- refactor the lion to use actors.

This commit is contained in:
Christoph Oelckers 2021-10-17 22:03:08 +02:00
parent 3de4bc29c1
commit cd2c796574
8 changed files with 68 additions and 128 deletions

View file

@ -223,8 +223,7 @@ extern short bTorch;
// lion
void InitLion();
void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle);
void BuildLion(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle);
void FuncLion(int, int, int, int);
// move

View file

@ -78,6 +78,7 @@ enum ECounter
kCountAnubis,
kCountAnubisDrum,
kCountLava,
kCountLion,
kNumCounters
};

View file

@ -607,6 +607,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w,
("target", w.pTarget)
("count", w.nCount)
("run", w.nRun)
//("index", w.nIndex)
.EndObject();
}
return arc;

View file

@ -94,7 +94,7 @@ public:
short nAction;
short nCount;
short nRun;
//short nIndex;
DExhumedActor() :index(int(this - base())) {}
DExhumedActor& operator=(const DExhumedActor& other) = default;

View file

@ -92,7 +92,6 @@ uint8_t LoadLevel(MapRecord* map)
PlayClock = 0;
memset(Counters, 0, sizeof(Counters));
InitLion();
InitRexs();
InitSets();
InitQueens();
@ -617,7 +616,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
return;
}
BuildLion(nSprite, 0, 0, 0, 0, 0);
BuildLion(pActor, 0, 0, 0, 0, 0);
return;
}
case 101:

View file

@ -40,69 +40,25 @@ static actionSeq LionSeq[] = {
{53, 1}
};
struct Lion
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nIndex;
short nCount;
short nRun;
};
TArray<Lion> LionList;
FSerializer& Serialize(FSerializer& arc, const char* keyname, Lion& w, Lion* def)
void BuildLion(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle)
{
if (arc.BeginObject(keyname))
spritetype* pSprite;
if (pActor == nullptr)
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("index", w.nIndex)
("count", w.nCount)
("run", w.nRun)
.EndObject();
}
return arc;
}
void SerializeLion(FSerializer& arc)
{
arc("lion", LionList);
}
void InitLion()
{
LionList.Clear();
}
void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
{
auto nLion = LionList.Reserve(1);
auto pActor = &LionList[nLion];
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 104);
pSprite = &sprite[nSprite];
pActor = insertActor(nSector, 104);
pSprite = &pActor->s();
}
else
{
changespritestat(nSprite, 104);
ChangeActorStat(pActor, 104);
pSprite = &pActor->s();
x = pSprite->x;
y = pSprite->y;
z = sector[pSprite->sectnum].floorz;
nAngle = pSprite->ang;
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
@ -128,23 +84,21 @@ void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
pActor->nAction = 0;
pActor->nHealth = 500;
pActor->nFrame = 0;
pActor->nSprite = nSprite;
pActor->nTarget = -1;
pActor->pTarget = nullptr;
pActor->nCount = 0;
pActor->nIndex = nLion;
pActor->nPhase = Counters[kCountLion]++;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nLion, 0x130000);
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x130000);
pActor->nRun = runlist_AddRunRec(NewRun, nLion, 0x130000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x130000);
nCreaturesTotal++;
}
void AILion::Draw(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b);
@ -152,25 +106,19 @@ void AILion::Draw(RunListEvent* ev)
void AILion::RadialDamage(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nSprite = pActor->nSprite;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
// now fall through to 0x80000
ev->nDamage = runlist_CheckRadialDamage(pActor);
Damage(ev);
}
void AILion::Damage(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
auto pSprite = &pActor->s();
short nAction = pActor->nAction;
if (ev->nDamage && pActor->nHealth > 0)
@ -190,7 +138,7 @@ void AILion::Damage(RunListEvent* ev)
if (nAction < 10)
{
DropMagic(nSprite);
DropMagic(pActor);
if (ev->nMessage == EMessageType::RadialDamage)
{
@ -207,12 +155,12 @@ void AILion::Damage(RunListEvent* ev)
}
else
{
short nTarget = ev->nParam;
auto pTarget = ev->pOtherActor;
if (nTarget > -1)
if (pTarget)
{
if (sprite[nTarget].statnum < 199) {
pActor->nTarget = nTarget;
if (pTarget->s().statnum < 199) {
pActor->pTarget = pTarget;
}
if (nAction != 6)
@ -225,7 +173,7 @@ void AILion::Damage(RunListEvent* ev)
}
else if (RandomSize(1))
{
PlotCourseToSprite(nSprite, nTarget);
PlotCourseToSprite(pActor, pTarget);
pActor->nAction = 5;
pActor->nCount = RandomSize(3);
pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
@ -247,26 +195,24 @@ void AILion::Damage(RunListEvent* ev)
void AILion::Tick(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
auto pSprite = &pActor->s();
short nAction = pActor->nAction;
bool bVal = false;
if (nAction != 7) {
Gravity(nSprite);
Gravity(pActor);
}
short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
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])
@ -276,9 +222,9 @@ void AILion::Tick(RunListEvent* ev)
}
short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
short nTarget = pActor->nTarget;
auto pTarget = pActor->pTarget;
int nMov = MoveCreatureWithCaution(nSprite);
auto nMov = MoveCreatureWithCaution(pActor);
switch (nAction)
{
@ -288,20 +234,20 @@ void AILion::Tick(RunListEvent* ev)
case 0:
case 1:
{
if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
if (pTarget == nullptr)
{
nTarget = FindPlayer(nSprite, 40);
if (nTarget >= 0)
pTarget = FindPlayer(pActor, 40);
if (pTarget)
{
D3PlayFX(StaticSound[kSound24], nSprite);
D3PlayFX(StaticSound[kSound24], pActor);
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
pActor->nTarget = nTarget;
pActor->pTarget = pTarget;
return;
}
}
@ -333,9 +279,9 @@ void AILion::Tick(RunListEvent* ev)
case 2:
{
if ((totalmoves & 0x1F) == (pActor->nIndex & 0x1F))
if ((totalmoves & 0x1F) == (pActor->nPhase & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
PlotCourseToSprite(pActor, pTarget);
int nAng = pSprite->ang & 0xFFF8;
@ -351,11 +297,7 @@ void AILion::Tick(RunListEvent* ev)
}
}
if ((nMov & 0xC000) < 0x8000)
{
break;
}
else if ((nMov & 0xC000) == 0x8000)
if (nMov.type == kHitWall)
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
@ -363,9 +305,9 @@ void AILion::Tick(RunListEvent* ev)
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
else if ((nMov & 0xC000) == 0xC000)
else if (nMov.type == kHitSprite)
{
if ((nMov & 0x3FFF) == nTarget)
if (nMov.actor == pTarget)
{
if (pSprite->cstat & 0x8000)
{
@ -376,7 +318,7 @@ void AILion::Tick(RunListEvent* ev)
}
else
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
@ -402,20 +344,20 @@ void AILion::Tick(RunListEvent* ev)
case 3:
{
if (nTarget == -1)
if (pTarget == nullptr)
{
pActor->nAction = 1;
pActor->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
if (PlotCourseToSprite(pActor, pTarget) >= 768)
{
pActor->nAction = 2;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 10);
runlist_DamageEnemy(pTarget, pActor, 10);
}
}
@ -430,7 +372,7 @@ void AILion::Tick(RunListEvent* ev)
pActor->nFrame = 0;
}
if (nMov & 0x20000)
if (nMov.exbits & kHitAux2)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
@ -449,7 +391,7 @@ void AILion::Tick(RunListEvent* ev)
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z - (GetSpriteHeight(nSprite) >> 1);
int z = pSprite->z - (GetActorHeight(pActor) >> 1);
int nCheckDist = 0x7FFFFFFF;
@ -490,7 +432,7 @@ void AILion::Tick(RunListEvent* ev)
pActor->nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
D3PlayFX(StaticSound[kSound24], pActor);
}
return;
@ -498,25 +440,25 @@ void AILion::Tick(RunListEvent* ev)
case 6:
{
if (nMov & 0x30000)
if (nMov.exbits)
{
pActor->nAction = 2;
pActor->nFrame = 0;
return;
}
if ((nMov & 0xC000) == 0x8000)
if (nMov.type == kHitWall)
{
pActor->nAction = 7;
pSprite->ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
pSprite->ang = (GetWallNormal(nMov.index) + 1024) & kAngleMask;
pActor->nCount = RandomSize(4);
return;
}
else if ((nMov & 0xC000) == 0xC000)
else if (nMov.type == kHitSprite)
{
if ((nMov & 0x3FFF) == nTarget)
if (nMov.actor == pTarget)
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
pActor->nAction = 3;
@ -543,9 +485,9 @@ void AILion::Tick(RunListEvent* ev)
if (pActor->nCount <= 0)
{
pActor->nCount = 0;
if (nTarget > -1)
if (pTarget)
{
PlotCourseToSprite(nSprite, nTarget);
PlotCourseToSprite(pActor, pTarget);
}
else
{
@ -557,7 +499,7 @@ void AILion::Tick(RunListEvent* ev)
pActor->nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
D3PlayFX(StaticSound[kSound24], pActor);
}
return;
@ -599,14 +541,14 @@ void AILion::Tick(RunListEvent* ev)
}
// loc_379AD: ?
if (nAction != 1 && nTarget != -1)
if (nAction != 1 && pTarget != nullptr)
{
if (!(sprite[nTarget].cstat & 0x101))
if (!(pTarget->s().cstat & 0x101))
{
pActor->nAction = 1;
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->nTarget = -1;
pActor->pTarget = nullptr;
pSprite->xvel = 0;
pSprite->yvel = 0;
}

View file

@ -84,7 +84,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
else if (!stricmp(c, "spider")) BuildSpider(-1, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "mummy")) BuildMummy(-1, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "fish")) BuildFish(nullptr, initx, inity, initz + eyelevel[nLocalPlayer], initsect, inita);
else if (!stricmp(c, "lion")) BuildLion(-1, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "lava")) BuildLava(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "rex")) BuildRex(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "set")) BuildSet(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);

View file

@ -48,7 +48,6 @@ void SerializeSnake(FSerializer& arc);
void SerializeSwitch(FSerializer& arc);
void SerializeView(FSerializer& arc);
void SerializeLion(FSerializer& arc);
void SerializeMummy(FSerializer& arc);
void SerializeQueen(FSerializer& arc);
void SerializeRat(FSerializer& arc);
@ -83,7 +82,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
SerializeSwitch(arc);
SerializeView(arc);
SerializeLion(arc);
SerializeMummy(arc);
SerializeQueen(arc);
SerializeRat(arc);