- u-> in cheats.cpp and coolg.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 20:56:47 +01:00
parent 29d161dd67
commit 2458893528
2 changed files with 80 additions and 83 deletions

View file

@ -196,7 +196,6 @@ static cheatseq_t swcheats[] = {
static void WeaponCheat(int player)
{
auto p = &Player[player];
auto u = p->Actor()->u();
if (!TEST(p->Flags, PF_TWO_UZI))
{
@ -217,7 +216,7 @@ static void WeaponCheat(int player)
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
PlayerUpdateWeapon(p, u->WeaponNum);
PlayerUpdateWeapon(p, p->Actor()->user.WeaponNum);
}
static void ItemCheat(int player)
@ -280,7 +279,6 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
case GIVE_AMMO:
{
auto p = &Player[player];
auto u = p->Actor()->u();
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
@ -291,7 +289,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
p->WpnAmmo[i] = DamageData[i].max_ammo;
}
PlayerUpdateWeapon(p, u->WeaponNum);
PlayerUpdateWeapon(p, p->actor->user.WeaponNum);
break;
}

View file

@ -504,11 +504,10 @@ void CoolgCommon(DSWActor* actor)
USERp u = actor->u();
actor->spr.clipdist = (200) >> 2;
//u->floor_dist = Z(5);
u->floor_dist = Z(16);
u->ceiling_dist = Z(20);
actor->user.floor_dist = Z(16);
actor->user.ceiling_dist = Z(20);
u->sz = actor->spr.pos.Z;
actor->user.sz = actor->spr.pos.Z;
actor->spr.xrepeat = 42;
actor->spr.yrepeat = 42;
@ -523,19 +522,19 @@ int SetupCoolg(DSWActor* actor)
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = SpawnUser(actor,COOLG_RUN_R0,s_CoolgRun[0]);
u->Health = HEALTH_COOLIE_GHOST;
actor->user.Health = HEALTH_COOLIE_GHOST;
}
u = actor->u();
ChangeState(actor, s_CoolgRun[0]);
u->Attrib = &CoolgAttrib;
actor->user.Attrib = &CoolgAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
actor->user.StateEnd = s_CoolgDie;
actor->user.Rot = sg_CoolgRun;
EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(actor);
@ -552,7 +551,7 @@ int NewCoolg(DSWActor* actor)
ChangeState(actorNew, &s_CoolgBirth[0]);
actorNew->user.StateEnd = s_CoolgDie;
actorNew->user.Rot = sg_CoolgRun;
actorNew->spr.pal = actorNew->user.spal = u->spal;
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->user.ActorActionSet = &CoolgActionSet;
@ -573,19 +572,19 @@ int DoCoolgBirth(DSWActor* actor)
USER* u = actor->u();
ANIMATOR DoActorDecide;
u->Health = HEALTH_COOLIE_GHOST;
u->Attrib = &CoolgAttrib;
actor->user.Health = HEALTH_COOLIE_GHOST;
actor->user.Attrib = &CoolgAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
ChangeState(actor, s_CoolgRun[0]);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
actor->user.StateEnd = s_CoolgDie;
actor->user.Rot = sg_CoolgRun;
EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
// special case
TotalKillable--;
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(actor);
return 0;
@ -595,9 +594,9 @@ int NullCoolg(DSWActor* actor)
{
USER* u = actor->u();
u->ShellNum -= ACTORMOVETICS;
actor->user.ShellNum -= ACTORMOVETICS;
if (TEST(u->Flags,SPR_SLIDING))
if (TEST(actor->user.Flags,SPR_SLIDING))
DoActorSlide(actor);
DoCoolgMatchPlayerZ(actor);
@ -625,7 +624,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
// actor does a sine wave about u->sz - this is the z mid point
zdiff = (ActorZOfMiddle(u->targetActor)) - u->sz;
zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.sz;
// check z diff of the player and the sprite
zdist = Z(20 + RandomRange(100)); // put a random amount
@ -633,52 +632,52 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
if (labs(zdiff) > zdist)
{
if (zdiff > 0)
u->sz += 170 * ACTORMOVETICS;
actor->user.sz += 170 * ACTORMOVETICS;
else
u->sz -= 170 * ACTORMOVETICS;
actor->user.sz -= 170 * ACTORMOVETICS;
}
// save off lo and hi z
loz = u->loz;
hiz = u->hiz;
loz = actor->user.loz;
hiz = actor->user.hiz;
// adjust loz/hiz for water depth
if (u->lo_sectp && u->lo_sectp->hasU() && FixedToInt(u->lo_sectp->depth_fixed))
loz -= Z(FixedToInt(u->lo_sectp->depth_fixed)) - Z(8);
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU() && FixedToInt(actor->user.lo_sectp->depth_fixed))
loz -= Z(FixedToInt(actor->user.lo_sectp->depth_fixed)) - Z(8);
// lower bound
if (u->lowActor)
bound = loz - u->floor_dist;
if (actor->user.lowActor)
bound = loz - actor->user.floor_dist;
else
bound = loz - u->floor_dist - COOLG_BOB_AMT;
bound = loz - actor->user.floor_dist - COOLG_BOB_AMT;
if (u->sz > bound)
if (actor->user.sz > bound)
{
u->sz = bound;
actor->user.sz = bound;
}
// upper bound
if (u->highActor)
bound = hiz + u->ceiling_dist;
if (actor->user.highActor)
bound = hiz + actor->user.ceiling_dist;
else
bound = hiz + u->ceiling_dist + COOLG_BOB_AMT;
bound = hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
if (actor->user.sz < bound)
{
u->sz = bound;
actor->user.sz = bound;
}
u->sz = min(u->sz, loz - u->floor_dist);
u->sz = max(u->sz, hiz + u->ceiling_dist);
actor->user.sz = min(actor->user.sz, loz - actor->user.floor_dist);
actor->user.sz = max(actor->user.sz, hiz + actor->user.ceiling_dist);
u->Counter = (u->Counter + (ACTORMOVETICS<<3)) & 2047;
actor->spr.pos.Z = u->sz + MulScale(COOLG_BOB_AMT, bsin(u->Counter), 14);
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS<<3)) & 2047;
actor->spr.pos.Z = actor->user.sz + MulScale(COOLG_BOB_AMT, bsin(actor->user.Counter), 14);
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
if (actor->spr.pos.Z < bound)
{
// bumped something
actor->spr.pos.Z = u->sz = bound + COOLG_BOB_AMT;
actor->spr.pos.Z = actor->user.sz = bound + COOLG_BOB_AMT;
}
return 0;
@ -688,9 +687,9 @@ int InitCoolgCircle(DSWActor* actor)
{
USER* u = actor->u();
u->ActorActionFunc = DoCoolgCircle;
actor->user.ActorActionFunc = DoCoolgCircle;
NewStateGroup(actor, u->ActorActionSet->Run);
NewStateGroup(actor, actor->user.ActorActionSet->Run);
// set it close
DoActorSetSpeed(actor, FAST_SPEED);
@ -698,19 +697,19 @@ int InitCoolgCircle(DSWActor* actor)
// set to really fast
actor->spr.xvel = 400;
// angle adjuster
u->Counter2 = actor->spr.xvel/3;
actor->user.Counter2 = actor->spr.xvel/3;
// random angle direction
if (RANDOM_P2(1024) < 512)
u->Counter2 = -u->Counter2;
actor->user.Counter2 = -actor->user.Counter2;
// z velocity
u->jump_speed = 400 + RANDOM_P2(256);
if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
u->jump_speed = -u->jump_speed;
actor->user.jump_speed = 400 + RANDOM_P2(256);
if (labs(actor->user.sz - actor->user.hiz) < labs(actor->user.sz - actor->user.loz))
actor->user.jump_speed = -actor->user.jump_speed;
u->WaitTics = (RandomRange(3)+1) * 120;
actor->user.WaitTics = (RandomRange(3)+1) * 120;
(*u->ActorActionFunc)(actor);
(*actor->user.ActorActionFunc)(actor);
return 0;
}
@ -721,7 +720,7 @@ int DoCoolgCircle(DSWActor* actor)
int nx,ny,bound;
actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + actor->user.Counter2);
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14);
@ -733,22 +732,22 @@ int DoCoolgCircle(DSWActor* actor)
}
// move in the z direction
u->sz -= u->jump_speed * ACTORMOVETICS;
actor->user.sz -= actor->user.jump_speed * ACTORMOVETICS;
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
if (actor->user.sz < bound)
{
// bumped something
u->sz = bound;
actor->user.sz = bound;
InitActorReposition(actor);
return 0;
}
// time out
if ((u->WaitTics -= ACTORMOVETICS) < 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) < 0)
{
InitActorReposition(actor);
u->WaitTics = 0;
actor->user.WaitTics = 0;
return 0;
}
@ -766,33 +765,33 @@ int DoCoolgDeath(DSWActor* actor)
actor->spr.xrepeat = 42;
actor->spr.shade = -10;
if (TEST(u->Flags, SPR_FALLING))
if (TEST(actor->user.Flags, SPR_FALLING))
{
DoFall(actor);
}
else
{
DoFindGroundPoint(actor);
u->floor_dist = 0;
actor->user.floor_dist = 0;
DoBeginFall(actor);
}
if (TEST(u->Flags, SPR_SLIDING))
if (TEST(actor->user.Flags, SPR_SLIDING))
DoActorSlide(actor);
// slide while falling
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14);
u->coll = move_sprite(actor, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);
// on the ground
if (actor->spr.pos.Z >= u->loz)
if (actor->spr.pos.Z >= actor->user.loz)
{
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
RESET(actor->user.Flags, SPR_FALLING|SPR_SLIDING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
NewStateGroup(actor, u->ActorActionSet->Dead);
NewStateGroup(actor, actor->user.ActorActionSet->Dead);
return 0;
}
@ -804,40 +803,40 @@ int DoCoolgMove(DSWActor* actor)
{
USER* u = actor->u();
if ((u->ShellNum -= ACTORMOVETICS) <= 0)
if ((actor->user.ShellNum -= ACTORMOVETICS) <= 0)
{
switch (u->FlagOwner)
switch (actor->user.FlagOwner)
{
case 0:
SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
u->ShellNum = SEC(2);
actor->user.ShellNum = SEC(2);
break;
case 1:
PlaySound(DIGI_VOID3, actor, v3df_follow);
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(1) + SEC(RandomRange(2));
actor->user.ShellNum = SEC(1) + SEC(RandomRange(2));
break;
case 2:
SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2);
actor->user.ShellNum = SEC(2);
break;
case 3:
PlaySound(DIGI_VOID3, actor, v3df_follow);
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2) + SEC(RandomRange(3));
actor->user.ShellNum = SEC(2) + SEC(RandomRange(3));
break;
default:
u->FlagOwner = 0;
actor->user.FlagOwner = 0;
break;
}
u->FlagOwner++;
if (u->FlagOwner > 3) u->FlagOwner = 0;
actor->user.FlagOwner++;
if (actor->user.FlagOwner > 3) actor->user.FlagOwner = 0;
}
if (u->FlagOwner-1 == 0)
if (actor->user.FlagOwner-1 == 0)
{
actor->spr.xrepeat--;
actor->spr.shade++;
@ -848,7 +847,7 @@ int DoCoolgMove(DSWActor* actor)
actor->spr.hitag = 9998;
}
}
else if (u->FlagOwner-1 == 2)
else if (actor->user.FlagOwner-1 == 2)
{
actor->spr.hitag = 0;
actor->spr.xrepeat++;
@ -856,21 +855,21 @@ int DoCoolgMove(DSWActor* actor)
if (actor->spr.xrepeat > 42) actor->spr.xrepeat = 42;
if (actor->spr.shade < -10) actor->spr.shade = -10;
}
else if (u->FlagOwner == 0)
else if (actor->user.FlagOwner == 0)
{
actor->spr.xrepeat = 42;
actor->spr.shade = -10;
actor->spr.hitag = 0;
}
if (TEST(u->Flags,SPR_SLIDING))
if (TEST(actor->user.Flags,SPR_SLIDING))
DoActorSlide(actor);
if (u->track >= 0)
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
{
(*u->ActorActionFunc)(actor);
(*actor->user.ActorActionFunc)(actor);
}
if (RANDOM_P2(1024) < 32 && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
@ -890,7 +889,7 @@ int DoCoolgPain(DSWActor* actor)
USER* u = actor->u();
NullCoolg(actor);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;