- actInit cleanup, new iterators returning DBloodActor.

This commit is contained in:
Christoph Oelckers 2020-12-02 17:10:00 +01:00
parent c92aaaee20
commit 045e487859
2 changed files with 100 additions and 40 deletions

View file

@ -2420,48 +2420,57 @@ const int DudeDifficulty[5] = {
512, 384, 256, 208, 160
};
void actInit(bool bSaveLoad) {
void actInit(bool bSaveLoad)
{
#ifdef NOONE_EXTENSIONS
if (!gModernMap) {
if (!gModernMap)
{
//Printf("> This map *does not* provides modern features.\n");
nnExtResetGlobals();
} else {
//Printf("> This map provides modern features.\n");
nnExtInitModernStuff(bSaveLoad);
}
else
{
//Printf("> This map provides modern features.\n");
nnExtInitModernStuff(bSaveLoad);
}
#endif
int nSprite;
StatIterator it(kStatItem);
while ((nSprite = it.NextIndex()) >= 0)
BloodStatIterator it(kStatItem);
while (auto act = it.Next())
{
switch (sprite[nSprite].type) {
switch (act->s().type)
{
case kItemWeaponVoodooDoll:
sprite[nSprite].type = kAmmoItemVoodooDoll;
act->s().type = kAmmoItemVoodooDoll;
break;
}
}
it.Reset(kStatTraps);
while ((nSprite = it.NextIndex()) >= 0)
while (auto act = it.Next())
{
spritetype *pSprite = &sprite[nSprite];
switch (pSprite->type) {
spritetype *pSprite = &act->s();
auto x = &act->x();
switch (pSprite->type)
{
case kTrapExploder:
pSprite->cstat &= ~1; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
pSprite->cstat &= ~1;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
if (pSprite->extra <= 0 || pSprite->extra >= kMaxXSprites) continue;
xsprite[pSprite->extra].waitTime = ClipLow(xsprite[pSprite->extra].waitTime, 1);
xsprite[pSprite->extra].state = 0;
x->waitTime = ClipLow(x->waitTime, 1);
x->state = 0;
break;
}
}
it.Reset(kStatThing);
while ((nSprite = it.NextIndex()) >= 0)
while (auto act = it.Next())
{
if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
spritetype* pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (!act->hasX()) continue;
spritetype* pSprite = &act->s();
XSPRITE* pXSprite = &act->x();
int nType = pSprite->type - kThingBase;
pXSprite->health = thingInfo[nType].startHealth << 4;
@ -2475,7 +2484,7 @@ void actInit(bool bSaveLoad) {
pSprite->flags = thingInfo[nType].flags;
if (pSprite->flags & kPhysGravity) pSprite->flags |= kPhysFalling;
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
act->xvel() = act->yvel() = act->zvel() = 0;
switch (pSprite->type) {
case kThingArmedProxBomb:
@ -2487,7 +2496,8 @@ void actInit(bool bSaveLoad) {
break;
case kThingBloodChunks: {
SEQINST *pInst = GetInstance(3, pSprite->extra);
if (pInst) {
if (pInst)
{
auto seq = getSequence(pInst->nSeqID);
if (!seq) break;
seqSpawn(pInst->nSeqID, 3, pSprite->extra);
@ -2500,29 +2510,32 @@ void actInit(bool bSaveLoad) {
}
}
if (gGameOptions.nMonsterSettings == 0) {
if (gGameOptions.nMonsterSettings == 0)
{
gKillMgr.SetCount(0);
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->extra > 0 && pSprite->extra < kMaxXSprites && xsprite[pSprite->extra].key > 0) // Drop Key
actDropObject(pSprite, kItemKeyBase + (xsprite[pSprite->extra].key - 1));
spritetype *pSprite = &act->s();
if (act->hasX() && act->x().key > 0) // Drop Key
actDropObject(pSprite, kItemKeyBase + (act->x().key - 1));
DeleteSprite(nSprite);
}
} else {
}
else
{
// by NoOne: WTF is this?
///////////////
char unk[kDudeMax-kDudeBase];
memset(unk, 0, sizeof(unk));
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
spritetype *pSprite = &sprite[nSprite];
spritetype *pSprite = &act->s();
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", nSprite);
I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", pSprite->index);
unk[pSprite->type - kDudeBase] = 1;
}
@ -2534,22 +2547,27 @@ void actInit(bool bSaveLoad) {
dudeInfo[i].at70[j] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j]);
it.Reset(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
while (auto act = it.Next())
{
if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
spritetype *pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (!act->hasX()) continue;
spritetype *pSprite = &act->s();
XSPRITE *pXSprite = &act->x();
int nType = pSprite->type - kDudeBase; int seqStartId = dudeInfo[nType].seqStartID;
if (!IsPlayerSprite(pSprite)) {
int nType = pSprite->type - kDudeBase;
int seqStartId = dudeInfo[nType].seqStartID;
if (!IsPlayerSprite(pSprite))
{
#ifdef NOONE_EXTENSIONS
switch (pSprite->type) {
switch (pSprite->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
seqStartId = genDudeSeqStartId(pXSprite); // Custom Dude stores it's SEQ in data2
seqStartId = genDudeSeqStartId(pXSprite); // Custom Dude stores its SEQ in data2
pXSprite->sysData1 = pXSprite->data3; // move sndStartId to sysData1, because data3 used by the game;
pXSprite->data3 = 0;
break;
case kDudePodMother: // FakeDude type (no seq, custom flags, clipdist and cstat)
if (gModernMap) break;
fallthrough__;
@ -2563,8 +2581,8 @@ void actInit(bool bSaveLoad) {
pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
#endif
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
act->xvel() = act->yvel() = act->zvel() = 0;
#ifdef NOONE_EXTENSIONS
// add a way to set custom hp for every enemy - should work only if map just started and not loaded.
if (!gModernMap || pXSprite->sysData2 <= 0) pXSprite->health = dudeInfo[nType].startHealth << 4;

View file

@ -48,4 +48,46 @@ extern DBloodActor bloodActors[kMaxSprites];
inline DBloodActor* DBloodActor::base() { return bloodActors; }
// Iterator wrappers that return an actor pointer, not an index.
class BloodStatIterator : public StatIterator
{
public:
BloodStatIterator(int stat) : StatIterator(stat)
{
}
DBloodActor* Next()
{
int n = NextIndex();
return n >= 0 ? &bloodActors[n] : nullptr;
}
DBloodActor* Peek()
{
int n = PeekIndex();
return n >= 0 ? &bloodActors[n] : nullptr;
}
};
class BloodSectIterator : public SectIterator
{
public:
BloodSectIterator(int stat) : SectIterator(stat)
{
}
DBloodActor* Next()
{
int n = NextIndex();
return n >= 0 ? &bloodActors[n] : nullptr;
}
DBloodActor* Peek()
{
int n = PeekIndex();
return n >= 0 ? &bloodActors[n] : nullptr;
}
};
END_BLD_NS