- converted FuncWasp to a class.

This commit is contained in:
Christoph Oelckers 2021-10-15 23:29:25 +02:00
parent 8d7f37066f
commit 601d358b49
2 changed files with 252 additions and 235 deletions

View file

@ -653,6 +653,13 @@ struct AISpider : public ExhumedAI
void RadialDamage(RunListEvent* ev) override;
};
struct AIWasp : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);

View file

@ -88,7 +88,7 @@ void InitWasps()
void SetWaspVel(short nSprite)
{
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
}
@ -101,13 +101,13 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
if (nSprite == -2) {
bEggWasp = true;
}
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
if (nSprite < 0)
{
nSprite = insertsprite(nSector, 107);
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite = &sprite[nSprite];
pSprite = &sprite[nSprite];
pSprite->x = x;
pSprite->y = y;
@ -146,10 +146,10 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
// GrabTimeSlot(3);
// GrabTimeSlot(3);
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nSprite = nSprite;
WaspList[nWasp].nTarget = -1;
WaspList[nWasp].nHealth = 800;
@ -177,248 +177,258 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
return nSprite;
}
void FuncWasp(int nObject, int nMessage, int nDamage, int nRun)
void AIWasp::Draw(RunListEvent* ev)
{
short nWasp = RunData[nRun].nVal;
short nWasp = RunData[ev->nRun].nVal;
short nAction = WaspList[nWasp].nAction;
seq_PlotSequence(ev->nIndex, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b);
return;
}
void AIWasp::RadialDamage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nVal;
short nSprite = WaspList[nWasp].nSprite;
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
if (!(pSprite->cstat & 0x101))
return;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
Damage(ev);
}
void AIWasp::Damage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nVal;
short nSprite = WaspList[nWasp].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = WaspList[nWasp].nAction;
if (!ev->nDamage) {
return;
}
if (WaspList[nWasp].nHealth > 0)
{
WaspList[nWasp].nHealth -= dmgAdjust(ev->nDamage, 3);
if (WaspList[nWasp].nHealth > 0)
{
if (!RandomSize(4))
{
WaspList[nWasp].nAction = 3;
WaspList[nWasp].nFrame = 0;
}
WaspList[nWasp].nAction = 1;
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
WaspList[nWasp].nVel = 3000;
pSprite->zvel = (-20) - RandomSize(6);
}
else
{
// Wasp is dead
WaspList[nWasp].nAction = 4;
WaspList[nWasp].nFrame = 0;
pSprite->cstat = 0;
pSprite->ang = (pSprite->ang + 1024) & kAngleMask;
SetWaspVel(nSprite);
pSprite->zvel = 512;
nCreaturesKilled++;
}
}
return;
}
void AIWasp::Tick(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nVal;
short nSprite = WaspList[nWasp].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = WaspList[nWasp].nAction;
short nTarget = -1;
bool bVal = false;
switch (nMessage)
short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame);
seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame);
WaspList[nWasp].nFrame++;
if (WaspList[nWasp].nFrame >= SeqSize[nSeq])
{
case 0x90000:
WaspList[nWasp].nFrame = 0;
bVal = true;
}
if (WaspList[nWasp].nHealth > 0)
{
nTarget = WaspList[nWasp].nTarget;
if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater)))
{
seq_PlotSequence(nObject, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b);
// goto pink
WaspList[nWasp].nTarget = -1;
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
return;
}
case 0xA0000:
{
if (!(pSprite->cstat & 0x101))
return;
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to case 0x80000
fallthrough__;
}
case 0x80000:
{
if (!nDamage) {
return;
}
if (WaspList[nWasp].nHealth > 0)
{
WaspList[nWasp].nHealth -= dmgAdjust(nDamage, 3);
if (WaspList[nWasp].nHealth > 0)
{
if (!RandomSize(4))
{
WaspList[nWasp].nAction = 3;
WaspList[nWasp].nFrame = 0;
}
WaspList[nWasp].nAction = 1;
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
WaspList[nWasp].nVel = 3000;
pSprite->zvel = (-20) - RandomSize(6);
}
else
{
// Wasp is dead
WaspList[nWasp].nAction = 4;
WaspList[nWasp].nFrame = 0;
pSprite->cstat = 0;
pSprite->ang = (pSprite->ang + 1024) & kAngleMask;
SetWaspVel(nSprite);
pSprite->zvel = 512;
nCreaturesKilled++;
}
}
return;
}
case 0x20000:
{
short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame);
seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame);
WaspList[nWasp].nFrame++;
if (WaspList[nWasp].nFrame >= SeqSize[nSeq])
{
WaspList[nWasp].nFrame = 0;
bVal = true;
}
if (WaspList[nWasp].nHealth > 0)
{
nTarget = WaspList[nWasp].nTarget;
if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater)))
{
// goto pink
WaspList[nWasp].nTarget = -1;
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
return;
}
}
switch (nAction)
{
default:
return;
case 0:
{
pSprite->zvel = bsin(WaspList[nWasp].nAngle, -4);
WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2;
WaspList[nWasp].nAngle &= kAngleMask;
MoveCreature(nSprite);
if (nTarget >= 0)
{
WaspList[nWasp].nCount--;
if (WaspList[nWasp].nCount > 0)
{
PlotCourseToSprite(nSprite, nTarget);
}
else
{
pSprite->zvel = 0;
WaspList[nWasp].nAction = 1;
WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nVel = 1500;
WaspList[nWasp].nCount = RandomSize(5) + 60;
}
}
else
{
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
WaspList[nWasp].nTarget = FindPlayer(nSprite, 60);
}
}
return;
}
case 1:
{
WaspList[nWasp].nCount--;
if (WaspList[nWasp].nCount <= 0)
{
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
return;
}
int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16);
switch (nChaseVal & 0xC000)
{
default:
return;
case 0x8000:
{
return;
}
case 0xC000:
{
short nSprite2 = (nChaseVal & 0x3FFF);
if (nSprite2 == nTarget)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage);
WaspList[nWasp].nAction = 2;
WaspList[nWasp].nFrame = 0;
}
return;
}
}
return;
}
case 2:
case 3:
{
if (bVal)
{
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
pSprite->zvel = (-20) - RandomSize(6);
WaspList[nWasp].nAction = 1;
WaspList[nWasp].nVel = 3000;
}
return;
}
case 4:
{
int nMove = MoveCreature(nSprite) & 0x8000;
nMove |= 0xC000;
if (nMove)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 1024;
WaspList[nWasp].nAction = 5;
WaspList[nWasp].nFrame = 0;
}
return;
}
case 5:
{
short nSector = pSprite->sectnum;
pSprite->z += pSprite->zvel;
if (pSprite->z >= sector[nSector].floorz)
{
if (SectBelow[nSector] > -1)
{
BuildSplash(nSprite, nSector);
pSprite->cstat |= 0x8000;
}
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
WaspList[nWasp].nAction = 6;
WaspList[nWasp].nFrame = 0;
runlist_SubRunRec(WaspList[nWasp].nRun);
}
return;
}
}
break;
}
}
switch (nAction)
{
default:
return;
case 0:
{
pSprite->zvel = bsin(WaspList[nWasp].nAngle, -4);
WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2;
WaspList[nWasp].nAngle &= kAngleMask;
MoveCreature(nSprite);
if (nTarget >= 0)
{
WaspList[nWasp].nCount--;
if (WaspList[nWasp].nCount > 0)
{
PlotCourseToSprite(nSprite, nTarget);
}
else
{
pSprite->zvel = 0;
WaspList[nWasp].nAction = 1;
WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nVel = 1500;
WaspList[nWasp].nCount = RandomSize(5) + 60;
}
}
else
{
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
WaspList[nWasp].nTarget = FindPlayer(nSprite, 60);
}
}
return;
}
case 1:
{
WaspList[nWasp].nCount--;
if (WaspList[nWasp].nCount <= 0)
{
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
return;
}
int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16);
switch (nChaseVal & 0xC000)
{
default:
return;
case 0x8000:
{
return;
}
case 0xC000:
{
short nSprite2 = (nChaseVal & 0x3FFF);
if (nSprite2 == nTarget)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage);
WaspList[nWasp].nAction = 2;
WaspList[nWasp].nFrame = 0;
}
return;
}
}
return;
}
case 2:
case 3:
{
if (bVal)
{
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
pSprite->zvel = (-20) - RandomSize(6);
WaspList[nWasp].nAction = 1;
WaspList[nWasp].nVel = 3000;
}
return;
}
case 4:
{
int nMove = MoveCreature(nSprite) & 0x8000;
nMove |= 0xC000;
if (nMove)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 1024;
WaspList[nWasp].nAction = 5;
WaspList[nWasp].nFrame = 0;
}
return;
}
case 5:
{
short nSector = pSprite->sectnum;
pSprite->z += pSprite->zvel;
if (pSprite->z >= sector[nSector].floorz)
{
if (SectBelow[nSector] > -1)
{
BuildSplash(nSprite, nSector);
pSprite->cstat |= 0x8000;
}
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
WaspList[nWasp].nAction = 6;
WaspList[nWasp].nFrame = 0;
runlist_SubRunRec(WaspList[nWasp].nRun);
}
return;
}
}
}
void FuncWasp(int nObject, int nMessage, int nDamage, int nRun)
{
AIWasp ai;
runlist_DispatchEvent(&ai, nObject, nMessage, 0, nRun);
}
END_PS_NS