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- route all access to genDudeExtra through the method in DBloodActor
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coelckers committed Oct 12, 2021
1 parent cdacf8e commit 062b3db
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Showing 5 changed files with 38 additions and 33 deletions.
4 changes: 2 additions & 2 deletions source/games/blood/src/actor.cpp
Expand Up @@ -2946,7 +2946,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
removeDudeStuff(pSprite);
if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == nullptr)
{
Expand Down Expand Up @@ -3343,7 +3343,7 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
int dudeToGib = (actCheckRespawn(actor)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1);
if (nSeq == 3)
{
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
if (pExtra->availDeaths[kDmgBurn] == 3) seqSpawn((15 + Random(2)) + pXSprite->data2, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 2) seqSpawn(16 + pXSprite->data2, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 1) seqSpawn(15 + pXSprite->data2, actor, dudeToGib);
Expand Down
6 changes: 3 additions & 3 deletions source/games/blood/src/ai.cpp
Expand Up @@ -1052,7 +1052,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType

if (pSprite->type == kDudeModernCustom)
{
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
if (nDmgType == kDamageBurn)
{
if (pXSprite->health > (uint32_t)pDudeInfo->fleeHealth) return nDamage;
Expand Down Expand Up @@ -1273,7 +1273,7 @@ void RecoilDude(DBloodActor* actor)
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
{
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); int rChance = getRecoilChance(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); int rChance = getRecoilChance(pSprite);
if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(pSprite, false))
{

Expand Down Expand Up @@ -1668,7 +1668,7 @@ void aiProcessDudes(void)
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning: {
GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
if (pExtra->slaveCount > 0) updateTargetOfSlaves(pSprite);
if (pExtra->nLifeLeech >= 0) updateTargetOfLeech(pSprite);
if (pXSprite->stateTimer == 0 && pXSprite->aiState && pXSprite->aiState->nextState
Expand Down
37 changes: 21 additions & 16 deletions source/games/blood/src/aiunicult.cpp
Expand Up @@ -123,7 +123,7 @@ static void forcePunch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (gGenDudeExtra[pSprite->index].forcePunch && seqGetStatus(3, pSprite->extra) == -1)
if (actor->genDudeExtra().forcePunch && seqGetStatus(3, pSprite->extra) == -1)
punchCallback(0, actor);
}

Expand All @@ -146,7 +146,7 @@ static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int
{
int fStart = 0;
int fEnd = 0;
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
unsigned int clipMask = (weaponType == kGenDudeWeaponMissile) ? CLIPMASK0 : CLIPMASK1;

for (int i = -8191; i < 8192; i += by)
Expand Down Expand Up @@ -185,7 +185,8 @@ GENDUDEEXTRA* genDudeExtra(spritetype* pGenDude) {
}

void genDudeUpdate(spritetype* pSprite) {
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
auto actor = &bloodActors[pSprite->index];
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
for (int i = 0; i < kGenDudePropertyMax; i++) {
if (pExtra->updReq[i]) genDudePrepare(pSprite, i);
}
Expand Down Expand Up @@ -239,7 +240,7 @@ void genDudeAttack1(int, DBloodActor* actor)
int dx, dy, dz;
actor->xvel() = actor->yvel() = 0;

GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
short dispersion = pExtra->baseDispersion;
if (inDuck(pXSprite->aiState))
dispersion = ClipLow(dispersion >> 1, kGenDudeMinDispesion);
Expand Down Expand Up @@ -322,8 +323,8 @@ static void ThrowThing(DBloodActor* actor, bool impact)
if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
return;

short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon;
short weaponType = gGenDudeExtra[sprite[pXSprite->reference].index].weaponType;
int curWeapon = actor->genDudeExtra().curWeapon;
int weaponType = actor->genDudeExtra().weaponType;
if (weaponType != kGenDudeWeaponThrow) return;

const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase];
Expand Down Expand Up @@ -401,7 +402,7 @@ static void ThrowThing(DBloodActor* actor, bool impact)
pXThing->Proximity = true;
pXThing->stateTimer = 1;

gGenDudeExtra[pSprite->index].nLifeLeech = pThing->index;
actor->genDudeExtra().nLifeLeech = pThing->index;
evPost(pThing->index, 3, 80, kCallbackLeechStateTimer);
return;
}
Expand Down Expand Up @@ -520,7 +521,7 @@ static void unicultThinkChase(DBloodActor* actor)
//aiChooseDirection(actor,getangle(dx, dy));
aiGenDudeChooseDirection(pSprite, pXSprite, getangle(dx, dy), xvelocity, yvelocity);

GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
if (!pExtra->canAttack)
{
if (pExtra->canWalk) aiSetTarget(actor, actor); // targeting self???
Expand Down Expand Up @@ -558,8 +559,8 @@ static void unicultThinkChase(DBloodActor* actor)

actor->dudeSlope = DivScale(pTarget->z - pSprite->z, dist, 10);

short curWeapon = gGenDudeExtra[pSprite->index].curWeapon;
short weaponType = gGenDudeExtra[pSprite->index].weaponType;
int curWeapon = actor->genDudeExtra().curWeapon;
int weaponType = actor->genDudeExtra().weaponType;
spritetype* pLeech = leechIsDropped(pSprite);
const VECTORDATA* meleeVector = &gVectorData[22];
if (weaponType == kGenDudeWeaponThrow)
Expand Down Expand Up @@ -653,7 +654,7 @@ static void unicultThinkChase(DBloodActor* actor)
} else {

int vdist; int mdist; int defDist;
defDist = vdist = mdist = gGenDudeExtra[pSprite->index].fireDist;
defDist = vdist = mdist = actor->genDudeExtra().fireDist;

if (weaponType == kGenDudeWeaponHitscan) {
if ((vdist = gVectorData[curWeapon].maxDist) <= 0)
Expand All @@ -667,7 +668,7 @@ static void unicultThinkChase(DBloodActor* actor)
aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z);
return;
}
else if (gGenDudeExtra[pSprite->index].slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist)
else if (actor->genDudeExtra().slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist)
{
if (dist <= meleeVector->maxDist)
{
Expand Down Expand Up @@ -1071,7 +1072,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
int maxTurn = pDudeInfo->angSpeed * 4 >> 4;

if (pExtra->canFly)
Expand Down Expand Up @@ -1168,11 +1169,13 @@ void aiGenDudeNewState(spritetype* pSprite, AISTATE* pAIState) {
Printf(PRINT_HIGH, "!xspriRangeIsFine(pSprite->extra)");
return;
}
auto actor = &bloodActors[pSprite->index];

XSPRITE* pXSprite = &xsprite[pSprite->extra];

// redirect dudes which cannot walk to non-walk states
if (!gGenDudeExtra[pSprite->index].canWalk) {
if (!actor->genDudeExtra().canWalk)
{

if (pAIState == &genDudeDodgeL || pAIState == &genDudeDodgeShortL || pAIState == &genDudeDodgeShorterL)
pAIState = &genDudeRecoilL;
Expand Down Expand Up @@ -1234,7 +1237,7 @@ bool playGenDudeSound(spritetype* pSprite, int mode) {
const GENDUDESND* sndInfo =& gCustomDudeSnd[mode]; bool gotSnd = false;
short sndStartId = xsprite[pSprite->extra].sysData1; int rand = sndInfo->randomRange;
int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset;
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();

// let's check if there same sounds already played by other dudes
// so we won't get a lot of annoying screams in the same time and ensure sound played in it's full length (if not interruptable)
Expand Down Expand Up @@ -1966,8 +1969,10 @@ void updateTargetOfSlaves(spritetype* pSprite) {
return;
}

auto actor = &bloodActors[pSprite->index];
XSPRITE* pXSprite = &xsprite[pSprite->extra];
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); short* slave = pExtra->slave;
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
short* slave = pExtra->slave;
spritetype* pTarget = (pXSprite->target_i >= 0 && IsDudeSprite(&sprite[pXSprite->target_i])) ? &sprite[pXSprite->target_i] : NULL;
XSPRITE* pXTarget = (pTarget != NULL && xspriRangeIsFine(pTarget->extra) && xsprite[pTarget->extra].health > 0) ? &xsprite[pTarget->extra] : NULL;

Expand Down
1 change: 0 additions & 1 deletion source/games/blood/src/aiunicult.h
Expand Up @@ -195,7 +195,6 @@ struct GENDUDEEXTRA

extern GENDUDEEXTRA gGenDudeExtra[kMaxSprites];

GENDUDEEXTRA* genDudeExtra(spritetype* pGenDude);
XSPRITE* getNextIncarnation(XSPRITE* pXSprite);
void killDudeLeech(spritetype* pLeech);
void removeLeech(spritetype* pLeech, bool delSprite = true);
Expand Down
23 changes: 12 additions & 11 deletions source/games/blood/src/nnexts.cpp
Expand Up @@ -3760,6 +3760,7 @@ bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH) {
if (objType != OBJ_SPRITE || !spriRangeIsFine(objIndex))
condError(pXCond, "Object #%d (objType: %d) is not a sprite!", objIndex, objType);

auto actor = &bloodActors[objIndex];
spritetype* pSpr = &sprite[objIndex];
if (!xsprIsFine(pSpr) || pSpr->type == kThingBloodChunks)
condError(pXCond, "Object #%d (objType: %d) is dead!", objIndex, objType);
Expand Down Expand Up @@ -3846,32 +3847,32 @@ bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH) {
case kDudeModernCustomBurning:
switch (cond) {
case 20: // life leech is thrown?
var = genDudeExtra(pSpr)->nLifeLeech;
var = actor->genDudeExtra().nLifeLeech;
if (!spriRangeIsFine(var)) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
return true;
case 21: // life leech is destroyed?
var = genDudeExtra(pSpr)->nLifeLeech;
var = actor->genDudeExtra().nLifeLeech;
if (!spriRangeIsFine(var) && pSpr->owner == kMaxSprites - 1) return true;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
return false;
case 22: // are required amount of dudes is summoned?
return condCmp(gGenDudeExtra[pSpr->index].slaveCount, arg1, arg2, cmpOp);
case 23: // check if dude can...
switch (arg3) {
case 1: return genDudeExtra(pSpr)->canAttack;
case 2: return genDudeExtra(pSpr)->canBurn;
case 3: return genDudeExtra(pSpr)->canDuck;
case 4: return genDudeExtra(pSpr)->canElectrocute;
case 5: return genDudeExtra(pSpr)->canFly;
case 6: return genDudeExtra(pSpr)->canRecoil;
case 7: return genDudeExtra(pSpr)->canSwim;
case 8: return genDudeExtra(pSpr)->canWalk;
case 1: return actor->genDudeExtra().canAttack;
case 2: return actor->genDudeExtra().canBurn;
case 3: return actor->genDudeExtra().canDuck;
case 4: return actor->genDudeExtra().canElectrocute;
case 5: return actor->genDudeExtra().canFly;
case 6: return actor->genDudeExtra().canRecoil;
case 7: return actor->genDudeExtra().canSwim;
case 8: return actor->genDudeExtra().canWalk;
default: condError(pXCond, "Invalid argument %d", arg3); break;
}
break;
case 24: // compare weapon dispersion
return condCmp(genDudeExtra(pSpr)->baseDispersion, arg1, arg2, cmpOp);
return condCmp(actor->genDudeExtra().baseDispersion, arg1, arg2, cmpOp);
}
break;
default:
Expand Down

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