- Exhumed: pActor->s() in mummy.cpp

This commit is contained in:
Christoph Oelckers 2021-12-23 17:04:37 +01:00
parent 23f274120c
commit dca478d284

View file

@ -39,42 +39,39 @@ static actionSeq MummySeq[] = {
void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{
spritetype* pSprite;
if (pActor == nullptr)
{
pActor = insertActor(pSector, 102);
pSprite = &pActor->s();
}
else
{
pSprite = &pActor->s();
x = pSprite->pos.X;
y = pSprite->pos.Y;
z = pSprite->pos.Z;
nAngle = pSprite->ang;
x = pActor->spr.pos.X;
y = pActor->spr.pos.Y;
z = pActor->spr.pos.Z;
nAngle = pActor->spr.ang;
ChangeActorStat(pActor, 102);
}
pSprite->pos.X = x;
pSprite->pos.Y = y;
pSprite->pos.Z = z;
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pSprite->shade = -12;
pSprite->clipdist = 32;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->xrepeat = 42;
pSprite->yrepeat = 42;
pSprite->pal = pSprite->sector()->ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = nAngle;
pSprite->picnum = 1;
pSprite->hitag = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
pActor->spr.pos.X = x;
pActor->spr.pos.Y = y;
pActor->spr.pos.Z = z;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.shade = -12;
pActor->spr.clipdist = 32;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = 0;
pActor->spr.xrepeat = 42;
pActor->spr.yrepeat = 42;
pActor->spr.pal = pActor->spr.sector()->ceilingpal;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.ang = nAngle;
pActor->spr.picnum = 1;
pActor->spr.hitag = 0;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.extra = -1;
// GrabTimeSlot(3);
@ -85,7 +82,7 @@ void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector,
pActor->nCount = 0;
pActor->nPhase = Counters[kCountMummy]++;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0xE0000);
pActor->spr.owner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0xE0000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0xE0000);
@ -94,8 +91,6 @@ void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector,
void CheckMummyRevive(DExhumedActor* pActor)
{
auto pSprite = &pActor->s();
ExhumedStatIterator it(102);
while (auto pOther = it.Next())
{
@ -106,12 +101,12 @@ void CheckMummyRevive(DExhumedActor* pActor)
}
auto pSprite2 = &pOther->s();
int x = abs(pSprite2->pos.X - pSprite->pos.X) >> 8;
int y = abs(pSprite2->pos.Y - pSprite->pos.Y) >> 8;
int x = abs(pSprite2->pos.X - pActor->spr.pos.X) >> 8;
int y = abs(pSprite2->pos.Y - pActor->spr.pos.Y) >> 8;
if (x <= 20 && y <= 20)
{
if (cansee(pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - 8192, pSprite->sector(),
if (cansee(pActor->spr.pos.X, pActor->spr.pos.Y, pActor->spr.pos.Z - 8192, pActor->spr.sector(),
pSprite2->pos.X, pSprite2->pos.Y, pSprite2->pos.Z - 8192, pSprite2->sector()))
{
pSprite2->cstat = 0;
@ -132,14 +127,13 @@ void AIMummy::Tick(RunListEvent* ev)
auto pTarget = UpdateEnemy(&targ);
pActor->pTarget = targ;
auto pSprite = &pActor->s();
int nAction = pActor->nAction;
Gravity(pActor);
int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
int nFrame = SeqBase[nSeq] + pActor->nFrame;
int nFrameFlag = FrameFlag[nFrame];
@ -162,8 +156,8 @@ void AIMummy::Tick(RunListEvent* ev)
{
pActor->nAction = 0;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}
}
@ -178,7 +172,7 @@ void AIMummy::Tick(RunListEvent* ev)
{
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
if (pTarget == nullptr)
{
@ -191,8 +185,8 @@ void AIMummy::Tick(RunListEvent* ev)
pActor->nAction = 1;
pActor->nCount = 90;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
pActor->spr.xvel = bcos(pActor->spr.ang, -2);
pActor->spr.yvel = bsin(pActor->spr.ang, -2);
}
}
}
@ -208,7 +202,7 @@ void AIMummy::Tick(RunListEvent* ev)
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
PlotCourseToSprite(pActor, pTarget);
@ -216,14 +210,14 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (RandomBit() && pTarget)
{
if (cansee(pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - GetActorHeight(pActor), pSprite->sector(),
if (cansee(pActor->spr.pos.X, pActor->spr.pos.Y, pActor->spr.pos.Z - GetActorHeight(pActor), pActor->spr.sector(),
pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.pos.Z - GetActorHeight(pTarget), pTarget->spr.sector()))
{
pActor->nAction = 3;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
return;
}
}
@ -233,39 +227,39 @@ void AIMummy::Tick(RunListEvent* ev)
// loc_2B5A8
if (!pActor->nFrame)
{
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
pActor->spr.xvel = bcos(pActor->spr.ang, -1);
pActor->spr.yvel = bsin(pActor->spr.ang, -1);
}
if (pSprite->xvel || pSprite->yvel)
if (pActor->spr.xvel || pActor->spr.yvel)
{
if (pSprite->xvel > 0)
if (pActor->spr.xvel > 0)
{
pSprite->xvel -= 1024;
if (pSprite->xvel < 0) {
pSprite->xvel = 0;
pActor->spr.xvel -= 1024;
if (pActor->spr.xvel < 0) {
pActor->spr.xvel = 0;
}
}
else if (pSprite->xvel < 0)
else if (pActor->spr.xvel < 0)
{
pSprite->xvel += 1024;
if (pSprite->xvel > 0) {
pSprite->xvel = 0;
pActor->spr.xvel += 1024;
if (pActor->spr.xvel > 0) {
pActor->spr.xvel = 0;
}
}
if (pSprite->yvel > 0)
if (pActor->spr.yvel > 0)
{
pSprite->yvel -= 1024;
if (pSprite->yvel < 0) {
pSprite->yvel = 0;
pActor->spr.yvel -= 1024;
if (pActor->spr.yvel < 0) {
pActor->spr.yvel = 0;
}
}
else if (pSprite->yvel < 0)
else if (pActor->spr.yvel < 0)
{
pSprite->yvel += 1024;
if (pSprite->yvel > 0) {
pSprite->yvel = 0;
pActor->spr.yvel += 1024;
if (pActor->spr.yvel > 0) {
pActor->spr.yvel = 0;
}
}
}
@ -274,9 +268,9 @@ void AIMummy::Tick(RunListEvent* ev)
{
case kHitWall:
{
pSprite->ang = (pSprite->ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
pActor->spr.ang = (pActor->spr.ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
pActor->spr.xvel = bcos(pActor->spr.ang, -2);
pActor->spr.yvel = bsin(pActor->spr.ang, -2);
return;
}
@ -284,14 +278,14 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (nMov.actor() == pTarget)
{
int nAngle = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y);
if (AngleDiff(pSprite->ang, nAngle) < 64)
int nAngle = getangle(pTarget->spr.pos.X - pActor->spr.pos.X, pTarget->spr.pos.Y - pActor->spr.pos.Y);
if (AngleDiff(pActor->spr.ang, nAngle) < 64)
{
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}
}
return;
@ -338,7 +332,7 @@ void AIMummy::Tick(RunListEvent* ev)
SetQuake(pActor, 100);
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
auto pBullet = BuildBullet(pActor, 9, -15360, pSprite->ang, pTarget, 1);
auto pBullet = BuildBullet(pActor, 9, -15360, pActor->spr.ang, pTarget, 1);
CheckMummyRevive(pActor);
if (pBullet)
@ -373,7 +367,7 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (bVal)
{
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->nAction = 0;
pActor->nHealth = 300;
@ -388,15 +382,15 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (nMov.exbits)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
pActor->spr.xvel >>= 1;
pActor->spr.yvel >>= 1;
}
if (bVal)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->nAction = 0;
pActor->nFrame = 0;
@ -434,7 +428,6 @@ void AIMummy::Damage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
if (ev->nDamage <= 0)
return;
@ -448,7 +441,7 @@ void AIMummy::Damage(RunListEvent* ev)
if (pActor->nHealth <= 0)
{
pActor->nHealth = 0;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
nCreaturesKilled++;
DropMagic(pActor);
@ -456,10 +449,10 @@ void AIMummy::Damage(RunListEvent* ev)
pActor->nFrame = 0;
pActor->nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->pos.Z = pSprite->sector()->floorz;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = 0;
pActor->spr.pos.Z = pActor->spr.sector()->floorz;
}
else
{
@ -468,8 +461,8 @@ void AIMummy::Damage(RunListEvent* ev)
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}
}