- access SetList through a pointer.

This commit is contained in:
Christoph Oelckers 2021-10-25 18:57:10 +02:00
parent 0b37c9afec
commit 48a5448f94

View file

@ -89,6 +89,7 @@ void InitSets()
void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
{
auto nSet = SetList.Reserve(1);
auto pActor = &SetList[nSet];
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
{
@ -128,16 +129,16 @@ void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, i
// GrabTimeSlot(3);
SetList[nSet].nAction = 1;
SetList[nSet].nHealth = 8000;
SetList[nSet].nSprite = nSprite;
SetList[nSet].nFrame = 0;
SetList[nSet].nTarget = -1;
SetList[nSet].nCount = 90;
SetList[nSet].nIndex = 0;
SetList[nSet].nIndex2 = 0;
pActor->nAction = 1;
pActor->nHealth = 8000;
pActor->nSprite = nSprite;
pActor->nFrame = 0;
pActor->nTarget = -1;
pActor->nCount = 90;
pActor->nIndex = 0;
pActor->nIndex2 = 0;
SetList[nSet].nChannel = nChannel;
pActor->nChannel = nChannel;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nSet, 0x190000);
@ -149,7 +150,8 @@ void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, i
void BuildSoul(int nSet)
{
int nSetSprite = SetList[nSet].nSprite;
auto pActor = &SetList[nSet];
int nSetSprite = pActor->nSprite;
auto pSetSprite = &sprite[nSetSprite];
int nSprite = insertsprite(pSetSprite->sectnum, 0);
auto pSprite = &sprite[nSprite];
@ -205,7 +207,8 @@ void AISoul::Tick(RunListEvent* ev)
if (movesprite(nSprite, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0) & 0x10000)
{
int nSet = pSprite->hitag;
int nSetSprite = SetList[nSet].nSprite;
auto pActor = &SetList[nSet];
int nSetSprite = pActor->nSprite;
auto pSetSprite = &sprite[nSetSprite];
pSprite->cstat = 0;
@ -231,9 +234,10 @@ void AISet::RadialDamage(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
short nSprite = SetList[nSet].nSprite;
short nAction = SetList[nSet].nAction;
short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
if (nAction == 5)
{
@ -247,39 +251,40 @@ void AISet::Damage(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
short nSprite = SetList[nSet].nSprite;
short nAction = SetList[nSet].nAction;
short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
if (ev->nDamage && SetList[nSet].nHealth > 0)
if (ev->nDamage && pActor->nHealth > 0)
{
if (nAction != 1)
{
SetList[nSet].nHealth -= dmgAdjust(ev->nDamage);
pActor->nHealth -= dmgAdjust(ev->nDamage);
}
if (SetList[nSet].nHealth <= 0)
if (pActor->nHealth <= 0)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
SetList[nSet].nHealth = 0;
pActor->nHealth = 0;
nCreaturesKilled++;
if (nAction < 10)
{
SetList[nSet].nFrame = 0;
SetList[nSet].nAction = 10;
pActor->nFrame = 0;
pActor->nAction = 10;
}
}
else if (nAction == 1)
{
SetList[nSet].nAction = 2;
SetList[nSet].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
}
}
}
@ -288,10 +293,11 @@ void AISet::Draw(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
short nAction = SetList[nSet].nAction;
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSet] + SetSeq[nAction].a, SetList[nSet].nFrame, SetSeq[nAction].b);
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSet] + SetSeq[nAction].a, pActor->nFrame, SetSeq[nAction].b);
return;
}
@ -299,43 +305,44 @@ void AISet::Tick(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
short nSprite = SetList[nSet].nSprite;
short nAction = SetList[nSet].nAction;
short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
bool bVal = false;
Gravity(nSprite);
short nSeq = SeqOffsets[kSeqSet] + SetSeq[SetList[nSet].nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, SetList[nSet].nFrame);
seq_MoveSequence(nSprite, nSeq, SetList[nSet].nFrame);
short nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
if (nAction == 3)
{
if (SetList[nSet].nIndex2) {
SetList[nSet].nFrame++;
if (pActor->nIndex2) {
pActor->nFrame++;
}
}
SetList[nSet].nFrame++;
if (SetList[nSet].nFrame >= SeqSize[nSeq])
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
SetList[nSet].nFrame = 0;
pActor->nFrame = 0;
bVal = true;
}
short nFlag = FrameFlag[SeqBase[nSeq] + SetList[nSet].nFrame];
short nTarget = SetList[nSet].nTarget;
short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
short nTarget = pActor->nTarget;
if (nTarget > -1 && nAction < 10)
{
if (!(sprite[nTarget].cstat & 0x101))
{
SetList[nSet].nTarget = -1;
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
pActor->nTarget = -1;
pActor->nAction = 0;
pActor->nFrame = 0;
nTarget = -1;
}
}
@ -368,9 +375,9 @@ void AISet::Tick(RunListEvent* ev)
if (nTarget >= 0)
{
SetList[nSet].nAction = 3;
SetList[nSet].nFrame = 0;
SetList[nSet].nTarget = nTarget;
pActor->nAction = 3;
pActor->nFrame = 0;
pActor->nTarget = nTarget;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
@ -384,11 +391,11 @@ void AISet::Tick(RunListEvent* ev)
{
if (FindPlayer(nSprite, 1000) >= 0)
{
SetList[nSet].nCount--;
if (SetList[nSet].nCount <= 0)
pActor->nCount--;
if (pActor->nCount <= 0)
{
SetList[nSet].nAction = 2;
SetList[nSet].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
}
}
@ -399,14 +406,14 @@ void AISet::Tick(RunListEvent* ev)
{
if (bVal)
{
SetList[nSet].nAction = 7;
SetList[nSet].nIndex = 0;
SetList[nSet].nFrame = 0;
pActor->nAction = 7;
pActor->nIndex = 0;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
SetList[nSet].nTarget = FindPlayer(nSprite, 1000);
pActor->nTarget = FindPlayer(nSprite, 1000);
}
return;
}
@ -431,9 +438,9 @@ void AISet::Tick(RunListEvent* ev)
case 0:
case 2:
{
SetList[nSet].nIndex = 0;
SetList[nSet].nAction = 7;
SetList[nSet].nFrame = 0;
pActor->nIndex = 0;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
@ -442,9 +449,9 @@ void AISet::Tick(RunListEvent* ev)
{
PlotCourseToSprite(nSprite, nTarget);
SetList[nSet].nAction = 6;
SetList[nSet].nFrame = 0;
SetList[nSet].nRun = 5;
pActor->nAction = 6;
pActor->nFrame = 0;
pActor->nRun = 5;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
@ -453,11 +460,11 @@ void AISet::Tick(RunListEvent* ev)
{
if (nCourse <= 100)
{
SetList[nSet].nIndex2 = 0;
pActor->nIndex2 = 0;
}
else
{
SetList[nSet].nIndex2 = 1;
pActor->nIndex2 = 1;
}
break;
}
@ -469,7 +476,7 @@ void AISet::Tick(RunListEvent* ev)
pSprite->xvel = bcos(nAngle, -1);
pSprite->yvel = bsin(nAngle, -1);
if (SetList[nSet].nIndex2)
if (pActor->nIndex2)
{
pSprite->xvel *= 2;
pSprite->yvel *= 2;
@ -486,9 +493,9 @@ void AISet::Tick(RunListEvent* ev)
{
if (pSprite->z > sector[nSector].ceilingz)
{
SetList[nSet].nIndex = 1;
SetList[nSet].nAction = 7;
SetList[nSet].nFrame = 0;
pActor->nIndex = 1;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
@ -508,16 +515,16 @@ void AISet::Tick(RunListEvent* ev)
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
SetList[nSet].nAction = 4;
SetList[nSet].nFrame = 0;
pActor->nAction = 4;
pActor->nFrame = 0;
}
break;
}
else
{
SetList[nSet].nIndex = 1;
SetList[nSet].nAction = 7;
SetList[nSet].nFrame = 0;
pActor->nIndex = 1;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
@ -528,8 +535,8 @@ void AISet::Tick(RunListEvent* ev)
}
else
{
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
pActor->nAction = 0;
pActor->nFrame = 0;
return;
}
}
@ -538,14 +545,14 @@ void AISet::Tick(RunListEvent* ev)
{
if (nTarget == -1)
{
SetList[nSet].nAction = 0;
SetList[nSet].nCount = 50;
pActor->nAction = 0;
pActor->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
SetList[nSet].nAction = 3;
pActor->nAction = 3;
}
else if (nFlag & 0x80)
{
@ -560,8 +567,8 @@ void AISet::Tick(RunListEvent* ev)
{
if (bVal)
{
SetList[nSet].nAction = 0;
SetList[nSet].nCount = 15;
pActor->nAction = 0;
pActor->nCount = 15;
}
return;
}
@ -574,11 +581,11 @@ void AISet::Tick(RunListEvent* ev)
int nBullet = BuildBullet(nSprite, 11, 0, 0, -1, pSprite->ang, nTarget + 10000, 1);
SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index)
SetList[nSet].nRun--;
if (SetList[nSet].nRun <= 0 || !RandomBit())
pActor->nRun--;
if (pActor->nRun <= 0 || !RandomBit())
{
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
pActor->nAction = 0;
pActor->nFrame = 0;
}
}
return;
@ -588,7 +595,7 @@ void AISet::Tick(RunListEvent* ev)
{
if (bVal)
{
if (SetList[nSet].nIndex)
if (pActor->nIndex)
{
pSprite->zvel = -10000;
}
@ -597,8 +604,8 @@ void AISet::Tick(RunListEvent* ev)
pSprite->zvel = -(PlotCourseToSprite(nSprite, nTarget));
}
SetList[nSet].nAction = 8;
SetList[nSet].nFrame = 0;
pActor->nAction = 8;
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
@ -610,14 +617,14 @@ void AISet::Tick(RunListEvent* ev)
{
if (bVal)
{
SetList[nSet].nFrame = SeqSize[nSeq] - 1;
pActor->nFrame = SeqSize[nSeq] - 1;
}
if (nMov & 0x20000)
{
SetQuake(nSprite, 200);
SetList[nSet].nAction = 9;
SetList[nSet].nFrame = 0;
pActor->nAction = 9;
pActor->nFrame = 0;
}
return;
}
@ -634,9 +641,9 @@ void AISet::Tick(RunListEvent* ev)
PlotCourseToSprite(nSprite, nTarget);
SetList[nSet].nAction = 6;
SetList[nSet].nFrame = 0;
SetList[nSet].nRun = 5;
pActor->nAction = 6;
pActor->nFrame = 0;
pActor->nRun = 5;
pSprite->xvel = 0;
pSprite->yvel = 0;
@ -655,10 +662,10 @@ void AISet::Tick(RunListEvent* ev)
if (bVal)
{
SetList[nSet].nAction = 11;
SetList[nSet].nFrame = 0;
pActor->nAction = 11;
pActor->nFrame = 0;
runlist_ChangeChannel(SetList[nSet].nChannel, 1);
runlist_ChangeChannel(pActor->nChannel, 1);
for (int i = 0; i < 20; i++)
{
@ -682,10 +689,10 @@ void AISet::Tick(RunListEvent* ev)
{
if (!(sprite[nTarget].cstat & 0x101))
{
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
SetList[nSet].nCount = 100;
SetList[nSet].nTarget = -1;
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
}