- handle target validations in AI functions properly.

Now they will all print the function name along with the message and not rely on assert abuse.
This commit is contained in:
Christoph Oelckers 2021-05-05 10:12:31 +02:00
parent 261301bdea
commit b9f6120380
20 changed files with 80 additions and 96 deletions

View File

@ -66,6 +66,7 @@ void batBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
@ -74,7 +75,6 @@ void batBiteSeqCallback(int, DBloodActor* actor)
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
actFireVector(actor, 0, 0, dx, dy, height2-height, kVectorBatBite);
}
@ -167,7 +167,7 @@ static void batThinkPonder(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -275,7 +275,7 @@ static void batThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -67,6 +67,7 @@ void SlashSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
@ -238,7 +239,7 @@ static void beastThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -408,7 +409,7 @@ static void beastThinkSwimChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -512,6 +513,7 @@ static void sub_62AE0(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
@ -549,6 +551,7 @@ static void sub_62D7C(DBloodActor* actor)
int nSprite = pSprite->index;
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;

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@ -65,14 +65,7 @@ void eelBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target_i];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
/*
* workaround for
* pXSprite->target >= 0 && pXSprite->target < kMaxSprites in file NBlood/source/blood/src/aiboneel.cpp at line 86
@ -85,7 +78,15 @@ void eelBiteSeqCallback(int, DBloodActor* actor)
aiNewState(actor, &eelSearch);
return;
}
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
actFireVector(actor, 0, 0, dx, dy, height2-height, kVectorBoneelBite);
}
@ -180,7 +181,6 @@ static void eelThinkPonder(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -288,7 +288,6 @@ static void eelThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

View File

@ -162,7 +162,6 @@ static void burnThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -137,7 +137,6 @@ static void calebThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -273,7 +272,6 @@ static void calebThinkSwimChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -354,6 +352,7 @@ static void sub_65F44(DBloodActor* actor)
int nSprite = pSprite->index;
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
@ -391,6 +390,7 @@ static void sub_661E0(DBloodActor* actor)
int nSprite = pSprite->index;
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;

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@ -67,11 +67,7 @@ void cerberusBiteSeqCallback(int, DBloodActor* actor)
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int dz = pTarget->z-pSprite->z;
actFireVector(actor, 350, -100, dx, dy, dz, kVectorCerberusHack);

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@ -136,7 +136,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
nMissile = kThingArmedTNTBundle;
char v4 = Chance(0x6000);
sfxPlay3DSound(pSprite, 455, -1, 0);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int dx = pTarget->x - pSprite->x;
@ -173,7 +173,7 @@ void sub_68230(int, DBloodActor* actor)
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
sfxPlay3DSound(pSprite, 455, -1, 0);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int dx = pTarget->x - pSprite->x;
@ -252,7 +252,6 @@ static void cultThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -81,6 +81,7 @@ void SlashFSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -110,6 +111,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
wrand(); // ???
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int height = (pSprite->yrepeat*getDudeInfo(pSprite->type)->eyeHeight) << 2;
int dx = pXSprite->targetX-pSprite->x;
@ -366,11 +368,6 @@ static void gargThinkChase(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -65,6 +65,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -93,6 +94,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
wrand(); // ???
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int height = (pSprite->yrepeat*getDudeInfo(pSprite->type)->eyeHeight) << 2;
int dx = pXSprite->targetX-pSprite->x;
@ -344,11 +346,6 @@ static void ghostThinkChase(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -62,6 +62,7 @@ void GillBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
@ -128,7 +129,7 @@ static void gillThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -260,7 +261,7 @@ static void gillThinkSwimChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -345,6 +346,7 @@ static void sub_6CD74(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
@ -381,6 +383,7 @@ static void sub_6D03C(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;

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@ -46,6 +46,7 @@ void HandJumpSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
if (IsPlayerSprite(pTarget))
{
@ -93,7 +94,7 @@ static void handThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -55,11 +55,7 @@ void houndBiteSeqCallback(int, DBloodActor* actor)
return;
}
///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
#ifdef NOONE_EXTENSIONS
if (IsPlayerSprite(pTarget) || gModernMap) // allow to hit non-player targets
@ -120,11 +116,6 @@ static void houndThinkChase(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -76,7 +76,7 @@ static void innocThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -73,11 +73,7 @@ void podAttack(int, DBloodActor* actor)
spritetype *pTarget = &sprite[pXSprite->target_i];
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int x = pTarget->x-pSprite->x;
int y = pTarget->y-pSprite->y;
@ -201,11 +197,6 @@ static void aiPodChase(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -49,7 +49,7 @@ void ratBiteSeqCallback(int, DBloodActor* actor)
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
if (IsPlayerSprite(pTarget))
actFireVector(actor, 0, 0, dx, dy, pTarget->z-pSprite->z, kVectorRatBite);
@ -90,7 +90,6 @@ static void ratThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -73,7 +73,7 @@ void SpidBiteSeqCallback(int, DBloodActor* actor)
dy += Random2(2000);
int dz = Random2(2000);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
if (IsPlayerSprite(pTarget)) {
@ -122,7 +122,7 @@ void SpidJumpSeqCallback(int, DBloodActor* actor)
dy += Random2(200);
int dz = Random2(200);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
if (IsPlayerSprite(pTarget)) {
dz += pTarget->z-pSprite->z;
@ -144,7 +144,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
spritetype* pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
int dx = pXSprite->targetX-pSprite->x;
@ -207,7 +207,6 @@ static void spidThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -50,6 +50,7 @@ void sub_71A90(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int nTarget = pTarget->index;
@ -317,11 +318,7 @@ static void sub_72934(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -63,6 +63,7 @@ void HackSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -118,7 +119,7 @@ static void zombaThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
@ -170,7 +171,7 @@ static void zombaThinkPonder(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -52,6 +52,7 @@ void zombfHackSeqCallback(int, DBloodActor* actor)
spritetype* pSprite = &actor->s();
if (pSprite->type != kDudeZombieButcher)
return;
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat);
@ -64,6 +65,7 @@ void PukeSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -119,7 +121,7 @@ static void zombfThinkChase(DBloodActor* actor)
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;

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@ -60,10 +60,20 @@ public:
DBloodActor* GetTarget()
{
if (x().target_i == -1 || x().target_i == kMaxSprites - 1) return nullptr;
if (x().target_i <= -1 || x().target_i == kMaxSprites - 1) return nullptr;
return base() + x().target_i;
}
bool ValidateTarget(const char* func)
{
if (GetTarget() == nullptr)
{
Printf(PRINT_HIGH | PRINT_NOTIFY, "%s: invalid target in calling actor\n", func);
return false;
}
return true;
}
void SetBurnSource(DBloodActor* own)
{
x().burnSource = own ? own->s().index : -1;