- Exhumed: The mummy has been handled, too - also renamed some fields to match the other enemies.

This commit is contained in:
Christoph Oelckers 2020-11-29 20:34:55 +01:00
parent 1fa087767e
commit d92428d217
2 changed files with 64 additions and 49 deletions

View file

@ -25,21 +25,19 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
short nMummies = -1;
struct Mummy
{
short nHealth;
short B;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short F;
short G;
short H;
short nIndex;
short nCount;
short nRun;
};
Mummy MummyList[kMaxMummies];
TArray<Mummy> MummyList;
static actionSeq MummySeq[] = {
{8, 0},
@ -53,24 +51,37 @@ static actionSeq MummySeq[] = {
};
static SavegameHelper sghmummy("mummy",
SV(nMummies),
SA(MummyList),
nullptr);
FSerializer& Serialize(FSerializer& arc, const char* keyname, Mummy& w, Mummy* def)
{
if (arc.BeginObject(keyname))
{
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 SerializeMummy(FSerializer& arc)
{
arc("mummy", MummyList);
}
void InitMummy()
{
nMummies = 0;
MummyList.Clear();
}
int BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
{
if (nMummies >= kMaxMummies) {
return -1;
}
short nMummy = nMummies++;
auto nMummy = MummyList.Reserve(1);
if (nSprite == -1)
{
@ -112,15 +123,15 @@ int BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 640;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nSprite = nSprite;
MummyList[nMummy].nTarget = -1;
MummyList[nMummy].F = nMummy;
MummyList[nMummy].G = 0;
MummyList[nMummy].nIndex = nMummy;
MummyList[nMummy].nCount = 0;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nMummy | 0xE0000);
MummyList[nMummy].H = runlist_AddRunRec(NewRun, nMummy | 0xE0000);
MummyList[nMummy].nRun = runlist_AddRunRec(NewRun, nMummy | 0xE0000);
nCreaturesTotal++;
@ -131,7 +142,7 @@ void CheckMummyRevive(short nMummy)
{
short nSprite = MummyList[nMummy].nSprite;
for (int i = 0; i < nMummies; i++)
for (unsigned i = 0; i < MummyList.Size(); i++)
{
if (i != nMummy)
{
@ -154,7 +165,7 @@ void CheckMummyRevive(short nMummy)
{
sprite[nSprite2].cstat = 0;
MummyList[i].nAction = 6;
MummyList[i].B = 0;
MummyList[i].nFrame = 0;
}
}
}
@ -187,19 +198,19 @@ void FuncMummy(int a, int nDamage, int nRun)
int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].B);
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].nFrame);
short nFrame = SeqBase[nSeq] + MummyList[nMummy].B;
short nFrame = SeqBase[nSeq] + MummyList[nMummy].nFrame;
short nFrameFlag = FrameFlag[nFrame];
seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].B);
seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].nFrame);
bool bVal = false;
MummyList[nMummy].B++;
if (MummyList[nMummy].B >= SeqSize[nSeq])
MummyList[nMummy].nFrame++;
if (MummyList[nMummy].nFrame >= SeqSize[nSeq])
{
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
bVal = true;
}
@ -209,7 +220,7 @@ void FuncMummy(int a, int nDamage, int nRun)
if ((!sprite[nTarget].cstat) && nAction)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
@ -224,7 +235,7 @@ void FuncMummy(int a, int nDamage, int nRun)
{
case 0:
{
if ((MummyList[nMummy].F & 0x1F) == (totalmoves & 0x1F))
if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
{
sprite[nSprite].cstat = 0x101;
@ -234,10 +245,10 @@ void FuncMummy(int a, int nDamage, int nRun)
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound7], nSprite);
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nTarget = nTarget;
MummyList[nMummy].nAction = 1;
MummyList[nMummy].G = 90;
MummyList[nMummy].nCount = 90;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
@ -249,12 +260,12 @@ void FuncMummy(int a, int nDamage, int nRun)
case 1:
{
if (MummyList[nMummy].G > 0)
if (MummyList[nMummy].nCount > 0)
{
MummyList[nMummy].G--;
MummyList[nMummy].nCount--;
}
if ((MummyList[nMummy].F & 0x1F) == (totalmoves & 0x1F))
if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
{
sprite[nSprite].cstat = 0x101;
@ -268,7 +279,7 @@ void FuncMummy(int a, int nDamage, int nRun)
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
MummyList[nMummy].nAction = 3;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
@ -279,7 +290,7 @@ void FuncMummy(int a, int nDamage, int nRun)
}
// loc_2B5A8
if (!MummyList[nMummy].B)
if (!MummyList[nMummy].nFrame)
{
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -1);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -1);
@ -338,7 +349,7 @@ void FuncMummy(int a, int nDamage, int nRun)
if (AngleDiff(sprite[nSprite].ang, nAngle) < 64)
{
MummyList[nMummy].nAction = 2;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
@ -357,14 +368,14 @@ void FuncMummy(int a, int nDamage, int nRun)
if (nTarget == -1)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 1024)
{
MummyList[nMummy].nAction = 1;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
}
else if (nFrameFlag & 0x80)
{
@ -378,9 +389,9 @@ void FuncMummy(int a, int nDamage, int nRun)
{
if (bVal)
{
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].G = 100;
MummyList[nMummy].nCount = 100;
MummyList[nMummy].nTarget = -1;
return;
}
@ -410,7 +421,7 @@ void FuncMummy(int a, int nDamage, int nRun)
{
if (bVal)
{
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 5;
}
return;
@ -418,7 +429,7 @@ void FuncMummy(int a, int nDamage, int nRun)
case 5:
{
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
return;
}
@ -452,7 +463,7 @@ void FuncMummy(int a, int nDamage, int nRun)
sprite[nSprite].cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nTarget = -1;
}
@ -465,7 +476,7 @@ void FuncMummy(int a, int nDamage, int nRun)
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, MummyList[nMummy].B, MummySeq[nAction].b);
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, MummyList[nMummy].nFrame, MummySeq[nAction].b);
return;
}
@ -497,7 +508,7 @@ void FuncMummy(int a, int nDamage, int nRun)
DropMagic(nSprite);
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 4;
sprite[nSprite].xvel = 0;
@ -510,7 +521,7 @@ void FuncMummy(int a, int nDamage, int nRun)
if (!RandomSize(2))
{
MummyList[nMummy].nAction = 7;
MummyList[nMummy].B = 0;
MummyList[nMummy].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;

View file

@ -31,7 +31,9 @@ BEGIN_PS_NS
void SerializeAnubis(FSerializer& arc);
void SerializeFish(FSerializer& arc);
void SerializeLavadude(FSerializer& arc);
void SerializeLion(FSerializer& arc);
void SerializeMummy(FSerializer& arc);
void SerializeSpider(FSerializer& arc);
@ -51,7 +53,9 @@ void GameInterface::SerializeGameState(FSerializer& arc)
{
SerializeAnubis(arc);
SerializeFish(arc);
SerializeLavadude(arc);
SerializeLion(arc);
SerializeMummy(arc);
SerializeSpider(arc);
}