- Exhumed: pActor->s() in set.cpp

This commit is contained in:
Christoph Oelckers 2021-12-23 17:08:37 +01:00
parent b34a4af15e
commit 0fb92e3928

View file

@ -41,41 +41,38 @@ static actionSeq SetSeq[] = {
void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
{
spritetype* pSprite;
if (pActor == nullptr)
{
pActor = insertActor(pSector, 120);
pSprite = &pActor->s();
}
else
{
ChangeActorStat(pActor, 120);
pSprite = &pActor->s();
x = pSprite->pos.X;
y = pSprite->pos.Y;
z = pSprite->sector()->floorz;
nAngle = pSprite->ang;
x = pActor->spr.pos.X;
y = pActor->spr.pos.Y;
z = pActor->spr.sector()->floorz;
nAngle = pActor->spr.ang;
}
pSprite->pos.X = x;
pSprite->pos.Y = y;
pSprite->pos.Z = z;
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pSprite->shade = -12;
pSprite->clipdist = 110;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->xrepeat = 87;
pSprite->yrepeat = 96;
pSprite->pal = pSprite->sector()->ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = nAngle;
pSprite->picnum = 1;
pSprite->hitag = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
pActor->spr.pos.X = x;
pActor->spr.pos.Y = y;
pActor->spr.pos.Z = z;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.shade = -12;
pActor->spr.clipdist = 110;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = 0;
pActor->spr.xrepeat = 87;
pActor->spr.yrepeat = 96;
pActor->spr.pal = pActor->spr.sector()->ceilingpal;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.ang = nAngle;
pActor->spr.picnum = 1;
pActor->spr.hitag = 0;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.extra = -1;
// GrabTimeSlot(3);
@ -90,7 +87,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i
pActor->nChannel = nChannel;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x190000);
pActor->spr.owner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x190000);
// this isn't stored anywhere.
runlist_AddRunRec(NewRun, pActor, 0x190000);
@ -102,35 +99,34 @@ void BuildSoul(DExhumedActor* pSet)
{
auto pSetSprite = &pSet->s();
auto pActor = insertActor(pSetSprite->sector(), 0);
auto pSprite = &pActor->s();
pSprite->cstat = CSTAT_SPRITE_INVISIBLE;
pSprite->shade = -127;
pSprite->xrepeat = 1;
pSprite->yrepeat = 1;
pSprite->pal = 0;
pSprite->clipdist = 5;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
pSprite->ang = RandomSize(11);
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = (-256) - RandomSize(10);
pSprite->pos.X = pSetSprite->pos.X;
pSprite->pos.Y = pSetSprite->pos.Y;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor->spr.shade = -127;
pActor->spr.xrepeat = 1;
pActor->spr.yrepeat = 1;
pActor->spr.pal = 0;
pActor->spr.clipdist = 5;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
pActor->spr.ang = RandomSize(11);
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = (-256) - RandomSize(10);
pActor->spr.pos.X = pSetSprite->pos.X;
pActor->spr.pos.Y = pSetSprite->pos.Y;
pSprite->pos.Z = (RandomSize(8) << 8) + 8192 + pSprite->sector()->ceilingz - GetActorHeight(pActor);
pActor->spr.pos.Z = (RandomSize(8) << 8) + 8192 + pActor->spr.sector()->ceilingz - GetActorHeight(pActor);
//pSprite->hitag = nSet;
//pActor->spr.hitag = nSet;
pActor->pTarget = pSet;
pActor->nPhase = Counters[kCountSoul]++;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = 0;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.extra = 0;
// GrabTimeSlot(3);
pSprite->owner = runlist_AddRunRec(NewRun, pActor, 0x230000);
pActor->spr.owner = runlist_AddRunRec(NewRun, pActor, 0x230000);
}
void AISoul::Tick(RunListEvent* ev)
@ -138,34 +134,32 @@ void AISoul::Tick(RunListEvent* ev)
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0);
if (pSprite->xrepeat < 32)
if (pActor->spr.xrepeat < 32)
{
pSprite->xrepeat++;
pSprite->yrepeat++;
pActor->spr.xrepeat++;
pActor->spr.yrepeat++;
}
pSprite->extra += (pActor->nPhase & 0x0F) + 5;
pSprite->extra &= kAngleMask;
pActor->spr.extra += (pActor->nPhase & 0x0F) + 5;
pActor->spr.extra &= kAngleMask;
int nVel = bcos(pSprite->extra, -7);
int nVel = bcos(pActor->spr.extra, -7);
auto coll = movesprite(pActor, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0);
auto coll = movesprite(pActor, bcos(pActor->spr.ang) * nVel, bsin(pActor->spr.ang) * nVel, pActor->spr.zvel, 5120, 0, CLIPMASK0);
if (coll.exbits & 0x10000)
{
DExhumedActor* pSet = pActor->pTarget;
if (!pSet) return;
auto pSetSprite = &pSet->s();
pSprite->cstat = 0;
pSprite->yrepeat = 1;
pSprite->xrepeat = 1;
pSprite->pos.X = pSetSprite->pos.X;
pSprite->pos.Y = pSetSprite->pos.Y;
pSprite->pos.Z = pSetSprite->pos.Z - (GetActorHeight(pSet) >> 1);
pActor->spr.cstat = 0;
pActor->spr.yrepeat = 1;
pActor->spr.xrepeat = 1;
pActor->spr.pos.X = pSetSprite->pos.X;
pActor->spr.pos.Y = pSetSprite->pos.Y;
pActor->spr.pos.Z = pSetSprite->pos.Z - (GetActorHeight(pSet) >> 1);
ChangeActorSect(pActor, pSetSprite->sector());
return;
}
@ -192,7 +186,6 @@ void AISet::Damage(RunListEvent* ev)
if (!pActor) return;
int nAction = pActor->nAction;
auto pSprite = &pActor->s();
if (ev->nDamage && pActor->nHealth > 0)
{
@ -203,10 +196,10 @@ void AISet::Damage(RunListEvent* ev)
if (pActor->nHealth <= 0)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = 0;
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
pActor->nHealth = 0;
@ -242,14 +235,13 @@ void AISet::Tick(RunListEvent* ev)
if (!pActor) return;
int nAction = pActor->nAction;
auto pSprite = &pActor->s();
bool bVal = false;
Gravity(pActor);
int nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
if (nAction == 3)
@ -282,11 +274,11 @@ void AISet::Tick(RunListEvent* ev)
auto nMov = MoveCreature(pActor);
auto sect = pSprite->sector();
pushmove(&pSprite->pos, &sect, pSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
pSprite->setsector(sect);
auto sect = pActor->spr.sector();
pushmove(&pActor->spr.pos, &sect, pActor->spr.clipdist << 2, 5120, -5120, CLIPMASK0);
pActor->spr.setsector(sect);
if (pSprite->zvel > 4000)
if (pActor->spr.zvel > 4000)
{
if (nMov.exbits & kHitAux2)
{
@ -314,8 +306,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nFrame = 0;
pActor->pTarget = pTarget;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
pActor->spr.xvel = bcos(pActor->spr.ang, -1);
pActor->spr.yvel = bsin(pActor->spr.ang, -1);
}
}
@ -345,8 +337,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nIndex = 0;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->pTarget = FindPlayer(pActor, 1000);
}
@ -376,8 +368,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nIndex = 0;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
return;
}
case 1:
@ -387,8 +379,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nAction = 6;
pActor->nFrame = 0;
pActor->nRun = 5;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
return;
}
default:
@ -407,14 +399,14 @@ void AISet::Tick(RunListEvent* ev)
}
// loc_338E2
int nAngle = pSprite->ang & 0xFFF8;
pSprite->xvel = bcos(nAngle, -1);
pSprite->yvel = bsin(nAngle, -1);
int nAngle = pActor->spr.ang & 0xFFF8;
pActor->spr.xvel = bcos(nAngle, -1);
pActor->spr.yvel = bsin(nAngle, -1);
if (pActor->nIndex2)
{
pSprite->xvel *= 2;
pSprite->yvel *= 2;
pActor->spr.xvel *= 2;
pActor->spr.yvel *= 2;
}
if (nMov.type == kHitWall)
@ -423,31 +415,31 @@ void AISet::Tick(RunListEvent* ev)
if (pSector)
{
if ((pSprite->pos.Z - pSector->floorz) < 55000)
if ((pActor->spr.pos.Z - pSector->floorz) < 55000)
{
if (pSprite->pos.Z > pSector->ceilingz)
if (pActor->spr.pos.Z > pSector->ceilingz)
{
pActor->nIndex = 1;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
return;
}
}
}
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
pActor->spr.ang = (pActor->spr.ang + 256) & kAngleMask;
pActor->spr.xvel = bcos(pActor->spr.ang, -1);
pActor->spr.yvel = bsin(pActor->spr.ang, -1);
break;
}
else if (nMov.type == kHitSprite)
{
if (pTarget == nMov.actor())
{
int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y);
if (AngleDiff(pSprite->ang, nAng) < 64)
int nAng = getangle(pTarget->spr.pos.X - pActor->spr.pos.X, pTarget->spr.pos.Y - pActor->spr.pos.Y);
if (AngleDiff(pActor->spr.ang, nAng) < 64)
{
pActor->nAction = 4;
pActor->nFrame = 0;
@ -459,8 +451,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nIndex = 1;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
return;
}
}
@ -511,7 +503,7 @@ void AISet::Tick(RunListEvent* ev)
{
if (nFlag & 0x80)
{
auto pBullet = BuildBullet(pActor, 11, -1, pSprite->ang, pTarget, 1);
auto pBullet = BuildBullet(pActor, 11, -1, pActor->spr.ang, pTarget, 1);
if (pBullet)
SetBulletEnemy(pBullet->nPhase, pTarget);
@ -531,18 +523,18 @@ void AISet::Tick(RunListEvent* ev)
{
if (pActor->nIndex)
{
pSprite->zvel = -10000;
pActor->spr.zvel = -10000;
}
else
{
pSprite->zvel = -(PlotCourseToSprite(pActor, pTarget));
pActor->spr.zvel = -(PlotCourseToSprite(pActor, pTarget));
}
pActor->nAction = 8;
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
pActor->spr.xvel = bcos(pActor->spr.ang);
pActor->spr.yvel = bsin(pActor->spr.ang);
}
return;
}
@ -565,13 +557,13 @@ void AISet::Tick(RunListEvent* ev)
case 9:
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
pActor->spr.xvel >>= 1;
pActor->spr.yvel >>= 1;
if (bVal)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
PlotCourseToSprite(pActor, pTarget);
@ -579,8 +571,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nFrame = 0;
pActor->nRun = 5;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}
return;
}
@ -589,9 +581,9 @@ void AISet::Tick(RunListEvent* ev)
{
if (nFlag & 0x80)
{
pSprite->pos.Z -= GetActorHeight(pActor);
pActor->spr.pos.Z -= GetActorHeight(pActor);
BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0));
pSprite->pos.Z += GetActorHeight(pActor);
pActor->spr.pos.Z += GetActorHeight(pActor);
}
if (bVal)
@ -611,7 +603,7 @@ void AISet::Tick(RunListEvent* ev)
case 11:
{
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
return;
}
}
@ -627,8 +619,8 @@ void AISet::Tick(RunListEvent* ev)
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->pTarget = nullptr;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}
}
}