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fae001df77
# Conflicts: # source/exhumed/src/aistuff.cpp # source/exhumed/src/config.cpp # source/exhumed/src/exhumed.cpp # source/exhumed/src/status.cpp
853 lines
22 KiB
C++
853 lines
22 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "bullet.h"
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#include "runlist.h"
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#include "anims.h"
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#include "sequence.h"
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#include "exhumed.h"
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#include "sound.h"
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#include "init.h"
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#include "move.h"
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#include "player.h"
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#include "trigdat.h"
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#include "random.h"
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#include "gun.h"
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#include "names.h"
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#include "lighting.h"
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#include <string.h>
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#include <assert.h>
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#ifndef __WATCOMC__
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//#include <cmath>
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#else
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//#include <math.h>
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#include <stdlib.h>
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#endif
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BEGIN_PS_NS
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#define kMaxBullets 500
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short BulletFree[kMaxBullets];
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// 32 bytes
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struct Bullet
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{
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short nSeq; // 0
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short field_2; // 2
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short nSprite; // 4
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short field_6;
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short field_8;
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short nType;
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short field_C;
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short field_E;
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uint16_t field_10;
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uint8_t field_12;
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uint8_t field_13;
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int x;
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int y;
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int z;
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};
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Bullet BulletList[kMaxBullets];
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short nBulletEnemy[kMaxBullets];
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int nBulletsFree;
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int lasthitz, lasthitx, lasthity;
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short lasthitsect, lasthitsprite, lasthitwall;
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int nBulletCount = 0;
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short nRadialBullet = 0;
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bulletInfo BulletInfo[] = {
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{ 25, 1, 20, -1, -1, 13, 0, 0, -1, 0 },
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{ 25, -1, 65000, -1, 31, 73, 0, 0, -1, 0 },
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{ 15, -1, 60000, -1, 31, 73, 0, 0, -1, 0 },
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{ 5, 15, 2000, -1, 14, 38, 4, 5, 3, 0 },
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{ 250, 100, 2000, -1, 33, 34, 4, 20, -1, 0 },
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{ 200, -1, 2000, -1, 20, 23, 4, 10, -1, 0 },
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{ 200, -1, 60000, 68, 68, -1, -1, 0, -1, 0 },
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{ 300, 1, 0, -1, -1, -1, 0, 50, -1, 0 },
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{ 18, -1, 2000, -1, 18, 29, 4, 0, -1, 0 },
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{ 20, -1, 2000, 37, 11, 30, 4, 0, -1, 0 },
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{ 25, -1, 3000, -1, 44, 36, 4, 15, 90, 0 },
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{ 30, -1, 1000, -1, 52, 53, 4, 20, 48, 0 },
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{ 20, -1, 3500, -1, 54, 55, 4, 30, -1, 0 },
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{ 10, -1, 5000, -1, 57, 76, 4, 0, -1, 0 },
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{ 40, -1, 1500, -1, 63, 38, 4, 10, 40, 0 },
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{ 20, -1, 2000, -1, 60, 12, 0, 0, -1, 0 },
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{ 5, -1, 60000, -1, 31, 76, 0, 0, -1, 0 }
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};
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void InitBullets()
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{
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nBulletCount = 0;
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for (int i = 0; i < kMaxBullets; i++) {
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BulletFree[i] = i;
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}
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nBulletsFree = kMaxBullets;
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memset(nBulletEnemy, -1, sizeof(nBulletEnemy));
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}
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short GrabBullet()
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{
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nBulletsFree--;
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return BulletFree[nBulletsFree];
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}
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void DestroyBullet(short nBullet)
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{
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short nSprite = BulletList[nBullet].nSprite;
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runlist_DoSubRunRec(BulletList[nBullet].field_6);
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runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
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runlist_SubRunRec(BulletList[nBullet].field_8);
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StopSpriteSound(nSprite);
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mydeletesprite(nSprite);
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BulletFree[nBulletsFree] = nBullet;
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nBulletsFree++;
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}
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void IgniteSprite(int nSprite)
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{
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sprite[nSprite].hitag += 2;
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int nAnim = BuildAnim(-1, 38, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 20);//276);
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short nAnimSprite = GetAnimSprite(nAnim);
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sprite[nAnimSprite].hitag = nSprite;
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changespritestat(nAnimSprite, kStatIgnited);
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short yRepeat = (tilesiz[sprite[nAnimSprite].picnum].y * 32) / nFlameHeight;
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if (yRepeat < 1)
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yRepeat = 1;
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sprite[nAnimSprite].yrepeat = (uint8_t)yRepeat;
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}
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void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, int x, int y, int z, int nSector)
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{
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assert(nSector >= 0 && nSector < kMaxSectors);
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bulletInfo *pBulletInfo = &BulletInfo[pBullet->nType];
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short nStat = sprite[nHitSprite].statnum;
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switch (pBullet->nType)
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{
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case 3:
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{
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if (nStat > 107 || nStat == 98) {
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return;
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}
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sprite[nHitSprite].hitag++;
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if (sprite[nHitSprite].hitag == 15) {
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IgniteSprite(nHitSprite);
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}
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if (!RandomSize(2)) {
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BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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}
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return;
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}
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case 14:
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{
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if (nStat > 107 || nStat == 98) {
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return;
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}
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// else - fall through to below cases
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fallthrough__;
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}
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case 1:
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case 2:
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case 8:
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case 9:
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case 12:
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case 13:
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case 15:
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case 16:
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{
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// loc_29E59
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if (!nStat || nStat > 98) {
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break;
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}
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short nSprite = pBullet->nSprite;
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pHitSprite = &sprite[nHitSprite];
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if (nStat != 98)
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{
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int xVel = pHitSprite->xvel;
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int yVel = pHitSprite->yvel;
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pHitSprite->xvel = Cos(pSprite->ang) >> 2;
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pHitSprite->yvel = Sin(pSprite->ang) >> 2;
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MoveCreature(nHitSprite);
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pHitSprite->xvel = xVel;
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pHitSprite->yvel = yVel;
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}
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else
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{
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short nAngle = pSprite->ang - (RandomSize(9) - 256);
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pHitSprite->xvel = Cos(nAngle) << 1;
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pHitSprite->yvel = Sin(nAngle) << 1;
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pHitSprite->zvel = (-(RandomSize(3) + 1)) << 8;
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}
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break;
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}
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default:
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break;
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}
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// BHS_switchBreak:
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short nDamage = pBulletInfo->nDamage;
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if (pBullet->field_13 > 1) {
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nDamage *= 2;
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}
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runlist_DamageEnemy(nHitSprite, nBulletSprite, nDamage);
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if (nStat <= 90 || nStat >= 199)
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{
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BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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return;
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}
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switch (nStat)
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{
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case 97:
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break;
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case 0:
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case 98:
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case 102:
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case 141:
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case 152:
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BuildAnim(-1, 12, 0, x, y, z, nSector, 40, 0);
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break;
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default:
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BuildAnim(-1, 39, 0, x, y, z, nSector, 40, 0);
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if (pBullet->nType > 2)
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{
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BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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}
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break;
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}
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}
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void BackUpBullet(int *x, int *y, short nAngle)
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{
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*x -= Cos(nAngle) >> 11;
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*y -= Sin(nAngle) >> 11;
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}
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int MoveBullet(short nBullet)
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{
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short hitsect = -1;
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short hitwall = -1;
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short hitsprite = -1;
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Bullet *pBullet = &BulletList[nBullet];
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short nType = pBullet->nType;
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bulletInfo *pBulletInfo = &BulletInfo[nType];
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short nSprite = BulletList[nBullet].nSprite;
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spritetype *pSprite = &sprite[nSprite];
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z; // ebx
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short nSectFlag = SectFlag[pSprite->sectnum];
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int x2, y2, z2;
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int nVal;
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if (pBullet->field_10 < 30000)
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{
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short nEnemySprite = nBulletEnemy[nBullet];
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if (nEnemySprite > -1)
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{
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if (!(sprite[nEnemySprite].cstat & 0x101))
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nBulletEnemy[nBullet] = -1;
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else
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{
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nVal = AngleChase(nSprite, nEnemySprite, pBullet->field_10, 0, 16);
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goto MOVEEND;
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}
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}
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if (nType == 3)
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{
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if (pBullet->field_E < 8)
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{
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pSprite->xrepeat -= 1;
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pSprite->yrepeat += 8;
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pBullet->z -= 200;
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if (pSprite->shade < 90) {
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pSprite->shade += 35;
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}
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if (pBullet->field_E == 3)
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{
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pBullet->nSeq = 45;
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pBullet->field_2 = 0;
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pSprite->xrepeat = 40;
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pSprite->yrepeat = 40;
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pSprite->shade = 0;
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pSprite->z += 512;
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}
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}
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else
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{
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pSprite->xrepeat += 4;
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pSprite->yrepeat += 4;
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}
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}
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// loc_2A1DD
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nVal = movesprite(nSprite, pBullet->x, pBullet->y, pBullet->z, pSprite->clipdist >> 1, pSprite->clipdist >> 1, CLIPMASK1);
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MOVEEND:
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if (nVal)
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{
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x2 = pSprite->x;
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y2 = pSprite->y;
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z2 = pSprite->z;
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hitsect = pSprite->sectnum;
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if (nVal & 0x30000)
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{
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hitwall = nVal & 0x3FFF;
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goto HITWALL;
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}
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else
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{
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switch (nVal & 0xc000)
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{
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case 0x8000:
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hitwall = nVal & 0x3FFF;
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goto HITWALL;
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case 0xc000:
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hitsprite = nVal & 0x3FFF;
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goto HITSPRITE;
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}
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}
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}
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// sprite[nSprite].sectnum may have changed since we set nSectFlag ?
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short nFlagVal = nSectFlag ^ SectFlag[pSprite->sectnum];
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if (nFlagVal & kSectUnderwater)
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{
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DestroyBullet(nBullet);
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nVal = 1;
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}
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if (nVal == 0 && nType != 15 && nType != 3)
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{
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AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 0);
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if (sprite[nSprite].pal != 5) {
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sprite[nSprite].pal = 1;
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}
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}
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}
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else
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{
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nVal = 1;
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if (nBulletEnemy[nBullet] > -1)
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{
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hitsprite = nBulletEnemy[nBullet];
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x2 = sprite[hitsprite].x;
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y2 = sprite[hitsprite].y;
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z2 = sprite[hitsprite].z - (GetSpriteHeight(hitsprite) >> 1);
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hitsect = sprite[hitsprite].sectnum;
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}
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else
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{
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vec3_t startPos = { x, y, z };
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hitdata_t hitData;
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int dz;
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if (bVanilla)
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dz = -Sin(pBullet->field_C) * 8;
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else
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dz = -pBullet->field_C * 512;
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hitscan(&startPos, pSprite->sectnum, Cos(pSprite->ang), Sin(pSprite->ang), dz, &hitData, CLIPMASK1);
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x2 = hitData.pos.x;
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y2 = hitData.pos.y;
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z2 = hitData.pos.z;
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hitsprite = hitData.sprite;
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hitsect = hitData.sect;
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hitwall = hitData.wall;
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}
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lasthitx = x2;
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lasthity = y2;
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lasthitz = z2;
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lasthitsect = hitsect;
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lasthitwall = hitwall;
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lasthitsprite = hitsprite;
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if (hitsprite > -1)
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{
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HITSPRITE:
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if (pSprite->pal == 5 && sprite[hitsprite].statnum == 100)
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{
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short nPlayer = GetPlayerFromSprite(hitsprite);
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if (!PlayerList[nPlayer].bIsMummified)
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{
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PlayerList[nPlayer].bIsMummified = kTrue;
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SetNewWeapon(nPlayer, kWeaponMummified);
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}
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}
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else
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{
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// assert(hitsect <= kMaxSectors);
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BulletHitsSprite(pBullet, pSprite->owner, hitsprite, x2, y2, z2, hitsect);
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}
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}
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else if (hitwall > -1)
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{
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HITWALL:
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if (wall[hitwall].picnum == kEnergy1)
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{
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short nSector = wall[hitwall].nextsector;
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if (nSector > -1)
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{
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short nDamage = BulletInfo[pBullet->nType].nDamage;
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if (pBullet->field_13 > 1) {
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nDamage *= 2;
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}
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short nNormal = GetWallNormal(hitwall) & kAngleMask;
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runlist_DamageEnemy(sector[nSector].extra, nNormal, nDamage);
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}
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}
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}
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// loc_2A4F5:?
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if (hitsprite < 0 && hitwall < 0)
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{
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if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hitsect])
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{
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pSprite->x = x2;
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pSprite->y = y2;
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pSprite->z = z2;
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BuildSplash(nSprite, hitsect);
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}
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else
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{
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BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags);
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}
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}
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else if (hitwall >= 0)
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{
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BackUpBullet(&x2, &y2, pSprite->ang);
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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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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(-1, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset, hitsect, 40, pBulletInfo->nFlags);
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}
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}
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else
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{
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pSprite->x = x2;
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pSprite->y = y2;
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pSprite->z = z2;
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mychangespritesect(nSprite, hitsect);
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}
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// loc_2A639:
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if (BulletInfo[nType].field_10)
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{
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nRadialBullet = nType;
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runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->field_10);
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nRadialBullet = -1;
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AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
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}
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DestroyBullet(nBullet);
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}
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return nVal;
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}
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void SetBulletEnemy(short nBullet, short nEnemy)
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{
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if (nBullet >= 0) {
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nBulletEnemy[nBullet] = nEnemy;
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}
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}
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int BuildBullet(short nSprite, int nType, int UNUSED(ebx), int UNUSED(ecx), int val1, int nAngle, int val2, int val3)
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{
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Bullet sBullet;
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bulletInfo *pBulletInfo = &BulletInfo[nType];
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if (pBulletInfo->field_4 > 30000)
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{
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if (val2 >= 10000)
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{
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val2 -= 10000;
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short nTargetSprite = val2;
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spritetype *pTargetSprite = &sprite[nTargetSprite];
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// assert(sprite[nTargetSprite].sectnum <= kMaxSectors);
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if (pTargetSprite->cstat & 0x101)
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{
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sBullet.nType = nType;
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sBullet.field_13 = val3;
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sBullet.nSprite = insertsprite(sprite[nSprite].sectnum, 200);
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sprite[sBullet.nSprite].ang = nAngle;
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int nHeight = GetSpriteHeight(nTargetSprite);
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assert(sprite[nTargetSprite].sectnum >= 0 && sprite[nTargetSprite].sectnum < kMaxSectors);
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BulletHitsSprite(&sBullet, nSprite, nTargetSprite, pTargetSprite->x, pTargetSprite->y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sectnum);
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mydeletesprite(sBullet.nSprite);
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return -1;
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}
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else
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{
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val2 = 0;
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}
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}
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}
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if (!nBulletsFree) {
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return -1;
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}
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short nSector;
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if (sprite[nSprite].statnum == 100)
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{
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nSector = nPlayerViewSect[GetPlayerFromSprite(nSprite)];
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}
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else
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{
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nSector = sprite[nSprite].sectnum;
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}
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short nBulletSprite = insertsprite(nSector, 200);
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int nHeight = GetSpriteHeight(nSprite);
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nHeight = nHeight - (nHeight >> 2);
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if (val1 == -1) {
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val1 = -nHeight;
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}
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sprite[nBulletSprite].x = sprite[nSprite].x;
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sprite[nBulletSprite].y = sprite[nSprite].y;
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sprite[nBulletSprite].z = sprite[nSprite].z;
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// why is this done here???
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assert(nBulletSprite >= 0 && nBulletSprite < kMaxSprites);
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short nBullet = GrabBullet();
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Bullet *pBullet = &BulletList[nBullet];
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nBulletEnemy[nBullet] = -1;
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sprite[nBulletSprite].cstat = 0;
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sprite[nBulletSprite].shade = -64;
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if (pBulletInfo->nFlags & 4) {
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sprite[nBulletSprite].pal = 4;
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}
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else {
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sprite[nBulletSprite].pal = 0;
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}
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sprite[nBulletSprite].clipdist = 25;
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short nRepeat = pBulletInfo->xyRepeat;
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if (nRepeat < 0) {
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nRepeat = 30;
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}
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sprite[nBulletSprite].xrepeat = nRepeat;
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sprite[nBulletSprite].yrepeat = nRepeat;
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sprite[nBulletSprite].xoffset = 0;
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sprite[nBulletSprite].yoffset = 0;
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sprite[nBulletSprite].ang = nAngle;
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sprite[nBulletSprite].xvel = 0;
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sprite[nBulletSprite].yvel = 0;
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sprite[nBulletSprite].zvel = 0;
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sprite[nBulletSprite].owner = nSprite;
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sprite[nBulletSprite].lotag = runlist_HeadRun() + 1;
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sprite[nBulletSprite].extra = -1;
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sprite[nBulletSprite].hitag = 0;
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// GrabTimeSlot(3);
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pBullet->field_10 = 0;
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pBullet->field_E = pBulletInfo->field_2;
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pBullet->field_2 = 0;
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short nSeq;
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if (pBulletInfo->field_8 != -1)
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{
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pBullet->field_12 = 0;
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nSeq = pBulletInfo->field_8;
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}
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else
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{
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pBullet->field_12 = 1;
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nSeq = pBulletInfo->nSeq;
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}
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pBullet->nSeq = nSeq;
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sprite[nBulletSprite].picnum = seq_GetSeqPicnum(nSeq, 0, 0);
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if (nSeq == kSeqBullet) {
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sprite[nBulletSprite].cstat |= 0x8000;
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}
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pBullet->field_C = val2;
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pBullet->nType = nType;
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pBullet->nSprite = nBulletSprite;
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pBullet->field_6 = runlist_AddRunRec(sprite[nBulletSprite].lotag - 1, nBullet | 0xB0000);
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pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet | 0xB0000);
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pBullet->field_13 = val3;
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sprite[nBulletSprite].z += val1;
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int var_18;
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nSector = sprite[nBulletSprite].sectnum;
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while (sprite[nBulletSprite].z < sector[nSector].ceilingz)
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{
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if (SectAbove[nSector] == -1)
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{
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sprite[nBulletSprite].z = sector[nSector].ceilingz;
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break;
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}
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nSector = SectAbove[nSector];
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mychangespritesect(nBulletSprite, nSector);
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}
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if (val2 < 10000)
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{
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var_18 = ((-Sin(val2)) * pBulletInfo->field_4) >> 11;
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}
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else
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{
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val2 -= 10000;
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short nTargetSprite = val2;
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if ((unsigned int)pBulletInfo->field_4 > 30000)
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{
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nBulletEnemy[nBullet] = nTargetSprite;
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}
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else
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{
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nHeight = GetSpriteHeight(nTargetSprite);
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if (sprite[nTargetSprite].statnum == 100)
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{
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nHeight -= nHeight >> 2;
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}
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else
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{
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nHeight -= nHeight >> 1;
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}
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int var_20 = sprite[nTargetSprite].z - nHeight;
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int x, y;
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if (nSprite != -1 && sprite[nSprite].statnum != 100)
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{
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x = sprite[nTargetSprite].x;
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y = sprite[nTargetSprite].y;
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if (sprite[nTargetSprite].statnum != 100)
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{
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x += (sprite[nTargetSprite].xvel * 20) >> 6;
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y += (sprite[nTargetSprite].yvel * 20) >> 6;
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}
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else
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{
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int nPlayer = GetPlayerFromSprite(nTargetSprite);
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if (nPlayer > -1)
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{
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x += nPlayerDX[nPlayer] * 15;
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y += nPlayerDY[nPlayer] * 15;
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}
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}
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x -= sprite[nBulletSprite].x;
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y -= sprite[nBulletSprite].y;
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nAngle = GetMyAngle(x, y);
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sprite[nSprite].ang = nAngle;
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}
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else
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{
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// loc_2ABA3:
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x = sprite[nTargetSprite].x - sprite[nBulletSprite].x;
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y = sprite[nTargetSprite].y - sprite[nBulletSprite].y;
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}
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int nSqrt = lsqrt(y*y + x*x);
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if ((unsigned int)nSqrt > 0)
|
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{
|
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var_18 = ((var_20 - sprite[nBulletSprite].z) * pBulletInfo->field_4) / nSqrt;
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|
}
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|
else
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|
{
|
|
var_18 = 0;
|
|
}
|
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}
|
|
}
|
|
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pBullet->z = 0;
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pBullet->x = (sprite[nSprite].clipdist << 2) * Cos(nAngle);
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pBullet->y = (sprite[nSprite].clipdist << 2) * Sin(nAngle);
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nBulletEnemy[nBullet] = -1;
|
|
|
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if (MoveBullet(nBullet))
|
|
{
|
|
nBulletSprite = -1;
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|
}
|
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else
|
|
{
|
|
pBullet->field_10 = pBulletInfo->field_4;
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pBullet->x = (Cos(nAngle) >> 3) * pBulletInfo->field_4;
|
|
pBullet->y = (Sin(nAngle) >> 3) * pBulletInfo->field_4;
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pBullet->z = var_18 >> 3;
|
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}
|
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return nBulletSprite | (nBullet << 16);
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}
|
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|
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void FuncBullet(int a, int UNUSED(b), int nRun)
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|
{
|
|
short nBullet = RunData[nRun].nVal;
|
|
assert(nBullet >= 0 && nBullet < kMaxBullets);
|
|
|
|
short nSeq = SeqOffsets[BulletList[nBullet].nSeq];
|
|
short nSprite = BulletList[nBullet].nSprite;
|
|
|
|
int nMessage = a & 0x7F0000;
|
|
|
|
switch (nMessage)
|
|
{
|
|
case 0x20000:
|
|
{
|
|
short nFlag = FrameFlag[SeqBase[nSeq] + BulletList[nBullet].field_2];
|
|
|
|
seq_MoveSequence(nSprite, nSeq, BulletList[nBullet].field_2);
|
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|
|
if (nFlag & 0x80)
|
|
{
|
|
BuildAnim(-1, 45, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, sprite[nSprite].xrepeat, 0);
|
|
}
|
|
|
|
BulletList[nBullet].field_2++;
|
|
if (BulletList[nBullet].field_2 >= SeqSize[nSeq])
|
|
{
|
|
if (!BulletList[nBullet].field_12)
|
|
{
|
|
BulletList[nBullet].nSeq = BulletInfo[BulletList[nBullet].nType].nSeq;
|
|
BulletList[nBullet].field_12++;
|
|
}
|
|
|
|
BulletList[nBullet].field_2 = 0;
|
|
}
|
|
|
|
if (BulletList[nBullet].field_E != -1 && --BulletList[nBullet].field_E == 0)
|
|
{
|
|
DestroyBullet(nBullet);
|
|
}
|
|
else
|
|
{
|
|
MoveBullet(nBullet);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x90000:
|
|
{
|
|
short nSprite2 = a & 0xFFFF;
|
|
tsprite[nSprite2].statnum = 1000;
|
|
|
|
if (BulletList[nBullet].nType == 15)
|
|
{
|
|
seq_PlotArrowSequence(nSprite2, nSeq, BulletList[nBullet].field_2);
|
|
}
|
|
else
|
|
{
|
|
seq_PlotSequence(nSprite2, nSeq, BulletList[nBullet].field_2, 0);
|
|
tsprite[nSprite2].owner = -1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0xA0000:
|
|
break;
|
|
|
|
default:
|
|
{
|
|
Printf("unknown msg %x for bullet\n", a & 0x7F0000);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|