- converted FuncAnim into a class

This commit is contained in:
Christoph Oelckers 2021-10-15 21:06:53 +02:00
parent 957db8e2b6
commit ce78b23fb6
3 changed files with 113 additions and 106 deletions

View file

@ -413,11 +413,13 @@ struct RunListEvent
int nRadialDamage; // Radial damage needs a bit more info.
int nDamageRadius;
int RunValue() const;
};
struct ExhumedAI
{
virtual ~ExhumedAI() = default;
//virtual ~ExhumedAI() = default;
virtual void ProcessChannel(RunListEvent* ev) {}
virtual void Tick(RunListEvent* ev) {}
virtual void Process(RunListEvent* ev) {}
@ -430,11 +432,25 @@ struct ExhumedAI
virtual void RadialDamage(RunListEvent* ev) {}
};
struct AIAnim : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);
typedef void(*AiFunc)(int, int, int, int nRun);
extern FreeListArray<RunStruct, kMaxRuns> RunData;
inline int RunListEvent::RunValue() const
{
return RunData[nRun].nVal;
}
extern RunChannel sRunChannels[kMaxChannels];
extern short NewRun;
extern int nRadialOwner;

View file

@ -150,143 +150,132 @@ short GetAnimSprite(short nAnim)
return AnimList[nAnim].nSprite;
}
void FuncAnim(int nObject, int nMessage, int, int nRun)
void AIAnim::Tick(RunListEvent* ev)
{
short nAnim = RunData[nRun].nVal;
short nAnim = RunData[ev->nRun].nVal;
assert(nAnim >= 0 && nAnim < kMaxAnims);
short nSprite = AnimList[nAnim].nSprite;
short nSeq = AnimList[nAnim].nSeq;
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
assert(nSprite != -1);
switch (nMessage)
{
case 0x20000:
{
short var_1C = AnimList[nAnim].field_2;
short var_1C = AnimList[nAnim].field_2;
if (!(pSprite->cstat & 0x8000))
if (!(pSprite->cstat & 0x8000))
{
seq_MoveSequence(nSprite, nSeq, var_1C);
}
if (pSprite->statnum == kStatIgnited)
{
short nSpriteB = pSprite->hitag;
if (nSpriteB > -1)
{
auto pSpriteB = &sprite[nSpriteB];
pSprite->x = pSpriteB->x;
pSprite->y = pSpriteB->y;
pSprite->z = pSpriteB->z;
if (pSpriteB->sectnum != pSprite->sectnum)
{
seq_MoveSequence(nSprite, nSeq, var_1C);
if (pSpriteB->sectnum < 0 || pSpriteB->sectnum >= kMaxSectors)
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
return;
}
else
{
mychangespritesect(nSprite, pSpriteB->sectnum);
}
}
if (pSprite->statnum == kStatIgnited)
if (!var_1C)
{
short nSpriteB = pSprite->hitag;
if (nSpriteB > -1)
if (pSpriteB->cstat != 0x8000)
{
auto pSpriteB = &sprite[nSpriteB];
pSprite->x = pSpriteB->x;
pSprite->y = pSpriteB->y;
pSprite->z = pSpriteB->z;
short hitag2 = pSpriteB->hitag;
pSpriteB->hitag--;
if (pSpriteB->sectnum != pSprite->sectnum)
if (hitag2 >= 15)
{
if (pSpriteB->sectnum < 0 || pSpriteB->sectnum >= kMaxSectors)
runlist_DamageEnemy(nSpriteB, -1, (pSpriteB->hitag - 14) * 2);
if (pSpriteB->shade < 100)
{
pSpriteB->pal = 0;
pSpriteB->shade++;
}
if (!(pSpriteB->cstat & 101))
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
return;
}
else
{
mychangespritesect(nSprite, pSpriteB->sectnum);
}
}
if (!var_1C)
else
{
if (pSpriteB->cstat != 0x8000)
{
short hitag2 = pSpriteB->hitag;
pSpriteB->hitag--;
if (hitag2 >= 15)
{
runlist_DamageEnemy(nSpriteB, -1, (pSpriteB->hitag - 14) * 2);
if (pSpriteB->shade < 100)
{
pSpriteB->pal = 0;
pSpriteB->shade++;
}
if (!(pSpriteB->cstat & 101))
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
return;
}
}
else
{
pSpriteB->hitag = 1;
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
}
else
{
pSpriteB->hitag = 1;
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
pSpriteB->hitag = 1;
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
}
}
AnimList[nAnim].field_2++;
if (AnimList[nAnim].field_2 >= SeqSize[nSeq])
{
if (AnimList[nAnim].AnimFlags & 0x10)
{
AnimList[nAnim].field_2 = 0;
}
else if (nSeq == nPreMagicSeq)
{
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq = nMagicSeq;
short nAnimSprite = AnimList[nAnim].nSprite;
AnimList[nAnim].AnimFlags |= 0x10;
sprite[nAnimSprite].cstat |= 2;
}
else if (nSeq == nSavePointSeq)
{
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq++;
AnimList[nAnim].AnimFlags |= 0x10;
}
else
{
pSpriteB->hitag = 1;
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
return;
}
return;
}
case 0x90000:
{
seq_PlotSequence(nObject, nSeq, AnimList[nAnim].field_2, 0x101);
mytsprite[nObject].owner = -1;
return;
}
case 0xA0000:
{
return;
}
default:
{
Printf("unknown msg %x for anim\n", nMessage);
return;
}
}
AnimList[nAnim].field_2++;
if (AnimList[nAnim].field_2 >= SeqSize[nSeq])
{
if (AnimList[nAnim].AnimFlags & 0x10)
{
AnimList[nAnim].field_2 = 0;
}
else if (nSeq == nPreMagicSeq)
{
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq = nMagicSeq;
short nAnimSprite = AnimList[nAnim].nSprite;
AnimList[nAnim].AnimFlags |= 0x10;
sprite[nAnimSprite].cstat |= 2;
}
else if (nSeq == nSavePointSeq)
{
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq++;
AnimList[nAnim].AnimFlags |= 0x10;
}
else
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
}
}
void AIAnim::Draw(RunListEvent* ev)
{
short nAnim = RunData[ev->nRun].nVal;
assert(nAnim >= 0 && nAnim < kMaxAnims);
short nSeq = AnimList[nAnim].nSeq;
seq_PlotSequence(ev->nIndex, nSeq, AnimList[nAnim].field_2, 0x101);
ev->pTSprite->owner = -1;
}
void FuncAnim(int nObject, int nMessage, int nDamage, int nRun)
{
AIAnim ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
void BuildExplosion(short nSprite)

View file

@ -1702,9 +1702,11 @@ void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage)
// This is only temporary so that the event system can be refactored in smaller steps.
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun)
{
RunListEvent ev;
RunListEvent ev{};
ev.nMessage = (EMessageType)(nMessage >> 16);
ev.nIndex = nObject;
ev.nDamage = nDamage;
ev.nRun = nRun;
switch (ev.nMessage)
{
case EMessageType::ProcessChannel: