- first pass over grenade.cpp.

Mainly field renaming.
This commit is contained in:
Christoph Oelckers 2021-10-20 23:15:27 +02:00
parent c9d391634d
commit 6b3aa44211
3 changed files with 77 additions and 58 deletions

View file

@ -610,6 +610,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w,
("index2", w.nIndex2)
("channel", w.nChannel)
("damage", w.nDamage)
("turn", w.nTurn)
("x", w.x)
("y", w.y)
.EndObject();
}
return arc;

View file

@ -99,6 +99,12 @@ public:
union { short nChannel; short nVel; }; // channel is for scorpion, vel is for wasp.
union { short nDamage; short nAction2; }; // nAction2 is for the queen.
// for the grenade.
int nTurn;
int x;
int y;
DExhumedActor() :index(int(this - base())) {}
DExhumedActor& operator=(const DExhumedActor& other) = default;

View file

@ -28,15 +28,15 @@ BEGIN_PS_NS
struct Grenade
{
short field_0;
short field_2;
short nCount;
short nHealth;
short nSprite;
short field_6;
short field_8;
short field_A;
short field_C;
short field_E;
int field_10;
short nPhase;
short nRun;
short nIndex;
short nFrame;
short nIndex2;
int nTurn;
int x;
int y;
};
@ -54,14 +54,14 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Grenade& w, Grenad
if (arc.BeginObject(keyname))
{
arc("sprite", w.nSprite, def->nSprite)
("at0", w.field_0, def->field_0)
("at2", w.field_2, def->field_2)
("at6", w.field_6, def->field_6)
("at8", w.field_8, def->field_8)
("ata", w.field_A, def->field_A)
("atc", w.field_C, def->field_C)
("ate", w.field_E, def->field_E)
("at10", w.field_10, def->field_10)
("at0", w.nCount, def->nCount)
("at2", w.nHealth, def->nHealth)
("at6", w.nPhase, def->nPhase)
("at8", w.nRun, def->nRun)
("ata", w.nIndex, def->nIndex)
("atc", w.nFrame, def->nFrame)
("ate", w.nIndex2, def->nIndex2)
("at10", w.nTurn, def->nTurn)
("x", w.x, def->x)
("y", w.y, def->y)
.EndObject();
@ -87,8 +87,9 @@ short GrabGrenade()
void DestroyGrenade(short nGrenade)
{
runlist_DoSubRunRec(GrenadeList[nGrenade].field_6);
runlist_SubRunRec(GrenadeList[nGrenade].field_8);
auto pActor = &GrenadeList[nGrenade];
runlist_DoSubRunRec(GrenadeList[nGrenade].nPhase);
runlist_SubRunRec(GrenadeList[nGrenade].nRun);
runlist_DoSubRunRec(sprite[GrenadeList[nGrenade].nSprite].lotag - 1);
mydeletesprite(GrenadeList[nGrenade].nSprite);
@ -97,10 +98,11 @@ void DestroyGrenade(short nGrenade)
void BounceGrenade(short nGrenade, short nAngle)
{
GrenadeList[nGrenade].field_10 >>= 1;
auto pActor = &GrenadeList[nGrenade];
GrenadeList[nGrenade].nTurn >>= 1;
GrenadeList[nGrenade].x = bcos(nAngle, -5) * GrenadeList[nGrenade].field_10;
GrenadeList[nGrenade].y = bsin(nAngle, -5) * GrenadeList[nGrenade].field_10;
GrenadeList[nGrenade].x = bcos(nAngle, -5) * GrenadeList[nGrenade].nTurn;
GrenadeList[nGrenade].y = bsin(nAngle, -5) * GrenadeList[nGrenade].nTurn;
D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
}
@ -111,6 +113,7 @@ int ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
return -1;
short nGrenade = nPlayerGrenade[nPlayer];
auto pActor = &GrenadeList[nGrenade];
short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
short nPlayerSprite = PlayerList[nPlayer].nSprite;
@ -136,7 +139,7 @@ int ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
{
int nVel = totalvel[nPlayer] << 5;
GrenadeList[nGrenade].field_10 = ((90 - GrenadeList[nGrenade].field_E) * (90 - GrenadeList[nGrenade].field_E)) + nVel;
GrenadeList[nGrenade].nTurn = ((90 - GrenadeList[nGrenade].nIndex2) * (90 - GrenadeList[nGrenade].nIndex2)) + nVel;
pGrenadeSprite->zvel = (-64 * push1) - 4352;
int nMov = movesprite(nGrenadeSprite, bcos(nAngle) * (pPlayerSprite->clipdist << 3), bsin(nAngle) * (pPlayerSprite->clipdist << 3), ecx, 0, 0, CLIPMASK1);
@ -148,12 +151,12 @@ int ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
}
else
{
GrenadeList[nGrenade].field_10 = 0;
GrenadeList[nGrenade].nTurn = 0;
pGrenadeSprite->zvel = pPlayerSprite->zvel;
}
GrenadeList[nGrenade].x = bcos(nAngle, -4) * GrenadeList[nGrenade].field_10;
GrenadeList[nGrenade].y = bsin(nAngle, -4) * GrenadeList[nGrenade].field_10;
GrenadeList[nGrenade].x = bcos(nAngle, -4) * GrenadeList[nGrenade].nTurn;
GrenadeList[nGrenade].y = bsin(nAngle, -4) * GrenadeList[nGrenade].nTurn;
nPlayerGrenade[nPlayer] = -1;
@ -165,6 +168,8 @@ void BuildGrenade(int nPlayer)
int nGrenade = GrabGrenade();
if (nGrenade < 0) return;
auto pActor = &GrenadeList[nGrenade];
int nSprite = insertsprite(nPlayerViewSect[nPlayer], 201);
assert(nSprite >= 0 && nSprite < kMaxSprites);
auto pSprite = &sprite[nSprite];
@ -196,15 +201,15 @@ void BuildGrenade(int nPlayer)
// GrabTimeSlot(3);
GrenadeList[nGrenade].field_E = 90;
GrenadeList[nGrenade].field_2 = 0;
GrenadeList[nGrenade].field_0 = 16;
GrenadeList[nGrenade].field_10 = -1;
GrenadeList[nGrenade].nIndex2 = 90;
GrenadeList[nGrenade].nHealth = 0;
GrenadeList[nGrenade].nCount = 16;
GrenadeList[nGrenade].nTurn = -1;
GrenadeList[nGrenade].nSprite = nSprite;
GrenadeList[nGrenade].field_A = 0;
GrenadeList[nGrenade].field_C = 0;
GrenadeList[nGrenade].field_6 = runlist_AddRunRec(pSprite->lotag - 1, nGrenade, 0x0F0000);
GrenadeList[nGrenade].field_8 = runlist_AddRunRec(NewRun, nGrenade, 0x0F0000);
GrenadeList[nGrenade].nIndex = 0;
GrenadeList[nGrenade].nFrame = 0;
GrenadeList[nGrenade].nPhase = runlist_AddRunRec(pSprite->lotag - 1, nGrenade, 0x0F0000);
GrenadeList[nGrenade].nRun = runlist_AddRunRec(NewRun, nGrenade, 0x0F0000);
nGrenadePlayer[nGrenade] = nPlayer;
nPlayerGrenade[nPlayer] = nGrenade;
@ -213,13 +218,14 @@ void BuildGrenade(int nPlayer)
void ExplodeGrenade(short nGrenade)
{
int var_28, var_20;
auto pActor = &GrenadeList[nGrenade];
short nPlayer = nGrenadePlayer[nGrenade];
int nGrenadeSprite = GrenadeList[nGrenade].nSprite;
auto pGrenadeSprite = &sprite[nGrenadeSprite];
short nGrenadeSect = pGrenadeSprite->sectnum;
GrenadeList[nGrenade].field_C = 1;
GrenadeList[nGrenade].nFrame = 1;
if (SectFlag[nGrenadeSect] & kSectUnderwater)
{
@ -244,7 +250,7 @@ void ExplodeGrenade(short nGrenade)
}
}
if (GrenadeList[nGrenade].field_10 < 0)
if (GrenadeList[nGrenade].nTurn < 0)
{
short nPlayerSprite = PlayerList[nPlayer].nSprite;
auto pPlayerSprite = &sprite[nPlayerSprite];
@ -279,30 +285,32 @@ void ExplodeGrenade(short nGrenade)
void AIGrenade::Draw(RunListEvent* ev)
{
short nGrenade = RunData[ev->nRun].nObjIndex;
auto pActor = &GrenadeList[nGrenade];
assert(nGrenade >= 0 && nGrenade < kMaxGrenades);
short nSeq = GrenadeList[nGrenade].field_C ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].field_A;
seq_PlotSequence(ev->nParam, nSeq, GrenadeList[nGrenade].field_2 >> 8, 1);
short nSeq = GrenadeList[nGrenade].nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].nIndex;
seq_PlotSequence(ev->nParam, nSeq, GrenadeList[nGrenade].nHealth >> 8, 1);
}
void AIGrenade::Tick(RunListEvent* ev)
{
short nGrenade = RunData[ev->nRun].nObjIndex;
auto pActor = &GrenadeList[nGrenade];
assert(nGrenade >= 0 && nGrenade < kMaxGrenades);
short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
auto pGrenadeSprite = &sprite[nGrenadeSprite];
short nSeq = GrenadeList[nGrenade].field_C ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].field_A;
short nSeq = GrenadeList[nGrenade].nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].nIndex;
seq_MoveSequence(nGrenadeSprite, nSeq, GrenadeList[nGrenade].field_2 >> 8);
pGrenadeSprite->picnum = seq_GetSeqPicnum2(nSeq, GrenadeList[nGrenade].field_2 >> 8);
seq_MoveSequence(nGrenadeSprite, nSeq, GrenadeList[nGrenade].nHealth >> 8);
pGrenadeSprite->picnum = seq_GetSeqPicnum2(nSeq, GrenadeList[nGrenade].nHealth >> 8);
GrenadeList[nGrenade].field_E--;
if (!GrenadeList[nGrenade].field_E)
GrenadeList[nGrenade].nIndex2--;
if (!GrenadeList[nGrenade].nIndex2)
{
short nPlayer = nGrenadePlayer[nGrenade];
if (GrenadeList[nGrenade].field_10 < 0)
if (GrenadeList[nGrenade].nTurn < 0)
{
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_3FOUR = 0;
@ -325,35 +333,35 @@ void AIGrenade::Tick(RunListEvent* ev)
}
else
{
if (GrenadeList[nGrenade].field_10 < 0) {
if (GrenadeList[nGrenade].nTurn < 0) {
return;
}
int ebp = (GrenadeList[nGrenade].field_2 + GrenadeList[nGrenade].field_0) >> 8;
int ebp = (GrenadeList[nGrenade].nHealth + GrenadeList[nGrenade].nCount) >> 8;
GrenadeList[nGrenade].field_2 += GrenadeList[nGrenade].field_0;
GrenadeList[nGrenade].nHealth += GrenadeList[nGrenade].nCount;
if (ebp < 0)
{
GrenadeList[nGrenade].field_2 += SeqSize[nSeq] << 8;
GrenadeList[nGrenade].nHealth += SeqSize[nSeq] << 8;
}
else
{
if (ebp >= SeqSize[nSeq])
{
if (GrenadeList[nGrenade].field_C)
if (GrenadeList[nGrenade].nFrame)
{
DestroyGrenade(nGrenade);
return;
}
else
{
GrenadeList[nGrenade].field_2 = GrenadeList[nGrenade].field_C;
GrenadeList[nGrenade].nHealth = GrenadeList[nGrenade].nFrame;
}
}
}
if (GrenadeList[nGrenade].field_C) {
if (GrenadeList[nGrenade].nFrame) {
return;
}
@ -375,7 +383,7 @@ void AIGrenade::Tick(RunListEvent* ev)
return;
}
GrenadeList[nGrenade].field_0 = (uint8_t)totalmoves; // limit to 8bits?
GrenadeList[nGrenade].nCount = (uint8_t)totalmoves; // limit to 8bits?
D3PlayFX(StaticSound[kSound3], nGrenadeSprite);
@ -384,14 +392,14 @@ void AIGrenade::Tick(RunListEvent* ev)
if (pGrenadeSprite->zvel > -1280)
{
D3PlayFX(StaticSound[kSound5], nGrenadeSprite);
GrenadeList[nGrenade].field_0 = 0;
GrenadeList[nGrenade].field_2 = 0;
GrenadeList[nGrenade].nCount = 0;
GrenadeList[nGrenade].nHealth = 0;
pGrenadeSprite->zvel = 0;
GrenadeList[nGrenade].field_A = 1;
GrenadeList[nGrenade].nIndex = 1;
}
}
GrenadeList[nGrenade].field_0 = 255 - (RandomByte() * 2);
GrenadeList[nGrenade].nCount = 255 - (RandomByte() * 2);
GrenadeList[nGrenade].x -= (GrenadeList[nGrenade].x >> 4);
GrenadeList[nGrenade].y -= (GrenadeList[nGrenade].y >> 4);
}
@ -409,23 +417,24 @@ void AIGrenade::Tick(RunListEvent* ev)
}
}
GrenadeList[nGrenade].field_2 = 0;
GrenadeList[nGrenade].nHealth = 0;
}
}
void AIGrenade::RadialDamage(RunListEvent* ev)
{
short nGrenade = RunData[ev->nRun].nObjIndex;
auto pActor = &GrenadeList[nGrenade];
assert(nGrenade >= 0 && nGrenade < kMaxGrenades);
short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
auto pGrenadeSprite = &sprite[nGrenadeSprite];
if (nGrenadeSprite != nRadialSpr && !GrenadeList[nGrenade].field_C)
if (nGrenadeSprite != nRadialSpr && !GrenadeList[nGrenade].nFrame)
{
if (runlist_CheckRadialDamage(nGrenadeSprite) > 280)
{
GrenadeList[nGrenade].field_E = RandomSize(4) + 1;
GrenadeList[nGrenade].nIndex2 = RandomSize(4) + 1;
}
}
}