- refactored xsprite use in aibat.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-22 10:04:03 +01:00
parent 6f9484a9ee
commit 3221ecf800

View file

@ -77,7 +77,6 @@ void batBiteSeqCallback(int, DBloodActor* actor)
static void batThinkTarget(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
@ -86,7 +85,7 @@ static void batThinkTarget(DBloodActor* actor)
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pDudeExtraE->thinkTime = 0;
pXSprite->goalAng += 256;
actor->xspr.goalAng += 256;
POINT3D* pTarget = &actor->basePoint;
aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z);
aiNewState(actor, &batTurn);
@ -97,7 +96,7 @@ static void batThinkTarget(DBloodActor* actor)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER* pPlayer = &gPlayer[p];
if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->actor->spr.x;
int y = pPlayer->actor->spr.y;
@ -130,18 +129,16 @@ static void batThinkTarget(DBloodActor* actor)
static void batThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiChooseDirection(actor, actor->xspr.goalAng);
batThinkTarget(actor);
}
static void batThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int dx = actor->xspr.targetX - actor->spr.x;
int dy = actor->xspr.targetY - actor->spr.y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
@ -161,11 +158,10 @@ static void batThinkPonder(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
XSPRITE* pXTarget = &pTarget->x();
int dx = pTarget->spr.x - actor->spr.x;
int dy = pTarget->spr.y - actor->spr.y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0)
if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
@ -206,10 +202,9 @@ static void batThinkPonder(DBloodActor* actor)
static void batMoveDodgeUp(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nCos = Cos(actor->spr.ang);
@ -218,7 +213,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
int dy = actor->yvel;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
if (pXSprite->dodgeDir > 0)
if (actor->xspr.dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
@ -230,13 +225,12 @@ static void batMoveDodgeUp(DBloodActor* actor)
static void batMoveDodgeDown(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
if (pXSprite->dodgeDir == 0)
if (actor->xspr.dodgeDir == 0)
return;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
@ -244,7 +238,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
int dy = actor->yvel;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
if (pXSprite->dodgeDir > 0)
if (actor->xspr.dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
@ -265,11 +259,10 @@ static void batThinkChase(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
XSPRITE* pXTarget = &pTarget->x();
int dx = pTarget->spr.x - actor->spr.x;
int dy = pTarget->spr.y - actor->spr.y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0)
if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
@ -316,10 +309,9 @@ static void batThinkChase(DBloodActor* actor)
static void batMoveForward(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
@ -327,8 +319,8 @@ static void batMoveForward(DBloodActor* actor)
return;
if (actor->GetTarget() == nullptr)
actor->spr.ang = (actor->spr.ang + 256) & 2047;
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int dx = actor->xspr.targetX - actor->spr.x;
int dy = actor->xspr.targetY - actor->spr.y;
int nDist = approxDist(dx, dy);
if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
return;
@ -348,20 +340,19 @@ static void batMoveForward(DBloodActor* actor)
static void batMoveSwoop(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
pXSprite->goalAng = (actor->spr.ang + 512) & 2047;
actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int dx = actor->xspr.targetX - actor->spr.x;
int dy = actor->xspr.targetY - actor->spr.y;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x200)
return;
@ -379,10 +370,9 @@ static void batMoveSwoop(DBloodActor* actor)
static void batMoveFly(DBloodActor* actor)
{
auto pXSprite = &actor->x();
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
@ -391,8 +381,8 @@ static void batMoveFly(DBloodActor* actor)
actor->spr.ang = (actor->spr.ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int dx = actor->xspr.targetX - actor->spr.x;
int dy = actor->xspr.targetY - actor->spr.y;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x200)
return;
@ -410,11 +400,10 @@ static void batMoveFly(DBloodActor* actor)
void batMoveToCeil(DBloodActor* actor)
{
auto pXSprite = &actor->x();
int x = actor->spr.x;
int y = actor->spr.y;
int z = actor->spr.z;
if (z - pXSprite->targetZ < 0x1000)
if (z - actor->xspr.targetZ < 0x1000)
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;