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https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- BuildAnim
This commit is contained in:
parent
2394420f48
commit
b191bca49e
13 changed files with 42 additions and 40 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, int nSector, int nRepeat, int nFlag);
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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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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, int *sectnum);
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void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype** sectnum);
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int GetActorHeight(DExhumedActor* nSprite);
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DExhumedActor* insertActor(int, int);
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inline DExhumedActor* insertActor(sectortype* s, int st)
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@ -62,10 +62,10 @@ 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, int nSector, int nRepeat, int nFlag)
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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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{
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if (pActor == nullptr) {
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pActor = insertActor(nSector, 500);
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pActor = insertActor(pSector, 500);
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}
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auto pSprite = &pActor->s();
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@ -252,7 +252,7 @@ void BuildExplosion(DExhumedActor* pActor)
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edx = 34;
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}
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BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4);
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BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4);
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}
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void BuildSplash(DExhumedActor* actor, sectortype* pSector)
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@ -286,7 +286,7 @@ void BuildSplash(DExhumedActor* actor, sectortype* pSector)
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nFlag = 0;
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}
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auto pActor = BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSector->floorz, sectnum(pSector), nRepeat, nFlag);
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auto pActor = BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSector->floorz, pSector, nRepeat, nFlag);
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if (!bIsLava)
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{
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@ -35,14 +35,14 @@ void DestroyBubble(DExhumedActor* pActor)
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DeleteActor(pActor);
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}
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DExhumedActor* BuildBubble(vec3_t pos, int nSector)
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DExhumedActor* BuildBubble(vec3_t 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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nSize -= 4;
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}
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auto pActor = insertActor(nSector, 402);
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auto pActor = insertActor(pSector, 402);
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auto pSprite = &pActor->s();
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pSprite->pos = pos;
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@ -100,7 +100,7 @@ void AIBubble::Tick(RunListEvent* ev)
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auto pSectAbove = pSector->pAbove;
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if (pSprite->hitag > -1 && pSectAbove != nullptr) {
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BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, pSectAbove->floorz, sectnum(pSectAbove), 64, 0);
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BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, pSectAbove->floorz, pSectAbove, 64, 0);
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}
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DestroyBubble(pActor);
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@ -129,7 +129,7 @@ void DoBubbleMachines()
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pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
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auto pSprite = &pActor->s();
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BuildBubble(pSprite->pos, pSprite->sectnum);
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BuildBubble(pSprite->pos, pSprite->sector());
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}
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}
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}
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@ -147,11 +147,11 @@ 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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int nSector;
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sectortype* pSector;
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WheresMyMouth(nPlayer, &pos, &nSector);
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WheresMyMouth(nPlayer, &pos, &pSector);
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auto pActor = BuildBubble(pos, nSector);
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auto pActor = BuildBubble(pos, pSector);
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pActor->s().hitag = nPlayer;
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}
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END_PS_NS
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@ -157,7 +157,7 @@ void IgniteSprite(DExhumedActor* pActor)
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pSprite->hitag += 2;
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auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 20);
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auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 40, 20);
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if (pAnimActor)
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{
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@ -175,6 +175,7 @@ void IgniteSprite(DExhumedActor* pActor)
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void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActor* pHitActor, int x, int y, int z, int nSector)
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{
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assert(validSectorIndex(nSector));
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auto pSector = §or[nSector];
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bulletInfo *pBulletInfo = &BulletInfo[pBullet->nType];
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@ -196,7 +197,7 @@ 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, nSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
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}
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return;
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@ -266,7 +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, nSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
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return;
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}
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@ -278,13 +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, nSector, 40, 0);
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BuildAnim(nullptr, 12, 0, x, y, z, pSector, 40, 0);
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break;
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default:
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BuildAnim(nullptr, 39, 0, x, y, z, nSector, 40, 0);
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BuildAnim(nullptr, 39, 0, x, y, z, 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, nSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, pSector, 40, pBulletInfo->nFlags);
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}
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break;
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}
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@ -502,9 +503,9 @@ HITSPRITE:
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if (hitsect > -1) // NOTE: hitsect can be -1. this check wasn't in original code. TODO: demo compatiblity?
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{
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auto pHitSect = §or[hitsect];
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if (hitactor == nullptr && hitwall < 0)
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{
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auto pHitSect = §or[hitsect];
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if ((pHitSect->pBelow != nullptr && (pHitSect->pBelow->Flag & kSectUnderwater)) || pHitSect->Depth)
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{
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pSprite->x = x2;
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@ -514,7 +515,7 @@ 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, hitsect, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2, pHitSect, 40, pBulletInfo->nFlags);
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}
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}
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else
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@ -532,7 +533,7 @@ HITSPRITE:
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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, hitsect, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset + -4096, pHitSect, 40, pBulletInfo->nFlags);
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}
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}
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else
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@ -832,7 +833,7 @@ void AIBullet::Tick(RunListEvent* ev)
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if (nFlag & 0x80)
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{
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BuildAnim(nullptr, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 0);
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BuildAnim(nullptr, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 0);
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}
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BulletList[nBullet].nFrame++;
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@ -77,9 +77,9 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
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pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
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}
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void BuildBlood(int x, int y, int z, int nSector)
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void BuildBlood(int x, int y, int z, sectortype* pSector)
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{
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128);
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, pSector, 75, 128);
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}
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void AIFishLimb::Tick(RunListEvent* ev)
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@ -101,7 +101,7 @@ 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(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
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BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sector());
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}
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}
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@ -201,7 +201,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius);
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BuildAnim(nullptr, var_28, 0, pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, pGrenadeSprite->sectnum, var_20, 4);
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BuildAnim(nullptr, var_28, 0, pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, pGrenadeSprite->sector(), var_20, 4);
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AddFlash(pGrenadeSprite->sector(), pGrenadeSprite->x, pGrenadeSprite->y, pGrenadeSprite->z, 128);
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DestroyGrenade(pActor);
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@ -718,6 +718,7 @@ loc_flag:
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}
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auto cRange = CheckCloseRange(nPlayer, &theX, &theY, &theZ, &nSectorB);
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auto pSectorB = §or[nSectorB];
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if (cRange.type != kHitNone)
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{
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@ -753,7 +754,7 @@ loc_flag:
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else if (pSprite2->statnum == 102)
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{
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// loc_27370:
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BuildAnim(nullptr, 12, 0, theX, theY, theZ, nSectorB, 30, 0);
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BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
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}
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else if (pSprite2->statnum == kStatExplodeTrigger) {
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var_28 += 2;
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@ -765,7 +766,7 @@ 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, nSectorB, 30, 0);
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BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
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}
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}
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}
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@ -119,7 +119,7 @@ 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, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nItemAnimInfo[nItem].repeat, 20);
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auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), nItemAnimInfo[nItem].repeat, 20);
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if (nItem == 44) {
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pAnimActor->s().cstat |= 2;
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@ -340,7 +340,7 @@ void DropMagic(DExhumedActor* pActor)
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pSprite->x,
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pSprite->y,
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pSprite->z,
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pSprite->sectnum,
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pSprite->sector(),
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48,
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4);
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@ -403,7 +403,7 @@ void DoRegenerates()
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if (pSprite->extra <= 0)
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{
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BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 64, 4);
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BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 64, 4);
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D3PlayFX(StaticSound[kSoundTorchOn], pActor);
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}
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else {
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@ -643,7 +643,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor)
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pSprite->y = y;
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pSprite->z = z;
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ChangeActorSect(pActor, sectnum(pSectorPre));
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ChangeActorSect(pActor, pSectorPre);
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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -2);
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@ -1251,14 +1251,14 @@ 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, int *sectnum)
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void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype **sectnum)
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{
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auto pActor = PlayerList[nPlayer].Actor();
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auto pSprite = &pActor->s();
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int height = GetActorHeight(pActor) >> 1;
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*sectnum = pSprite->sectnum;
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*sectnum = pSprite->sector();
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*pos = pSprite->pos;
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pos->z -= height;
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@ -1959,7 +1959,7 @@ void AIObject::Tick(RunListEvent* ev)
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}
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AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128);
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BuildAnim(nullptr, var_18, 0, pSprite->x, pSprite->y, pSprite->sector()->floorz, pSprite->sectnum, 240, 4);
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BuildAnim(nullptr, var_18, 0, pSprite->x, pSprite->y, pSprite->sector()->floorz, pSprite->sector(), 240, 4);
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// int edi = nSprite | 0x4000;
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@ -2540,7 +2540,7 @@ sectdone:
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if (!RandomSize(5))
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{
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vec3_t pos;
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int mouthSect;
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sectortype* mouthSect;
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WheresMyMouth(nPlayer, &pos, &mouthSect);
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BuildAnim(nullptr, 71, 0, pos.x, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128);
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@ -234,7 +234,7 @@ 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, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4);
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BuildAnim(nullptr, 34, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4);
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}
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else
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{
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@ -1476,7 +1476,7 @@ void AIQueen::Damage(RunListEvent* ev)
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QueenList[nQueen].nHealth = 4000;
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QueenList[nQueen].nAction = 7;
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BuildAnim(nullptr, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sectnum, pSprite->xrepeat, 4);
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BuildAnim(nullptr, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sector(), pSprite->xrepeat, 4);
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break;
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case 2:
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QueenList[nQueen].nHealth = 4000;
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@ -108,7 +108,7 @@ void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer)
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pActor->pTarget = nOwner;
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BuildAnim(nullptr, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 4);
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BuildAnim(nullptr, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 40, 4);
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AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128);
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