- made QueenEgg use actor pointers.

This commit is contained in:
Christoph Oelckers 2021-10-26 20:13:03 +02:00
parent 47929972c0
commit ae271b272a
3 changed files with 47 additions and 51 deletions

View file

@ -253,10 +253,10 @@ DExhumedActor* GrabBody();
DExhumedActor* GrabBodyGunSprite();
void CreatePushBlock(int nSector);
void FuncCreatureChunk(int a, int, int nRun);
int FindPlayer(int nSprite, int nDistance);
inline DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance)
int FindPlayer(int nSprite, int nDistance, bool dontengage = false);
inline DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage = false)
{
int targ = FindPlayer(nSprite->GetSpriteIndex(), nDistance);
int targ = FindPlayer(nSprite->GetSpriteIndex(), nDistance, dontengage);
return targ > -1 ? &exhumedActors[targ] : nullptr;
}

View file

@ -739,11 +739,11 @@ int PlotCourseToSprite(int nSprite1, int nSprite2)
return ksqrt(diff);
}
int FindPlayer(int nSprite, int nDistance)
int FindPlayer(int nSprite, int nDistance, bool dontengage)
{
auto pSprite = &sprite[nSprite];
int var_18 = 0;
if (nSprite >= 0)
if (nSprite >= 0 || !dontengage)
var_18 = 1;
if (nSprite < 0)

View file

@ -85,12 +85,12 @@ struct Queen
struct Egg
{
DExhumedActor* pActor;
DExhumedActor* pTarget;
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nRun;
short nTarget;
short nCounter;
};
@ -150,8 +150,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Egg& w, Egg* def)
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("sprite", w.pActor)
("target", w.pTarget)
("runptr", w.nRun)
("atc", w.nCounter)
.EndObject();
@ -231,8 +231,8 @@ void BlowChunks(int nSprite)
void DestroyEgg(short nEgg)
{
short nSprite = QueenEgg[nEgg].nSprite;
auto pSprite = &sprite[nSprite];
auto pActor = QueenEgg[nEgg].pActor;
auto pSprite = &pActor->s();
if (QueenEgg[nEgg].nAction != 4)
{
@ -242,7 +242,7 @@ void DestroyEgg(short nEgg)
{
for (int i = 0; i < 4; i++)
{
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqQueenEgg, (i % 2) + 24, 0));
BuildCreatureChunk(pActor->GetSpriteIndex(), seq_GetSeqPicnum(kSeqQueenEgg, (i % 2) + 24, 0));
}
}
@ -252,7 +252,7 @@ void DestroyEgg(short nEgg)
QueenEgg[nEgg].nRun = -1;
mydeletesprite(nSprite);
DeleteActor(pActor);
QueenEgg.Release(nEgg);
}
@ -445,9 +445,8 @@ void BuildQueenEgg(short nQueen, int nVal)
int nFloorZ = sector[nSector].floorz;
short nAngle = pSprite->ang;
int nSprite2 = insertsprite(nSector, 121);
assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
auto pSprite2 = &sprite[nSprite2];
auto pActor2 = insertActor(nSector, 121);
auto pSprite2 = &pActor2->s();
pSprite2->x = x;
pSprite2->y = y;
@ -488,8 +487,8 @@ void BuildQueenEgg(short nQueen, int nVal)
QueenEgg[nEgg].nHealth = 200;
QueenEgg[nEgg].nFrame = 0;
QueenEgg[nEgg].nSprite = nSprite2;
QueenEgg[nEgg].nTarget = QueenList[nQueen].nTarget;
QueenEgg[nEgg].pActor = pActor2;
QueenEgg[nEgg].pTarget = &exhumedActors[QueenList[nQueen].nTarget];
if (nVal)
{
@ -507,11 +506,11 @@ void AIQueenEgg::Tick(RunListEvent* ev)
{
short nEgg = RunData[ev->nRun].nObjIndex;
Egg* pEgg = &QueenEgg[nEgg];
short nSprite = pEgg->nSprite;
auto pSprite = &sprite[nSprite];
auto pActor = pEgg->pActor;
auto pSprite = &pActor->s();
short nAction = pEgg->nAction;
short nTarget;
DExhumedActor* pTarget = nullptr;
bool bVal = false;
@ -522,7 +521,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
}
if (nAction == 0 || nAction == 4) {
Gravity(nSprite);
Gravity(pActor);
}
short nSeq = SeqOffsets[kSeqQueenEgg] + EggSeq[nAction].a;
@ -531,7 +530,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
if (nAction != 4)
{
seq_MoveSequence(nSprite, nSeq, pEgg->nFrame);
seq_MoveSequence(pActor, nSeq, pEgg->nFrame);
pEgg->nFrame++;
if (pEgg->nFrame >= SeqSize[nSeq])
@ -540,18 +539,18 @@ void AIQueenEgg::Tick(RunListEvent* ev)
bVal = true;
}
nTarget = UpdateEnemy(&pEgg->nTarget);
pEgg->nTarget = nTarget;
pTarget = UpdateEnemy(&pEgg->pActor);
pEgg->pTarget = pTarget;
if (nTarget >= 0 && (sprite[nTarget].cstat & 0x101) == 0)
if (pTarget && (pTarget->s().cstat & 0x101) == 0)
{
pEgg->nTarget = -1;
pEgg->pTarget = nullptr;
pEgg->nAction = 0;
}
else
{
nTarget = FindPlayer(-nSprite, 1000);
pEgg->nTarget = nTarget;
pTarget = FindPlayer(pActor, 1000, true);
pEgg->pTarget = pTarget;
}
}
@ -559,12 +558,9 @@ void AIQueenEgg::Tick(RunListEvent* ev)
{
case 0:
{
int nMov = MoveCreature(nSprite);
if (!nMov) {
break;
}
auto nMov = MoveCreature(pActor);
if (nMov & 0x20000)
if (nMov.exbits & kHitAux2)
{
if (!RandomSize(1))
{
@ -580,15 +576,15 @@ void AIQueenEgg::Tick(RunListEvent* ev)
{
short nAngle;
switch (nMov & 0xC000)
switch (nMov.type)
{
default:
return;
case 0x8000:
nAngle = GetWallNormal(nMov & 0x3FFF);
case kHitWall:
nAngle = GetWallNormal(nMov.index);
break;
case 0xC000:
nAngle = sprite[nMov & 0x3FFF].ang;
case kHitSprite:
nAngle = nMov.actor->s().ang;
break;
}
@ -613,14 +609,14 @@ void AIQueenEgg::Tick(RunListEvent* ev)
case 2:
case 3:
{
int nMov = QueenAngleChase(nSprite, nTarget, nHeadVel, 64);
int nMov = QueenAngleChase(pActor->GetSpriteIndex(), pTarget->GetSpriteIndex(), nHeadVel, 64);
switch (nMov & 0xC000)
{
case 0xC000:
if (sprite[nMov & 0x3FFF].statnum != 121)
{
runlist_DamageEnemy(nMov & 0x3FFF, nSprite, 5);
runlist_DamageEnemy(nMov & 0x3FFF, pActor->GetSpriteIndex(), 5);
}
fallthrough__;
case 0x8000:
@ -637,9 +633,9 @@ void AIQueenEgg::Tick(RunListEvent* ev)
case 4:
{
int nMov = MoveCreature(nSprite);
auto nMov = MoveCreature(pActor);
if (nMov & 0x20000)
if (nMov.exbits & kHitAux2)
{
pSprite->zvel = -(pSprite->zvel - 256);
if (pSprite->zvel < -512)
@ -665,12 +661,12 @@ void AIQueenEgg::RadialDamage(RunListEvent* ev)
{
short nEgg = RunData[ev->nRun].nObjIndex;
Egg* pEgg = &QueenEgg[nEgg];
short nSprite = pEgg->nSprite;
auto pSprite = &sprite[nSprite];
auto pActor = pEgg->pActor;
auto pSprite = &pActor->s();
if (sprite[nRadialSpr].statnum != 121 && (pSprite->cstat & 0x101) != 0)
{
int nDamage = runlist_CheckRadialDamage(nSprite);
int nDamage = runlist_CheckRadialDamage(pActor);
pEgg->nHealth -= nDamage;
}
@ -765,7 +761,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
assert(nSector >= 0 && nSector < kMaxSectors);
short nAction = QueenHead.nAction;
short nTarget, nHd;
short nHd;
int var_14 = 0;
if (nAction == 0) {
@ -787,9 +783,9 @@ void AIQueenHead::Tick(RunListEvent* ev)
auto pTarget = QueenHead.pTarget;
if (nTarget > -1)
if (pTarget)
{
if (!(sprite[nTarget].cstat & 0x101))
if (!(pTarget->s().cstat & 0x101))
{
pTarget = nullptr;
QueenHead.pTarget = pTarget;
@ -875,7 +871,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
[[fallthrough]];
case 1:
if ((sprite[nTarget].z - 51200) > pSprite->z)
if ((pTarget->s().z - 51200) > pSprite->z)
{
QueenHead.nAction = 4;
QueenHead.nFrame = 0;
@ -917,7 +913,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
case 0x8000:
break;
case 0xC000:
if ((nMov & 0x3FFF) == nTarget)
if ((nMov & 0x3FFF) == pTarget->GetSpriteIndex())
{
runlist_DamageEnemy(pTarget, pActor, 10);
D3PlayFX(StaticSound[kSoundQTail] | 0x2000, pActor);