mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- refactor scorpion to use actors.
This commit is contained in:
parent
6903404718
commit
6821fef5e1
6 changed files with 91 additions and 152 deletions
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@ -674,7 +674,7 @@ struct AIRoach : public ExhumedAI
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struct AIScorp : public ExhumedAI
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{
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void Effect(RunListEvent* ev, int nTarget, int mode);
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void Effect(RunListEvent* ev, DExhumedActor* nTarget, int mode);
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void Tick(RunListEvent* ev) override;
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void Damage(RunListEvent* ev) override;
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void Draw(RunListEvent* ev) override;
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@ -803,8 +803,7 @@ void runlist_ExecObjects();
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// scorp
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void InitScorp();
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void BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void FuncScorp(int, int, int, int);
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// set
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@ -844,7 +843,7 @@ void FuncSnake(int, int, int, int);
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// spider
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void InitSpider();
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int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle);
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, short nSector, int nAngle);
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void FuncSpider(int a, int, int b, int nRun);
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// switch
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@ -107,8 +107,7 @@ uint8_t LoadLevel(MapRecord* map)
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InitObjects();
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InitPushBlocks();
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InitSpider();
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InitScorp();
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InitPlayer();
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InitPlayer();
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InitItems();
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InitInput();
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@ -533,7 +532,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
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}
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case 112:
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{
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BuildScorp(nSprite, 0, 0, 0, 0, 0, nChannel);
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BuildScorp(pActor, 0, 0, 0, 0, 0, nChannel);
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return;
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}
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case 111:
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@ -583,7 +582,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
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return;
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}
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BuildSpider(nSprite, 0, 0, 0, 0, 0);
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BuildSpider(pActor, 0, 0, 0, 0, 0);
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return;
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}
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case 104:
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@ -81,7 +81,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
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auto c = parm->parms[0];
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if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, false);
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else if (!stricmp(c, "spider")) BuildSpider(-1, initx, inity, sector[initsect].floorz, initsect, inita);
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else if (!stricmp(c, "spider")) BuildSpider(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
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else if (!stricmp(c, "mummy")) BuildMummy(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
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else if (!stricmp(c, "fish")) BuildFish(nullptr, initx, inity, initz + eyelevel[nLocalPlayer], initsect, inita);
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else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
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@ -92,7 +92,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
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else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
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else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
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else if (!stricmp(c, "wasp")) BuildWasp(-1, initx, inity, sector[initsect].floorz - 25600, initsect, inita);
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else if (!stricmp(c, "scorp")) BuildScorp(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
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else if (!stricmp(c, "scorp")) BuildScorp(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
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else if (!stricmp(c, "rat")) BuildRat(nullptr, initx, inity, sector[initsect].floorz, initsect, inita);
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else Printf("Unknown creature type %s\n", c);
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return CCMD_OK;
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@ -50,7 +50,6 @@ void SerializeView(FSerializer& arc);
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void SerializeQueen(FSerializer& arc);
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void SerializeRat(FSerializer& arc);
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void SerializeScorpion(FSerializer& arc);
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void SerializeSet(FSerializer& arc);
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void SerializeSpider(FSerializer& arc);
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void SerializeWasp(FSerializer& arc);
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@ -81,7 +80,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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SerializeQueen(arc);
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SerializeRat(arc);
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SerializeScorpion(arc);
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SerializeSet(arc);
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SerializeSpider(arc);
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SerializeWasp(arc);
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@ -25,26 +25,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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/*
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Selkis Boss AI code
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*/
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struct Scorpion
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nTarget;
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short nRun;
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short nCount;
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short nIndex;
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int8_t nIndex2;
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short nChannel;
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};
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TArray<Scorpion> scorpion;
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static actionSeq ScorpSeq[] = {
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{0, 0},
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{8, 0},
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@ -58,60 +38,27 @@ static actionSeq ScorpSeq[] = {
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{53, 1}
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};
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Scorpion& w, Scorpion* def)
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void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
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{
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if (arc.BeginObject(keyname))
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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("count", w.nCount)
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("index", w.nIndex)
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("index2", w.nIndex2)
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("chan", w.nChannel)
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.EndObject();
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}
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return arc;
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}
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void SerializeScorpion(FSerializer& arc)
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{
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arc("scorpion", scorpion);
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}
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void InitScorp()
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{
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scorpion.Clear();
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}
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void BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
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{
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auto nScorp = scorpion.Reserve(1);
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auto pActor = &scorpion[nScorp];
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auto pSprite = &sprite[nSprite];
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if (nSprite == -1)
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{
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nSprite = insertsprite(nSector, 122);
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pSprite = &sprite[nSprite];
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pActor = insertActor(nSector, 122);
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pSprite = &pActor->s();
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}
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else
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{
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changespritestat(nSprite, 122);
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ChangeActorStat(pActor, 122);
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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nAngle = pSprite->ang;
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}
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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pSprite->x = x;
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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pSprite->cstat = 0x101;
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@ -136,24 +83,24 @@ void BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle,
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pActor->nHealth = 20000;
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pActor->nFrame = 0;
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pActor->nAction = 0;
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pActor->nSprite = nSprite;
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pActor->nTarget = -1;
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pActor->pTarget = nullptr;
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pActor->nCount = 0;
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pActor->nIndex2 = 1;
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pActor->nPhase = Counters[kCountScorp]++;
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pActor->nChannel = nChannel;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nScorp, 0x220000);
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pActor->nRun = runlist_AddRunRec(NewRun, nScorp, 0x220000);
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x220000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x220000);
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nCreaturesTotal++;
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}
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void AIScorp::Draw(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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auto pActor = &scorpion[nScorp];
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, pActor->nFrame, ScorpSeq[nAction].b);
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@ -161,29 +108,25 @@ void AIScorp::Draw(RunListEvent* ev)
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void AIScorp::RadialDamage(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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ev->nDamage = runlist_CheckRadialDamage(nSprite);
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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if (ev->nDamage) Damage(ev);
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}
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void AIScorp::Damage(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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bool bVal = false;
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short nTarget = -1;
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DExhumedActor* pTarget = nullptr;
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if (pActor->nHealth <= 0) {
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return;
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@ -208,13 +151,13 @@ void AIScorp::Damage(RunListEvent* ev)
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}
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else
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{
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nTarget = ev->nParam;
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pTarget = ev->pOtherActor;
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if (nTarget >= 0)
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if (pTarget)
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{
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if (pSprite->statnum == 100 || (pSprite->statnum < 199 && !RandomSize(5)))
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{
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pActor->nTarget = nTarget;
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pActor->pTarget = pTarget;
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}
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}
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@ -229,33 +172,32 @@ void AIScorp::Damage(RunListEvent* ev)
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return;
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}
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D3PlayFX(StaticSound[kSound41], nSprite);
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Effect(ev, nTarget, 0);
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D3PlayFX(StaticSound[kSound41], pActor);
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Effect(ev, pTarget, 0);
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}
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}
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void AIScorp::Tick(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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bool bVal = false;
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short nTarget = -1;
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DExhumedActor* pTarget = nullptr;
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if (pActor->nHealth) {
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Gravity(nSprite);
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Gravity(pActor);
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}
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int nSeq = SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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pActor->nFrame++;
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@ -266,7 +208,7 @@ void AIScorp::Tick(RunListEvent* ev)
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}
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int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
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nTarget = pActor->nTarget;
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pTarget = pActor->pTarget;
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switch (nAction)
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{
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@ -281,22 +223,22 @@ void AIScorp::Tick(RunListEvent* ev)
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return;
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}
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if ((nScorp & 0x1F) == (totalmoves & 0x1F))
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0)
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if (pTarget == nullptr)
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{
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nTarget = FindPlayer(nSprite, 500);
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pTarget = FindPlayer(pActor, 500);
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if (nTarget >= 0)
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if (pTarget)
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{
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D3PlayFX(StaticSound[kSound41], nSprite);
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D3PlayFX(StaticSound[kSound41], pActor);
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pActor->nFrame = 0;
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pSprite->xvel = bcos(pSprite->ang);
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pSprite->yvel = bsin(pSprite->ang);
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pActor->nAction = 1;
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pActor->nTarget = nTarget;
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pActor->pTarget = pTarget;
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}
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}
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}
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@ -311,36 +253,36 @@ void AIScorp::Tick(RunListEvent* ev)
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if (pActor->nIndex2 <= 0)
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{
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pActor->nIndex2 = RandomSize(5);
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Effect(ev, nTarget, 0);
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Effect(ev, pTarget, 0);
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}
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else
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{
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int nMov = MoveCreatureWithCaution(nSprite);
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if ((nMov & 0xC000) == 0xC000)
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auto nMov = MoveCreatureWithCaution(pActor);
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if (nMov.type == kHitSprite)
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{
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if (nTarget == (nMov & 0x3FFF))
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if (pTarget == nMov.actor)
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{
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int nAngle = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
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int nAngle = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAngle) < 64)
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{
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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Effect(ev, nTarget, 2);
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Effect(ev, pTarget, 2);
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}
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else
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{
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Effect(ev, nTarget, 0);
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Effect(ev, pTarget, 0);
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}
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return;
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}
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else if ((nMov & 0xC000) == 0x8000)
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else if (nMov.type == kHitWall)
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{
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Effect(ev, nTarget, 0);
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Effect(ev, pTarget, 0);
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}
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else
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{
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Effect(ev, nTarget, 1);
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Effect(ev, pTarget, 1);
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}
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}
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return;
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@ -348,23 +290,23 @@ void AIScorp::Tick(RunListEvent* ev)
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case 2:
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{
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if (nTarget == -1)
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if (pTarget == nullptr)
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{
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pActor->nAction = 0;
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pActor->nCount = 5;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 768)
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if (PlotCourseToSprite(pActor, pTarget) >= 768)
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{
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pActor->nAction = 1;
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}
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else if (nFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 7);
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runlist_DamageEnemy(pTarget, pActor, 7);
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}
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}
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Effect(ev, nTarget, 2);
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Effect(ev, pTarget, 2);
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return;
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}
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@ -389,10 +331,10 @@ void AIScorp::Tick(RunListEvent* ev)
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return;
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}
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int nBulletSprite = BuildBullet(nSprite, 16, 0, 0, -1, pSprite->ang, nTarget + 10000, 1);
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if (nBulletSprite > -1)
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auto nBulletSprite = BuildBullet(pActor, 16, -1, pSprite->ang, pTarget, 1);
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if (nBulletSprite)
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{
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PlotCourseToSprite(nBulletSprite & 0xffff, nTarget);
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PlotCourseToSprite(nBulletSprite, pTarget);
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}
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return;
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@ -439,16 +381,17 @@ void AIScorp::Tick(RunListEvent* ev)
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return;
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}
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int nSpiderSprite = BuildSpider(-1, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang);
|
||||
if (nSpiderSprite != -1)
|
||||
auto pSpiderActor = BuildSpider(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang);
|
||||
if (pSpiderActor)
|
||||
{
|
||||
sprite[nSpiderSprite].ang = RandomSize(11);
|
||||
auto pSpiderSprite = &pSpiderActor->s();
|
||||
pSpiderSprite->ang = RandomSize(11);
|
||||
|
||||
int nVel = RandomSize(5) + 1;
|
||||
|
||||
sprite[nSpiderSprite].xvel = bcos(sprite[nSpiderSprite].ang, -8) * nVel;
|
||||
sprite[nSpiderSprite].yvel = bsin(sprite[nSpiderSprite].ang, -8) * nVel;
|
||||
sprite[nSpiderSprite].zvel = (-(RandomSize(5) + 3)) << 8;
|
||||
pSpiderSprite->xvel = bcos(pSpiderSprite->ang, -8) * nVel;
|
||||
pSpiderSprite->yvel = bsin(pSpiderSprite->ang, -8) * nVel;
|
||||
pSpiderSprite->zvel = (-(RandomSize(5) + 3)) << 8;
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -464,7 +407,7 @@ void AIScorp::Tick(RunListEvent* ev)
|
|||
runlist_DoSubRunRec(pSprite->owner);
|
||||
runlist_FreeRun(pSprite->lotag - 1);
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
DeleteActor(pActor);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -472,21 +415,19 @@ void AIScorp::Tick(RunListEvent* ev)
|
|||
}
|
||||
}
|
||||
|
||||
void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
|
||||
void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
|
||||
{
|
||||
short nScorp = RunData[ev->nRun].nObjIndex;
|
||||
assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
|
||||
auto pActor = &scorpion[nScorp];
|
||||
short nSprite = pActor->nSprite;
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
|
||||
short nAction = pActor->nAction;
|
||||
auto pSprite = &sprite[nSprite];
|
||||
auto pSprite = &pActor->s();
|
||||
|
||||
bool bVal = false;
|
||||
|
||||
if (mode == 0)
|
||||
{
|
||||
PlotCourseToSprite(nSprite, nTarget);
|
||||
PlotCourseToSprite(pActor, pTarget);
|
||||
pSprite->ang += RandomSize(7) - 63;
|
||||
pSprite->ang &= kAngleMask;
|
||||
|
||||
|
@ -503,12 +444,12 @@ void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
|
|||
{
|
||||
pActor->nCount = 45;
|
||||
|
||||
if (cansee(pSprite->x, pSprite->y, pSprite->z - GetSpriteHeight(nSprite), pSprite->sectnum,
|
||||
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
|
||||
if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sectnum,
|
||||
pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
|
||||
{
|
||||
pSprite->xvel = 0;
|
||||
pSprite->yvel = 0;
|
||||
pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
|
||||
pSprite->ang = GetMyAngle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
|
||||
|
||||
pActor->nIndex = RandomSize(2) + RandomSize(3);
|
||||
|
||||
|
@ -524,16 +465,16 @@ void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
|
|||
}
|
||||
}
|
||||
|
||||
if (!nAction || nTarget == -1) {
|
||||
if (!nAction || pTarget == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(sprite[nTarget].cstat & 0x101))
|
||||
if (!(pTarget->s().cstat & 0x101))
|
||||
{
|
||||
pActor->nAction = 0;
|
||||
pActor->nFrame = 0;
|
||||
pActor->nCount = 30;
|
||||
pActor->nTarget = -1;
|
||||
pActor->pTarget = nullptr;
|
||||
|
||||
pSprite->xvel = 0;
|
||||
pSprite->yvel = 0;
|
||||
|
|
|
@ -72,19 +72,21 @@ void InitSpider()
|
|||
SpiderList.Clear();
|
||||
}
|
||||
|
||||
int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle)
|
||||
DExhumedActor* BuildSpider(DExhumedActor* pActor, int x, int y, int z, short nSector, int nAngle)
|
||||
{
|
||||
auto nSpider = SpiderList.Reserve(1);
|
||||
auto spp = &SpiderList[nSpider];
|
||||
|
||||
int nSprite;
|
||||
spritetype* sp;
|
||||
if (nSprite == -1)
|
||||
if (pActor == nullptr)
|
||||
{
|
||||
nSprite = insertsprite(nSector, 99);
|
||||
sp = &sprite[nSprite];
|
||||
}
|
||||
else
|
||||
{
|
||||
nSprite = pActor->GetSpriteIndex();
|
||||
changespritestat(nSprite, 99);
|
||||
sp = &sprite[nSprite];
|
||||
|
||||
|
@ -130,7 +132,7 @@ int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle)
|
|||
|
||||
nCreaturesTotal++;
|
||||
|
||||
return nSprite;
|
||||
return &exhumedActors[nSprite];
|
||||
}
|
||||
|
||||
void AISpider::Tick(RunListEvent* ev)
|
||||
|
|
Loading…
Reference in a new issue