- refactor Set to use actors.

This commit is contained in:
Christoph Oelckers 2021-10-19 19:53:42 +02:00
parent 48a5448f94
commit 4980e0ea41
6 changed files with 97 additions and 158 deletions

View file

@ -792,8 +792,7 @@ void FuncScorp(int, int, int, int);
// set
void InitSets();
void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void BuildSet(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void FuncSoul(int, int, int, int);
void FuncSet(int, int, int, int);

View file

@ -83,6 +83,8 @@ enum ECounter
kCountRex,
kCountRoach,
kCountScorp,
kCountSet,
kCountSoul,
kCountSpider,
kCountWasp,

View file

@ -92,7 +92,6 @@ uint8_t LoadLevel(MapRecord* map)
PlayClock = 0;
memset(Counters, 0, sizeof(Counters));
InitSets();
InitQueens();
InitRats();
InitBullets();
@ -539,7 +538,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
return;
}
BuildSet(nSprite, 0, 0, 0, 0, 0, nChannel);
BuildSet(pActor, 0, 0, 0, 0, 0, nChannel);
return;
}
case 108:

View file

@ -87,7 +87,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "lava")) BuildLava(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "rex")) BuildRex(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "set")) BuildSet(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "set")) BuildSet(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "queen")) BuildQueen(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sector[initsect].floorz, initsect, inita);

View file

@ -49,7 +49,6 @@ void SerializeView(FSerializer& arc);
void SerializeQueen(FSerializer& arc);
void SerializeRat(FSerializer& arc);
void SerializeSet(FSerializer& arc);
void GameInterface::SerializeGameState(FSerializer& arc)
{
@ -76,7 +75,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
SerializeQueen(arc);
SerializeRat(arc);
SerializeSet(arc);
}
if (arc.isReading())
{

View file

@ -39,74 +39,24 @@ static actionSeq SetSeq[] = {
{74, 1}
};
struct Set
void BuildSet(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nCount;
short nIndex;
short nIndex2;
short nRun;
short nChannel;
};
TArray<Set> SetList;
FSerializer& Serialize(FSerializer& arc, const char* keyname, Set& w, Set* def)
{
if (arc.BeginObject(keyname))
spritetype* pSprite;
if (pActor == nullptr)
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("count", w.nCount)
("index", w.nIndex)
("index2", w.nIndex2)
("run", w.nRun)
("channel", w.nChannel)
.EndObject();
}
return arc;
}
void SerializeSet(FSerializer& arc)
{
arc("set", SetList);
}
void InitSets()
{
SetList.Clear();
}
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)
{
nSprite = insertsprite(nSector, 120);
pSprite = &sprite[nSprite];
pActor = insertActor(nSector, 120);
pSprite = &pActor->s();
}
else
{
changespritestat(nSprite, 120);
ChangeActorStat(pActor, 120);
pSprite = &pActor->s();
x = pSprite->x;
y = pSprite->y;
z = sector[pSprite->sectnum].floorz;
nAngle = pSprite->ang;
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
@ -131,32 +81,28 @@ void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, i
pActor->nAction = 1;
pActor->nHealth = 8000;
pActor->nSprite = nSprite;
pActor->nFrame = 0;
pActor->nTarget = -1;
pActor->pTarget = nullptr;
pActor->nCount = 90;
pActor->nIndex = 0;
pActor->nIndex2 = 0;
pActor->nPhase = Counters[kCountSet]++;
pActor->nChannel = nChannel;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nSet, 0x190000);
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x190000);
// this isn't stored anywhere.
runlist_AddRunRec(NewRun, nSet, 0x190000);
runlist_AddRunRec(NewRun, pActor, 0x190000);
nCreaturesTotal++;
}
void BuildSoul(int nSet)
void BuildSoul(DExhumedActor* pSet)
{
auto pActor = &SetList[nSet];
int nSetSprite = pActor->nSprite;
auto pSetSprite = &sprite[nSetSprite];
int nSprite = insertsprite(pSetSprite->sectnum, 0);
auto pSprite = &sprite[nSprite];
assert(nSprite >= 0 && nSprite < kMaxSprites);
auto pSetSprite = &pSet->s();
auto pActor = insertActor(pSetSprite->sectnum, 0);
auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
pSprite->shade = -127;
@ -175,23 +121,27 @@ void BuildSoul(int nSet)
pSprite->y = pSetSprite->y;
short nSector = pSprite->sectnum;
pSprite->z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite);
pSprite->z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetActorHeight(pActor);
pSprite->hitag = nSet;
//pSprite->hitag = nSet;
pActor->pTarget = pSet;
pActor->nPhase = Counters[kCountSoul]++;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = 0;
// GrabTimeSlot(3);
pSprite->owner = runlist_AddRunRec(NewRun, nSprite, 0x230000);
pSprite->owner = runlist_AddRunRec(NewRun, pActor, 0x230000);
}
void AISoul::Tick(RunListEvent* ev)
{
short nSprite = RunData[ev->nRun].nObjIndex;
auto pSprite = &sprite[nSprite];
auto pActor = ev->pObjActor;
if (!pActor) return;
seq_MoveSequence(nSprite, SeqOffsets[kSeqSet] + 75, 0);
auto pSprite = &pActor->s();
seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0);
if (pSprite->xrepeat < 32)
{
@ -199,25 +149,25 @@ void AISoul::Tick(RunListEvent* ev)
pSprite->yrepeat++;
}
pSprite->extra += (nSprite & 0x0F) + 5;
pSprite->extra += (pActor->nPhase & 0x0F) + 5;
pSprite->extra &= kAngleMask;
int nVel = bcos(pSprite->extra, -7);
if (movesprite(nSprite, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0) & 0x10000)
auto coll = movesprite(pActor, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0);
if (coll.exbits & 0x10000)
{
int nSet = pSprite->hitag;
auto pActor = &SetList[nSet];
int nSetSprite = pActor->nSprite;
auto pSetSprite = &sprite[nSetSprite];
auto pSet = pActor->pTarget;
if (!pSet) return;
auto pSetSprite = &pSet->s();
pSprite->cstat = 0;
pSprite->yrepeat = 1;
pSprite->xrepeat = 1;
pSprite->x = pSetSprite->x;
pSprite->y = pSetSprite->y;
pSprite->z = pSetSprite->z - (GetSpriteHeight(nSetSprite) >> 1);
mychangespritesect(nSprite, pSetSprite->sectnum);
pSprite->z = pSetSprite->z - (GetActorHeight(pSet) >> 1);
ChangeActorSect(pActor, pSetSprite->sectnum);
return;
}
}
@ -232,16 +182,13 @@ void FuncSoul(int nObject, int nMessage, int nDamage, int nRun)
void AISet::RadialDamage(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
short nSprite = pActor->nSprite;
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
if (nAction == 5)
{
ev->nDamage = runlist_CheckRadialDamage(nSprite);
ev->nDamage = runlist_CheckRadialDamage(pActor);
// fall through to case 0x80000
}
Damage(ev);
@ -249,13 +196,11 @@ void AISet::RadialDamage(RunListEvent* ev)
void AISet::Damage(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
short nAction = pActor->nAction;
auto pSprite = &pActor->s();
if (ev->nDamage && pActor->nHealth > 0)
{
@ -291,10 +236,8 @@ void AISet::Damage(RunListEvent* ev)
void AISet::Draw(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSet] + SetSeq[nAction].a, pActor->nFrame, SetSeq[nAction].b);
@ -303,21 +246,19 @@ void AISet::Draw(RunListEvent* ev)
void AISet::Tick(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
auto pActor = &SetList[nSet];
auto pActor = ev->pObjActor;
if (!pActor) return;
short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
short nAction = pActor->nAction;
auto pSprite = &pActor->s();
bool bVal = false;
Gravity(nSprite);
Gravity(pActor);
short nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
if (nAction == 3)
{
@ -334,28 +275,28 @@ void AISet::Tick(RunListEvent* ev)
}
short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
short nTarget = pActor->nTarget;
auto pTarget = pActor->pTarget;
if (nTarget > -1 && nAction < 10)
if (pTarget && nAction < 10)
{
if (!(sprite[nTarget].cstat & 0x101))
if (!(pTarget->s().cstat & 0x101))
{
pActor->nTarget = -1;
pActor->pTarget = nullptr;
pActor->nAction = 0;
pActor->nFrame = 0;
nTarget = -1;
pTarget = nullptr;
}
}
int nMov = MoveCreature(nSprite);
auto nMov = MoveCreature(pActor);
pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &pSprite->sectnum, pSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
if (pSprite->zvel > 4000)
{
if (nMov & 0x20000)
if (nMov.exbits & kHitAux2)
{
SetQuake(nSprite, 100);
SetQuake(pActor, 100);
}
}
@ -366,18 +307,18 @@ void AISet::Tick(RunListEvent* ev)
case 0:
{
if ((nSet & 0x1F) == (totalmoves & 0x1F))
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
if (pTarget == nullptr)
{
nTarget = FindPlayer(nSprite, 1000);
pTarget = FindPlayer(pActor, 1000);
}
if (nTarget >= 0)
if (pTarget)
{
pActor->nAction = 3;
pActor->nFrame = 0;
pActor->nTarget = nTarget;
pActor->pTarget = pTarget;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
@ -389,7 +330,7 @@ void AISet::Tick(RunListEvent* ev)
case 1:
{
if (FindPlayer(nSprite, 1000) >= 0)
if (FindPlayer(pActor, 1000))
{
pActor->nCount--;
if (pActor->nCount <= 0)
@ -413,23 +354,23 @@ void AISet::Tick(RunListEvent* ev)
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->nTarget = FindPlayer(nSprite, 1000);
pActor->pTarget = FindPlayer(pActor, 1000);
}
return;
}
case 3:
{
if (nTarget != -1)
if (pTarget != nullptr)
{
if ((nFlag & 0x10) && (nMov & 0x20000))
if ((nFlag & 0x10) && (nMov.exbits & kHitAux2))
{
SetQuake(nSprite, 100);
SetQuake(pActor, 100);
}
int nCourse = PlotCourseToSprite(nSprite, nTarget);
int nCourse = PlotCourseToSprite(pActor, pTarget);
if ((nSet & 0x1F) == (totalmoves & 0x1F))
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
int nRand = RandomSize(3);
@ -447,7 +388,7 @@ void AISet::Tick(RunListEvent* ev)
}
case 1:
{
PlotCourseToSprite(nSprite, nTarget);
PlotCourseToSprite(pActor, pTarget);
pActor->nAction = 6;
pActor->nFrame = 0;
@ -482,10 +423,10 @@ void AISet::Tick(RunListEvent* ev)
pSprite->yvel *= 2;
}
if ((nMov & 0xC000) == 0x8000)
if (nMov.type == kHitWall)
{
short nWall = nMov & 0x3FFF;
short nSector = wall[nWall].nextsector;
int nWall = nMov.index;
int nSector = wall[nWall].nextsector;
if (nSector >= 0)
{
@ -508,11 +449,11 @@ void AISet::Tick(RunListEvent* ev)
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
else if ((nMov & 0xC000) == 0xC000)
else if (nMov.type == kHitSprite)
{
if (nTarget == (nMov & 0x3FFF))
if (pTarget == nMov.actor)
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
pActor->nAction = 4;
@ -543,20 +484,20 @@ void AISet::Tick(RunListEvent* ev)
case 4:
{
if (nTarget == -1)
if (pTarget == nullptr)
{
pActor->nAction = 0;
pActor->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
if (PlotCourseToSprite(pActor, pTarget) >= 768)
{
pActor->nAction = 3;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 5);
runlist_DamageEnemy(pTarget, pActor, 5);
}
}
@ -577,9 +518,9 @@ void AISet::Tick(RunListEvent* ev)
{
if (nFlag & 0x80)
{
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
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)
auto pBullet = BuildBullet(pActor, 11, -1, pSprite->ang, pTarget, 1);
if (pBullet)
SetBulletEnemy(pBullet->nPhase, pTarget->GetSpriteIndex());
pActor->nRun--;
if (pActor->nRun <= 0 || !RandomBit())
@ -601,7 +542,7 @@ void AISet::Tick(RunListEvent* ev)
}
else
{
pSprite->zvel = -(PlotCourseToSprite(nSprite, nTarget));
pSprite->zvel = -(PlotCourseToSprite(pActor, pTarget));
}
pActor->nAction = 8;
@ -620,9 +561,9 @@ void AISet::Tick(RunListEvent* ev)
pActor->nFrame = SeqSize[nSeq] - 1;
}
if (nMov & 0x20000)
if (nMov.exbits & kHitAux2)
{
SetQuake(nSprite, 200);
SetQuake(pActor, 200);
pActor->nAction = 9;
pActor->nFrame = 0;
}
@ -639,7 +580,7 @@ void AISet::Tick(RunListEvent* ev)
pSprite->xvel = 0;
pSprite->yvel = 0;
PlotCourseToSprite(nSprite, nTarget);
PlotCourseToSprite(pActor, pTarget);
pActor->nAction = 6;
pActor->nFrame = 0;
@ -655,9 +596,9 @@ void AISet::Tick(RunListEvent* ev)
{
if (nFlag & 0x80)
{
pSprite->z -= GetSpriteHeight(nSprite);
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSet, 76, 0));
pSprite->z += GetSpriteHeight(nSprite);
pSprite->z -= GetActorHeight(pActor);
BuildCreatureChunk(pActor->GetSpriteIndex(), seq_GetSeqPicnum(kSeqSet, 76, 0));
pSprite->z += GetActorHeight(pActor);
}
if (bVal)
@ -669,7 +610,7 @@ void AISet::Tick(RunListEvent* ev)
for (int i = 0; i < 20; i++)
{
BuildSoul(nSet);
BuildSoul(pActor);
}
}
return;
@ -685,14 +626,14 @@ void AISet::Tick(RunListEvent* ev)
// loc_33AE3: ?
if (nAction)
{
if (nTarget != -1)
if (pTarget)
{
if (!(sprite[nTarget].cstat & 0x101))
if (!(pTarget->s().cstat & 0x101))
{
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->nTarget = -1;
pActor->pTarget = nullptr;
pSprite->xvel = 0;
pSprite->yvel = 0;
}