- renamed u-> in eel.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-25 21:04:48 +01:00
parent 5f281dfc29
commit 3908d4b1c6

View file

@ -362,15 +362,15 @@ void EelCommon(DSWActor* actor)
USERp u = actor->u();
actor->spr.clipdist = (100) >> 2;
u->floor_dist = Z(16);
u->floor_dist = Z(16);
u->ceiling_dist = Z(20);
actor->user.floor_dist = Z(16);
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 = 35;
actor->spr.yrepeat = 27;
u->Radius = 400;
actor->user.Radius = 400;
}
int SetupEel(DSWActor* actor)
@ -386,23 +386,23 @@ int SetupEel(DSWActor* actor)
else
{
u = SpawnUser(actor,EEL_RUN_R0,s_EelRun[0]);
u->Health = 40;
actor->user.Health = 40;
}
ChangeState(actor, s_EelRun[0]);
u->Attrib = &EelAttrib;
actor->user.Attrib = &EelAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_EelDie;
u->Rot = sg_EelRun;
actor->user.StateEnd = s_EelDie;
actor->user.Rot = sg_EelRun;
EnemyDefaults(actor, &EelActionSet, &EelPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
EelCommon(actor);
RESET(u->Flags, SPR_SHADOW); // Turn off shadows
u->zclip = Z(8);
RESET(actor->user.Flags, SPR_SHADOW); // Turn off shadows
actor->user.zclip = Z(8);
return 0;
}
@ -412,7 +412,7 @@ int NullEel(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags,SPR_SLIDING))
if (TEST(actor->user.Flags,SPR_SLIDING))
DoActorSlide(actor);
DoEelMatchPlayerZ(actor);
@ -433,21 +433,21 @@ int DoEelMatchPlayerZ(DSWActor* actor)
if (FAF_ConnectArea(actor->spr.sector()))
{
if (u->hi_sectp)
if (actor->user.hi_sectp)
{
u->hiz = actor->spr.sector()->ceilingz + Z(16);
u->hi_sectp = actor->spr.sector();
actor->user.hiz = actor->spr.sector()->ceilingz + Z(16);
actor->user.hi_sectp = actor->spr.sector();
}
else
{
if (u->hiz < actor->spr.sector()->ceilingz + Z(16))
u->hiz = actor->spr.sector()->ceilingz + Z(16);
if (actor->user.hiz < actor->spr.sector()->ceilingz + Z(16))
actor->user.hiz = actor->spr.sector()->ceilingz + Z(16);
}
}
// actor does a sine wave about u->sz - this is the z mid point
// actor does a sine wave about actor->user.sz - this is the z mid point
zdiff = (ActorZOfBottom(u->targetActor) - Z(8)) - u->sz;
zdiff = (ActorZOfBottom(actor->user.targetActor) - Z(8)) - actor->user.sz;
// check z diff of the player and the sprite
zdist = Z(20 + RandomRange(64)); // put a random amount
@ -455,66 +455,66 @@ int DoEelMatchPlayerZ(DSWActor* actor)
{
if (zdiff > 0)
// manipulate the z midpoint
u->sz += 160 * ACTORMOVETICS;
actor->user.sz += 160 * ACTORMOVETICS;
else
u->sz -= 160 * ACTORMOVETICS;
actor->user.sz -= 160 * ACTORMOVETICS;
}
const int EEL_BOB_AMT = (Z(4));
// 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 && u->targetActor == u->highActor) // this doesn't look right...
if (actor->user.lowActor && actor->user.targetActor == actor->user.highActor) // this doesn't look right...
{
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->lowActor->spr.pos.X, u->lowActor->spr.pos.Y, dist, a, b, c);
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.lowActor->spr.pos.X, actor->user.lowActor->spr.pos.Y, dist, a, b, c);
if (dist <= 300)
bound = u->sz;
bound = actor->user.sz;
else
bound = loz - u->floor_dist;
bound = loz - actor->user.floor_dist;
}
else
bound = loz - u->floor_dist - EEL_BOB_AMT;
bound = loz - actor->user.floor_dist - EEL_BOB_AMT;
if (u->sz > bound)
if (actor->user.sz > bound)
{
u->sz = bound;
actor->user.sz = bound;
}
// upper bound
if (u->highActor && u->targetActor == u->highActor)
if (actor->user.highActor && actor->user.targetActor == actor->user.highActor)
{
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->highActor->spr.pos.X, u->highActor->spr.pos.Y, dist, a, b, c);
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.highActor->spr.pos.X, actor->user.highActor->spr.pos.Y, dist, a, b, c);
if (dist <= 300)
bound = u->sz;
bound = actor->user.sz;
else
bound = hiz + u->ceiling_dist;
bound = hiz + actor->user.ceiling_dist;
}
else
bound = hiz + u->ceiling_dist + EEL_BOB_AMT;
bound = hiz + actor->user.ceiling_dist + EEL_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) + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = u->sz + MulScale(EEL_BOB_AMT, bsin(u->Counter), 14);
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = actor->user.sz + MulScale(EEL_BOB_AMT, bsin(actor->user.Counter), 14);
bound = u->hiz + u->ceiling_dist + EEL_BOB_AMT;
bound = actor->user.hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
if (actor->spr.pos.Z < bound)
{
// bumped something
actor->spr.pos.Z = u->sz = bound + EEL_BOB_AMT;
actor->spr.pos.Z = actor->user.sz = bound + EEL_BOB_AMT;
}
return 0;
@ -524,36 +524,36 @@ int DoEelDeath(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
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);
if (RandomRange(1000) > 500)
SET(actor->spr.cstat, CSTAT_SPRITE_XFLIP);
if (RandomRange(1000) > 500)
SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
NewStateGroup(actor, u->ActorActionSet->Dead);
NewStateGroup(actor, actor->user.ActorActionSet->Dead);
return 0;
}
@ -564,18 +564,18 @@ int DoEelMove(DSWActor* actor)
{
USER* u = actor->u();
ASSERT(u->Rot != nullptr);
ASSERT(actor->user.Rot != nullptr);
if (SpriteOverlap(actor, u->targetActor))
NewStateGroup(actor, u->ActorActionSet->CloseAttack[0]);
if (SpriteOverlap(actor, actor->user.targetActor))
NewStateGroup(actor, actor->user.ActorActionSet->CloseAttack[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);
DoEelMatchPlayerZ(actor);