- refactored Anubis.

This now stores its data in the actor, not a static array.
This commit is contained in:
Christoph Oelckers 2021-10-17 18:23:42 +02:00
parent fa8edc7493
commit 0ac449ab95
8 changed files with 113 additions and 118 deletions

View file

@ -51,8 +51,7 @@ int BuildSplash(int nSprite, int nSector);
// anubis
void InitAnubis();
void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
void FuncAnubis(int, int a, int b, int c);
// bubbles
@ -93,6 +92,14 @@ void DestroyBullet(short nRun);
int MoveBullet(short nBullet);
void SetBulletEnemy(short nBullet, short nEnemy);
int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3);
inline DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngle, DExhumedActor* pTarget, int val3)
{
int v = BuildBullet(pActor->GetSpriteIndex(), nType, 0, 0, val1, nAngle, pTarget->GetSpriteIndex() + 10000, val3);
if (v < 0) return nullptr;
auto a = &exhumedActors[v & 0xffff];
a->nPhase = (v >> 16);
return a;
}
void IgniteSprite(int nSprite);
void FuncBullet(int, int, int, int);
void BackUpBullet(int *x, int *y, short nAngle);

View file

@ -25,20 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
struct Anubis
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nCount;
};
static TArray<Anubis> AnubisList;
static int nAnubisDrum = 0;
static actionSeq AnubisSeq[] = {
static const actionSeq AnubisSeq[] = {
{ 0, 0 },
{ 8, 0 },
{ 16, 0 },
@ -56,48 +43,18 @@ static actionSeq AnubisSeq[] = {
{ 43, 1 },
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, Anubis& w, Anubis* def)
void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("count", w.nCount)
.EndObject();
}
return arc;
}
void SerializeAnubis(FSerializer& arc)
{
arc("anubis", AnubisList)
("anubisdrum", nAnubisDrum);
}
void InitAnubis()
{
AnubisList.Clear();
nAnubisDrum = 1;
}
void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
{
auto nAnubis = AnubisList.Reserve(1);
auto ap = &AnubisList[nAnubis];
spritetype* sp;
if (nSprite == -1)
if (ap == nullptr)
{
nSprite = insertsprite(nSector, 101);
sp = &sprite[nSprite];
ap = insertActor(nSector, 101);
sp = &ap->s();
}
else
{
changespritestat(nSprite, 101);
sp = &sprite[nSprite];
ChangeActorStat(ap, 101);
sp = &ap->s();
x = sp->x;
y = sp->y;
@ -105,8 +62,6 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
nAngle = sp->ang;
}
assert(nSprite >=0 && nSprite < kMaxSprites);
sp->x = x;
sp->y = y;
sp->z = z;
@ -131,6 +86,7 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
if (bIsDrummer)
{
auto& nAnubisDrum = Counters[kCountAnubisDrum];
ap->nAction = nAnubisDrum + 6;
nAnubisDrum++;
@ -143,35 +99,33 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
ap->nAction = 0;
}
ap->nPhase = Counters[kCountAnubis]++;
ap->nHealth = 540;
ap->nFrame = 0;
ap->nSprite = nSprite;
ap->nTarget = -1;
ap->pTarget = nullptr;
ap->nCount = 0;
sp->owner = runlist_AddRunRec(sp->lotag - 1, nAnubis, 0x90000);
sp->owner = runlist_AddRunRec(sp->lotag - 1, ap, 0x90000);
runlist_AddRunRec(NewRun, nAnubis, 0x90000);
runlist_AddRunRec(NewRun, ap, 0x90000);
nCreaturesTotal++;
}
void AIAnubis::Tick(RunListEvent* ev)
{
int nAnubis = RunData[ev->nRun].nObjIndex;
auto ap = &AnubisList[nAnubis];
int nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
auto ap = ev->pObjActor;
auto sp = &ap->s();
int nAction = ap->nAction;
bool bVal = false;
if (nAction < 11) {
Gravity(nSprite);
Gravity(ap);
}
short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
seq_MoveSequence(nSprite, nSeq, ap->nFrame);
seq_MoveSequence(ap, nSeq, ap->nFrame);
sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
@ -182,34 +136,33 @@ void AIAnubis::Tick(RunListEvent* ev)
bVal = true;
}
short nTarget = ap->nTarget;
auto pTarget = nTarget < 0 ? nullptr : &sprite[nTarget];
auto pTarget = ap->pTarget;
short nFrame = SeqBase[nSeq] + ap->nFrame;
short nFlag = FrameFlag[nFrame];
int nMov = 0;
Collision move(0);
if (nAction > 0 && nAction < 11) {
nMov = MoveCreatureWithCaution(nSprite);
move = MoveCreatureWithCaution(ap);
}
switch (nAction)
{
case 0:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0) {
nTarget = FindPlayer(nSprite, 100);
if (pTarget == nullptr) {
pTarget = FindPlayer(ap, 100);
}
if (nTarget >= 0)
if (pTarget)
{
D3PlayFX(StaticSound[kSound8], nSprite);
D3PlayFX(StaticSound[kSound8], ap);
ap->nAction = 1;
ap->nFrame = 0;
ap->nTarget = nTarget;
ap->pTarget = pTarget;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
@ -219,22 +172,22 @@ void AIAnubis::Tick(RunListEvent* ev)
}
case 1:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F) && pTarget)
{
PlotCourseToSprite(nSprite, nTarget);
PlotCourseToSprite(ap, pTarget);
int nAngle = sp->ang & 0xFFF8;
sp->xvel = bcos(nAngle, -2);
sp->yvel = bsin(nAngle, -2);
}
switch (nMov & 0xC000)
switch (move.type)
{
case 0xC000:
case kHitSprite:
{
if ((nMov & 0x3FFF) == nTarget)
if (move.actor == pTarget)
{
int nAng = getangle(pTarget->x - sp->x, pTarget->y - sp->y);
int nAng = getangle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
int nAngDiff = AngleDiff(sp->ang, nAng);
if (nAngDiff < 64)
@ -245,9 +198,9 @@ void AIAnubis::Tick(RunListEvent* ev)
break;
}
// else we fall through to 0x8000
fallthrough__;
[[fallthrough]];
}
case 0x8000:
case kHitWall:
{
sp->ang = (sp->ang + 256) & kAngleMask;
sp->xvel = bcos(sp->ang, -2);
@ -265,14 +218,14 @@ void AIAnubis::Tick(RunListEvent* ev)
{
ap->nCount = 60;
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if (cansee(sp->x, sp->y, sp->z - GetSpriteHeight(nSprite), sp->sectnum,
pTarget->x, pTarget->y, pTarget->z - GetSpriteHeight(nTarget), pTarget->sectnum))
if (cansee(sp->x, sp->y, sp->z - GetActorHeight(ap), sp->sectnum,
pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
{
sp->xvel = 0;
sp->yvel = 0;
sp->ang = GetMyAngle(pTarget->x - sp->x, pTarget->y - sp->y);
sp->ang = GetMyAngle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
ap->nAction = 3;
ap->nFrame = 0;
@ -286,14 +239,14 @@ void AIAnubis::Tick(RunListEvent* ev)
}
case 2:
{
if (nTarget == -1)
if (pTarget == nullptr)
{
ap->nAction = 0;
ap->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
if (PlotCourseToSprite(ap, pTarget) >= 768)
{
ap->nAction = 1;
}
@ -301,7 +254,7 @@ void AIAnubis::Tick(RunListEvent* ev)
{
if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 7);
runlist_DamageEnemy(pTarget, ap, 7);
}
}
}
@ -323,7 +276,7 @@ void AIAnubis::Tick(RunListEvent* ev)
// loc_25718:
if (nFlag & 0x80)
{
BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1);
BuildBullet(ap, 8, -1, sp->ang, pTarget, 1);
}
}
@ -380,44 +333,45 @@ void AIAnubis::Tick(RunListEvent* ev)
}
// loc_2564C:
if (nAction && nTarget != -1)
if (nAction && pTarget != nullptr)
{
if (!(pTarget->cstat & 0x101))
if (!(pTarget->s().cstat & 0x101))
{
ap->nAction = 0;
ap->nFrame = 0;
ap->nCount = 100;
ap->nTarget = -1;
ap->pTarget = nullptr;
sp->xvel = 0;
sp->yvel = 0;
}
}
return;
}
void AIAnubis::Draw(RunListEvent* ev)
{
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
auto ap = ev->pObjActor;
if (!ap) return;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b);
}
void AIAnubis::RadialDamage(RunListEvent* ev)
{
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
auto ap = ev->pObjActor;
if (!ap) return;
if (ap->nAction < 11)
{
ev->nDamage = runlist_CheckRadialDamage(ap->nSprite);
ev->nDamage = runlist_CheckRadialDamage(ap);
Damage(ev);
}
}
void AIAnubis::Damage(RunListEvent* ev)
{
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
int nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
auto ap = ev->pObjActor;
if (!ap) return;
auto sp = &ap->s();
int nAction = ap->nAction;
int nDamage = ev->nDamage;
@ -430,18 +384,16 @@ void AIAnubis::Damage(RunListEvent* ev)
if (ap->nHealth > 0)
{
int nTarget = ev->nParam;
// loc_258D6:
if (nTarget < 0) {
if (ev->pOtherActor == nullptr) {
return;
}
auto pTarget = &sprite[nTarget];
auto pTarget = &ev->pOtherActor->s();
if (pTarget->statnum == 100 || pTarget->statnum < 199)
{
if (!RandomSize(5)) {
ap->nTarget = nTarget;
ap->pTarget = ev->pOtherActor;
}
}
@ -449,8 +401,8 @@ void AIAnubis::Damage(RunListEvent* ev)
{
if (nAction >= 6 && nAction <= 10)
{
int nDrumSprite = insertsprite(sp->sectnum, kStatAnubisDrum);
auto pDrumSprite = &sprite[nDrumSprite];
auto pDrumActor = insertActor(sp->sectnum, kStatAnubisDrum);
auto pDrumSprite = &pDrumActor->s();
pDrumSprite->x = sp->x;
pDrumSprite->y = sp->y;
@ -459,16 +411,17 @@ void AIAnubis::Damage(RunListEvent* ev)
pDrumSprite->yrepeat = 40;
pDrumSprite->shade = -64;
BuildObject(nDrumSprite, 2, 0);
BuildObject(pDrumActor->GetSpriteIndex(), 2, 0);
}
ap->pTarget = ev->pOtherActor;
ap->nAction = 4;
ap->nFrame = 0;
}
else
{
// loc_259B5:
D3PlayFX(StaticSound[kSound39], nSprite);
D3PlayFX(StaticSound[kSound39], ap);
}
}
else
@ -486,7 +439,7 @@ void AIAnubis::Damage(RunListEvent* ev)
if (nAction < 11)
{
DropMagic(nSprite);
DropMagic(ap);
ap->nAction = (ev->nMessage == EMessageType::RadialDamage) + 11;
ap->nFrame = 0;
}

View file

@ -72,6 +72,16 @@ extern int movefifoend;
extern int movefifopos;
extern short nCurBodyGunNum;
// all static counters combined in an array for easier maintenance.
enum ECounter
{
kCountAnubis,
kCountAnubisDrum,
kNumCounters
};
extern int Counters[kNumCounters];
void SnapSectors(short nSectorA, short nSectorB, short b);
extern short SectSound[];

View file

@ -596,6 +596,21 @@ extern uint8_t* Worktile;
extern int lHeadStartClock;
extern short* pPupData;
FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w, DExhumedActor* def)
{
if (arc.BeginObject(keyname))
{
arc("phase", w.nPhase)
("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("target", w.pTarget)
("count", w.nCount)
.EndObject();
}
return arc;
}
void SerializeState(FSerializer& arc)
{
int loaded = 0;

View file

@ -85,6 +85,14 @@ class DExhumedActor
DExhumedActor* base();
public:
DExhumedActor* pTarget;
short nPhase;
short nHealth;
short nFrame;
short nAction;
short nCount;
DExhumedActor() :index(int(this - base())) {}
DExhumedActor& operator=(const DExhumedActor& other) = default;

View file

@ -60,6 +60,8 @@ short SectDamage[kMaxSectors] = { 0 };
short SectSpeed[kMaxSectors] = { 0 };
int SectBelow[kMaxSectors] = { 0 };
int Counters[kNumCounters];
uint8_t bIsVersion6 = true;
@ -88,6 +90,7 @@ uint8_t LoadLevel(MapRecord* map)
nFreeze = 0;
nSpiritSprite = -1;
PlayClock = 0;
memset(Counters, 0, sizeof(Counters));
InitLion();
InitRexs();
@ -108,7 +111,6 @@ uint8_t LoadLevel(MapRecord* map)
InitObjects();
InitLava();
InitPushBlocks();
InitAnubis();
InitSpider();
InitMummy();
InitScorp();
@ -331,7 +333,8 @@ void InitSectFlag()
void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
{
auto pSprite = &sprite[nSprite];
auto pActor = &exhumedActors[nSprite];
auto pSprite = &pActor->s();
int nChannel = runlist_AllocChannel(nHitag % 1000);
int nSpeed = nLotag / 1000;
@ -506,7 +509,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
return;
}
BuildAnubis(nSprite, 0, 0, 0, 0, 0, 1);
BuildAnubis(pActor, 0, 0, 0, 0, 0, 1);
return;
}
case 117:
@ -636,7 +639,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
return;
}
BuildAnubis(nSprite, 0, 0, 0, 0, 0, 0);
BuildAnubis(pActor, 0, 0, 0, 0, 0, 0);
return;
}
case 99: // underwater type 2
@ -926,6 +929,7 @@ void SerializeInit(FSerializer& arc)
.Array("sectdamage", SectDamage, numsectors)
.Array("sectspeed", SectSpeed, numsectors)
.Array("sectbelow", SectBelow, numsectors)
.Array("counters", Counters, kNumCounters)
.EndObject();
}
}

View file

@ -80,7 +80,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
if (parm->numparms != 1) return CCMD_SHOWHELP;
auto c = parm->parms[0];
if (!stricmp(c, "anubis")) BuildAnubis(-1, initx, inity, sector[initsect].floorz, initsect, inita, false);
if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, false);
else if (!stricmp(c, "spider")) BuildSpider(-1, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "mummy")) BuildMummy(-1, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "fish")) BuildFish(-1, initx, inity, initz + eyelevel[nLocalPlayer], initsect, inita);

View file

@ -48,7 +48,6 @@ void SerializeSnake(FSerializer& arc);
void SerializeSwitch(FSerializer& arc);
void SerializeView(FSerializer& arc);
void SerializeAnubis(FSerializer& arc);
void SerializeFish(FSerializer& arc);
void SerializeLavadude(FSerializer& arc);
void SerializeLion(FSerializer& arc);
@ -86,7 +85,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
SerializeSwitch(arc);
SerializeView(arc);
SerializeAnubis(arc);
SerializeFish(arc);
SerializeLavadude(arc);
SerializeLion(arc);