mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 07:31:03 +00:00
- refactor the wasp to use actors.
This commit is contained in:
parent
a46a8c21a3
commit
5ff8852d12
9 changed files with 60 additions and 129 deletions
|
@ -307,7 +307,7 @@ void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
|
|||
int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1);
|
||||
inline Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1)
|
||||
{
|
||||
return Collision(AngleChase(nSprite->GetSpriteIndex(), nSprite2->GetSpriteIndex(), ebx, ecx, push1));
|
||||
return Collision(AngleChase(nSprite->GetSpriteIndex(), nSprite2? nSprite2->GetSpriteIndex() : -1, ebx, ecx, push1));
|
||||
}
|
||||
void SetQuake(short nSprite, int nVal);
|
||||
void SetQuake(DExhumedActor* nSprite, int nVal)
|
||||
|
@ -868,10 +868,7 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall);
|
|||
|
||||
// wasp
|
||||
|
||||
int WaspCount();
|
||||
|
||||
void InitWasps();
|
||||
int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle);
|
||||
DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, bool bEggWasp);
|
||||
void FuncWasp(int eax, int, int edx, int nRun);
|
||||
|
||||
|
||||
|
|
|
@ -84,6 +84,7 @@ enum ECounter
|
|||
kCountRoach,
|
||||
kCountScorp,
|
||||
kCountSpider,
|
||||
kCountWasp,
|
||||
|
||||
kNumCounters
|
||||
};
|
||||
|
|
|
@ -608,8 +608,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w,
|
|||
("count", w.nCount)
|
||||
("run", w.nRun)
|
||||
("index", w.nIndex)
|
||||
("index2", w.nIndex2) // scorpion
|
||||
("channel", w.nChannel) // scorpion
|
||||
("index2", w.nIndex2)
|
||||
("channel", w.nChannel)
|
||||
("damage", w.nDamage)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
|
|
|
@ -94,9 +94,10 @@ public:
|
|||
short nAction;
|
||||
short nCount;
|
||||
short nRun;
|
||||
short nIndex;
|
||||
short nIndex2;
|
||||
short nChannel;
|
||||
union { short nIndex; short nAngle; }; // angle is for wasp.
|
||||
union { short nIndex2; short nAngle2; }; // index2 is for scorpion, angle2 is for wasp.
|
||||
union { short nChannel; short nVel; }; // channel is for scorpion, vel is for wasp.
|
||||
short nDamage;
|
||||
|
||||
DExhumedActor() :index(int(this - base())) {}
|
||||
DExhumedActor& operator=(const DExhumedActor& other) = default;
|
||||
|
|
|
@ -94,7 +94,6 @@ uint8_t LoadLevel(MapRecord* map)
|
|||
|
||||
InitSets();
|
||||
InitQueens();
|
||||
InitWasps();
|
||||
InitRats();
|
||||
InitBullets();
|
||||
InitWeapons();
|
||||
|
@ -511,7 +510,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
|
|||
return;
|
||||
}
|
||||
|
||||
BuildWasp(nSprite, 0, 0, 0, 0, 0);
|
||||
BuildWasp(pActor, 0, 0, 0, 0, 0, false);
|
||||
return;
|
||||
}
|
||||
case 116:
|
||||
|
|
|
@ -91,7 +91,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
|
|||
else if (!stricmp(c, "queen")) BuildQueen(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
|
||||
else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "wasp")) BuildWasp(-1, initx, inity, sector[initsect].floorz - 25600, initsect, inita);
|
||||
else if (!stricmp(c, "wasp")) BuildWasp(nullptr, initx, inity, sector[initsect].floorz - 25600, initsect, inita, false);
|
||||
else if (!stricmp(c, "scorp")) BuildScorp(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
|
||||
else if (!stricmp(c, "rat")) BuildRat(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else Printf("Unknown creature type %s\n", c);
|
||||
|
|
|
@ -657,8 +657,8 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
|||
pEgg->field_C--;
|
||||
if (pEgg->field_C <= 0)
|
||||
{
|
||||
short nWaspSprite = BuildWasp(-2, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang);
|
||||
pSprite->z = sprite[nWaspSprite].z;
|
||||
auto pWaspSprite = BuildWasp(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang, true);
|
||||
pSprite->z = pWaspSprite->s().z;
|
||||
|
||||
DestroyEgg(nEgg);
|
||||
}
|
||||
|
@ -1329,7 +1329,7 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (QueenList[nQueen].field_C <= 0)
|
||||
{
|
||||
if (WaspCount() < 100)
|
||||
if (Counters[kCountWasp] < 100)
|
||||
{
|
||||
QueenList[nQueen].nAction = 6;
|
||||
QueenList[nQueen].nFrame = 0;
|
||||
|
|
|
@ -51,7 +51,6 @@ void SerializeView(FSerializer& arc);
|
|||
void SerializeQueen(FSerializer& arc);
|
||||
void SerializeRat(FSerializer& arc);
|
||||
void SerializeSet(FSerializer& arc);
|
||||
void SerializeWasp(FSerializer& arc);
|
||||
|
||||
void GameInterface::SerializeGameState(FSerializer& arc)
|
||||
{
|
||||
|
@ -80,7 +79,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
|
|||
SerializeQueen(arc);
|
||||
SerializeRat(arc);
|
||||
SerializeSet(arc);
|
||||
SerializeWasp(arc);
|
||||
}
|
||||
if (arc.isReading())
|
||||
{
|
||||
|
|
|
@ -24,23 +24,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
struct Wasp
|
||||
{
|
||||
short nHealth;
|
||||
short nFrame;
|
||||
short nAction;
|
||||
short nSprite;
|
||||
short nRun;
|
||||
short nTarget;
|
||||
short nCount;
|
||||
short nAngle;
|
||||
short nAngle2;
|
||||
short nVel;
|
||||
short nDamage;
|
||||
};
|
||||
|
||||
TArray<Wasp> WaspList;
|
||||
|
||||
static actionSeq WaspSeq[] = {
|
||||
{0, 0},
|
||||
{0, 0},
|
||||
|
@ -51,64 +34,19 @@ static actionSeq WaspSeq[] = {
|
|||
{29, 1}
|
||||
};
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, Wasp& w, Wasp* def)
|
||||
void SetWaspVel(spritetype* pSprite)
|
||||
{
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
arc("health", w.nHealth)
|
||||
("frame", w.nFrame)
|
||||
("action", w.nAction)
|
||||
("sprite", w.nSprite)
|
||||
("target", w.nTarget)
|
||||
("run", w.nRun)
|
||||
("count", w.nCount)
|
||||
("angle", w.nAngle)
|
||||
("angle2", w.nAngle2)
|
||||
("vel", w.nVel)
|
||||
("damage", w.nDamage)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
void SerializeWasp(FSerializer& arc)
|
||||
{
|
||||
arc("wasp", WaspList);
|
||||
}
|
||||
|
||||
int WaspCount()
|
||||
{
|
||||
return WaspList.Size();
|
||||
}
|
||||
|
||||
void InitWasps()
|
||||
{
|
||||
WaspList.Clear();
|
||||
}
|
||||
|
||||
void SetWaspVel(short nSprite)
|
||||
{
|
||||
auto pSprite = &sprite[nSprite];
|
||||
pSprite->xvel = bcos(pSprite->ang);
|
||||
pSprite->yvel = bsin(pSprite->ang);
|
||||
}
|
||||
|
||||
int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
|
||||
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, bool bEggWasp)
|
||||
{
|
||||
auto nWasp = WaspList.Reserve(1);
|
||||
auto pActor = &WaspList[nWasp];
|
||||
|
||||
uint8_t bEggWasp = false;
|
||||
if (nSprite == -2) {
|
||||
bEggWasp = true;
|
||||
}
|
||||
auto pSprite = &sprite[nSprite];
|
||||
|
||||
if (nSprite < 0)
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
{
|
||||
nSprite = insertsprite(nSector, 107);
|
||||
assert(nSprite >= 0 && nSprite < kMaxSprites);
|
||||
pSprite = &sprite[nSprite];
|
||||
pActor = insertActor(nSector, 107);
|
||||
pSprite = &pActor->s();
|
||||
|
||||
pSprite->x = x;
|
||||
pSprite->y = y;
|
||||
|
@ -116,8 +54,9 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
|
|||
}
|
||||
else
|
||||
{
|
||||
pSprite = &pActor->s();
|
||||
nAngle = pSprite->ang;
|
||||
changespritestat(nSprite, 107);
|
||||
ChangeActorStat(pActor, 107);
|
||||
}
|
||||
|
||||
pSprite->shade = -12;
|
||||
|
@ -151,10 +90,10 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
|
|||
|
||||
pActor->nAction = 0;
|
||||
pActor->nFrame = 0;
|
||||
pActor->nSprite = nSprite;
|
||||
pActor->nTarget = -1;
|
||||
pActor->pTarget = nullptr;
|
||||
pActor->nHealth = 800;
|
||||
pActor->nDamage = 10;
|
||||
pActor->nPhase = Counters[kCountWasp]++;
|
||||
|
||||
if (bEggWasp)
|
||||
{
|
||||
|
@ -170,18 +109,18 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
|
|||
pActor->nVel = 0;
|
||||
pActor->nAngle2 = RandomSize(7) + 127;
|
||||
|
||||
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nWasp, 0x1E0000);
|
||||
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x1E0000);
|
||||
|
||||
pActor->nRun = runlist_AddRunRec(NewRun, nWasp, 0x1E0000);
|
||||
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x1E0000);
|
||||
|
||||
nCreaturesTotal++;
|
||||
return nSprite;
|
||||
return pActor;
|
||||
}
|
||||
|
||||
void AIWasp::Draw(RunListEvent* ev)
|
||||
{
|
||||
short nWasp = RunData[ev->nRun].nObjIndex;
|
||||
auto pActor = &WaspList[nWasp];
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
short nAction = pActor->nAction;
|
||||
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b);
|
||||
|
@ -190,24 +129,22 @@ void AIWasp::Draw(RunListEvent* ev)
|
|||
|
||||
void AIWasp::RadialDamage(RunListEvent* ev)
|
||||
{
|
||||
short nWasp = RunData[ev->nRun].nObjIndex;
|
||||
auto pActor = &WaspList[nWasp];
|
||||
short nSprite = pActor->nSprite;
|
||||
auto pSprite = &sprite[nSprite];
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
auto pSprite = &pActor->s();
|
||||
|
||||
if (!(pSprite->cstat & 0x101))
|
||||
return;
|
||||
|
||||
ev->nDamage = runlist_CheckRadialDamage(nSprite);
|
||||
ev->nDamage = runlist_CheckRadialDamage(pActor);
|
||||
Damage(ev);
|
||||
}
|
||||
|
||||
void AIWasp::Damage(RunListEvent* ev)
|
||||
{
|
||||
short nWasp = RunData[ev->nRun].nObjIndex;
|
||||
auto pActor = &WaspList[nWasp];
|
||||
short nSprite = pActor->nSprite;
|
||||
auto pSprite = &sprite[nSprite];
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pActor->nAction;
|
||||
|
||||
if (!ev->nDamage) {
|
||||
|
@ -243,7 +180,7 @@ void AIWasp::Damage(RunListEvent* ev)
|
|||
pSprite->cstat = 0;
|
||||
pSprite->ang = (pSprite->ang + 1024) & kAngleMask;
|
||||
|
||||
SetWaspVel(nSprite);
|
||||
SetWaspVel(pSprite);
|
||||
|
||||
pSprite->zvel = 512;
|
||||
|
||||
|
@ -255,13 +192,12 @@ void AIWasp::Damage(RunListEvent* ev)
|
|||
|
||||
void AIWasp::Tick(RunListEvent* ev)
|
||||
{
|
||||
short nWasp = RunData[ev->nRun].nObjIndex;
|
||||
auto pActor = &WaspList[nWasp];
|
||||
short nSprite = pActor->nSprite;
|
||||
auto pSprite = &sprite[nSprite];
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pActor->nAction;
|
||||
|
||||
short nTarget = -1;
|
||||
DExhumedActor* pTarget = nullptr;
|
||||
|
||||
bool bVal = false;
|
||||
|
||||
|
@ -269,7 +205,7 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
|
||||
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
|
||||
|
||||
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
|
||||
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
|
||||
|
||||
pActor->nFrame++;
|
||||
if (pActor->nFrame >= SeqSize[nSeq])
|
||||
|
@ -280,12 +216,12 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
|
||||
if (pActor->nHealth > 0)
|
||||
{
|
||||
nTarget = pActor->nTarget;
|
||||
pTarget = pActor->pTarget;
|
||||
|
||||
if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater)))
|
||||
if (pTarget && (!(pTarget->s().cstat & 0x101) || (SectFlag[pTarget->s().sectnum] & kSectUnderwater)))
|
||||
{
|
||||
// goto pink
|
||||
pActor->nTarget = -1;
|
||||
pActor->pTarget = nullptr;
|
||||
pActor->nAction = 0;
|
||||
pActor->nCount = RandomSize(6);
|
||||
return;
|
||||
|
@ -304,14 +240,14 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
pActor->nAngle += pActor->nAngle2;
|
||||
pActor->nAngle &= kAngleMask;
|
||||
|
||||
MoveCreature(nSprite);
|
||||
MoveCreature(pActor);
|
||||
|
||||
if (nTarget >= 0)
|
||||
if (pTarget)
|
||||
{
|
||||
pActor->nCount--;
|
||||
if (pActor->nCount > 0)
|
||||
{
|
||||
PlotCourseToSprite(nSprite, nTarget);
|
||||
PlotCourseToSprite(pActor, pTarget);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -324,8 +260,8 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
}
|
||||
else
|
||||
{
|
||||
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
|
||||
pActor->nTarget = FindPlayer(nSprite, 60);
|
||||
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) {
|
||||
pActor->pTarget = FindPlayer(pActor, 60);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -343,26 +279,25 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
return;
|
||||
}
|
||||
|
||||
int nChaseVal = AngleChase(nSprite, nTarget, pActor->nVel, 0, 16);
|
||||
auto nChaseVal = AngleChase(pActor, pTarget, pActor->nVel, 0, 16);
|
||||
|
||||
switch (nChaseVal & 0xC000)
|
||||
switch (nChaseVal.type)
|
||||
{
|
||||
default:
|
||||
return;
|
||||
|
||||
case 0x8000:
|
||||
case kHitWall:
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
case 0xC000:
|
||||
case kHitSprite:
|
||||
{
|
||||
short nSprite2 = (nChaseVal & 0x3FFF);
|
||||
if (nSprite2 == nTarget)
|
||||
if (nChaseVal.actor == pTarget)
|
||||
{
|
||||
pSprite->xvel = 0;
|
||||
pSprite->yvel = 0;
|
||||
runlist_DamageEnemy(nSprite2, nSprite, pActor->nDamage);
|
||||
runlist_DamageEnemy(pTarget, pActor, pActor->nDamage);
|
||||
pActor->nAction = 2;
|
||||
pActor->nFrame = 0;
|
||||
}
|
||||
|
@ -389,10 +324,9 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
}
|
||||
case 4:
|
||||
{
|
||||
int nMove = MoveCreature(nSprite) & 0x8000;
|
||||
nMove |= 0xC000;
|
||||
auto nMove = MoveCreature(pActor);
|
||||
|
||||
if (nMove)
|
||||
//if (nMove.type != kHitNone) // The code messed up the return value so this check always was true.
|
||||
{
|
||||
pSprite->xvel = 0;
|
||||
pSprite->yvel = 0;
|
||||
|
@ -413,7 +347,7 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (SectBelow[nSector] > -1)
|
||||
{
|
||||
BuildSplash(nSprite, nSector);
|
||||
BuildSplash(pActor->GetSpriteIndex(), nSector);
|
||||
pSprite->cstat |= 0x8000;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue