- replaced all occurences of gDudeExtra and moved that struct into DBloodActor.

# Conflicts:
#	source/games/blood/src/ai.cpp
This commit is contained in:
Christoph Oelckers 2020-12-04 23:21:42 +01:00
parent 4fed1debe4
commit c1d52f7393
14 changed files with 99 additions and 121 deletions

View File

@ -2972,7 +2972,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
aiGenDudeNewState(pSprite, &genDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
actor->dudeExtra().time = PlayClock + 360;
actor->dudeExtra.time = PlayClock + 360;
return true;
}
@ -3484,7 +3484,8 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
return;
}
switch (pSprite->type)
auto Owner = actor->GetOwner();
switch (pSprite->type)
{
case kDudeZombieAxeNormal:
zombieAxeNormalDeath(actor, nSeq);
@ -3554,29 +3555,17 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
break;
case kDudeSpiderBrown:
if (pSprite->owner != -1)
{
spritetype* pOwner = &sprite[pSprite->owner];
gDudeExtra[pOwner->extra].at6.u1.xval2--;
}
if (Owner) Owner->dudeExtra.at6.u1.xval2--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderRed:
if (pSprite->owner != -1)
{
spritetype* pOwner = &sprite[pSprite->owner];
gDudeExtra[pOwner->extra].at6.u1.xval2--;
}
if (Owner) Owner->dudeExtra.at6.u1.xval2--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderBlack:
if (pSprite->owner != -1)
{
spritetype* pOwner = &sprite[pSprite->owner];
gDudeExtra[pOwner->extra].at6.u1.xval2--;
}
if (Owner) Owner->dudeExtra.at6.u1.xval2--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;

View File

@ -33,7 +33,6 @@ BEGIN_BLD_NS
void RecoilDude(DBloodActor* actor);
int cumulDamage[kMaxXSprites];
DUDEEXTRA gDudeExtra[kMaxXSprites];
AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
AISTATE genRecoil = {kAiStateRecoil, 5, -1, 20, NULL, NULL, NULL, &genIdle };
@ -53,7 +52,8 @@ bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq)
void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4)
{
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
auto actor = &bloodActors[pSprite->index];
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
if (a3 == AI_SFX_PRIORITY_0)
sfxPlay3DSound(pSprite, a2, a4, 2);
else if (a3 > pDudeExtra->prio || pDudeExtra->time <= PlayClock)
@ -321,7 +321,7 @@ void aiActivateDude(DBloodActor* actor)
switch (pSprite->type) {
case kDudePhantasm:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
@ -340,7 +340,7 @@ void aiActivateDude(DBloodActor* actor)
case kDudeCultistTNT:
case kDudeCultistBeast:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1) {
@ -378,7 +378,7 @@ void aiActivateDude(DBloodActor* actor)
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
{
DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1* pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1) {
@ -397,7 +397,7 @@ void aiActivateDude(DBloodActor* actor)
break;
#endif
case kDudeCultistTommyProne: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1; pDudeExtraE->xval1 = 0;
pSprite->type = kDudeCultistTommy;
if (pXSprite->target == -1) {
@ -430,7 +430,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeCultistShotgunProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
pSprite->type = kDudeCultistShotgun;
@ -474,7 +474,7 @@ void aiActivateDude(DBloodActor* actor)
break;
case kDudeBat:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
@ -492,7 +492,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeBoneEel:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
@ -509,7 +509,7 @@ void aiActivateDude(DBloodActor* actor)
break;
}
case kDudeGillBeast: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
XSECTOR *pXSector = NULL;
if (sector[pSprite->sectnum].extra > 0)
pXSector = &xsector[sector[pSprite->sectnum].extra];
@ -537,7 +537,7 @@ void aiActivateDude(DBloodActor* actor)
break;
}
case kDudeZombieAxeNormal: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1)
@ -567,7 +567,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeZombieAxeBuried:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->aiState == &zombieEIdle)
@ -576,7 +576,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeZombieAxeLaying:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->aiState == &zombieSIdle)
@ -584,7 +584,7 @@ void aiActivateDude(DBloodActor* actor)
break;
}
case kDudeZombieButcher: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1)
@ -612,7 +612,7 @@ void aiActivateDude(DBloodActor* actor)
aiNewState(actor, &zombieFBurnChase);
break;
case kDudeGargoyleFlesh: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
@ -630,7 +630,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeGargoyleStone:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
@ -747,7 +747,7 @@ void aiActivateDude(DBloodActor* actor)
}
break;
case kDudeSpiderMother: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
pSprite->flags |= 2;
@ -763,7 +763,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeTinyCaleb:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1)
@ -796,7 +796,7 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeBeast:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1)
@ -944,9 +944,9 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
if (pSprite->type == kDudeModernCustomBurning) {
if (Chance(0x2000) && gDudeExtra[pSprite->extra].time < PlayClock) {
if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
playGenDudeSound(pSprite, kGenDudeSndBurning);
gDudeExtra[pSprite->extra].time = PlayClock + 360;
actor->dudeExtra.time = PlayClock + 360;
}
if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
@ -992,7 +992,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiGenDudeNewState(pSprite, &genDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
gDudeExtra[pSprite->extra].time = PlayClock + 360;
actor->dudeExtra.time = PlayClock + 360;
evKill(nSprite, 3, kCallbackFXFlameLick);
}
@ -1030,7 +1030,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
if (nDmgType == kDamageTesla)
{
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
pDudeExtra->recoil = 1;
}
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
@ -1055,7 +1055,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiNewState(actor, &cultistBurnGoto);
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
gDudeExtra[pSprite->extra].time = PlayClock+360;
actor->dudeExtra.time = PlayClock+360;
actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
}
@ -1066,16 +1066,16 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
pSprite->type = kDudeBurningInnocent;
aiNewState(actor, &cultistBurnGoto);
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
gDudeExtra[pSprite->extra].time = PlayClock+360;
actor->dudeExtra.time = PlayClock+360;
actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
}
break;
case kDudeBurningCultist:
if (Chance(0x4000) && gDudeExtra[pSprite->extra].time < PlayClock)
if (Chance(0x4000) && actor->dudeExtra.time < PlayClock)
{
aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
gDudeExtra[pSprite->extra].time = PlayClock+360;
actor->dudeExtra.time = PlayClock+360;
}
if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
{
@ -1121,7 +1121,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiNewState(actor, &cultistBurnGoto);
}
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
gDudeExtra[pSprite->extra].time = PlayClock+360;
actor->dudeExtra.time = PlayClock+360;
actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
}
@ -1157,7 +1157,7 @@ void RecoilDude(DBloodActor* actor)
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
char v4 = Chance(0x8000);
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
switch (pSprite->type) {
@ -1573,15 +1573,15 @@ void aiInit(void)
void aiInitSprite(spritetype *pSprite)
{
auto actor = &bloodActors[pSprite->index];
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
auto actor = &bloodActors[pXSprite->reference];
int nSector = pSprite->sectnum;
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = NULL;
if (nXSector > 0)
pXSector = &xsector[nXSector];
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
pDudeExtra->recoil = 0;
pDudeExtra->time = 0;
@ -1609,7 +1609,7 @@ void aiInitSprite(spritetype *pSprite)
case kDudeCultistTNT:
case kDudeCultistBeast:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &cultistIdle);
@ -1617,7 +1617,7 @@ void aiInitSprite(spritetype *pSprite)
}
case kDudeCultistTommyProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &fanaticProneIdle);
@ -1625,21 +1625,21 @@ void aiInitSprite(spritetype *pSprite)
}
case kDudeCultistShotgunProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &cultistProneIdle);
break;
}
case kDudeZombieButcher: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieFIdle);
break;
}
case kDudeZombieAxeNormal: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieAIdle);
@ -1647,7 +1647,7 @@ void aiInitSprite(spritetype *pSprite)
}
case kDudeZombieAxeLaying:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieSIdle);
@ -1655,7 +1655,7 @@ void aiInitSprite(spritetype *pSprite)
break;
}
case kDudeZombieAxeBuried: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieEIdle);
@ -1663,7 +1663,7 @@ void aiInitSprite(spritetype *pSprite)
}
case kDudeGargoyleFlesh:
case kDudeGargoyleStone: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
@ -1675,7 +1675,7 @@ void aiInitSprite(spritetype *pSprite)
aiNewState(actor, &gargoyleStatueIdle);
break;
case kDudeCerberusTwoHead: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &cerberusIdle);
@ -1689,7 +1689,7 @@ void aiInitSprite(spritetype *pSprite)
break;
case kDudePhantasm:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
@ -1704,7 +1704,7 @@ void aiInitSprite(spritetype *pSprite)
break;
case kDudeBoneEel:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
@ -1716,7 +1716,7 @@ void aiInitSprite(spritetype *pSprite)
break;
case kDudeBat:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
@ -1727,7 +1727,7 @@ void aiInitSprite(spritetype *pSprite)
case kDudeSpiderRed:
case kDudeSpiderBlack:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
@ -1736,7 +1736,7 @@ void aiInitSprite(spritetype *pSprite)
}
case kDudeSpiderMother:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
@ -1745,7 +1745,7 @@ void aiInitSprite(spritetype *pSprite)
}
case kDudeTchernobog:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &tchernobogIdle);
@ -1861,45 +1861,4 @@ void aiInitSprite(spritetype *pSprite)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDEEXTRA* def)
{
int empty = 0;
char empty2 = 0;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("time", w.time, &empty)
("recoil", w.recoil, &empty)
("prio", w.prio, &empty)
("x1", w.at6.u1.xval1, &empty)
("x2", w.at6.u1.xval2, &empty)
("x3", w.at6.u1.xval3, &empty2)
.EndObject();
}
return arc;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SerializeAI(FSerializer& arc)
{
if (arc.BeginObject("ai"))
{
arc.SparseArray("dudeextra", gDudeExtra, kMaxSprites, activeXSprites)
.EndObject();
}
}
END_BLD_NS

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@ -87,7 +87,6 @@ struct TARGETTRACK {
};
extern const int dword_138BB0[5];
extern DUDEEXTRA gDudeExtra[];
bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq);
void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4);

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@ -84,7 +84,7 @@ static void batThinkTarget(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
@ -433,7 +433,7 @@ void batMoveToCeil(DBloodActor* actor)
int nSector = pSprite->sectnum;
if (z - pXSprite->targetZ < 0x1000)
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pSprite->flags = 0;
aiNewState(actor, &batIdle);

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@ -95,7 +95,7 @@ static void eelThinkTarget(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
@ -436,7 +436,7 @@ void eelMoveToCeil(DBloodActor* actor)
int nSector = pSprite->sectnum;
if (z - pXSprite->targetZ < 0x1000)
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pSprite->flags = 0;
aiNewState(actor, &eelIdle);

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@ -266,7 +266,7 @@ static void cerberusThinkTarget(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)

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@ -215,7 +215,7 @@ static void gargThinkTarget(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)

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@ -191,7 +191,7 @@ static void ghostThinkTarget(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)

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@ -146,7 +146,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);

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@ -233,7 +233,7 @@ static void sub_725A4(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
if (pDudeExtraE->xval2 && pDudeExtraE->xval1 < 10)
pDudeExtraE->xval1++;
else if (pDudeExtraE->xval1 >= 10 && pDudeExtraE->xval2)

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@ -2215,10 +2215,12 @@ void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage) {
actPostSprite(pSprite->index, kStatThing);
}
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite) {
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite)
{
auto actor = &bloodActors[pSprite->index];
switch (pSprite->type) {
case kDudeModernCustom: {
DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
DUDEEXTRA_at6_u1* pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = pDudeExtraE->xval1 = 0;
aiGenDudeNewState(pSprite, &genDudeIdleL);
break;

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@ -4,6 +4,8 @@ BEGIN_BLD_NS
extern int cumulDamage[kMaxXSprites];
// Due to the messed up array storage of all the game data we cannot do any direct references here yet. We have to access everything via wrapper functions for now.
// Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index.
class DBloodActor
@ -13,6 +15,7 @@ class DBloodActor
public:
int dudeSlope;
DUDEEXTRA dudeExtra;
DBloodActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ }
DBloodActor& operator=(const DBloodActor& other) = default;
@ -20,6 +23,7 @@ public:
void Clear()
{
dudeSlope = 0;
dudeExtra = {};
}
bool hasX() { return sprite[index].extra > 0; }
void addX()
@ -34,7 +38,6 @@ public:
int& zvel() { return Blood::zvel[index]; }
int& cumulDamage() { return Blood::cumulDamage[sprite[index].extra]; }
DUDEEXTRA& dudeExtra() { return gDudeExtra[sprite[index].extra]; }
SPRITEMASS& spriteMass() { return gSpriteMass[sprite[index].extra]; }
GENDUDEEXTRA& genDudeExtra() { return Blood::gGenDudeExtra[index]; }
POINT3D& basePoint() { return Blood::baseSprite[index]; }

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@ -423,6 +423,32 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
return arc;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDEEXTRA* def)
{
int empty = 0;
char empty2 = 0;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("time", w.time, &empty)
("recoil", w.recoil, &empty)
("prio", w.prio, &empty)
("x1", w.at6.u1.xval1, &empty)
("x2", w.at6.u1.xval2, &empty)
("x3", w.at6.u1.xval3, &empty2)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, DBloodActor& w, DBloodActor* def)
{
static DBloodActor nul;
@ -437,7 +463,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DBloodActor& w, DB
// The rest is only relevant if the actor has an xsprite.
if (w.s().extra > 0)
{
arc("dudeslope", w.dudeSlope, def->dudeSlope);
arc("dudeslope", w.dudeSlope, def->dudeSlope)
("dudeextra", w.dudeExtra, def->dudeExtra);
}
arc.EndObject();
}
@ -668,7 +695,6 @@ void SerializeSequences(FSerializer& arc);
void SerializeWarp(FSerializer& arc);
void SerializeTriggers(FSerializer& arc);
void SerializeActor(FSerializer& arc);
void SerializeAI(FSerializer& arc);
void SerializeGameStats(FSerializer& arc);
void SerializePlayers(FSerializer& arc);
void SerializeView(FSerializer& arc);
@ -700,7 +726,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
SerializeState(arc);
InitFreeList(nextXSprite, kMaxXSprites, activeXSprites);
SerializeActor(arc);
SerializeAI(arc);
SerializePlayers(arc);
SerializeEvents(arc);
SerializeGameStats(arc);

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@ -2985,6 +2985,7 @@ void useSpriteDamager(XSPRITE* pXSource, int objType, int objIndex) {
}
void damageSprites(XSPRITE* pXSource, spritetype* pSprite) {
auto actor = &bloodActors[pSprite->index];
spritetype* pSource = &sprite[pXSource->reference];
if (!IsDudeSprite(pSprite) || !xspriRangeIsFine(pSprite->extra) || xsprite[pSprite->extra].health <= 0 || pXSource->data3 < 0)
return;
@ -3078,7 +3079,7 @@ void damageSprites(XSPRITE* pXSource, spritetype* pSprite) {
if (forceRecoil && !pPlayer) {
pXSprite->data3 = 32767;
gDudeExtra[pSprite->extra].recoil = (dmgType == kDmgElectric) ? 1 : 0;
actor->dudeExtra.recoil = (dmgType == kDmgElectric) ? 1 : 0;
if (pXSprite->aiState->stateType != kAiStateRecoil)
RecoilDude(&bloodActors[pXSprite->reference]);
}