- Exhumed: Tidy up bubbles.cpp.

* Extend `BuildBubbles()` to use the actual player's angle for if we ever get multiplayer going.
This commit is contained in:
Mitchell Richters 2023-03-28 16:49:25 +11:00
parent 4c11fb1b2a
commit 2c6d8b50ea

View file

@ -46,15 +46,15 @@ void DestroyBubble(DExhumedActor* pActor)
//
//---------------------------------------------------------------------------
DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
static DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector, const int nPlayer = nLocalPlayer)
{
int nSize = RandomSize(3);
if (nSize > 4) {
if (nSize > 4)
nSize -= 4;
}
auto pActor = insertActor(pSector, 402);
auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
// Was inita global previously.
const auto nAngle = PlayerList[nPlayer].pActor->spr.Angles.Yaw;
const auto pActor = insertActor(pSector, 402);
pActor->spr.pos = pos;
pActor->spr.cstat = 0;
@ -65,7 +65,7 @@ DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.picnum = 1;
pActor->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
pActor->spr.Angles.Yaw = nAngle;
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = -1200 / 256.;
@ -78,10 +78,9 @@ DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
pActor->nFrame = 0;
pActor->nIndex = SeqOffsets[kSeqBubble] + nSize;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x140000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x140000);
return pActor;
}
@ -93,30 +92,28 @@ DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
void AIBubble::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
const auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nIndex;
const int nSeq = pActor->nIndex;
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq]) {
if (pActor->nFrame >= SeqSize[nSeq])
pActor->nFrame = 0;
}
pActor->spr.pos.Z = pActor->vel.Z;
auto pSector = pActor->sector();
const auto pSector = pActor->sector();
if (pActor->spr.pos.Z <= pSector->ceilingz)
{
auto pSectAbove = pSector->pAbove;
if (pActor->spr.hitag > -1 && pSectAbove != nullptr) {
if (pActor->spr.hitag > -1 && pSectAbove != nullptr)
BuildAnim(nullptr, 70, 0, DVector3(pActor->spr.pos.XY(), pSectAbove->floorz), pSectAbove, 1., 0);
}
DestroyBubble(pActor);
}
@ -130,7 +127,7 @@ void AIBubble::Tick(RunListEvent* ev)
void AIBubble::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
const auto pActor = ev->pObjActor;
if (!pActor) return;
seq_PlotSequence(ev->nParam, pActor->nIndex, pActor->nFrame, 1);
@ -147,15 +144,14 @@ void AIBubble::Draw(RunListEvent* ev)
void DoBubbleMachines()
{
ExhumedStatIterator it(kStatBubbleMachine);
while (auto pActor = it.Next())
while (const auto itActor = it.Next())
{
pActor->nCount--;
itActor->nCount--;
if (pActor->nCount <= 0)
if (itActor->nCount <= 0)
{
pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
BuildBubble(pActor->spr.pos, pActor->sector());
itActor->nCount = (RandomWord() % itActor->nFrame) + 30;
BuildBubble(itActor->spr.pos, itActor->sector());
}
}
}
@ -170,7 +166,6 @@ void BuildBubbleMachine(DExhumedActor* pActor)
{
pActor->nFrame = 75;
pActor->nCount = pActor->nFrame;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(pActor, kStatBubbleMachine);
}
@ -184,10 +179,8 @@ void BuildBubbleMachine(DExhumedActor* pActor)
void DoBubbles(int nPlayer)
{
sectortype* pSector;
auto pos = WheresMyMouth(nPlayer, &pSector);
auto pActor = BuildBubble(pos, pSector);
const auto pos = WheresMyMouth(nPlayer, &pSector);
const auto pActor = BuildBubble(pos, pSector, nPlayer);
pActor->spr.hitag = nPlayer;
}
END_PS_NS