- 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

@ -150,9 +150,9 @@ 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;
@ -161,10 +161,6 @@ void FuncAnim(int nObject, int nMessage, int, int nRun)
assert(nSprite != -1);
switch (nMessage)
{
case 0x20000:
{
short var_1C = AnimList[nAnim].field_2;
if (!(pSprite->cstat & 0x8000))
@ -263,30 +259,23 @@ void FuncAnim(int nObject, int nMessage, int, int nRun)
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
return;
}
}
return;
}
case 0x90000:
void AIAnim::Draw(RunListEvent* ev)
{
seq_PlotSequence(nObject, nSeq, AnimList[nAnim].field_2, 0x101);
mytsprite[nObject].owner = -1;
return;
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;
}
case 0xA0000:
void FuncAnim(int nObject, int nMessage, int nDamage, int nRun)
{
return;
}
default:
{
Printf("unknown msg %x for anim\n", nMessage);
return;
}
}
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: