- split up shoot_r as well and consolidated both blood splat functions.

This commit is contained in:
Christoph Oelckers 2020-10-21 01:03:38 +02:00
parent 4d1e229734
commit 99e3eeb19e
4 changed files with 832 additions and 808 deletions

View file

@ -128,6 +128,7 @@ void quickkill(struct player_struct* p);
void setpal(struct player_struct* p);
int madenoise(int playerNum);
int haskey(int sect, int snum);
void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
void breakwall(short newpn, short spr, short dawallnum);
void callsound2(int soundNum, int playerNum);

View file

@ -1048,6 +1048,76 @@ int haskey(int sect, int snum)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST)
{
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int zvel;
short hitsect, hitspr, hitwall, k;
int hitx, hity, hitz;
if (p >= 0)
sa += 64 - (krand() & 127);
else sa += 1024 + 64 - (krand() & 127);
zvel = 1024 - (krand() & 2047);
hitscan(sx, sy, sz, sect,
sintable[(sa + 512) & 2047],
sintable[sa & 2047], zvel << 6,
&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
// oh my...
if (FindDistance2D(sx - hitx, sy - hity) < 1024 &&
(hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) &&
((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)))
{
if ((wall[hitwall].cstat & 16) == 0)
{
if (wall[hitwall].nextsector >= 0)
{
SectIterator it(wall[hitwall].nextsector);
while ((k = it.NextIndex()) >= 0)
{
if (sprite[k].statnum == 3 && sprite[k].lotag == 13)
return;
}
}
if (wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0)
return;
if (wall[hitwall].hitag == 0)
{
k = fi.spawn(i, atwith);
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
sprite[k].cstat |= (krand() & 4);
ssp(k, CLIPMASK0);
setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
if (s->picnum == OOZFILTER || s->picnum == NEWBEAST)
sprite[k].pal = 6;
}
}
}
}
//---------------------------------------------------------------------------
//
// view - as in third person view (stupid name for this function)

View file

@ -226,75 +226,6 @@ static void shootflamethrowerflame(int i, int p, int sx, int sy, int sz, int sa)
//
//---------------------------------------------------------------------------
static void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith)
{
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int zvel;
short hitsect, hitspr, hitwall, k;
int hitx, hity, hitz;
if (p >= 0)
sa += 64 - (krand() & 127);
else sa += 1024 + 64 - (krand() & 127);
zvel = 1024 - (krand() & 2047);
hitscan(sx, sy, sz, sect,
sintable[(sa + 512) & 2047],
sintable[sa & 2047], zvel << 6,
&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
// oh my...
if (FindDistance2D(sx - hitx, sy - hity) < 1024 &&
(hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) &&
((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)))
{
if ((wall[hitwall].cstat & 16) == 0)
{
if (wall[hitwall].nextsector >= 0)
{
SectIterator it(wall[hitwall].nextsector);
while ((k = it.NextIndex()) >= 0)
{
if (sprite[k].statnum == 3 && sprite[k].lotag == 13)
return;
}
}
if (wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0)
return;
if (wall[hitwall].hitag == 0)
{
k = fi.spawn(i, atwith);
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
sprite[k].cstat |= (krand() & 4);
ssp(k, CLIPMASK0);
setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
if (s->picnum == OOZFILTER || s->picnum == NEWBEAST)
sprite[k].pal = 6;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
{
spritetype* const s = &sprite[i];
@ -604,11 +535,9 @@ static void shootweapon(int i, int p, int sx, int sy, int sz, int sa, int atwith
fi.spawn(k, SMALLSMOKE);
else sprite[k].xrepeat = sprite[k].yrepeat = 0;
}
else if (hitwall >= 0) {
else if (hitwall >= 0)
fi.checkhitwall(k, hitwall, hitx, hity, hitz, SHOTSPARK1);
}
}
if ((krand() & 255) < 4)
{
@ -1144,7 +1073,7 @@ void shoot_d(int i, int atwith)
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
shootbloodsplat(i, p, sx, sy, sz, sa, atwith);
shootbloodsplat(i, p, sx, sy, sz, sa, atwith, BIGFORCE, OOZFILTER, NEWBEAST);
break;
case KNEE:

View file

@ -87,71 +87,14 @@ void incur_damage_r(struct player_struct* p)
//
//---------------------------------------------------------------------------
void shoot_r(int i, int atwith)
static void shootmelee(int i, int p, int sx, int sy, int sz, int sa, int atwith)
{
short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, scount;
int sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
uint8_t sizx, sizy;
spritetype* s;
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int zvel;
short hitsect, hitspr, hitwall, j, k;
int hitx, hity, hitz;
s = &sprite[i];
sect = s->sectnum;
zvel = 0;
if (s->picnum == TILE_APLAYER)
{
p = s->yvel;
sx = ps[p].posx;
sy = ps[p].posy;
sz = ps[p].posz + ps[p].pyoff + (4 << 8);
sa = ps[p].angle.ang.asbuild();
if (isRRRA()) ps[p].crack_time = CRACK_TIME;
}
else
{
p = -1;
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
sz -= (7 << 8);
if (badguy(s))
{
sx += (sintable[(sa + 1024 + 96) & 2047] >> 7);
sy += (sintable[(sa + 512 + 96) & 2047] >> 7);
}
}
SetGameVarID(g_iAtWithVarID, 0, p, atwith);
SetGameVarID(g_iReturnVarID, 0, p, i);
OnEvent(EVENT_SHOOT, i, p, -1);
if (GetGameVarID(g_iReturnVarID, p, i) != 0)
{
return;
}
switch (atwith)
{
case SLINGBLADE:
if (!isRRRA()) break;
goto rrra_slingblade;
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (p >= 0)
sa += 64 - (krand() & 127);
else sa += 1024 + 64 - (krand() & 127);
zvel = 1024 - (krand() & 2047);
case KNEE:
case GROWSPARK:
rrra_slingblade:
if (atwith == KNEE || atwith == GROWSPARK || atwith == SLINGBLADE)
{
if (p >= 0)
{
zvel = -ps[p].horizon.sum().asq16() >> 11;
@ -160,11 +103,11 @@ void shoot_r(int i, int atwith)
}
else
{
int x;
j = ps[findplayer(s, &x)].i;
zvel = ((sprite[j].z - sz) << 8) / (x + 1);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
}
hitscan(sx, sy, sz, sect,
sintable[(sa + 512) & 2047],
@ -200,55 +143,7 @@ void shoot_r(int i, int atwith)
}
}
if (atwith == BLOODSPLAT1 ||
atwith == BLOODSPLAT2 ||
atwith == BLOODSPLAT3 ||
atwith == BLOODSPLAT4)
{
if (FindDistance2D(sx - hitx, sy - hity) < 1024)
if (hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE)
if ((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0))
if ((wall[hitwall].cstat & 16) == 0)
{
if (wall[hitwall].nextsector >= 0)
{
SectIterator it(wall[hitwall].nextsector);
while ((k = it.NextIndex()) >= 0)
{
if (sprite[k].statnum == 3 && sprite[k].lotag == 13)
return;
}
}
if (wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0)
return;
if (wall[hitwall].hitag == 0)
{
k = fi.spawn(i, atwith);
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x,
wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
sprite[k].cstat |= (krand() & 4);
ssp(k, CLIPMASK0);
setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
if (s->picnum == OOZFILTER)
sprite[k].pal = 6;
}
}
return;
}
if (hitsect < 0) break;
if (hitsect < 0) return;
if ((abs(sx - hitx) + abs(sy - hity)) < 1024)
{
@ -305,15 +200,23 @@ void shoot_r(int i, int atwith)
sprite[j].xvel = 32;
ssp(i, 0);
sprite[j].xvel = 0;
}
}
}
break;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
static void shootweapon(int i, int p, int sx, int sy, int sz, int sa, int atwith)
{
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int zvel;
short hitsect, hitspr, hitwall, l, j, k;
int hitx, hity, hitz;
if (s->extra >= 0) s->shade = -96;
@ -322,7 +225,7 @@ void shoot_r(int i, int atwith)
j = aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
zvel = ((sprite[j].z - sz - dal) << 8) / ldist(&sprite[ps[p].i], &sprite[j]);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
@ -349,6 +252,7 @@ void shoot_r(int i, int atwith)
}
else
{
int x;
j = findplayer(s, &x);
sz -= (4 << 8);
zvel = ((ps[j].posz - sz) << 8) / (ldist(&sprite[ps[j].i], s));
@ -552,91 +456,20 @@ void shoot_r(int i, int atwith)
vec3_t v{ hitx, hity, hitz };
S_PlaySound3D(PISTOL_RICOCHET, k, &v);
}
return;
case TRIPBOMBSPRITE:
j = fi.spawn(i, atwith);
sprite[j].xvel = 32;
sprite[j].ang = sprite[i].ang;
sprite[j].z -= (5 << 8);
break;
case BOWLINGBALL:
j = fi.spawn(i, atwith);
sprite[j].xvel = 250;
sprite[j].ang = sprite[i].ang;
sprite[j].z -= (15 << 8);
break;
case OWHIP:
case UWHIP:
if (s->extra >= 0) s->shade = -96;
scount = 1;
if (atwith == 3471)
{
vel = 300;
sz -= (15 << 8);
scount = 1;
}
else if (atwith == 3475)
{
vel = 300;
sz += (4 << 8);
scount = 1;
}
if (p >= 0)
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootstuff(int i, int p, int sx, int sy, int sz, int sa, int atwith)
{
j = aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else
zvel = -mulscale16(ps[p].horizon.sum().asq16(), 98);
}
else
{
j = findplayer(s, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (s->picnum == VIXEN)
sa -= (krand() & 16);
else
sa += 16 - (krand() & 31);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
}
oldzvel = zvel;
sizx = 18; sizy = 18;
if (p >= 0) sizx = 7, sizy = 7;
else sizx = 8, sizy = 8;
while (scount > 0)
{
j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, 4);
sprite[j].extra += (krand() & 7);
sprite[j].cstat = 128;
sprite[j].clipdist = 4;
sa = s->ang + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
scount--;
}
return;
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int vel, zvel;
short l, j, scount;
if (isRRRA())
{
@ -682,7 +515,7 @@ void shoot_r(int i, int atwith)
{
sx += sintable[(s->ang + 512 + 160) & 2047] >> 7;
sy += sintable[(s->ang + 160) & 2047] >> 7;
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
@ -695,6 +528,7 @@ void shoot_r(int i, int atwith)
}
else
{
int x;
j = findplayer(s, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (s->picnum == HULK)
@ -707,7 +541,8 @@ void shoot_r(int i, int atwith)
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
}
oldzvel = zvel;
int oldzvel = zvel;
int sizx, sizy;
if (atwith == SPIT)
{
@ -762,20 +597,21 @@ void shoot_r(int i, int atwith)
scount--;
}
}
return;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
case RPG2:
case RRTILE1790:
if (isRRRA()) goto rrra_rpg2;
else break;
case FREEZEBLAST:
sz += (3 << 8);
case RPG:
case SHRINKSPARK:
rrra_rpg2:
static void shootrpg(int i, int p, int sx, int sy, int sz, int sa, int atwith)
{
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int vel, zvel;
short l, j, scount;
short var90 = 0;
if (s->extra >= 0) s->shade = -96;
@ -796,7 +632,7 @@ void shoot_r(int i, int atwith)
else
var90 = j;
}
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (8 << 8);
int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (8 << 8);
zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
if (sprite[j].picnum != RECON)
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
@ -815,6 +651,7 @@ void shoot_r(int i, int atwith)
}
else
{
int x;
j = findplayer(s, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (s->picnum == BOSS3)
@ -913,7 +750,194 @@ void shoot_r(int i, int atwith)
else
sprite[j].clipdist = 40;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootwhip(int i, int p, int sx, int sy, int sz, int sa, int atwith)
{
spritetype* const s = &sprite[i];
int sect = s->sectnum;
int vel, zvel;
short l, j, scount;
if (s->extra >= 0) s->shade = -96;
scount = 1;
if (atwith == 3471)
{
vel = 300;
sz -= (15 << 8);
scount = 1;
}
else if (atwith == 3475)
{
vel = 300;
sz += (4 << 8);
scount = 1;
}
if (p >= 0)
{
j = aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
int dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else
zvel = -mulscale16(ps[p].horizon.sum().asq16(), 98);
}
else
{
int x;
j = findplayer(s, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (s->picnum == VIXEN)
sa -= (krand() & 16);
else
sa += 16 - (krand() & 31);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
}
int oldzvel = zvel;
int sizx = 18;
int sizy = 18;
if (p >= 0) sizx = 7, sizy = 7;
else sizx = 8, sizy = 8;
while (scount > 0)
{
j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, 4);
sprite[j].extra += (krand() & 7);
sprite[j].cstat = 128;
sprite[j].clipdist = 4;
sa = s->ang + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
scount--;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shoot_r(int i, int atwith)
{
short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, scount;
int sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
uint8_t sizx, sizy;
spritetype* s;
s = &sprite[i];
sect = s->sectnum;
zvel = 0;
if (s->picnum == TILE_APLAYER)
{
p = s->yvel;
sx = ps[p].posx;
sy = ps[p].posy;
sz = ps[p].posz + ps[p].pyoff + (4 << 8);
sa = ps[p].angle.ang.asbuild();
if (isRRRA()) ps[p].crack_time = CRACK_TIME;
}
else
{
p = -1;
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
sz -= (7 << 8);
if (badguy(s))
{
sx += (sintable[(sa + 1024 + 96) & 2047] >> 7);
sy += (sintable[(sa + 512 + 96) & 2047] >> 7);
}
}
SetGameVarID(g_iAtWithVarID, 0, p, atwith);
SetGameVarID(g_iReturnVarID, 0, p, i);
OnEvent(EVENT_SHOOT, i, p, -1);
if (GetGameVarID(g_iReturnVarID, p, i) != 0)
{
return;
}
switch (atwith)
{
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
shootbloodsplat(i, p, sx, sy, sz, sa, atwith, BIGFORCE, OOZFILTER, -1);
return;
case SLINGBLADE:
if (!isRRRA()) break;
case KNEE:
case GROWSPARK:
shootmelee(i, p, sx, sy, sz, sa, atwith);
return;
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
shootweapon(i, p, sx, sy, sz, sa, atwith);
return;
case TRIPBOMBSPRITE:
j = fi.spawn(i, atwith);
sprite[j].xvel = 32;
sprite[j].ang = sprite[i].ang;
sprite[j].z -= (5 << 8);
break;
case BOWLINGBALL:
j = fi.spawn(i, atwith);
sprite[j].xvel = 250;
sprite[j].ang = sprite[i].ang;
sprite[j].z -= (15 << 8);
break;
case OWHIP:
case UWHIP:
shootwhip(i, p, sx, sy, sz, sa, atwith);
return;
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
shootstuff(i, p, sx, sy, sz, sa, atwith);
return;
case RPG2:
case RRTILE1790:
if (isRRRA()) goto rrra_rpg2;
else break;
case FREEZEBLAST:
sz += (3 << 8);
case RPG:
case SHRINKSPARK:
rrra_rpg2:
shootrpg(i, p, sx, sy, sz, sa, atwith);
break;
case CHEERBOMB: