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Searched refs:kAngleMask (Results 1 – 25 of 35) sorted by relevance

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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dtrigdat.cpp56 return (AngTable[(edx / y) & kAngleMask] + 512) & kAngleMask; in GetMyAngle()
61 return ((512 - AngTable[(esi / ebx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle()
75 return ((1024 - AngTable[(edx / ecx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle()
80 return (AngTable[(edx / ebx) & kAngleMask] + 1024) & kAngleMask; in GetMyAngle()
95 return (AngTable[(esi / ebx) & kAngleMask] + 2048) & kAngleMask; in GetMyAngle()
100 return ((2048 - AngTable[(edx / ecx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle()
114 return ((1536 - AngTable[(edx / ebx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle()
119 return (AngTable[(edx / ecx) & kAngleMask] + 1536) & kAngleMask; in GetMyAngle()
128 int diff = (b - a) & kAngleMask; in AngleDiff()
H A Dlion.cpp302 sprite[nSprite].ang = RandomWord() & kAngleMask; in FuncLion()
346 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncLion()
378 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncLion()
442 short nScanAngle = (sprite[nSprite].ang - 512) & kAngleMask; in FuncLion()
470 nScanAngle &= kAngleMask; in FuncLion()
496 sprite[nSprite].ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask; in FuncLion()
514 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncLion()
537 … sprite[nSprite].ang = (RandomSize(9) + (sprite[nSprite].ang + 768)) & kAngleMask; in FuncLion()
H A Dengine.h59 return sintable[angle & kAngleMask]; in Sin()
64 return sintable[(angle + 512) & kAngleMask]; in Cos()
H A Dwasp.cpp228 sprite[nSprite].ang &= kAngleMask; in FuncWasp()
243 sprite[nSprite].ang = (sprite[nSprite].ang + 1024) & kAngleMask; in FuncWasp()
294 WaspList[nWasp].nAttackTime &= kAngleMask; in FuncWasp()
371 sprite[nSprite].ang &= kAngleMask; in FuncWasp()
H A Dtrigdat.h27 #define kAngleMask 0x7FF macro
H A Dsnake.cpp289 int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask; in FindSnakeEnemy()
384 int var_28 = (nAngle + 512) & kAngleMask; in FuncSnake()
407 var_20 = (var_20 + 128) & kAngleMask; in FuncSnake()
H A Dqueen.cpp275 nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask; in QueenAngleChase()
277 pSprite->zvel = (AngleDelta(pSprite->zvel, var_14, 24) + pSprite->zvel) & kAngleMask; in QueenAngleChase()
403 sprite[nSprite2].ang = (RandomSize(9) + (nAngle - 256)) & kAngleMask; in BuildQueenEgg()
584 sprite[nSprite].ang &= kAngleMask; in FuncQueenEgg()
884 sprite[nSprite].ang &= kAngleMask; in FuncQueenHead()
950 int nAngle = RandomSize(11) & kAngleMask; in FuncQueenHead()
1310 sprite[nSprite].ang &= kAngleMask; in FuncQueen()
H A Dsequence.cpp465 …rotatesprite(x << 16, y << 16, 0x10000, (-2 * fix16_to_int(nPlayerDAng)) & kAngleMask, nTile, -127… in seq_DrawPilotLightSeq()
562 int nSeqOffset = ((((pTSprite->ang + 512) - nAngle) + 128) & kAngleMask) >> 8; in seq_PlotArrowSequence()
618 val = (((pTSprite->ang - nAngle) + 128) & kAngleMask) >> 8; in seq_PlotSequence()
H A Droach.cpp337 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRoach()
343 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRoach()
H A Drex.cpp336 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRex()
368 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRex()
H A Dlavadude.cpp364 … sprite[nSprite].ang = (sprite[nSprite].ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask; in FuncLava()
376 … sprite[nSprite].ang = (sprite[nSprite].ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask; in FuncLava()
H A Dmove.cpp659 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in MoveCreatureWithCaution()
765 short nAng = nFlag & kAngleMask; in CheckSectorFloor()
1223 nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask; in AngleChase()
1226 sprite[nSprite].zvel = (sprite[nSprite].zvel + nAngDeltaD) & kAngleMask; in AngleChase()
1259 return (nAngle + 512) & kAngleMask; in GetWallNormal()
H A Dset.cpp201 sprite[nSprite].extra &= kAngleMask; in FuncSoul()
494 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncSet()
H A Dplayer.cpp369 inita &= kAngleMask; in PlayerInterruptKeys()
388 inita &= kAngleMask; in PlayerInterruptKeys()
759 PlayerList[nPlayer].q16angle = fix16_from_int(sprite[nNStartSprite].ang & kAngleMask); in RestartPlayer()
778 PlayerList[nPlayer].q16angle = fix16_from_int(sPlayerSave[nPlayer].nAngle&kAngleMask); in RestartPlayer()
1482 …st[nPlayer].q16angle = fix16_from_int(GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask); in FuncPlayer()
1587 … int nDiff = AngleDiff(nNormal, (sprite[nPlayerSprite].ang + 1024) & kAngleMask); in FuncPlayer()
H A Dview.cpp173 int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask; in analyzesprites()
247 pTSprite->ang = (pTSprite->ang + ((int)totalclock << 3)) & kAngleMask; in analyzesprites()
H A Danubis.cpp264 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncAnubis()
H A Dscorp.cpp470 sprite[nSprite].ang &= kAngleMask; in FuncScorp()
/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/
H A Dwitchaven.h175 #define kAngleMask 0x7FF macro
181 return sintable[angle & kAngleMask]; in Sin()
186 return sintable[(angle + 512) & kAngleMask]; in Cos()
H A Danimation.cpp429 sprite[i].ang = krand() & kAngleMask; in animateobjs()
646 sprite[i].ang = rand() & kAngleMask; in animateobjs()
654 …itag].x - sprite[i].x, sprite[sprite[i].hitag].y - sprite[i].y) & kAngleMask) - 1024) & kAngleMask; in animateobjs()
670 sprite[i].ang = rand() & kAngleMask; in animateobjs()
704 sprite[i].ang = (rand() & kAngleMask); in animateobjs()
897 sprite[i].ang = (sprite[i].ang + 1024) & kAngleMask; in animateobjs()
904 sprite[i].ang = (sprite[i].ang + 512) & kAngleMask; in animateobjs()
906 sprite[i].ang = (sprite[i].ang + 1024) & kAngleMask; in animateobjs()
912 sprite[i].ang += (synctics << 4) & kAngleMask; in animateobjs()
2276 daang = (sprite[i].ang + 256) & kAngleMask; in animateobjs()
[all …]
H A Dobjects.cpp2289 daang2 = ((daang + 2048 + (krand() & 31) - 16) & kAngleMask); in checkheat()
2436 *daang = ((krand() & 512) - 256) & kAngleMask; in checksight()
2447 if (((sprite[i].ang + 2048 - *daang) & kAngleMask) < 1024) in checksight()
2683 sprite[j].ang = krand() & kAngleMask; in explosion()
2707 sprite[j].ang = krand() & kAngleMask; in explosion2()
2752 sprite[j].ang = ((rand() & 1023) - 1024) & kAngleMask; in icecubes()
3144 short daang = (daang + (k << 2)) & kAngleMask; // TODO - fixme in guardianfire()
3186 sprite[j].ang = ((sprite[s].ang + 2048) - 512) & kAngleMask; in trowajavlin()
3193 sprite[j].ang = ((sprite[s].ang + 2048) - 512) & kAngleMask; in trowajavlin()
3200 sprite[j].ang = ((sprite[s].ang + 2048) - 512) & kAngleMask; in trowajavlin()
[all …]
H A Dwitchaven.cpp1963 xvect = sintable[(2048-cang)& kAngleMask] * czoom; in drawoverheadmap()
1964 yvect = sintable[(1536-cang)& kAngleMask] * czoom; in drawoverheadmap()
2055 ox = (sintable[(spr->ang+512)& kAngleMask]>>7); in drawoverheadmap()
2056 oy = (sintable[(spr->ang)& kAngleMask]>>7); in drawoverheadmap()
2080 daang = (spr->ang-cang)& kAngleMask; in drawoverheadmap()
2096 dax = sintable[k& kAngleMask]*l; in drawoverheadmap()
2097 day = sintable[(k+1536)& kAngleMask]*l; in drawoverheadmap()
2131 cosang = sintable[(k+512)& kAngleMask]; in drawoverheadmap()
H A Dsound.cpp423 …((getangle(player[pyrn].x - x, player[pyrn].y - y) + (2047 - player[pyrn].ang)) % kAngleMask) >> 6; in SND_PlaySound()
508 …y[wIndex].x, player[pyrn].y - SampleRay[wIndex].y) + (2047 - player[pyrn].ang)) % kAngleMask) >> 6; in updatesound_loc()
H A Dnetwork.cpp1017 sintable[(daang + 512) & kAngleMask],
1037 sprite[j].ang = ((daang + 2048) - 512 + (rand() & 128 - 64)) & kAngleMask;
1147 sprite[j].xvel = (sintable[(daang + 512) & kAngleMask] >> 5);
1173 sprite[j].xvel = (sintable[(daang + 512) & kAngleMask] >> 7);
1198 sprite[j].xvel = (sintable[(daang + 512) & kAngleMask] >> 7);
1218 sprite[j].ang = ((plr->ang + 2048 + 96) - 512) & kAngleMask;
H A Dplayer.cpp2590 daang = (plr->ang - 36) & kAngleMask; in castaorb()
2593 daang = (daang + (k << 1)) & kAngleMask; in castaorb()
2776 sprite[j].ang = ((rand() & 1023) - 1024) & kAngleMask; in chunksofmeat()
3546 daang2 = (daang + 2048) & kAngleMask; in shootgun()
3585 sprite[j].ang = ((daang + 2048) - 512 + ((rand() & 128) - 64)) & kAngleMask; in shootgun()
3764 daang2 = (daang + 2048) & kAngleMask; in shootgun()
3828 sprite[j].ang = ((plr->ang + 2048 + 96) - 512) & kAngleMask; in shootgun()
3860 sprite[j].ang = ((plr->ang + 2048) - 512) & kAngleMask; in shootgun()
4963 short daang = (sprite[s].ang - 36) & kAngleMask; in gronmissile()
4967 daang = (daang + (k << 1)) & kAngleMask; in gronmissile()
[all …]
H A Deffects.cpp481 revolveang[i] = ((revolveang[i] + 2048 - (synctics << 1)) & kAngleMask); in revolvefx()
508 revolvesyncrotang = ((revolvesyncrotang + 2048 - (synctics << 1)) & kAngleMask); in revolvefx()
527 plr->ang = ((revolvesyncang + revolvesyncrotang) & kAngleMask); in revolvefx()

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