diff --git a/source/games/exhumed/src/aistuff.h b/source/games/exhumed/src/aistuff.h index 9017fcc06..d42a77533 100644 --- a/source/games/exhumed/src/aistuff.h +++ b/source/games/exhumed/src/aistuff.h @@ -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 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); diff --git a/source/games/exhumed/src/engine.h b/source/games/exhumed/src/engine.h index 90bae3c41..2c727ca72 100644 --- a/source/games/exhumed/src/engine.h +++ b/source/games/exhumed/src/engine.h @@ -84,6 +84,7 @@ enum ECounter kCountRoach, kCountScorp, kCountSpider, + kCountWasp, kNumCounters }; diff --git a/source/games/exhumed/src/exhumed.cpp b/source/games/exhumed/src/exhumed.cpp index 03b80aebe..d88158533 100644 --- a/source/games/exhumed/src/exhumed.cpp +++ b/source/games/exhumed/src/exhumed.cpp @@ -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; diff --git a/source/games/exhumed/src/exhumedactor.h b/source/games/exhumed/src/exhumedactor.h index 431d5d1d4..a00a47540 100644 --- a/source/games/exhumed/src/exhumedactor.h +++ b/source/games/exhumed/src/exhumedactor.h @@ -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; diff --git a/source/games/exhumed/src/init.cpp b/source/games/exhumed/src/init.cpp index 0b5c6dffe..648716f6a 100644 --- a/source/games/exhumed/src/init.cpp +++ b/source/games/exhumed/src/init.cpp @@ -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: diff --git a/source/games/exhumed/src/osdcmds.cpp b/source/games/exhumed/src/osdcmds.cpp index 942d6b2b7..c9587a11e 100644 --- a/source/games/exhumed/src/osdcmds.cpp +++ b/source/games/exhumed/src/osdcmds.cpp @@ -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); diff --git a/source/games/exhumed/src/queen.cpp b/source/games/exhumed/src/queen.cpp index 159897767..f49757dc6 100644 --- a/source/games/exhumed/src/queen.cpp +++ b/source/games/exhumed/src/queen.cpp @@ -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; diff --git a/source/games/exhumed/src/save.cpp b/source/games/exhumed/src/save.cpp index 5fad5a939..88c8d0bc4 100644 --- a/source/games/exhumed/src/save.cpp +++ b/source/games/exhumed/src/save.cpp @@ -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()) { diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index 19df5176f..f01b8deee 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -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 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; }