- Exhumed: Anubis cleanup, JSON serialization and limit removal.

This commit is contained in:
Christoph Oelckers 2020-11-29 19:15:59 +01:00
parent 8a7b3dc667
commit b26f6157e9
3 changed files with 149 additions and 127 deletions

View file

@ -25,8 +25,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
enum { kMaxAnubis = 80 };
struct Anubis
{
short nHealth;
@ -39,9 +37,8 @@ struct Anubis
short h;
};
Anubis AnubisList[kMaxAnubis];
short AnubisCount = -1;
static TArray<Anubis> AnubisList;
static int nAnubisDrum = 0;
static actionSeq AnubisSeq[] = {
{ 0, 0 },
@ -61,71 +58,84 @@ static actionSeq AnubisSeq[] = {
{ 43, 1 },
};
short nAnubisDrum = 0;
static SavegameHelper sghanubis("anubis",
SA(AnubisList),
SV(AnubisCount),
SV(nAnubisDrum),
nullptr);
FSerializer& Serialize(FSerializer& arc, const char* keyname, Anubis& w, Anubis* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("f", w.f)
("g", w.g)
("h", w.h)
.EndObject();
}
return arc;
}
void SerializeAnubis(FSerializer& arc)
{
arc("anubis", AnubisList)
("anubisdrum", nAnubisDrum);
}
void InitAnubis()
{
AnubisCount = kMaxAnubis;
AnubisList.Clear();
nAnubisDrum = 1;
}
int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
{
AnubisCount--;
short nAnubis = AnubisCount;
if (nAnubis < 0) {
return -1;
}
auto nAnubis = AnubisList.Reserve(1);
auto ap = &AnubisList[nAnubis];
spritetype* sp;
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 101);
sp = &sprite[nSprite];
}
else
{
changespritestat(nSprite, 101);
sp = &sprite[nSprite];
x = sprite[nSprite].x;
y = sprite[nSprite].y;
z = sector[sprite[nSprite].sectnum].floorz;
nAngle = sprite[nSprite].ang;
x = sp->x;
y = sp->y;
z = sector[sp->sectnum].floorz;
nAngle = sp->ang;
}
assert(nSprite >=0 && nSprite < kMaxSprites);
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
sprite[nSprite].cstat = 0x101;
sprite[nSprite].xoffset = 0;
sprite[nSprite].shade = -12;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = 1;
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
sprite[nSprite].clipdist = 60;
sprite[nSprite].ang = nAngle;
sprite[nSprite].xrepeat = 40;
sprite[nSprite].yrepeat = 40;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].hitag = 0;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = -1;
sp->x = x;
sp->y = y;
sp->z = z;
sp->cstat = 0x101;
sp->xoffset = 0;
sp->shade = -12;
sp->yoffset = 0;
sp->picnum = 1;
sp->pal = sector[sp->sectnum].ceilingpal;
sp->clipdist = 60;
sp->ang = nAngle;
sp->xrepeat = 40;
sp->yrepeat = 40;
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->hitag = 0;
sp->lotag = runlist_HeadRun() + 1;
sp->extra = -1;
// GrabTimeSlot(3);
if (bIsDrummer)
{
AnubisList[nAnubis].nAction = nAnubisDrum + 6;
ap->nAction = nAnubisDrum + 6;
nAnubisDrum++;
if (nAnubisDrum >= 5) {
@ -134,16 +144,16 @@ int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8
}
else
{
AnubisList[nAnubis].nAction = 0;
ap->nAction = 0;
}
AnubisList[nAnubis].nHealth = 540;
AnubisList[nAnubis].nFrame = 0;
AnubisList[nAnubis].nSprite = nSprite;
AnubisList[nAnubis].nTarget = -1;
AnubisList[nAnubis].g = 0;
ap->nHealth = 540;
ap->nFrame = 0;
ap->nSprite = nSprite;
ap->nTarget = -1;
ap->g = 0;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nAnubis | 0x90000);
sp->owner = runlist_AddRunRec(sp->lotag - 1, nAnubis | 0x90000);
runlist_AddRunRec(NewRun, nAnubis | 0x90000);
nCreaturesTotal++;
@ -154,10 +164,12 @@ int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8
void FuncAnubis(int a, int nDamage, int nRun)
{
short nAnubis = RunData[nRun].nVal;
assert(nAnubis >= 0 && nAnubis < kMaxAnubis);
auto ap = &AnubisList[nAnubis];
assert(nAnubis >= 0 && nAnubis < (int)AnubisList.Size());
short nSprite = AnubisList[nAnubis].nSprite;
short nAction = AnubisList[nAnubis].nAction;
short nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
short nAction = ap->nAction;
bool bVal = false;
@ -179,20 +191,20 @@ void FuncAnubis(int a, int nDamage, int nRun)
short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
seq_MoveSequence(nSprite, nSeq, AnubisList[nAnubis].nFrame);
seq_MoveSequence(nSprite, nSeq, ap->nFrame);
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, AnubisList[nAnubis].nFrame);
sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
AnubisList[nAnubis].nFrame++;
if (AnubisList[nAnubis].nFrame >= SeqSize[nSeq])
ap->nFrame++;
if (ap->nFrame >= SeqSize[nSeq])
{
AnubisList[nAnubis].nFrame = 0;
ap->nFrame = 0;
bVal = true;
}
short nTarget = AnubisList[nAnubis].nTarget;
short nTarget = ap->nTarget;
short nFrame = SeqBase[nSeq] + AnubisList[nAnubis].nFrame;
short nFrame = SeqBase[nSeq] + ap->nFrame;
short nFlag = FrameFlag[nFrame];
int nMov = 0;
@ -214,12 +226,12 @@ void FuncAnubis(int a, int nDamage, int nRun)
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound8], nSprite);
AnubisList[nAnubis].nAction = 1;
AnubisList[nAnubis].nFrame = 0;
AnubisList[nAnubis].nTarget = nTarget;
ap->nAction = 1;
ap->nFrame = 0;
ap->nTarget = nTarget;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
}
}
return;
@ -230,9 +242,9 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
PlotCourseToSprite(nSprite, nTarget);
int nAngle = sprite[nSprite].ang & 0xFFF8;
sprite[nSprite].xvel = bcos(nAngle, -2);
sprite[nSprite].yvel = bsin(nAngle, -2);
int nAngle = sp->ang & 0xFFF8;
sp->xvel = bcos(nAngle, -2);
sp->yvel = bsin(nAngle, -2);
}
switch (nMov & 0xC000)
@ -241,13 +253,13 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
int nAngDiff = AngleDiff(sprite[nSprite].ang, nAng);
int nAng = getangle(sprite[nTarget].x - sp->x, sprite[nTarget].y - sp->y);
int nAngDiff = AngleDiff(sp->ang, nAng);
if (nAngDiff < 64)
{
AnubisList[nAnubis].nAction = 2;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = 2;
ap->nFrame = 0;
}
break;
}
@ -256,33 +268,33 @@ void FuncAnubis(int a, int nDamage, int nRun)
}
case 0x8000:
{
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
sp->ang = (sp->ang + 256) & kAngleMask;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
break;
}
default:
{
if (AnubisList[nAnubis].g)
if (ap->g)
{
AnubisList[nAnubis].g--;
ap->g--;
}
else
{
AnubisList[nAnubis].g = 60;
ap->g = 60;
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
if (cansee(sp->x, sp->y, sp->z - GetSpriteHeight(nSprite), sp->sectnum,
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
sp->xvel = 0;
sp->yvel = 0;
sp->ang = GetMyAngle(sprite[nTarget].x - sp->x, sprite[nTarget].y - sp->y);
AnubisList[nAnubis].nAction = 3;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = 3;
ap->nFrame = 0;
}
}
}
@ -295,14 +307,14 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (nTarget == -1)
{
AnubisList[nAnubis].nAction = 0;
AnubisList[nAnubis].g = 50;
ap->nAction = 0;
ap->g = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
AnubisList[nAnubis].nAction = 1;
ap->nAction = 1;
}
else
{
@ -319,18 +331,18 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (bVal)
{
AnubisList[nAnubis].nAction = 1;
ap->nAction = 1;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
AnubisList[nAnubis].nFrame = 0;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
ap->nFrame = 0;
}
else
{
// loc_25718:
if (nFlag & 0x80)
{
BuildBullet(nSprite, 8, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1);
BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1);
}
}
@ -339,13 +351,13 @@ void FuncAnubis(int a, int nDamage, int nRun)
case 4:
case 5:
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sp->xvel = 0;
sp->yvel = 0;
if (bVal)
{
AnubisList[nAnubis].nAction = 1;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = 1;
ap->nFrame = 0;
}
return;
}
@ -357,8 +369,8 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (bVal)
{
AnubisList[nAnubis].nAction = (RandomSize(3) % 5) + 6;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = (RandomSize(3) % 5) + 6;
ap->nFrame = 0;
}
return;
}
@ -367,18 +379,18 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (bVal)
{
AnubisList[nAnubis].nAction = nAction + 2;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = nAction + 2;
ap->nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sp->xvel = 0;
sp->yvel = 0;
}
return;
}
case 13:
case 14:
{
sprite[nSprite].cstat &= 0xFEFE;
sp->cstat &= 0xFEFE;
return;
}
@ -391,13 +403,13 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (!(sprite[nTarget].cstat & 0x101))
{
AnubisList[nAnubis].nAction = 0;
AnubisList[nAnubis].nFrame = 0;
AnubisList[nAnubis].g = 100;
AnubisList[nAnubis].nTarget = -1;
ap->nAction = 0;
ap->nFrame = 0;
ap->g = 100;
ap->nTarget = -1;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sp->xvel = 0;
sp->yvel = 0;
}
}
@ -406,7 +418,7 @@ void FuncAnubis(int a, int nDamage, int nRun)
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a, AnubisList[nAnubis].nFrame, AnubisSeq[nAction].b);
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a, ap->nFrame, AnubisSeq[nAction].b);
break;
}
@ -423,12 +435,12 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (nDamage)
{
if (AnubisList[nAnubis].nHealth <= 0)
if (ap->nHealth <= 0)
return;
AnubisList[nAnubis].nHealth -= nDamage;
ap->nHealth -= nDamage;
if (AnubisList[nAnubis].nHealth > 0)
if (ap->nHealth > 0)
{
short nTarget = a & 0xFFFF;
@ -440,7 +452,7 @@ void FuncAnubis(int a, int nDamage, int nRun)
if (sprite[nTarget].statnum == 100 || sprite[nTarget].statnum < 199)
{
if (!RandomSize(5)) {
AnubisList[nAnubis].nTarget = nTarget;
ap->nTarget = nTarget;
}
}
@ -448,10 +460,10 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
if (nAction >= 6 && nAction <= 10)
{
int nDrumSprite = insertsprite(sprite[nSprite].sectnum, kStatAnubisDrum);
int nDrumSprite = insertsprite(sp->sectnum, kStatAnubisDrum);
sprite[nDrumSprite].x = sprite[nSprite].x;
sprite[nDrumSprite].y = sprite[nSprite].y;
sprite[nDrumSprite].x = sp->x;
sprite[nDrumSprite].y = sp->y;
sprite[nDrumSprite].z = sector[sprite[nDrumSprite].sectnum].floorz;
sprite[nDrumSprite].xrepeat = 40;
sprite[nDrumSprite].yrepeat = 40;
@ -460,8 +472,8 @@ void FuncAnubis(int a, int nDamage, int nRun)
BuildObject(nDrumSprite, 2, 0);
}
AnubisList[nAnubis].nAction = 4;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = 4;
ap->nFrame = 0;
}
else
{
@ -472,21 +484,21 @@ void FuncAnubis(int a, int nDamage, int nRun)
else
{
// he ded.
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].z = sector[sprite[nSprite].sectnum].floorz;
sprite[nSprite].cstat &= 0xFEFE;
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->z = sector[sp->sectnum].floorz;
sp->cstat &= 0xFEFE;
AnubisList[nAnubis].nHealth = 0;
ap->nHealth = 0;
nCreaturesKilled++;
if (nAction < 11)
{
DropMagic(nSprite);
AnubisList[nAnubis].nAction = (nMessage == 0xA0000) + 11;
AnubisList[nAnubis].nFrame = 0;
ap->nAction = (nMessage == 0xA0000) + 11;
ap->nFrame = 0;
}
}
}

View file

@ -247,6 +247,7 @@ struct GameInterface : ::GameInterface
void MenuSound(EMenuSounds snd) override;
bool StartGame(FNewGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
void SerializeGameState(FSerializer& arc);
bool LoadGame() override;
bool SaveGame() override;
bool CanSave() override;

View file

@ -29,6 +29,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
void SerializeAnubis(FSerializer& arc);
void SaveTextureState();
void LoadTextureState();
@ -41,6 +44,12 @@ bool GameInterface::SaveGame()
return 1; // CHECKME
}
void GameInterface::SerializeGameState(FSerializer& arc)
{
SerializeAnubis(arc);
}
bool GameInterface::LoadGame()
{