- eliminate pSprite pointers in aibat.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-21 23:26:40 +01:00
parent d9d05e90b5
commit f8171ac5d9

View file

@ -63,25 +63,23 @@ AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0,
void batBiteSeqCallback(int, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2;
int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2;
auto pTarget = actor->GetTarget();
int dx = bcos(actor->spr.ang);
int dy = bsin(actor->spr.ang);
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->spr.type);
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
int height2 = (pTarget->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite);
}
static void batThinkTarget(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
@ -101,18 +99,18 @@ static void batThinkTarget(DBloodActor* actor)
PLAYER* pPlayer = &gPlayer[p];
if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
auto pSector = pPlayer->pSprite->sector();
int dx = x - pSprite->x;
int dy = y - pSprite->y;
int x = pPlayer->actor->spr.x;
int y = pPlayer->actor->spr.y;
int z = pPlayer->actor->spr.z;
auto pSector = pPlayer->actor->spr.sector();
int dx = x - actor->spr.x;
int dy = y - actor->spr.y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector()))
if (!cansee(x, y, z, pSector, actor->spr.x, actor->spr.y, actor->spr.z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
@ -140,34 +138,32 @@ static void batThinkSearch(DBloodActor* actor)
static void batThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &batSearch);
batThinkTarget(actor);
}
static void batThinkPonder(DBloodActor* actor)
{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &batSearch);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
auto pTarget = actor->GetTarget();
XSPRITE* pXTarget = &pTarget->x();
int dx = pTarget->spr.x - actor->spr.x;
int dy = pTarget->spr.y - actor->spr.y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0)
{
@ -177,12 +173,12 @@ static void batThinkPonder(DBloodActor* actor)
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
int height2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
if (cansee(pTarget->spr.x, pTarget->spr.y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.x, actor->spr.y, actor->spr.z - height, actor->spr.sector()))
{
aiSetTarget(actor, actor->GetTarget());
if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
@ -211,14 +207,13 @@ static void batThinkPonder(DBloodActor* actor)
static void batMoveDodgeUp(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int dx = actor->xvel;
int dy = actor->yvel;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
@ -236,16 +231,15 @@ static void batMoveDodgeUp(DBloodActor* actor)
static void batMoveDodgeDown(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
if (pXSprite->dodgeDir == 0)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int dx = actor->xvel;
int dy = actor->yvel;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
@ -262,26 +256,25 @@ static void batMoveDodgeDown(DBloodActor* actor)
static void batThinkChase(DBloodActor* actor)
{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &batGoto);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
auto pTarget = actor->GetTarget();
XSPRITE* pXTarget = &pTarget->x();
int dx = pTarget->spr.x - actor->spr.x;
int dy = pTarget->spr.y - actor->spr.y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(actor, &batSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
if (pTarget->IsPlayerActor() && powerupCheck(&gPlayer[pTarget->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &batSearch);
return;
@ -289,18 +282,18 @@ static void batThinkChase(DBloodActor* actor)
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
// Should be dudeInfo[pTarget->type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight * pTarget->yrepeat) << 2;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
// Should be dudeInfo[pTarget->spr.type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
if (cansee(pTarget->spr.x, pTarget->spr.y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.x, actor->spr.y, actor->spr.z - height, actor->spr.sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
int floorZ = getflorzofslopeptr(actor->spr.sector(), actor->spr.x, actor->spr.y);
if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batBite);
else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
@ -324,24 +317,23 @@ static void batThinkChase(DBloodActor* actor)
static void batMoveForward(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
pSprite->ang = (pSprite->ang + 256) & 2047;
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
actor->spr.ang = (actor->spr.ang + 256) & 2047;
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int nDist = approxDist(dx, dy);
if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
@ -357,25 +349,24 @@ static void batMoveForward(DBloodActor* actor)
static void batMoveSwoop(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
pXSprite->goalAng = (pSprite->ang + 512) & 2047;
pXSprite->goalAng = (actor->spr.ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x200)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
@ -389,25 +380,24 @@ static void batMoveSwoop(DBloodActor* actor)
static void batMoveFly(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
pSprite->ang = (pSprite->ang + 512) & 2047;
actor->spr.ang = (actor->spr.ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int dx = pXSprite->targetX - actor->spr.x;
int dy = pXSprite->targetY - actor->spr.y;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x200)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
@ -421,19 +411,18 @@ static void batMoveFly(DBloodActor* actor)
void batMoveToCeil(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int x = actor->spr.x;
int y = actor->spr.y;
int z = actor->spr.z;
if (z - pXSprite->targetZ < 0x1000)
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pSprite->flags = 0;
actor->spr.flags = 0;
aiNewState(actor, &batIdle);
}
else
aiSetTarget(actor, x, y, pSprite->sector()->ceilingz);
aiSetTarget(actor, x, y, actor->spr.sector()->ceilingz);
}
END_BLD_NS