- access LionList through a pointer.

This commit is contained in:
Christoph Oelckers 2021-10-23 19:31:53 +02:00
parent 77525cecf0
commit 3de4bc29c1

View file

@ -84,6 +84,7 @@ void InitLion()
void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
{
auto nLion = LionList.Reserve(1);
auto pActor = &LionList[nLion];
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
@ -124,17 +125,17 @@ void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
// GrabTimeSlot(3);
LionList[nLion].nAction = 0;
LionList[nLion].nHealth = 500;
LionList[nLion].nFrame = 0;
LionList[nLion].nSprite = nSprite;
LionList[nLion].nTarget = -1;
LionList[nLion].nCount = 0;
LionList[nLion].nIndex = nLion;
pActor->nAction = 0;
pActor->nHealth = 500;
pActor->nFrame = 0;
pActor->nSprite = nSprite;
pActor->nTarget = -1;
pActor->nCount = 0;
pActor->nIndex = nLion;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nLion, 0x130000);
LionList[nLion].nRun = runlist_AddRunRec(NewRun, nLion, 0x130000);
pActor->nRun = runlist_AddRunRec(NewRun, nLion, 0x130000);
nCreaturesTotal++;
}
@ -143,17 +144,19 @@ void AILion::Draw(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
short nAction = LionList[nLion].nAction;
auto pActor = &LionList[nLion];
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, LionList[nLion].nFrame, LionSeq[nAction].b);
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b);
}
void AILion::RadialDamage(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
short nSprite = LionList[nLion].nSprite;
short nSprite = pActor->nSprite;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
// now fall through to 0x80000
@ -164,15 +167,16 @@ void AILion::Damage(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
short nSprite = LionList[nLion].nSprite;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
short nAction = LionList[nLion].nAction;
short nAction = pActor->nAction;
if (ev->nDamage && LionList[nLion].nHealth > 0)
if (ev->nDamage && pActor->nHealth > 0)
{
LionList[nLion].nHealth -= dmgAdjust(ev->nDamage);
if (LionList[nLion].nHealth <= 0)
pActor->nHealth -= dmgAdjust(ev->nDamage);
if (pActor->nHealth <= 0)
{
// R.I.P.
pSprite->xvel = 0;
@ -180,7 +184,7 @@ void AILion::Damage(RunListEvent* ev)
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
LionList[nLion].nHealth = 0;
pActor->nHealth = 0;
nCreaturesKilled++;
@ -190,14 +194,14 @@ void AILion::Damage(RunListEvent* ev)
if (ev->nMessage == EMessageType::RadialDamage)
{
LionList[nLion].nAction = 11;
pActor->nAction = 11;
}
else
{
LionList[nLion].nAction = 10;
pActor->nAction = 10;
}
LionList[nLion].nFrame = 0;
pActor->nFrame = 0;
return;
}
}
@ -208,33 +212,33 @@ void AILion::Damage(RunListEvent* ev)
if (nTarget > -1)
{
if (sprite[nTarget].statnum < 199) {
LionList[nLion].nTarget = nTarget;
pActor->nTarget = nTarget;
}
if (nAction != 6)
{
if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
if (RandomSize(8) <= (pActor->nHealth >> 2))
{
LionList[nLion].nAction = 4;
pActor->nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else if (RandomSize(1))
{
PlotCourseToSprite(nSprite, nTarget);
LionList[nLion].nAction = 5;
LionList[nLion].nCount = RandomSize(3);
pActor->nAction = 5;
pActor->nCount = RandomSize(3);
pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
}
else
{
LionList[nLion].nAction = 8;
pActor->nAction = 8;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat &= 0xFEFE;
}
LionList[nLion].nFrame = 0;
pActor->nFrame = 0;
}
}
}
@ -245,10 +249,11 @@ void AILion::Tick(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nObjIndex;
assert(nLion >= 0 && nLion < (int)LionList.Size());
auto pActor = &LionList[nLion];
short nSprite = LionList[nLion].nSprite;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
short nAction = LionList[nLion].nAction;
short nAction = pActor->nAction;
bool bVal = false;
@ -259,19 +264,19 @@ void AILion::Tick(RunListEvent* ev)
short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame);
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
LionList[nLion].nFrame++;
if (LionList[nLion].nFrame >= SeqSize[nSeq])
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
LionList[nLion].nFrame = 0;
pActor->nFrame = 0;
bVal = true;
}
short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame];
short nTarget = LionList[nLion].nTarget;
short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
short nTarget = pActor->nTarget;
int nMov = MoveCreatureWithCaution(nSprite);
@ -283,7 +288,7 @@ void AILion::Tick(RunListEvent* ev)
case 0:
case 1:
{
if ((LionList[nLion].nIndex & 0x1F) == (totalmoves & 0x1F))
if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
@ -291,12 +296,12 @@ void AILion::Tick(RunListEvent* ev)
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound24], nSprite);
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
LionList[nLion].nTarget = nTarget;
pActor->nTarget = nTarget;
return;
}
}
@ -304,8 +309,8 @@ void AILion::Tick(RunListEvent* ev)
if (nAction && !easy())
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
pActor->nCount--;
if (pActor->nCount <= 0)
{
if (RandomBit())
{
@ -319,7 +324,7 @@ void AILion::Tick(RunListEvent* ev)
pSprite->yvel = 0;
}
LionList[nLion].nCount = 100;
pActor->nCount = 100;
}
}
@ -328,7 +333,7 @@ void AILion::Tick(RunListEvent* ev)
case 2:
{
if ((totalmoves & 0x1F) == (LionList[nLion].nIndex & 0x1F))
if ((totalmoves & 0x1F) == (pActor->nIndex & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
@ -364,7 +369,7 @@ void AILion::Tick(RunListEvent* ev)
{
if (pSprite->cstat & 0x8000)
{
LionList[nLion].nAction = 9;
pActor->nAction = 9;
pSprite->cstat &= 0x7FFF;
pSprite->xvel = 0;
pSprite->yvel = 0;
@ -375,11 +380,11 @@ void AILion::Tick(RunListEvent* ev)
if (AngleDiff(pSprite->ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
pActor->nAction = 3;
}
}
LionList[nLion].nFrame = 0;
pActor->nFrame = 0;
break;
}
else
@ -399,14 +404,14 @@ void AILion::Tick(RunListEvent* ev)
{
if (nTarget == -1)
{
LionList[nLion].nAction = 1;
LionList[nLion].nCount = 50;
pActor->nAction = 1;
pActor->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
LionList[nLion].nAction = 2;
pActor->nAction = 2;
}
else if (nFlag & 0x80)
{
@ -421,8 +426,8 @@ void AILion::Tick(RunListEvent* ev)
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
}
if (nMov & 0x20000)
@ -436,11 +441,11 @@ void AILion::Tick(RunListEvent* ev)
case 5: // Jump away when damaged
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
pActor->nCount--;
if (pActor->nCount <= 0)
{
pSprite->zvel = -4000;
LionList[nLion].nCount = 0;
pActor->nCount = 0;
int x = pSprite->x;
int y = pSprite->y;
@ -482,7 +487,7 @@ void AILion::Tick(RunListEvent* ev)
pSprite->ang = nAngle;
LionList[nLion].nAction = 6;
pActor->nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
@ -495,16 +500,16 @@ void AILion::Tick(RunListEvent* ev)
{
if (nMov & 0x30000)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
return;
}
if ((nMov & 0xC000) == 0x8000)
{
LionList[nLion].nAction = 7;
pActor->nAction = 7;
pSprite->ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
LionList[nLion].nCount = RandomSize(4);
pActor->nCount = RandomSize(4);
return;
}
else if ((nMov & 0xC000) == 0xC000)
@ -514,8 +519,8 @@ void AILion::Tick(RunListEvent* ev)
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
LionList[nLion].nFrame = 0;
pActor->nAction = 3;
pActor->nFrame = 0;
}
}
else
@ -533,11 +538,11 @@ void AILion::Tick(RunListEvent* ev)
case 7:
{
LionList[nLion].nCount--;
pActor->nCount--;
if (LionList[nLion].nCount <= 0)
if (pActor->nCount <= 0)
{
LionList[nLion].nCount = 0;
pActor->nCount = 0;
if (nTarget > -1)
{
PlotCourseToSprite(nSprite, nTarget);
@ -549,7 +554,7 @@ void AILion::Tick(RunListEvent* ev)
pSprite->zvel = -1000;
LionList[nLion].nAction = 6;
pActor->nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
@ -562,8 +567,8 @@ void AILion::Tick(RunListEvent* ev)
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->cstat |= 0x8000;
}
return;
@ -573,8 +578,8 @@ void AILion::Tick(RunListEvent* ev)
{
if (bVal)
{
LionList[nLion].nFrame = 0;
LionList[nLion].nAction = 2;
pActor->nFrame = 0;
pActor->nAction = 2;
pSprite->cstat |= 0x101;
}
return;
@ -586,7 +591,7 @@ void AILion::Tick(RunListEvent* ev)
if (bVal)
{
runlist_SubRunRec(pSprite->owner);
runlist_SubRunRec(LionList[nLion].nRun);
runlist_SubRunRec(pActor->nRun);
pSprite->cstat = 0x8000;
}
return;
@ -598,10 +603,10 @@ void AILion::Tick(RunListEvent* ev)
{
if (!(sprite[nTarget].cstat & 0x101))
{
LionList[nLion].nAction = 1;
LionList[nLion].nFrame = 0;
LionList[nLion].nCount = 100;
LionList[nLion].nTarget = -1;
pActor->nAction = 1;
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
}