- access WaspList through a pointer.

This commit is contained in:
Christoph Oelckers 2021-10-24 13:15:40 +02:00
parent 2c8da6fe72
commit a46a8c21a3

View file

@ -96,6 +96,7 @@ void SetWaspVel(short nSprite)
int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
{
auto nWasp = WaspList.Reserve(1);
auto pActor = &WaspList[nWasp];
uint8_t bEggWasp = false;
if (nSprite == -2) {
@ -148,30 +149,30 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
// GrabTimeSlot(3);
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nSprite = nSprite;
WaspList[nWasp].nTarget = -1;
WaspList[nWasp].nHealth = 800;
WaspList[nWasp].nDamage = 10;
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nSprite = nSprite;
pActor->nTarget = -1;
pActor->nHealth = 800;
pActor->nDamage = 10;
if (bEggWasp)
{
WaspList[nWasp].nCount = 60;
WaspList[nWasp].nDamage /= 2;
pActor->nCount = 60;
pActor->nDamage /= 2;
}
else
{
WaspList[nWasp].nCount = RandomSize(5);
pActor->nCount = RandomSize(5);
}
WaspList[nWasp].nAngle = 0;
WaspList[nWasp].nVel = 0;
WaspList[nWasp].nAngle2 = RandomSize(7) + 127;
pActor->nAngle = 0;
pActor->nVel = 0;
pActor->nAngle2 = RandomSize(7) + 127;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nWasp, 0x1E0000);
WaspList[nWasp].nRun = runlist_AddRunRec(NewRun, nWasp, 0x1E0000);
pActor->nRun = runlist_AddRunRec(NewRun, nWasp, 0x1E0000);
nCreaturesTotal++;
return nSprite;
@ -180,16 +181,18 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
void AIWasp::Draw(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
short nAction = WaspList[nWasp].nAction;
auto pActor = &WaspList[nWasp];
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b);
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b);
return;
}
void AIWasp::RadialDamage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
short nSprite = WaspList[nWasp].nSprite;
auto pActor = &WaspList[nWasp];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
if (!(pSprite->cstat & 0x101))
@ -202,39 +205,40 @@ void AIWasp::RadialDamage(RunListEvent* ev)
void AIWasp::Damage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
short nSprite = WaspList[nWasp].nSprite;
auto pActor = &WaspList[nWasp];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
short nAction = WaspList[nWasp].nAction;
short nAction = pActor->nAction;
if (!ev->nDamage) {
return;
}
if (WaspList[nWasp].nHealth > 0)
if (pActor->nHealth > 0)
{
WaspList[nWasp].nHealth -= dmgAdjust(ev->nDamage, 3);
pActor->nHealth -= dmgAdjust(ev->nDamage, 3);
if (WaspList[nWasp].nHealth > 0)
if (pActor->nHealth > 0)
{
if (!RandomSize(4))
{
WaspList[nWasp].nAction = 3;
WaspList[nWasp].nFrame = 0;
pActor->nAction = 3;
pActor->nFrame = 0;
}
WaspList[nWasp].nAction = 1;
pActor->nAction = 1;
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
WaspList[nWasp].nVel = 3000;
pActor->nVel = 3000;
pSprite->zvel = (-20) - RandomSize(6);
}
else
{
// Wasp is dead
WaspList[nWasp].nAction = 4;
WaspList[nWasp].nFrame = 0;
pActor->nAction = 4;
pActor->nFrame = 0;
pSprite->cstat = 0;
pSprite->ang = (pSprite->ang + 1024) & kAngleMask;
@ -252,9 +256,10 @@ void AIWasp::Damage(RunListEvent* ev)
void AIWasp::Tick(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
short nSprite = WaspList[nWasp].nSprite;
auto pActor = &WaspList[nWasp];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
short nAction = WaspList[nWasp].nAction;
short nAction = pActor->nAction;
short nTarget = -1;
@ -262,27 +267,27 @@ void AIWasp::Tick(RunListEvent* ev)
short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame);
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame);
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
WaspList[nWasp].nFrame++;
if (WaspList[nWasp].nFrame >= SeqSize[nSeq])
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
WaspList[nWasp].nFrame = 0;
pActor->nFrame = 0;
bVal = true;
}
if (WaspList[nWasp].nHealth > 0)
if (pActor->nHealth > 0)
{
nTarget = WaspList[nWasp].nTarget;
nTarget = pActor->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);
pActor->nTarget = -1;
pActor->nAction = 0;
pActor->nCount = RandomSize(6);
return;
}
}
@ -294,33 +299,33 @@ void AIWasp::Tick(RunListEvent* ev)
case 0:
{
pSprite->zvel = bsin(WaspList[nWasp].nAngle, -4);
pSprite->zvel = bsin(pActor->nAngle, -4);
WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2;
WaspList[nWasp].nAngle &= kAngleMask;
pActor->nAngle += pActor->nAngle2;
pActor->nAngle &= kAngleMask;
MoveCreature(nSprite);
if (nTarget >= 0)
{
WaspList[nWasp].nCount--;
if (WaspList[nWasp].nCount > 0)
pActor->nCount--;
if (pActor->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;
pActor->nAction = 1;
pActor->nFrame = 0;
pActor->nVel = 1500;
pActor->nCount = RandomSize(5) + 60;
}
}
else
{
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
WaspList[nWasp].nTarget = FindPlayer(nSprite, 60);
pActor->nTarget = FindPlayer(nSprite, 60);
}
}
@ -329,16 +334,16 @@ void AIWasp::Tick(RunListEvent* ev)
case 1:
{
WaspList[nWasp].nCount--;
pActor->nCount--;
if (WaspList[nWasp].nCount <= 0)
if (pActor->nCount <= 0)
{
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
pActor->nAction = 0;
pActor->nCount = RandomSize(6);
return;
}
int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16);
int nChaseVal = AngleChase(nSprite, nTarget, pActor->nVel, 0, 16);
switch (nChaseVal & 0xC000)
{
@ -357,9 +362,9 @@ void AIWasp::Tick(RunListEvent* ev)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage);
WaspList[nWasp].nAction = 2;
WaspList[nWasp].nFrame = 0;
runlist_DamageEnemy(nSprite2, nSprite, pActor->nDamage);
pActor->nAction = 2;
pActor->nFrame = 0;
}
return;
}
@ -377,8 +382,8 @@ void AIWasp::Tick(RunListEvent* ev)
pSprite->ang &= kAngleMask;
pSprite->zvel = (-20) - RandomSize(6);
WaspList[nWasp].nAction = 1;
WaspList[nWasp].nVel = 3000;
pActor->nAction = 1;
pActor->nVel = 3000;
}
return;
}
@ -392,8 +397,8 @@ void AIWasp::Tick(RunListEvent* ev)
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 1024;
WaspList[nWasp].nAction = 5;
WaspList[nWasp].nFrame = 0;
pActor->nAction = 5;
pActor->nFrame = 0;
}
return;
@ -415,9 +420,9 @@ void AIWasp::Tick(RunListEvent* ev)
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
WaspList[nWasp].nAction = 6;
WaspList[nWasp].nFrame = 0;
runlist_SubRunRec(WaspList[nWasp].nRun);
pActor->nAction = 6;
pActor->nFrame = 0;
runlist_SubRunRec(pActor->nRun);
}
return;