- non-pSprite occurences of s() in aiunicult.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-22 22:23:44 +01:00
parent c01fab8c6c
commit b1bd8f3eef

View file

@ -122,11 +122,6 @@ static void forcePunch(DBloodActor* actor)
punchCallback(0, actor); punchCallback(0, actor);
} }
/*bool sameFamily(spritetype* pDude1, spritetype* pDude2) {
return true;
}*/
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
// //
// //
@ -202,9 +197,8 @@ void punchCallback(int, DBloodActor* actor)
int nZOffset2 = 0; int nZOffset2 = 0;
auto const pTarget = &target->s();
if(target->IsDudeActor()) if(target->IsDudeActor())
nZOffset2 = getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat << 2; nZOffset2 = getDudeInfo(target->spr.type)->eyeHeight * target->spr.yrepeat << 2;
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -307,12 +301,12 @@ void ThrowCallback2(int, DBloodActor* actor)
static void ThrowThing(DBloodActor* actor, bool impact) static void ThrowThing(DBloodActor* actor, bool impact)
{ {
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
auto target = actor->GetTarget();
if (actor->GetTarget() == nullptr) if (target == nullptr)
return; return;
spritetype * pTarget = &actor->GetTarget()->s(); if (!(target->spr.type >= kDudeBase && target->spr.type < kDudeMax))
if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
return; return;
int curWeapon = actor->genDudeExtra.curWeapon; int curWeapon = actor->genDudeExtra.curWeapon;
@ -325,9 +319,9 @@ static void ThrowThing(DBloodActor* actor, bool impact)
sfxPlay3DSound(actor, 455, -1, 0); sfxPlay3DSound(actor, 455, -1, 0);
int zThrow = 14500; int zThrow = 14500;
int dx = pTarget->pos.X - pSprite->pos.X; int dx = target->spr.pos.X - pSprite->pos.X;
int dy = pTarget->pos.Y - pSprite->pos.Y; int dy = target->spr.pos.Y - pSprite->pos.Y;
int dz = pTarget->pos.Z - pSprite->pos.Z; int dz = target->spr.pos.Z - pSprite->pos.Z;
int dist = approxDist(dx, dy); int dist = approxDist(dx, dy);
auto actLeech = leechIsDropped(actor); auto actLeech = leechIsDropped(actor);
@ -345,30 +339,29 @@ static void ThrowThing(DBloodActor* actor, bool impact)
DBloodActor* spawned = nullptr; DBloodActor* spawned = nullptr;
if ((spawned = actFireThing(actor, 0, 0, (dz / 128) - zThrow, curWeapon, DivScale(dist / 540, 120, 23))) == nullptr) return; if ((spawned = actFireThing(actor, 0, 0, (dz / 128) - zThrow, curWeapon, DivScale(dist / 540, 120, 23))) == nullptr) return;
auto const pSpawned = &spawned->s();
auto const pXSpawned = &spawned->x(); auto const pXSpawned = &spawned->x();
if (pThinkInfo->picnum < 0 && pSpawned->type != kModernThingThrowableRock) pSpawned->picnum = 0; if (pThinkInfo->picnum < 0 && spawned->spr.type != kModernThingThrowableRock) spawned->spr.picnum = 0;
spawned->SetOwner(actor); spawned->SetOwner(actor);
switch (curWeapon) { switch (curWeapon) {
case kThingNapalmBall: case kThingNapalmBall:
pSpawned->xrepeat = pSpawned->yrepeat = 24; spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
pXSpawned->data4 = 3 + gGameOptions.nDifficulty; pXSpawned->data4 = 3 + gGameOptions.nDifficulty;
impact = true; impact = true;
break; break;
case kModernThingThrowableRock: case kModernThingThrowableRock:
pSpawned->picnum = gCustomDudeDebrisPics[Random(5)]; spawned->spr.picnum = gCustomDudeDebrisPics[Random(5)];
pSpawned->xrepeat = pSpawned->yrepeat = 24 + Random(42); spawned->spr.xrepeat = spawned->spr.yrepeat = 24 + Random(42);
pSpawned->cstat |= CSTAT_SPRITE_BLOCK; spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
pSpawned->pal = 5; spawned->spr.pal = 5;
if (Chance(0x5000)) pSpawned->cstat |= CSTAT_SPRITE_XFLIP; if (Chance(0x5000)) spawned->spr.cstat |= CSTAT_SPRITE_XFLIP;
if (Chance(0x5000)) pSpawned->cstat |= CSTAT_SPRITE_YFLIP; if (Chance(0x5000)) spawned->spr.cstat |= CSTAT_SPRITE_YFLIP;
if (pSpawned->xrepeat > 60) pXSpawned->data1 = 43; if (spawned->spr.xrepeat > 60) pXSpawned->data1 = 43;
else if (pSpawned->xrepeat > 40) pXSpawned->data1 = 33; else if (spawned->spr.xrepeat > 40) pXSpawned->data1 = 33;
else if (pSpawned->xrepeat > 30) pXSpawned->data1 = 23; else if (spawned->spr.xrepeat > 30) pXSpawned->data1 = 23;
else pXSpawned->data1 = 12; else pXSpawned->data1 = 12;
return; return;
case kThingTNTBarrel: case kThingTNTBarrel:
@ -387,9 +380,9 @@ static void ThrowThing(DBloodActor* actor, bool impact)
sfxPlay3DSound(actor, 490, -1, 0); sfxPlay3DSound(actor, 490, -1, 0);
pXSpawned->data3 = 512 / (gGameOptions.nDifficulty + 1); pXSpawned->data3 = 512 / (gGameOptions.nDifficulty + 1);
pSpawned->cstat &= ~CSTAT_SPRITE_BLOCK; spawned->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
pSpawned->pal = 6; spawned->spr.pal = 6;
pSpawned->clipdist = 0; spawned->spr.clipdist = 0;
spawned->SetTarget(actor->GetTarget()); spawned->SetTarget(actor->GetTarget());
pXSpawned->Proximity = true; pXSpawned->Proximity = true;
pXSpawned->stateTimer = 1; pXSpawned->stateTimer = 1;
@ -465,8 +458,8 @@ static void unicultThinkChase(DBloodActor* actor)
auto const pSprite = &actor->s(); auto const pSprite = &actor->s();
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return; if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return;
auto const targetactor = actor->GetTarget(); auto const target = actor->GetTarget();
if (targetactor == nullptr) if (target == nullptr)
{ {
if(spriteIsUnderwater(actor,false)) aiGenDudeNewState(actor, &genDudeGotoW); if(spriteIsUnderwater(actor,false)) aiGenDudeNewState(actor, &genDudeGotoW);
else aiGenDudeNewState(actor, &genDudeGotoL); else aiGenDudeNewState(actor, &genDudeGotoL);
@ -477,10 +470,7 @@ static void unicultThinkChase(DBloodActor* actor)
genDudeUpdate(actor); genDudeUpdate(actor);
} }
// we need to be very careful here not to screw up the condition for this check! if (!target || !target->IsDudeActor() || !target->hasX()) // target lost
XSPRITE* pXTarget = !targetactor || !targetactor->IsDudeActor() || !targetactor->hasX() ? nullptr : &targetactor->x();
if (pXTarget == nullptr) // target lost
{ {
if(spriteIsUnderwater(actor,false)) aiGenDudeNewState(actor, &genDudeSearchShortW); if(spriteIsUnderwater(actor,false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
else aiGenDudeNewState(actor, &genDudeSearchShortL); else aiGenDudeNewState(actor, &genDudeSearchShortL);
@ -488,11 +478,11 @@ static void unicultThinkChase(DBloodActor* actor)
return; return;
} }
auto const pTarget = &targetactor->s(); XSPRITE* pXTarget = &target->x();
if (pXTarget->health <= 0) // target is dead if (pXTarget->health <= 0) // target is dead
{ {
PLAYER* pPlayer = NULL; PLAYER* pPlayer = NULL;
if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fragger == actor)) if ((!target->IsPlayerActor()) || ((pPlayer = getPlayerById(target->spr.type)) != NULL && pPlayer->fragger == actor))
{ {
playGenDudeSound(actor, kGenDudeSndTargetDead); playGenDudeSound(actor, kGenDudeSndTargetDead);
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW); if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
@ -505,8 +495,8 @@ static void unicultThinkChase(DBloodActor* actor)
} }
// check target // check target
int dx = pTarget->pos.X - pSprite->pos.X; int dx = target->spr.pos.X - pSprite->pos.X;
int dy = pTarget->pos.Y - pSprite->pos.Y; int dy = target->spr.pos.Y - pSprite->pos.Y;
int dist = ClipLow((int)approxDist(dx, dy), 1); int dist = ClipLow((int)approxDist(dx, dy), 1);
// quick hack to prevent spinning around or changing attacker's sprite angle on high movement speeds // quick hack to prevent spinning around or changing attacker's sprite angle on high movement speeds
@ -528,9 +518,9 @@ static void unicultThinkChase(DBloodActor* actor)
else aiGenDudeNewState(actor, &genDudeGotoL); else aiGenDudeNewState(actor, &genDudeGotoL);
return; return;
} }
else if (IsPlayerSprite(pTarget)) else if (target->IsPlayerActor())
{ {
PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1]; PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1];
if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
{ {
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW); if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
@ -544,7 +534,7 @@ static void unicultThinkChase(DBloodActor* actor)
int losAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int losAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
int eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; int eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
if (dist > pDudeInfo->seeDist || !cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), if (dist > pDudeInfo->seeDist || !cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(),
pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - eyeAboveZ, pSprite->sector())) pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - eyeAboveZ, pSprite->sector()))
{ {
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW); if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW);
@ -559,7 +549,7 @@ static void unicultThinkChase(DBloodActor* actor)
if ((PlayClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(actor, false)) if ((PlayClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(actor, false))
playGenDudeSound(actor, kGenDudeSndChasing); playGenDudeSound(actor, kGenDudeSndChasing);
actor->dudeSlope = dist == 0 ? 0 : DivScale(pTarget->pos.Z - pSprite->pos.Z, dist, 10); actor->dudeSlope = dist == 0 ? 0 : DivScale(target->spr.pos.Z - pSprite->pos.Z, dist, 10);
int curWeapon = actor->genDudeExtra.curWeapon; int curWeapon = actor->genDudeExtra.curWeapon;
int weaponType = actor->genDudeExtra.weaponType; int weaponType = actor->genDudeExtra.weaponType;
@ -604,8 +594,8 @@ static void unicultThinkChase(DBloodActor* actor)
return; return;
} }
int ldist = aiFightGetTargetDist(targetactor, pDudeInfo, actLeech); int ldist = aiFightGetTargetDist(target, pDudeInfo, actLeech);
if (ldist > 3 || !cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), if (ldist > 3 || !cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(),
actLeech->spr.pos.X, actLeech->spr.pos.Y, actLeech->spr.pos.Z, actLeech->spr.sector()) || actLeech->GetTarget() == nullptr) actLeech->spr.pos.X, actLeech->spr.pos.Y, actLeech->spr.pos.Z, actLeech->spr.sector()) || actLeech->GetTarget() == nullptr)
{ {
aiGenDudeNewState(actor, &genDudeThrow2); aiGenDudeNewState(actor, &genDudeThrow2);
@ -736,7 +726,7 @@ static void unicultThinkChase(DBloodActor* actor)
else aiGenDudeNewState(actor, &genDudeDodgeShortW); else aiGenDudeNewState(actor, &genDudeDodgeShortW);
return; return;
} }
else if (dist <= 4000 && pXTarget->burnTime >= 2000 && targetactor->GetBurnSource() == actor) else if (dist <= 4000 && pXTarget->burnTime >= 2000 && target->GetBurnSource() == actor)
{ {
if (dist > meleeVector->maxDist) aiGenDudeNewState(actor, &genDudeChaseL); if (dist > meleeVector->maxDist) aiGenDudeNewState(actor, &genDudeChaseL);
else aiGenDudeNewState(actor, &genDudePunch); else aiGenDudeNewState(actor, &genDudePunch);
@ -750,7 +740,7 @@ static void unicultThinkChase(DBloodActor* actor)
{ {
int nType = curWeapon - kTrapExploder; int nType = curWeapon - kTrapExploder;
const EXPLOSION* pExpl = &explodeInfo[nType]; const EXPLOSION* pExpl = &explodeInfo[nType];
if (CheckProximity(actor, pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), pExpl->radius >> 1)) if (CheckProximity(actor, target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), pExpl->radius >> 1))
{ {
actor->xvel = actor->yvel = actor->zvel = 0; actor->xvel = actor->yvel = actor->zvel = 0;
if (doExplosion(actor, nType) && pXSprite->health > 0) if (doExplosion(actor, nType) && pXSprite->health > 0)
@ -774,7 +764,7 @@ static void unicultThinkChase(DBloodActor* actor)
if (hit >= 0) if (hit >= 0)
{ {
targetDist = dist - (pTarget->clipdist << 2); targetDist = dist - (target->spr.clipdist << 2);
objDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y); objDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y);
} }
@ -783,7 +773,6 @@ static void unicultThinkChase(DBloodActor* actor)
DBloodActor* hitactor = nullptr; DBloodActor* hitactor = nullptr;
walltype* pHWall = NULL; walltype* pHWall = NULL;
XWALL* pXHWall = NULL; XWALL* pXHWall = NULL;
spritetype* pHSprite = NULL;
XSPRITE* pXHSprite = NULL; XSPRITE* pXHSprite = NULL;
bool hscn = false; bool hscn = false;
bool blck = false; bool blck = false;
@ -795,9 +784,7 @@ static void unicultThinkChase(DBloodActor* actor)
hitactor = gHitInfo.actor(); hitactor = gHitInfo.actor();
if (hitactor) if (hitactor)
{ {
pHSprite = &hitactor->s(); hscn = (hitactor->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN); blck = (hitactor->spr.cstat & CSTAT_SPRITE_BLOCK);
pXHSprite = &hitactor->x();
hscn = (pHSprite->cstat & CSTAT_SPRITE_BLOCK_HITSCAN); blck = (pHSprite->cstat & CSTAT_SPRITE_BLOCK);
} }
break; break;
case 0: case 0:
@ -857,12 +844,12 @@ static void unicultThinkChase(DBloodActor* actor)
} }
if (pSprite->pos.X < pHSprite->pos.X) if (pSprite->pos.X < pHSprite->pos.X)
{ {
if (Chance(0x9000) && pTarget->pos.X > pHSprite->pos.X) pXSprite->dodgeDir = -1; if (Chance(0x9000) && target->spr.pos.X > pHSprite->pos.X) pXSprite->dodgeDir = -1;
else pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = 1;
} }
else else
{ {
if (Chance(0x9000) && pTarget->pos.X > pHSprite->pos.X) pXSprite->dodgeDir = 1; if (Chance(0x9000) && target->spr.pos.X > pHSprite->pos.X) pXSprite->dodgeDir = 1;
else pXSprite->dodgeDir = -1; else pXSprite->dodgeDir = -1;
} }
} }
@ -870,12 +857,12 @@ static void unicultThinkChase(DBloodActor* actor)
default: default:
if (pSprite->pos.X < pHSprite->pos.X) if (pSprite->pos.X < pHSprite->pos.X)
{ {
if (Chance(0x9000) && pTarget->pos.X > pHSprite->pos.X) pXSprite->dodgeDir = -1; if (Chance(0x9000) && target->spr.pos.X > pHSprite->pos.X) pXSprite->dodgeDir = -1;
else pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = 1;
} }
else else
{ {
if (Chance(0x9000) && pTarget->pos.X > pHSprite->pos.X) pXSprite->dodgeDir = 1; if (Chance(0x9000) && target->spr.pos.X > pHSprite->pos.X) pXSprite->dodgeDir = 1;
else pXSprite->dodgeDir = -1; else pXSprite->dodgeDir = -1;
} }
break; break;
@ -914,12 +901,12 @@ static void unicultThinkChase(DBloodActor* actor)
if (pSprite->pos.X < pHSprite->pos.X) if (pSprite->pos.X < pHSprite->pos.X)
{ {
if (Chance(0x3000) && pTarget->pos.X > pHSprite->pos.X) pXSprite->dodgeDir = -1; if (Chance(0x3000) && target->spr.pos.X > pHSprite->pos.X) pXSprite->dodgeDir = -1;
else pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = 1;
} }
else else
{ {
if (Chance(0x3000) && pTarget->pos.X > pHSprite->pos.X) pXSprite->dodgeDir = 1; if (Chance(0x3000) && target->spr.pos.X > pHSprite->pos.X) pXSprite->dodgeDir = 1;
else pXSprite->dodgeDir = -1; else pXSprite->dodgeDir = -1;
} }
@ -969,7 +956,7 @@ static void unicultThinkChase(DBloodActor* actor)
{ {
// allow attack if dude is far from object, but target is close to it // allow attack if dude is far from object, but target is close to it
int dudeDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y); int dudeDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y);
int targetDist = approxDist(gHitInfo.hitpos.X - pTarget->pos.X, gHitInfo.hitpos.Y - pTarget->pos.Y); int targetDist = approxDist(gHitInfo.hitpos.X - target->spr.pos.X, gHitInfo.hitpos.Y - target->spr.pos.Y);
if (dudeDist < mdist) if (dudeDist < mdist)
{ {
//viewSetSystemMessage("DUDE CLOSE TO OBJ: %d, MDIST: %d", dudeDist, mdist); //viewSetSystemMessage("DUDE CLOSE TO OBJ: %d, MDIST: %d", dudeDist, mdist);
@ -1407,13 +1394,12 @@ void removeDudeStuff(DBloodActor* actor)
BloodStatIterator it(kStatThing); BloodStatIterator it(kStatThing);
while (auto actor2 = it.Next()) while (auto actor2 = it.Next())
{ {
if ( actor2->GetOwner() != actor) continue; if (actor2->GetOwner() != actor) continue;
auto pSprite2 = &actor2->s(); switch (actor2->spr.type) {
switch (pSprite2->type) {
case kThingArmedProxBomb: case kThingArmedProxBomb:
case kThingArmedRemoteBomb: case kThingArmedRemoteBomb:
case kModernThingTNTProx: case kModernThingTNTProx:
pSprite2->type = kSpriteDecoration; actor2->spr.type = kSpriteDecoration;
actPostSprite(actor2, kStatFree); actPostSprite(actor2, kStatFree);
break; break;
case kModernThingEnemyLifeLeech: case kModernThingEnemyLifeLeech:
@ -1438,18 +1424,16 @@ void removeDudeStuff(DBloodActor* actor)
void removeLeech(DBloodActor* actLeech, bool delSprite) void removeLeech(DBloodActor* actLeech, bool delSprite)
{ {
if (actLeech != NULL) if (actLeech != nullptr)
{ {
auto const pLeech = &actLeech->s(); auto effectactor = gFX.fxSpawnActor((FX_ID)52, actLeech->spr.sector(), actLeech->spr.pos.X, actLeech->spr.pos.Y, actLeech->spr.pos.Z, actLeech->spr.ang);
auto effectactor = gFX.fxSpawnActor((FX_ID)52, pLeech->sector(), pLeech->pos.X, pLeech->pos.Y, pLeech->pos.Z, pLeech->ang); if (effectactor != nullptr)
if (effectactor != NULL)
{ {
spritetype* pEffect = &effectactor->s(); effectactor->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING; effectactor->spr.pal = 6;
pEffect->pal = 6;
int repeat = 64 + Random(50); int repeat = 64 + Random(50);
pEffect->xrepeat = repeat; effectactor->spr.xrepeat = repeat;
pEffect->yrepeat = repeat; effectactor->spr.yrepeat = repeat;
} }
sfxPlay3DSoundCP(actLeech, 490, -1, 0,60000); sfxPlay3DSoundCP(actLeech, 490, -1, 0,60000);
@ -1459,7 +1443,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite)
if (delSprite) if (delSprite)
{ {
pLeech->type = kSpriteDecoration; actLeech->spr.type = kSpriteDecoration;
actPostSprite(actLeech, kStatFree); actPostSprite(actLeech, kStatFree);
} }
@ -1828,23 +1812,22 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
auto actTarget = actor->GetTarget(); auto actTarget = actor->GetTarget();
if (actTarget != nullptr && actTarget != actor->GetOwner()) if (actTarget != nullptr && actTarget != actor->GetOwner())
{ {
spritetype* pTarget = &actTarget->s(); if (actTarget->spr.statnum == kStatDude && !(actTarget->spr.flags & 32) && actTarget->hasX() && !pXSprite->stateTimer)
if (pTarget->statnum == kStatDude && !(pTarget->flags & 32) && actTarget->hasX() && !pXSprite->stateTimer)
{ {
if (IsPlayerSprite(pTarget)) if (actTarget->IsPlayerActor())
{ {
PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1]; PLAYER* pPlayer = &gPlayer[actTarget->spr.type - kDudePlayer1];
if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) return; if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) return;
} }
int top, bottom; int top, bottom;
GetActorExtents(actor, &top, &bottom); GetActorExtents(actor, &top, &bottom);
int nType = pTarget->type - kDudeBase; int nType = actTarget->spr.type - kDudeBase;
DUDEINFO* pDudeInfo = &dudeInfo[nType]; DUDEINFO* pDudeInfo = &dudeInfo[nType];
int z1 = (top - pSprite->pos.Z) - 256; int z1 = (top - pSprite->pos.Z) - 256;
int x = pTarget->pos.X; int y = pTarget->pos.Y; int z = pTarget->pos.Z; int x = actTarget->spr.pos.X; int y = actTarget->spr.pos.Y; int z = actTarget->spr.pos.Z;
int nDist = approxDist(x - pSprite->pos.X, y - pSprite->pos.Y); int nDist = approxDist(x - pSprite->pos.X, y - pSprite->pos.Y);
if (nDist != 0 && cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), x, y, z, pTarget->sector())) if (nDist != 0 && cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), x, y, z, actTarget->spr.sector()))
{ {
int t = DivScale(nDist, 0x1aaaaa, 12); int t = DivScale(nDist, 0x1aaaaa, 12);
x += (actTarget->xvel * t) >> 12; x += (actTarget->xvel * t) >> 12;
@ -1853,7 +1836,7 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
pSprite->ang = getangle(x - pSprite->pos.X, y - pSprite->pos.Y); pSprite->ang = getangle(x - pSprite->pos.X, y - pSprite->pos.Y);
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
int tz = pTarget->pos.Z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; int tz = actTarget->spr.pos.Z - (actTarget->spr.yrepeat * pDudeInfo->aimHeight) * 4;
int dz = DivScale(tz - top - 256, nDist, 10); int dz = DivScale(tz - top - 256, nDist, 10);
int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0); int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0);
int t2; int t2;
@ -1887,19 +1870,18 @@ bool doExplosion(DBloodActor* actor, int nType)
auto const pSprite = &actor->s(); auto const pSprite = &actor->s();
auto actExplosion = actSpawnSprite(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, kStatExplosion, true); auto actExplosion = actSpawnSprite(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, kStatExplosion, true);
auto const pExplosion = &actExplosion->s();
auto const pXExplosion = &actExplosion->x(); auto const pXExplosion = &actExplosion->x();
if (!actExplosion->hasX()) if (!actExplosion->hasX())
return false; return false;
int nSeq = 4; int nSnd = 304; const EXPLOSION* pExpl = &explodeInfo[nType]; int nSeq = 4; int nSnd = 304; const EXPLOSION* pExpl = &explodeInfo[nType];
pExplosion->type = nType; actExplosion->spr.type = nType;
pExplosion->cstat |= CSTAT_SPRITE_INVISIBLE; actExplosion->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
actExplosion->SetOwner(actor); actExplosion->SetOwner(actor);
pExplosion->shade = -127; actExplosion->spr.shade = -127;
pExplosion->yrepeat = pExplosion->xrepeat = pExpl->repeat; actExplosion->spr.yrepeat = actExplosion->spr.xrepeat = pExpl->repeat;
pXExplosion->data1 = pExpl->ticks; pXExplosion->data1 = pExpl->ticks;
pXExplosion->data2 = pExpl->quakeEffect; pXExplosion->data2 = pExpl->quakeEffect;
@ -1929,11 +1911,9 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
{ {
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
spritetype* pSource = &source->s();
auto pXSource = &source->x(); auto pXSource = &source->x();
auto spawned = actSpawnSprite(actor, kStatDude); auto spawned = actSpawnSprite(actor, kStatDude);
spritetype* pDude = &spawned->s();
XSPRITE* pXDude = &spawned->x(); XSPRITE* pXDude = &spawned->x();
int x, y, z = pSprite->pos.Z, nAngle = pSprite->ang, nType = kDudeModernCustom; int x, y, z = pSprite->pos.Z, nAngle = pSprite->ang, nType = kDudeModernCustom;
@ -1952,11 +1932,11 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
} }
pDude->type = nType; pDude->ang = nAngle; spawned->spr.type = nType; spawned->spr.ang = nAngle;
vec3_t pos = { x, y, z }; vec3_t pos = { x, y, z };
SetActor(spawned, &pos); SetActor(spawned, &pos);
pDude->cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1; spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;
pDude->clipdist = dudeInfo[nType - kDudeBase].clipdist; spawned->spr.clipdist = dudeInfo[nType - kDudeBase].clipdist;
// inherit weapon, seq and sound settings. // inherit weapon, seq and sound settings.
pXDude->data1 = pXSource->data1; pXDude->data1 = pXSource->data1;
@ -1971,20 +1951,20 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
pXDude->busyTime = pXSource->busyTime; pXDude->busyTime = pXSource->busyTime;
// inherit clipdist? // inherit clipdist?
if (pSource->clipdist > 0) if (source->spr.clipdist > 0)
pDude->clipdist = pSource->clipdist; spawned->spr.clipdist = source->spr.clipdist;
// inherit custom hp settings // inherit custom hp settings
if (pXSource->data4 <= 0) pXDude->health = dudeInfo[nType - kDudeBase].startHealth << 4; if (pXSource->data4 <= 0) pXDude->health = dudeInfo[nType - kDudeBase].startHealth << 4;
else pXDude->health = ClipRange(pXSource->data4 << 4, 1, 65535); else pXDude->health = ClipRange(pXSource->data4 << 4, 1, 65535);
if (pSource->flags & kModernTypeFlag1) if (source->spr.flags & kModernTypeFlag1)
{ {
switch (pSource->type) { switch (source->spr.type) {
case kModernCustomDudeSpawn: case kModernCustomDudeSpawn:
//inherit pal? //inherit pal?
if (pDude->pal <= 0) pDude->pal = pSource->pal; if (spawned->spr.pal <= 0) spawned->spr.pal = source->spr.pal;
// inherit spawn sprite trigger settings, so designer can count monsters. // inherit spawn sprite trigger settings, so designer can count monsters.
pXDude->txID = pXSource->txID; pXDude->txID = pXSource->txID;
@ -2009,10 +1989,10 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
} }
// inherit sprite size (useful for seqs with zero repeats) // inherit sprite size (useful for seqs with zero repeats)
if (pSource->flags & kModernTypeFlag2) if (source->spr.flags & kModernTypeFlag2)
{ {
pDude->xrepeat = pSource->xrepeat; spawned->spr.xrepeat = source->spr.xrepeat;
pDude->yrepeat = pSource->yrepeat; spawned->spr.yrepeat = source->spr.yrepeat;
} }
gKillMgr.AddNewKill(1); gKillMgr.AddNewKill(1);
@ -2042,7 +2022,6 @@ void genDudeTransform(DBloodActor* actor)
} }
auto pXIncarnation = &actIncarnation->x(); auto pXIncarnation = &actIncarnation->x();
spritetype* pIncarnation = &actIncarnation->s();
pXSprite->key = pXSprite->dropMsg = pXSprite->locked = 0; pXSprite->key = pXSprite->dropMsg = pXSprite->locked = 0;
// save incarnation's going on and off options // save incarnation's going on and off options
@ -2056,13 +2035,13 @@ void genDudeTransform(DBloodActor* actor)
// trigger dude death before transform // trigger dude death before transform
trTriggerSprite(actor, kCmdOff); trTriggerSprite(actor, kCmdOff);
pSprite->type = pSprite->inittype = pIncarnation->type; pSprite->type = pSprite->inittype = actIncarnation->spr.type;
pSprite->flags = pIncarnation->flags; pSprite->flags = actIncarnation->spr.flags;
pSprite->pal = pIncarnation->pal; pSprite->pal = actIncarnation->spr.pal;
pSprite->shade = pIncarnation->shade; pSprite->shade = actIncarnation->spr.shade;
pSprite->clipdist = pIncarnation->clipdist; pSprite->clipdist = actIncarnation->spr.clipdist;
pSprite->xrepeat = pIncarnation->xrepeat; pSprite->xrepeat = actIncarnation->spr.xrepeat;
pSprite->yrepeat = pIncarnation->yrepeat; pSprite->yrepeat = actIncarnation->spr.yrepeat;
pXSprite->txID = pXIncarnation->txID; pXSprite->txID = pXIncarnation->txID;
pXSprite->command = pXIncarnation->command; pXSprite->command = pXIncarnation->command;
@ -2136,7 +2115,7 @@ void genDudeTransform(DBloodActor* actor)
/*// remove the incarnation in case if non-locked /*// remove the incarnation in case if non-locked
if (pXIncarnation->locked == 0) { if (pXIncarnation->locked == 0) {
pXIncarnation->txID = pIncarnation->type = 0; pXIncarnation->txID = actIncarnation->spr.type = 0;
actPostSprite(pIncarnation, kStatFree); actPostSprite(pIncarnation, kStatFree);
// or restore triggerOn and off options // or restore triggerOn and off options
} else { } else {