- access FishList through a pointer.

To make the following commmit more readably.
This commit is contained in:
Christoph Oelckers 2021-10-23 12:33:33 +02:00
parent 5d7d4ce496
commit f8cab790d4

View file

@ -102,7 +102,8 @@ void InitFishes()
void BuildFishLimb(short nFish, short edx) void BuildFishLimb(short nFish, short edx)
{ {
short nSprite = FishList[nFish].nSprite; auto pActor = &FishList[nFish];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
int nFree = FishChunk.Reserve(1); int nFree = FishChunk.Reserve(1);
@ -220,6 +221,7 @@ void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
{ {
int nFish = FishList.Reserve(1); int nFish = FishList.Reserve(1);
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
auto pActor = &FishList[nFish];
if (nSprite == -1) if (nSprite == -1)
{ {
@ -259,22 +261,23 @@ void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
// GrabTimeSlot(3); // GrabTimeSlot(3);
FishList[nFish].nAction = 0; pActor->nAction = 0;
FishList[nFish].nHealth = 200; pActor->nHealth = 200;
FishList[nFish].nSprite = nSprite; pActor->nSprite = nSprite;
FishList[nFish].nTarget = -1; pActor->nTarget = -1;
FishList[nFish].nCount = 60; pActor->nCount = 60;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nFish, 0x120000); pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nFish, 0x120000);
FishList[nFish].nRun = runlist_AddRunRec(NewRun, nFish, 0x120000); pActor->nRun = runlist_AddRunRec(NewRun, nFish, 0x120000);
nCreaturesTotal++; nCreaturesTotal++;
} }
void IdleFish(short nFish, short edx) void IdleFish(short nFish, short edx)
{ {
short nSprite = FishList[nFish].nSprite; auto pActor = &FishList[nFish];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
pSprite->ang += (256 - RandomSize(9)) + 1024; pSprite->ang += (256 - RandomSize(9)) + 1024;
@ -283,8 +286,8 @@ void IdleFish(short nFish, short edx)
pSprite->xvel = bcos(pSprite->ang, -8); pSprite->xvel = bcos(pSprite->ang, -8);
pSprite->yvel = bsin(pSprite->ang, -8); pSprite->yvel = bsin(pSprite->ang, -8);
FishList[nFish].nAction = 0; pActor->nAction = 0;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
pSprite->zvel = RandomSize(9); pSprite->zvel = RandomSize(9);
@ -302,12 +305,13 @@ void IdleFish(short nFish, short edx)
void DestroyFish(short nFish) void DestroyFish(short nFish)
{ {
short nSprite = FishList[nFish].nSprite; auto pActor = &FishList[nFish];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
runlist_DoSubRunRec(pSprite->owner); runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1); runlist_FreeRun(pSprite->lotag - 1);
runlist_SubRunRec(FishList[nFish].nRun); runlist_SubRunRec(pActor->nRun);
mydeletesprite(nSprite); mydeletesprite(nSprite);
} }
@ -317,9 +321,10 @@ void AIFish::Draw(RunListEvent* ev)
{ {
short nFish = RunData[ev->nRun].nObjIndex; short nFish = RunData[ev->nRun].nObjIndex;
assert(nFish >= 0 && nFish < (int)FishList.Size()); assert(nFish >= 0 && nFish < (int)FishList.Size());
short nAction = FishList[nFish].nAction; auto pActor = &FishList[nFish];
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b); seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b);
ev->pTSprite->owner = -1; ev->pTSprite->owner = -1;
return; return;
} }
@ -327,9 +332,10 @@ void AIFish::Draw(RunListEvent* ev)
void AIFish::RadialDamage(RunListEvent* ev) void AIFish::RadialDamage(RunListEvent* ev)
{ {
short nFish = RunData[ev->nRun].nObjIndex; short nFish = RunData[ev->nRun].nObjIndex;
short nSprite = FishList[nFish].nSprite; auto pActor = &FishList[nFish];
short nSprite = pActor->nSprite;
if (FishList[nFish].nHealth <= 0) { if (pActor->nHealth <= 0) {
return; return;
} }
else else
@ -339,7 +345,7 @@ void AIFish::RadialDamage(RunListEvent* ev)
return; return;
} }
FishList[nFish].nCount = 10; pActor->nCount = 10;
} }
// fall through // fall through
Damage(ev); Damage(ev);
@ -349,18 +355,19 @@ void AIFish::Damage(RunListEvent* ev)
{ {
short nFish = RunData[ev->nRun].nObjIndex; short nFish = RunData[ev->nRun].nObjIndex;
assert(nFish >= 0 && nFish < (int)FishList.Size()); assert(nFish >= 0 && nFish < (int)FishList.Size());
short nAction = FishList[nFish].nAction; auto pActor = &FishList[nFish];
short nSprite = FishList[nFish].nSprite; short nAction = pActor->nAction;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
if (!ev->nDamage) { if (!ev->nDamage) {
return; return;
} }
FishList[nFish].nHealth -= dmgAdjust(ev->nDamage); pActor->nHealth -= dmgAdjust(ev->nDamage);
if (FishList[nFish].nHealth <= 0) if (pActor->nHealth <= 0)
{ {
FishList[nFish].nHealth = 0; pActor->nHealth = 0;
nCreaturesKilled++; nCreaturesKilled++;
pSprite->cstat &= 0xFEFE; pSprite->cstat &= 0xFEFE;
@ -377,8 +384,8 @@ void AIFish::Damage(RunListEvent* ev)
} }
else else
{ {
FishList[nFish].nAction = 9; pActor->nAction = 9;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
} }
return; return;
@ -388,12 +395,12 @@ void AIFish::Damage(RunListEvent* ev)
short nTarget = ev->nParam; short nTarget = ev->nParam;
if (nTarget >= 0 && sprite[nTarget].statnum < 199) if (nTarget >= 0 && sprite[nTarget].statnum < 199)
{ {
FishList[nFish].nTarget = nTarget; pActor->nTarget = nTarget;
} }
FishList[nFish].nAction = 4; pActor->nAction = 4;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
FishList[nFish].nCount += 10; pActor->nCount += 10;
} }
} }
@ -401,8 +408,9 @@ void AIFish::Tick(RunListEvent* ev)
{ {
short nFish = RunData[ev->nRun].nObjIndex; short nFish = RunData[ev->nRun].nObjIndex;
assert(nFish >= 0 && nFish < (int)FishList.Size()); assert(nFish >= 0 && nFish < (int)FishList.Size());
short nAction = FishList[nFish].nAction; auto pActor = &FishList[nFish];
short nSprite = FishList[nFish].nSprite; short nAction = pActor->nAction;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
if (!(SectFlag[pSprite->sectnum] & kSectUnderwater)) if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
@ -412,16 +420,16 @@ void AIFish::Tick(RunListEvent* ev)
short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a; short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, FishList[nFish].nFrame); pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(nSprite, nSeq, FishList[nFish].nFrame); seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
FishList[nFish].nFrame++; pActor->nFrame++;
if (FishList[nFish].nFrame >= SeqSize[nSeq]) { if (pActor->nFrame >= SeqSize[nSeq]) {
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
} }
short nTarget = FishList[nFish].nTarget; short nTarget = pActor->nTarget;
switch (nAction) switch (nAction)
{ {
@ -430,20 +438,20 @@ void AIFish::Tick(RunListEvent* ev)
case 0: case 0:
{ {
FishList[nFish].nCount--; pActor->nCount--;
if (FishList[nFish].nCount <= 0) if (pActor->nCount <= 0)
{ {
nTarget = FindPlayer(nSprite, 60); nTarget = FindPlayer(nSprite, 60);
if (nTarget >= 0) if (nTarget >= 0)
{ {
FishList[nFish].nTarget = nTarget; pActor->nTarget = nTarget;
FishList[nFish].nAction = 2; pActor->nAction = 2;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
int nAngle = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].z - pSprite->z); int nAngle = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].z - pSprite->z);
pSprite->zvel = bsin(nAngle, -5); pSprite->zvel = bsin(nAngle, -5);
FishList[nFish].nCount = RandomSize(6) + 90; pActor->nCount = RandomSize(6) + 90;
} }
else else
{ {
@ -460,8 +468,8 @@ void AIFish::Tick(RunListEvent* ev)
case 2: case 2:
case 3: case 3:
{ {
FishList[nFish].nCount--; pActor->nCount--;
if (FishList[nFish].nCount <= 0) if (pActor->nCount <= 0)
{ {
IdleFish(nFish, 0); IdleFish(nFish, 0);
return; return;
@ -491,7 +499,7 @@ void AIFish::Tick(RunListEvent* ev)
case 4: case 4:
{ {
if (FishList[nFish].nFrame == 0) if (pActor->nFrame == 0)
{ {
IdleFish(nFish, 0); IdleFish(nFish, 0);
} }
@ -505,7 +513,7 @@ void AIFish::Tick(RunListEvent* ev)
case 9: case 9:
{ {
if (FishList[nFish].nFrame == 0) if (pActor->nFrame == 0)
{ {
DestroyFish(nFish); DestroyFish(nFish);
} }
@ -541,8 +549,8 @@ void AIFish::Tick(RunListEvent* ev)
{ {
if (nAction == 3) if (nAction == 3)
{ {
FishList[nFish].nAction = 2; pActor->nAction = 2;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
} }
return; return;
} }
@ -557,16 +565,16 @@ void AIFish::Tick(RunListEvent* ev)
{ {
if (sprite[nMov & 0x3FFF].statnum == 100) if (sprite[nMov & 0x3FFF].statnum == 100)
{ {
FishList[nFish].nTarget = nMov & 0x3FFF; pActor->nTarget = nMov & 0x3FFF;
pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y); pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (nAction != 3) if (nAction != 3)
{ {
FishList[nFish].nAction = 3; pActor->nAction = 3;
FishList[nFish].nFrame = 0; pActor->nFrame = 0;
} }
if (!FishList[nFish].nFrame) if (!pActor->nFrame)
{ {
runlist_DamageEnemy(nTarget, nSprite, 2); runlist_DamageEnemy(nTarget, nSprite, 2);
} }