- converted FuncSnake to a class.

This commit is contained in:
Christoph Oelckers 2021-10-15 23:31:00 +02:00
parent 61df236588
commit 5a424bdd06
2 changed files with 113 additions and 119 deletions

View file

@ -639,6 +639,12 @@ struct AISoul : public ExhumedAI
void Tick(RunListEvent* ev) override;
};
struct AISnake : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);

View file

@ -75,7 +75,7 @@ void DestroySnake(int nSnake)
for (int i = 0; i < kSnakeSprites; i++)
{
short nSprite = SnakeList[nSnake].nSprites[i];
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->owner);
@ -93,7 +93,7 @@ void DestroySnake(int nSnake)
void ExplodeSnakeSprite(int nSprite, short nPlayer)
{
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
short nDamage = BulletInfo[kWeaponStaff].nDamage;
if (PlayerList[nPlayer].nDouble > 0) {
@ -161,7 +161,7 @@ void BuildSnake(short nPlayer, short zVal)
{
BackUpBullet(&hitx, &hity, nAngle);
nSprite = insertsprite(hitsect, 202);
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
pSprite->x = hitx;
pSprite->y = hity;
pSprite->z = hitz;
@ -184,14 +184,14 @@ void BuildSnake(short nPlayer, short zVal)
short nSnake = GrabSnake();
if (nSnake == -1) return;
// GrabTimeSlot(3);
// GrabTimeSlot(3);
short var_24;
for (int i = 0; i < kSnakeSprites; i++)
{
nSprite = insertsprite(nViewSect, 202);
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->owner = nPlayerSprite;
@ -212,8 +212,8 @@ void BuildSnake(short nPlayer, short zVal)
pSprite->x = sprite[var_24].x;
pSprite->y = sprite[var_24].y;
pSprite->z = sprite[var_24].z;
pSprite->xrepeat = 40 - 3*i;
pSprite->yrepeat = 40 - 3*i;
pSprite->xrepeat = 40 - 3 * i;
pSprite->yrepeat = 40 - 3 * i;
}
pSprite->clipdist = 10;
@ -267,7 +267,7 @@ int FindSnakeEnemy(short nSnake)
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nSprite = SnakeList[nSnake].nSprites[0]; // CHECKME
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
short nAngle = pSprite->ang;
short nSector = pSprite->sectnum;
@ -311,128 +311,116 @@ int FindSnakeEnemy(short nSnake)
return nEnemy;
}
void FuncSnake(int nObject, int nMessage, int, int nRun)
void AISnake::Tick(RunListEvent* ev)
{
switch (nMessage)
short nSnake = RunData[ev->nRun].nVal;
assert(nSnake >= 0 && nSnake < kMaxSnakes);
short nSprite = SnakeList[nSnake].nSprites[0];
auto pSprite = &sprite[nSprite];
seq_MoveSequence(nSprite, SeqOffsets[kSeqSnakehed], 0);
short nEnemySprite = SnakeList[nSnake].nEnemy;
int nMov;
int zVal;
if (nEnemySprite < 0)
{
case 0x20000:
SEARCH_ENEMY:
nMov = movesprite(nSprite,
600 * bcos(pSprite->ang),
600 * bsin(pSprite->ang),
bsin(SnakeList[nSnake].sE, -5),
0, 0, CLIPMASK1);
FindSnakeEnemy(nSnake);
zVal = 0;
}
else
{
if (!(sprite[nEnemySprite].cstat & 0x101))
{
short nSnake = RunData[nRun].nVal;
assert(nSnake >= 0 && nSnake < kMaxSnakes);
short nSprite = SnakeList[nSnake].nSprites[0];
auto pSprite = &sprite[nSprite];
seq_MoveSequence(nSprite, SeqOffsets[kSeqSnakehed], 0);
short nEnemySprite = SnakeList[nSnake].nEnemy;
int nMov;
int zVal;
if (nEnemySprite < 0)
{
SEARCH_ENEMY:
nMov = movesprite(nSprite,
600 * bcos(pSprite->ang),
600 * bsin(pSprite->ang),
bsin(SnakeList[nSnake].sE, -5),
0, 0, CLIPMASK1);
FindSnakeEnemy(nSnake);
zVal = 0;
}
else
{
if (!(sprite[nEnemySprite].cstat&0x101))
{
SnakeList[nSnake].nEnemy = -1;
goto SEARCH_ENEMY;
}
zVal = pSprite->z;
nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
zVal = pSprite->z - zVal;
}
if (nMov)
{
short nPlayer = SnakeList[nSnake].nSnakePlayer;
ExplodeSnakeSprite(SnakeList[nSnake].nSprites[0], nPlayer);
nPlayerSnake[nPlayer] = -1;
SnakeList[nSnake].nSnakePlayer = -1;
DestroySnake(nSnake);
}
else
{
short nAngle = pSprite->ang;
int var_30 = -bcos(nAngle, 6);
int var_34 = -bsin(nAngle, 6);
int var_20 = SnakeList[nSnake].sE;
SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
int var_28 = (nAngle + 512) & kAngleMask;
short nSector = pSprite->sectnum;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
for (int i = 7; i > 0; i--)
{
int nSprite2 = SnakeList[nSnake].nSprites[i];
sprite[nSprite2].ang = nAngle;
sprite[nSprite2].x = x;
sprite[nSprite2].y = y;
sprite[nSprite2].z = z;
mychangespritesect(nSprite2, nSector);
int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9;
movesprite(nSprite2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28),
-zVal*(i-1), 0, 0, CLIPMASK1);
var_20 = (var_20 + 128) & kAngleMask;
}
}
break;
SnakeList[nSnake].nEnemy = -1;
goto SEARCH_ENEMY;
}
case 0x90000:
zVal = pSprite->z;
nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
zVal = pSprite->z - zVal;
}
if (nMov)
{
short nPlayer = SnakeList[nSnake].nSnakePlayer;
ExplodeSnakeSprite(SnakeList[nSnake].nSprites[0], nPlayer);
nPlayerSnake[nPlayer] = -1;
SnakeList[nSnake].nSnakePlayer = -1;
DestroySnake(nSnake);
}
else
{
short nAngle = pSprite->ang;
int var_30 = -bcos(nAngle, 6);
int var_34 = -bsin(nAngle, 6);
int var_20 = SnakeList[nSnake].sE;
SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
int var_28 = (nAngle + 512) & kAngleMask;
short nSector = pSprite->sectnum;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
for (int i = 7; i > 0; i--)
{
short nSnake = RunData[nRun].nVal;
short nSprite = nObject;
int nSprite2 = SnakeList[nSnake].nSprites[i];
if ((nSnake & 0xFF) == 0) {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
}
else {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
}
sprite[nSprite2].ang = nAngle;
sprite[nSprite2].x = x;
sprite[nSprite2].y = y;
sprite[nSprite2].z = z;
mytsprite[nSprite].owner = -1;
break;
}
mychangespritesect(nSprite2, nSector);
case 0xA0000:
{
break;
}
int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9;
default:
{
Printf("unknown msg %x for bullet\n", nMessage);
break;
movesprite(nSprite2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28),
-zVal * (i - 1), 0, 0, CLIPMASK1);
var_20 = (var_20 + 128) & kAngleMask;
}
}
}
void AISnake::Draw(RunListEvent* ev)
{
short nSnake = RunData[ev->nRun].nVal;
short nSprite = ev->nIndex;
if ((nSnake & 0xFF) == 0) {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
}
else {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
}
mytsprite[nSprite].owner = -1;
}
void FuncSnake(int nObject, int nMessage, int nDamage, int nRun)
{
AISnake ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS