||||
|
|
|
@ -117,7 +117,7 @@ void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer)
|
|||
|
||||
pActor->pTarget = nOwner;
|
||||
|
||||
BuildAnim(nullptr, 23, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, pActor->sector(), 40, 4);
|
||||
BuildAnim(nullptr, 23, 0, pActor->spr.pos, pActor->sector(), 40, 4);
|
||||
|
||||
AddFlash(pActor->sector(), pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, 128);
|
||||
|
||||
|
@ -160,7 +160,7 @@ void BuildSnake(int nPlayer, int zVal)
|
|||
BackUpBullet(&v.X, &v.Y, nAngle);
|
||||
hit.set_int_hitpos_xy(v.X, v.Y);
|
||||
auto pActor = insertActor(hit.hitSector, 202);
|
||||
pActor->set_int_pos(hit.int_hitpos());
|
||||
pActor->spr.pos = hit.hitpos;
|
||||
|
||||
ExplodeSnakeSprite(pActor, nPlayer);
|
||||
DeleteActor(pActor);
|
||||
|
|
Loading…
Reference in a new issue