diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index 497cffbab..19df5176f 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -96,6 +96,7 @@ void SetWaspVel(short nSprite) int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle) { auto nWasp = WaspList.Reserve(1); + auto pActor = &WaspList[nWasp]; uint8_t bEggWasp = false; if (nSprite == -2) { @@ -148,30 +149,30 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle) // GrabTimeSlot(3); - WaspList[nWasp].nAction = 0; - WaspList[nWasp].nFrame = 0; - WaspList[nWasp].nSprite = nSprite; - WaspList[nWasp].nTarget = -1; - WaspList[nWasp].nHealth = 800; - WaspList[nWasp].nDamage = 10; + pActor->nAction = 0; + pActor->nFrame = 0; + pActor->nSprite = nSprite; + pActor->nTarget = -1; + pActor->nHealth = 800; + pActor->nDamage = 10; if (bEggWasp) { - WaspList[nWasp].nCount = 60; - WaspList[nWasp].nDamage /= 2; + pActor->nCount = 60; + pActor->nDamage /= 2; } else { - WaspList[nWasp].nCount = RandomSize(5); + pActor->nCount = RandomSize(5); } - WaspList[nWasp].nAngle = 0; - WaspList[nWasp].nVel = 0; - WaspList[nWasp].nAngle2 = RandomSize(7) + 127; + pActor->nAngle = 0; + pActor->nVel = 0; + pActor->nAngle2 = RandomSize(7) + 127; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nWasp, 0x1E0000); - WaspList[nWasp].nRun = runlist_AddRunRec(NewRun, nWasp, 0x1E0000); + pActor->nRun = runlist_AddRunRec(NewRun, nWasp, 0x1E0000); nCreaturesTotal++; return nSprite; @@ -180,16 +181,18 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle) void AIWasp::Draw(RunListEvent* ev) { short nWasp = RunData[ev->nRun].nObjIndex; - short nAction = WaspList[nWasp].nAction; + auto pActor = &WaspList[nWasp]; + short nAction = pActor->nAction; - seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b); + seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b); return; } void AIWasp::RadialDamage(RunListEvent* ev) { short nWasp = RunData[ev->nRun].nObjIndex; - short nSprite = WaspList[nWasp].nSprite; + auto pActor = &WaspList[nWasp]; + short nSprite = pActor->nSprite; auto pSprite = &sprite[nSprite]; if (!(pSprite->cstat & 0x101)) @@ -202,39 +205,40 @@ void AIWasp::RadialDamage(RunListEvent* ev) void AIWasp::Damage(RunListEvent* ev) { short nWasp = RunData[ev->nRun].nObjIndex; - short nSprite = WaspList[nWasp].nSprite; + auto pActor = &WaspList[nWasp]; + short nSprite = pActor->nSprite; auto pSprite = &sprite[nSprite]; - short nAction = WaspList[nWasp].nAction; + short nAction = pActor->nAction; if (!ev->nDamage) { return; } - if (WaspList[nWasp].nHealth > 0) + if (pActor->nHealth > 0) { - WaspList[nWasp].nHealth -= dmgAdjust(ev->nDamage, 3); + pActor->nHealth -= dmgAdjust(ev->nDamage, 3); - if (WaspList[nWasp].nHealth > 0) + if (pActor->nHealth > 0) { if (!RandomSize(4)) { - WaspList[nWasp].nAction = 3; - WaspList[nWasp].nFrame = 0; + pActor->nAction = 3; + pActor->nFrame = 0; } - WaspList[nWasp].nAction = 1; + pActor->nAction = 1; pSprite->ang += RandomSize(9) + 768; pSprite->ang &= kAngleMask; - WaspList[nWasp].nVel = 3000; + pActor->nVel = 3000; pSprite->zvel = (-20) - RandomSize(6); } else { // Wasp is dead - WaspList[nWasp].nAction = 4; - WaspList[nWasp].nFrame = 0; + pActor->nAction = 4; + pActor->nFrame = 0; pSprite->cstat = 0; pSprite->ang = (pSprite->ang + 1024) & kAngleMask; @@ -252,9 +256,10 @@ void AIWasp::Damage(RunListEvent* ev) void AIWasp::Tick(RunListEvent* ev) { short nWasp = RunData[ev->nRun].nObjIndex; - short nSprite = WaspList[nWasp].nSprite; + auto pActor = &WaspList[nWasp]; + short nSprite = pActor->nSprite; auto pSprite = &sprite[nSprite]; - short nAction = WaspList[nWasp].nAction; + short nAction = pActor->nAction; short nTarget = -1; @@ -262,27 +267,27 @@ void AIWasp::Tick(RunListEvent* ev) short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a; - pSprite->picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame); + pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); - seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame); + seq_MoveSequence(nSprite, nSeq, pActor->nFrame); - WaspList[nWasp].nFrame++; - if (WaspList[nWasp].nFrame >= SeqSize[nSeq]) + pActor->nFrame++; + if (pActor->nFrame >= SeqSize[nSeq]) { - WaspList[nWasp].nFrame = 0; + pActor->nFrame = 0; bVal = true; } - if (WaspList[nWasp].nHealth > 0) + if (pActor->nHealth > 0) { - nTarget = WaspList[nWasp].nTarget; + nTarget = pActor->nTarget; if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater))) { // goto pink - WaspList[nWasp].nTarget = -1; - WaspList[nWasp].nAction = 0; - WaspList[nWasp].nCount = RandomSize(6); + pActor->nTarget = -1; + pActor->nAction = 0; + pActor->nCount = RandomSize(6); return; } } @@ -294,33 +299,33 @@ void AIWasp::Tick(RunListEvent* ev) case 0: { - pSprite->zvel = bsin(WaspList[nWasp].nAngle, -4); + pSprite->zvel = bsin(pActor->nAngle, -4); - WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2; - WaspList[nWasp].nAngle &= kAngleMask; + pActor->nAngle += pActor->nAngle2; + pActor->nAngle &= kAngleMask; MoveCreature(nSprite); if (nTarget >= 0) { - WaspList[nWasp].nCount--; - if (WaspList[nWasp].nCount > 0) + pActor->nCount--; + if (pActor->nCount > 0) { PlotCourseToSprite(nSprite, nTarget); } else { pSprite->zvel = 0; - WaspList[nWasp].nAction = 1; - WaspList[nWasp].nFrame = 0; - WaspList[nWasp].nVel = 1500; - WaspList[nWasp].nCount = RandomSize(5) + 60; + pActor->nAction = 1; + pActor->nFrame = 0; + pActor->nVel = 1500; + pActor->nCount = RandomSize(5) + 60; } } else { if ((nWasp & 0x1F) == (totalmoves & 0x1F)) { - WaspList[nWasp].nTarget = FindPlayer(nSprite, 60); + pActor->nTarget = FindPlayer(nSprite, 60); } } @@ -329,16 +334,16 @@ void AIWasp::Tick(RunListEvent* ev) case 1: { - WaspList[nWasp].nCount--; + pActor->nCount--; - if (WaspList[nWasp].nCount <= 0) + if (pActor->nCount <= 0) { - WaspList[nWasp].nAction = 0; - WaspList[nWasp].nCount = RandomSize(6); + pActor->nAction = 0; + pActor->nCount = RandomSize(6); return; } - int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16); + int nChaseVal = AngleChase(nSprite, nTarget, pActor->nVel, 0, 16); switch (nChaseVal & 0xC000) { @@ -357,9 +362,9 @@ void AIWasp::Tick(RunListEvent* ev) { pSprite->xvel = 0; pSprite->yvel = 0; - runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage); - WaspList[nWasp].nAction = 2; - WaspList[nWasp].nFrame = 0; + runlist_DamageEnemy(nSprite2, nSprite, pActor->nDamage); + pActor->nAction = 2; + pActor->nFrame = 0; } return; } @@ -377,8 +382,8 @@ void AIWasp::Tick(RunListEvent* ev) pSprite->ang &= kAngleMask; pSprite->zvel = (-20) - RandomSize(6); - WaspList[nWasp].nAction = 1; - WaspList[nWasp].nVel = 3000; + pActor->nAction = 1; + pActor->nVel = 3000; } return; } @@ -392,8 +397,8 @@ void AIWasp::Tick(RunListEvent* ev) pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 1024; - WaspList[nWasp].nAction = 5; - WaspList[nWasp].nFrame = 0; + pActor->nAction = 5; + pActor->nFrame = 0; } return; @@ -415,9 +420,9 @@ void AIWasp::Tick(RunListEvent* ev) pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; - WaspList[nWasp].nAction = 6; - WaspList[nWasp].nFrame = 0; - runlist_SubRunRec(WaspList[nWasp].nRun); + pActor->nAction = 6; + pActor->nFrame = 0; + runlist_SubRunRec(pActor->nRun); } return;