- converted FuncWasp to a class.

This commit is contained in:
Christoph Oelckers 2021-10-15 23:29:25 +02:00
parent 8d7f37066f
commit 601d358b49
2 changed files with 252 additions and 235 deletions

View file

@ -653,6 +653,13 @@ struct AISpider : public ExhumedAI
void RadialDamage(RunListEvent* ev) override; void RadialDamage(RunListEvent* ev) override;
}; };
struct AIWasp : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun); void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);

View file

@ -88,7 +88,7 @@ void InitWasps()
void SetWaspVel(short nSprite) void SetWaspVel(short nSprite)
{ {
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
pSprite->xvel = bcos(pSprite->ang); pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang); pSprite->yvel = bsin(pSprite->ang);
} }
@ -101,13 +101,13 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
if (nSprite == -2) { if (nSprite == -2) {
bEggWasp = true; bEggWasp = true;
} }
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
if (nSprite < 0) if (nSprite < 0)
{ {
nSprite = insertsprite(nSector, 107); nSprite = insertsprite(nSector, 107);
assert(nSprite >= 0 && nSprite < kMaxSprites); assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite = &sprite[nSprite]; pSprite = &sprite[nSprite];
pSprite->x = x; pSprite->x = x;
pSprite->y = y; pSprite->y = y;
@ -146,10 +146,10 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
pSprite->lotag = runlist_HeadRun() + 1; pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1; pSprite->extra = -1;
// GrabTimeSlot(3); // GrabTimeSlot(3);
WaspList[nWasp].nAction = 0; WaspList[nWasp].nAction = 0;
WaspList[nWasp].nFrame = 0; WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nSprite = nSprite; WaspList[nWasp].nSprite = nSprite;
WaspList[nWasp].nTarget = -1; WaspList[nWasp].nTarget = -1;
WaspList[nWasp].nHealth = 800; WaspList[nWasp].nHealth = 800;
@ -177,248 +177,258 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
return nSprite; return nSprite;
} }
void FuncWasp(int nObject, int nMessage, int nDamage, int nRun) void AIWasp::Draw(RunListEvent* ev)
{ {
short nWasp = RunData[nRun].nVal; short nWasp = RunData[ev->nRun].nVal;
short nAction = WaspList[nWasp].nAction;
seq_PlotSequence(ev->nIndex, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b);
return;
}
void AIWasp::RadialDamage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nVal;
short nSprite = WaspList[nWasp].nSprite; short nSprite = WaspList[nWasp].nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
if (!(pSprite->cstat & 0x101))
return;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
Damage(ev);
}
void AIWasp::Damage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nVal;
short nSprite = WaspList[nWasp].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = WaspList[nWasp].nAction;
if (!ev->nDamage) {
return;
}
if (WaspList[nWasp].nHealth > 0)
{
WaspList[nWasp].nHealth -= dmgAdjust(ev->nDamage, 3);
if (WaspList[nWasp].nHealth > 0)
{
if (!RandomSize(4))
{
WaspList[nWasp].nAction = 3;
WaspList[nWasp].nFrame = 0;
}
WaspList[nWasp].nAction = 1;
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
WaspList[nWasp].nVel = 3000;
pSprite->zvel = (-20) - RandomSize(6);
}
else
{
// Wasp is dead
WaspList[nWasp].nAction = 4;
WaspList[nWasp].nFrame = 0;
pSprite->cstat = 0;
pSprite->ang = (pSprite->ang + 1024) & kAngleMask;
SetWaspVel(nSprite);
pSprite->zvel = 512;
nCreaturesKilled++;
}
}
return;
}
void AIWasp::Tick(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nVal;
short nSprite = WaspList[nWasp].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = WaspList[nWasp].nAction; short nAction = WaspList[nWasp].nAction;
short nTarget = -1; short nTarget = -1;
bool bVal = false; bool bVal = false;
switch (nMessage) short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame);
seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame);
WaspList[nWasp].nFrame++;
if (WaspList[nWasp].nFrame >= SeqSize[nSeq])
{ {
case 0x90000: WaspList[nWasp].nFrame = 0;
bVal = true;
}
if (WaspList[nWasp].nHealth > 0)
{
nTarget = WaspList[nWasp].nTarget;
if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater)))
{ {
seq_PlotSequence(nObject, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b); // goto pink
WaspList[nWasp].nTarget = -1;
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
return; return;
} }
}
case 0xA0000:
{ switch (nAction)
if (!(pSprite->cstat & 0x101)) {
return; default:
return;
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to case 0x80000 case 0:
fallthrough__; {
} pSprite->zvel = bsin(WaspList[nWasp].nAngle, -4);
case 0x80000: WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2;
{ WaspList[nWasp].nAngle &= kAngleMask;
if (!nDamage) {
return; MoveCreature(nSprite);
}
if (nTarget >= 0)
if (WaspList[nWasp].nHealth > 0) {
{ WaspList[nWasp].nCount--;
WaspList[nWasp].nHealth -= dmgAdjust(nDamage, 3); if (WaspList[nWasp].nCount > 0)
{
if (WaspList[nWasp].nHealth > 0) PlotCourseToSprite(nSprite, nTarget);
{ }
if (!RandomSize(4)) else
{ {
WaspList[nWasp].nAction = 3; pSprite->zvel = 0;
WaspList[nWasp].nFrame = 0; WaspList[nWasp].nAction = 1;
} WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nVel = 1500;
WaspList[nWasp].nAction = 1; WaspList[nWasp].nCount = RandomSize(5) + 60;
pSprite->ang += RandomSize(9) + 768; }
pSprite->ang &= kAngleMask; }
else
WaspList[nWasp].nVel = 3000; {
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
pSprite->zvel = (-20) - RandomSize(6); WaspList[nWasp].nTarget = FindPlayer(nSprite, 60);
} }
else }
{
// Wasp is dead return;
WaspList[nWasp].nAction = 4; }
WaspList[nWasp].nFrame = 0;
case 1:
pSprite->cstat = 0; {
pSprite->ang = (pSprite->ang + 1024) & kAngleMask; WaspList[nWasp].nCount--;
SetWaspVel(nSprite); if (WaspList[nWasp].nCount <= 0)
{
pSprite->zvel = 512; WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6);
nCreaturesKilled++; return;
} }
}
return; int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16);
}
switch (nChaseVal & 0xC000)
case 0x20000: {
{ default:
short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a; return;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame); case 0x8000:
{
seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame); return;
}
WaspList[nWasp].nFrame++;
if (WaspList[nWasp].nFrame >= SeqSize[nSeq]) case 0xC000:
{ {
WaspList[nWasp].nFrame = 0; short nSprite2 = (nChaseVal & 0x3FFF);
bVal = true; if (nSprite2 == nTarget)
} {
pSprite->xvel = 0;
if (WaspList[nWasp].nHealth > 0) pSprite->yvel = 0;
{ runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage);
nTarget = WaspList[nWasp].nTarget; WaspList[nWasp].nAction = 2;
WaspList[nWasp].nFrame = 0;
if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater))) }
{ return;
// goto pink }
WaspList[nWasp].nTarget = -1; }
WaspList[nWasp].nAction = 0;
WaspList[nWasp].nCount = RandomSize(6); return;
return; }
}
} case 2:
case 3:
switch (nAction) {
{ if (bVal)
default: {
return; pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
case 0: pSprite->zvel = (-20) - RandomSize(6);
{
pSprite->zvel = bsin(WaspList[nWasp].nAngle, -4); WaspList[nWasp].nAction = 1;
WaspList[nWasp].nVel = 3000;
WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2; }
WaspList[nWasp].nAngle &= kAngleMask; return;
}
MoveCreature(nSprite); case 4:
{
if (nTarget >= 0) int nMove = MoveCreature(nSprite) & 0x8000;
{ nMove |= 0xC000;
WaspList[nWasp].nCount--;
if (WaspList[nWasp].nCount > 0) if (nMove)
{ {
PlotCourseToSprite(nSprite, nTarget); pSprite->xvel = 0;
} pSprite->yvel = 0;
else pSprite->zvel = 1024;
{ WaspList[nWasp].nAction = 5;
pSprite->zvel = 0; WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nAction = 1; }
WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nVel = 1500; return;
WaspList[nWasp].nCount = RandomSize(5) + 60; }
} case 5:
} {
else short nSector = pSprite->sectnum;
{
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) { pSprite->z += pSprite->zvel;
WaspList[nWasp].nTarget = FindPlayer(nSprite, 60);
} if (pSprite->z >= sector[nSector].floorz)
} {
if (SectBelow[nSector] > -1)
return; {
} BuildSplash(nSprite, nSector);
pSprite->cstat |= 0x8000;
case 1: }
{
WaspList[nWasp].nCount--; pSprite->xvel = 0;
pSprite->yvel = 0;
if (WaspList[nWasp].nCount <= 0) pSprite->zvel = 0;
{ WaspList[nWasp].nAction = 6;
WaspList[nWasp].nAction = 0; WaspList[nWasp].nFrame = 0;
WaspList[nWasp].nCount = RandomSize(6); runlist_SubRunRec(WaspList[nWasp].nRun);
return; }
}
return;
int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16); }
switch (nChaseVal & 0xC000)
{
default:
return;
case 0x8000:
{
return;
}
case 0xC000:
{
short nSprite2 = (nChaseVal & 0x3FFF);
if (nSprite2 == nTarget)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage);
WaspList[nWasp].nAction = 2;
WaspList[nWasp].nFrame = 0;
}
return;
}
}
return;
}
case 2:
case 3:
{
if (bVal)
{
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
pSprite->zvel = (-20) - RandomSize(6);
WaspList[nWasp].nAction = 1;
WaspList[nWasp].nVel = 3000;
}
return;
}
case 4:
{
int nMove = MoveCreature(nSprite) & 0x8000;
nMove |= 0xC000;
if (nMove)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 1024;
WaspList[nWasp].nAction = 5;
WaspList[nWasp].nFrame = 0;
}
return;
}
case 5:
{
short nSector = pSprite->sectnum;
pSprite->z += pSprite->zvel;
if (pSprite->z >= sector[nSector].floorz)
{
if (SectBelow[nSector] > -1)
{
BuildSplash(nSprite, nSector);
pSprite->cstat |= 0x8000;
}
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
WaspList[nWasp].nAction = 6;
WaspList[nWasp].nFrame = 0;
runlist_SubRunRec(WaspList[nWasp].nRun);
}
return;
}
}
break;
}
} }
} }
void FuncWasp(int nObject, int nMessage, int nDamage, int nRun)
{
AIWasp ai;
runlist_DispatchEvent(&ai, nObject, nMessage, 0, nRun);
}
END_PS_NS END_PS_NS