- access LionList through a pointer.

This commit is contained in:
Christoph Oelckers 2021-10-23 20:06:48 +02:00
parent cd2c796574
commit fab0fff1fe

View file

@ -82,6 +82,7 @@ void InitMummy()
void BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
{
auto nMummy = MummyList.Reserve(1);
auto pActor = &MummyList[nMummy];
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
@ -123,24 +124,25 @@ void BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
// GrabTimeSlot(3);
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 640;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nSprite = nSprite;
MummyList[nMummy].nTarget = -1;
MummyList[nMummy].nIndex = nMummy;
MummyList[nMummy].nCount = 0;
pActor->nAction = 0;
pActor->nHealth = 640;
pActor->nFrame = 0;
pActor->nSprite = nSprite;
pActor->nTarget = -1;
pActor->nIndex = nMummy;
pActor->nCount = 0;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nMummy, 0xE0000);
MummyList[nMummy].nRun = runlist_AddRunRec(NewRun, nMummy, 0xE0000);
pActor->nRun = runlist_AddRunRec(NewRun, nMummy, 0xE0000);
nCreaturesTotal++;
}
void CheckMummyRevive(short nMummy)
{
short nSprite = MummyList[nMummy].nSprite;
auto pActor = &MummyList[nMummy];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
for (unsigned i = 0; i < MummyList.Size(); i++)
@ -177,30 +179,31 @@ void AIMummy::Tick(RunListEvent* ev)
{
short nMummy = RunData[ev->nRun].nObjIndex;
assert(nMummy >= 0 && nMummy < kMaxMummies);
auto pActor = &MummyList[nMummy];
short nTarget = UpdateEnemy(&MummyList[nMummy].nTarget);
short nTarget = UpdateEnemy(&pActor->nTarget);
short nSprite = MummyList[nMummy].nSprite;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
short nAction = MummyList[nMummy].nAction;
short nAction = pActor->nAction;
Gravity(nSprite);
int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].nFrame);
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
short nFrame = SeqBase[nSeq] + MummyList[nMummy].nFrame;
short nFrame = SeqBase[nSeq] + pActor->nFrame;
short nFrameFlag = FrameFlag[nFrame];
seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].nFrame);
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
bool bVal = false;
MummyList[nMummy].nFrame++;
if (MummyList[nMummy].nFrame >= SeqSize[nSeq])
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
MummyList[nMummy].nFrame = 0;
pActor->nFrame = 0;
bVal = true;
}
@ -209,8 +212,8 @@ void AIMummy::Tick(RunListEvent* ev)
{
if ((!sprite[nTarget].cstat) && nAction)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nFrame = 0;
pActor->nAction = 0;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
@ -225,7 +228,7 @@ void AIMummy::Tick(RunListEvent* ev)
{
case 0:
{
if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = 0x101;
@ -235,10 +238,10 @@ void AIMummy::Tick(RunListEvent* ev)
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound7], nSprite);
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nTarget = nTarget;
MummyList[nMummy].nAction = 1;
MummyList[nMummy].nCount = 90;
pActor->nFrame = 0;
pActor->nTarget = nTarget;
pActor->nAction = 1;
pActor->nCount = 90;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
@ -250,26 +253,26 @@ void AIMummy::Tick(RunListEvent* ev)
case 1:
{
if (MummyList[nMummy].nCount > 0)
if (pActor->nCount > 0)
{
MummyList[nMummy].nCount--;
pActor->nCount--;
}
if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = 0x101;
PlotCourseToSprite(nSprite, nTarget);
if (MummyList[nMummy].nAction == 1)
if (pActor->nAction == 1)
{
if (RandomBit())
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - GetSpriteHeight(nSprite), pSprite->sectnum,
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
MummyList[nMummy].nAction = 3;
MummyList[nMummy].nFrame = 0;
pActor->nAction = 3;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
@ -280,7 +283,7 @@ void AIMummy::Tick(RunListEvent* ev)
}
// loc_2B5A8
if (!MummyList[nMummy].nFrame)
if (!pActor->nFrame)
{
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
@ -338,8 +341,8 @@ void AIMummy::Tick(RunListEvent* ev)
int nAngle = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAngle) < 64)
{
MummyList[nMummy].nAction = 2;
MummyList[nMummy].nFrame = 0;
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
@ -357,15 +360,15 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (nTarget == -1)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nFrame = 0;
pActor->nAction = 0;
pActor->nFrame = 0;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 1024)
{
MummyList[nMummy].nAction = 1;
MummyList[nMummy].nFrame = 0;
pActor->nAction = 1;
pActor->nFrame = 0;
}
else if (nFrameFlag & 0x80)
{
@ -379,10 +382,10 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (bVal)
{
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nCount = 100;
MummyList[nMummy].nTarget = -1;
pActor->nFrame = 0;
pActor->nAction = 0;
pActor->nCount = 100;
pActor->nTarget = -1;
return;
}
else if (nFrameFlag & 0x80)
@ -411,15 +414,15 @@ void AIMummy::Tick(RunListEvent* ev)
{
if (bVal)
{
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 5;
pActor->nFrame = 0;
pActor->nAction = 5;
}
return;
}
case 5:
{
MummyList[nMummy].nFrame = 0;
pActor->nFrame = 0;
return;
}
@ -429,9 +432,9 @@ void AIMummy::Tick(RunListEvent* ev)
{
pSprite->cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 300;
MummyList[nMummy].nTarget = -1;
pActor->nAction = 0;
pActor->nHealth = 300;
pActor->nTarget = -1;
nCreaturesTotal++;
}
@ -452,9 +455,9 @@ void AIMummy::Tick(RunListEvent* ev)
pSprite->yvel = 0;
pSprite->cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nTarget = -1;
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nTarget = -1;
}
return;
@ -466,9 +469,10 @@ void AIMummy::Draw(RunListEvent* ev)
{
short nMummy = RunData[ev->nRun].nObjIndex;
assert(nMummy >= 0 && nMummy < kMaxMummies);
short nAction = MummyList[nMummy].nAction;
auto pActor = &MummyList[nMummy];
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, MummyList[nMummy].nFrame, MummySeq[nAction].b);
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b);
return;
}
@ -476,10 +480,11 @@ void AIMummy::RadialDamage(RunListEvent* ev)
{
short nMummy = RunData[ev->nRun].nObjIndex;
assert(nMummy >= 0 && nMummy < kMaxMummies);
short nSprite = MummyList[nMummy].nSprite;
auto pActor = &MummyList[nMummy];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
if (MummyList[nMummy].nHealth <= 0)
if (pActor->nHealth <= 0)
return;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
@ -490,29 +495,30 @@ void AIMummy::Damage(RunListEvent* ev)
{
short nMummy = RunData[ev->nRun].nObjIndex;
assert(nMummy >= 0 && nMummy < kMaxMummies);
auto pActor = &MummyList[nMummy];
short nSprite = MummyList[nMummy].nSprite;
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
if (ev->nDamage <= 0)
return;
if (MummyList[nMummy].nHealth <= 0) {
if (pActor->nHealth <= 0) {
return;
}
MummyList[nMummy].nHealth -= dmgAdjust(ev->nDamage);
pActor->nHealth -= dmgAdjust(ev->nDamage);
if (MummyList[nMummy].nHealth <= 0)
if (pActor->nHealth <= 0)
{
MummyList[nMummy].nHealth = 0;
pActor->nHealth = 0;
pSprite->cstat &= 0xFEFE;
nCreaturesKilled++;
DropMagic(nSprite);
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 4;
pActor->nFrame = 0;
pActor->nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
@ -523,8 +529,8 @@ void AIMummy::Damage(RunListEvent* ev)
{
if (!RandomSize(2))
{
MummyList[nMummy].nAction = 7;
MummyList[nMummy].nFrame = 0;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;