- SW: replace all u()'s in actor.cpp

This commit is contained in:
Christoph Oelckers 2021-12-23 23:05:16 +01:00
parent fd78cb57c1
commit 6c97912220

View file

@ -57,26 +57,25 @@ extern STATEp sg_NinjaGrabThroat[];
int DoScaleSprite(DSWActor* actor)
{
auto u = actor->u();
int scale_value;
if (u->scale_speed)
if (actor->user.scale_speed)
{
u->scale_value += u->scale_speed * ACTORMOVETICS;
actor->user.scale_value += actor->user.scale_speed * ACTORMOVETICS;
scale_value = u->scale_value >> 8;
scale_value = actor->user.scale_value >> 8;
if (u->scale_speed > 0)
if (actor->user.scale_speed > 0)
{
if (scale_value > u->scale_tgt)
u->scale_speed = 0;
if (scale_value > actor->user.scale_tgt)
actor->user.scale_speed = 0;
else
actor->spr.xrepeat = actor->spr.yrepeat = scale_value;
}
else
{
if (scale_value < u->scale_tgt)
u->scale_speed = 0;
if (scale_value < actor->user.scale_tgt)
actor->user.scale_speed = 0;
else
actor->spr.xrepeat = actor->spr.yrepeat = scale_value;
}
@ -88,12 +87,10 @@ int DoScaleSprite(DSWActor* actor)
int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
{
auto u = actor->u();
change_actor_stat(actor, STAT_DEAD_ACTOR);
SET(u->Flags, SPR_DEAD);
RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
u->floor_dist = Z(40);
SET(actor->user.Flags, SPR_DEAD);
RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = Z(40);
// test for gibable dead bodies
SET(actor->spr.extra, SPRX_BREAKABLE);
@ -105,13 +102,13 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
switch (meansofdeath)
{
case WPN_NM_LAVA:
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
break;
case WPN_NM_SECTOR_SQUISH:
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
break;
}
@ -119,25 +116,24 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
}
if (!weapActor->hasU()) return 0;
auto wu = weapActor->u();
// killed by one of these sprites
switch (wu->ID)
switch (weapActor->user.ID)
{
// Coolie actually explodes himself
// he is the Sprite AND weapon
case COOLIE_RUN_R0:
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
actor->spr.xvel <<= 1;
u->ActorActionFunc = nullptr;
actor->user.ActorActionFunc = nullptr;
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
break;
case NINJA_RUN_R0:
if (u->ID == NINJA_RUN_R0) // Cut in half!
if (actor->user.ID == NINJA_RUN_R0) // Cut in half!
{
if (wu->WeaponNum != WPN_FIST)
if (weapActor->user.WeaponNum != WPN_FIST)
{
if (sw_ninjahack)
SpawnBlood(actor, actor, -1, -1, -1, -1);
@ -156,11 +152,11 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
InitPlasmaFountain(weapActor, actor);
}
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
u->ActorActionFunc = nullptr;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
actor->user.ActorActionFunc = nullptr;
actor->spr.xvel = 200 + RandomRange(200);
u->jump_speed = -200 - RandomRange(250);
actor->user.jump_speed = -200 - RandomRange(250);
DoActorBeginJump(actor);
actor->spr.ang = weapActor->spr.ang;
}
@ -170,16 +166,16 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
// test for gibable dead bodies
if (RandomRange(1000) > 500)
SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
ChangeState(actor, u->StateEnd);
ChangeState(actor, actor->user.StateEnd);
actor->spr.xvel = 0;
u->jump_speed = 0;
actor->user.jump_speed = 0;
DoActorBeginJump(actor);
}
u->RotNum = 0;
actor->user.RotNum = 0;
u->ActorActionFunc = nullptr;
//u->ActorActionFunc = NullAnimator;
actor->user.ActorActionFunc = nullptr;
//actor->user.ActorActionFunc = NullAnimator;
if (!sw_ninjahack)
actor->spr.ang = weapActor->spr.ang;
break;
@ -191,62 +187,62 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
case EEL_RUN_R0:
case STAR1:
case SUMO_RUN_R0:
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
break;
case UZI_SMOKE:
if (RandomRange(1000) > 500)
SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
// Rippers still gotta jump or they fall off walls weird
if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
if (actor->user.ID == RIPPER_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0)
{
actor->spr.xvel <<= 1;
u->jump_speed = -100 - RandomRange(250);
actor->user.jump_speed = -100 - RandomRange(250);
DoActorBeginJump(actor);
}
else
{
actor->spr.xvel = 0;
u->jump_speed = -10 - RandomRange(25);
actor->user.jump_speed = -10 - RandomRange(25);
DoActorBeginJump(actor);
}
u->ActorActionFunc = nullptr;
actor->user.ActorActionFunc = nullptr;
// Get angle to player
actor->spr.ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - actor->spr.pos.X, u->targetActor->spr.pos.Y - actor->spr.pos.Y) + 1024);
actor->spr.ang = NORM_ANGLE(getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y) + 1024);
break;
case UZI_SMOKE+1: // Shotgun
if (RandomRange(1000) > 500)
SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
// Rippers still gotta jump or they fall off walls weird
if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
if (actor->user.ID == RIPPER_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0)
{
actor->spr.xvel = 75 + RandomRange(100);
u->jump_speed = -100 - RandomRange(150);
actor->user.jump_speed = -100 - RandomRange(150);
}
else
{
actor->spr.xvel = 100 + RandomRange(200);
u->jump_speed = -100 - RandomRange(250);
actor->user.jump_speed = -100 - RandomRange(250);
}
DoActorBeginJump(actor);
u->ActorActionFunc = nullptr;
actor->user.ActorActionFunc = nullptr;
// Get angle to player
actor->spr.ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - actor->spr.pos.X, u->targetActor->spr.pos.Y - actor->spr.pos.Y) + 1024);
actor->spr.ang = NORM_ANGLE(getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y) + 1024);
break;
default:
switch (u->ID)
switch (actor->user.ID)
{
case SKULL_R0:
case BETTY_R0:
ChangeState(actor, u->StateEnd);
ChangeState(actor, actor->user.StateEnd);
break;
default:
@ -257,11 +253,11 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
if (RandomRange(1000) > 500)
SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
ChangeState(actor, u->StateEnd);
u->RotNum = 0;
u->ActorActionFunc = nullptr;
ChangeState(actor, actor->user.StateEnd);
actor->user.RotNum = 0;
actor->user.ActorActionFunc = nullptr;
actor->spr.xvel = 300 + RandomRange(400);
u->jump_speed = -300 - RandomRange(350);
actor->user.jump_speed = -300 - RandomRange(350);
DoActorBeginJump(actor);
actor->spr.ang = weapActor->spr.ang;
break;
@ -270,7 +266,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
}
// These are too big to flip upside down
switch (u->ID)
switch (actor->user.ID)
{
case RIPPER2_RUN_R0:
case COOLIE_RUN_R0:
@ -280,7 +276,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
break;
}
u->ID = 0;
actor->user.ID = 0;
return 0;
}
@ -288,7 +284,6 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
void DoDebrisCurrent(DSWActor* actor)
{
int nx, ny;
USERp u = actor->u();
auto sectp = actor->spr.sector();
//actor->spr.clipdist = (256+128)>>2;
@ -296,7 +291,7 @@ void DoDebrisCurrent(DSWActor* actor)
nx = MulScale((sectp->speed >> 2), bcos(sectp->ang), 14);
ny = MulScale((sectp->speed >> 2), bsin(sectp->ang), 14);
Collision ret = move_sprite(actor, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
Collision ret = move_sprite(actor, nx, ny, 0, actor->user.ceiling_dist, actor->user.floor_dist, 0, ACTORMOVETICS);
// attempt to move away from wall
if (ret.type != kHitNone)
@ -306,30 +301,29 @@ void DoDebrisCurrent(DSWActor* actor)
nx = MulScale((sectp->speed >> 2), bcos(sectp->ang + rang), 14);
nx = MulScale((sectp->speed >> 2), bsin(sectp->ang + rang), 14);
move_sprite(actor, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
move_sprite(actor, nx, ny, 0, actor->user.ceiling_dist, actor->user.floor_dist, 0, ACTORMOVETICS);
}
actor->spr.pos.Z = u->loz;
actor->spr.pos.Z = actor->user.loz;
}
int DoActorSectorDamage(DSWActor* actor)
{
USER* u = actor->u();
SECTORp sectp = actor->spr.sector();
if (u->Health <= 0)
if (actor->user.Health <= 0)
return false;
if (sectp->hasU() && sectp->damage)
{
if (TEST(sectp->flags, SECTFU_DAMAGE_ABOVE_SECTOR))
{
if ((u->DamageTics -= synctics) < 0)
if ((actor->user.DamageTics -= synctics) < 0)
{
u->DamageTics = 60;
u->Health -= sectp->damage;
actor->user.DamageTics = 60;
actor->user.Health -= sectp->damage;
if (u->Health <= 0)
if (actor->user.Health <= 0)
{
UpdateSinglePlayKills(actor);
DoActorDie(actor, nullptr, WPN_NM_LAVA);
@ -339,12 +333,12 @@ int DoActorSectorDamage(DSWActor* actor)
}
else if (GetSpriteZOfBottom(&actor->spr) >= sectp->floorz)
{
if ((u->DamageTics -= synctics) < 0)
if ((actor->user.DamageTics -= synctics) < 0)
{
u->DamageTics = 60;
u->Health -= sectp->damage;
actor->user.DamageTics = 60;
actor->user.Health -= sectp->damage;
if (u->Health <= 0)
if (actor->user.Health <= 0)
{
UpdateSinglePlayKills(actor);
DoActorDie(actor, nullptr, WPN_NM_LAVA);
@ -355,9 +349,9 @@ int DoActorSectorDamage(DSWActor* actor)
}
// note that most squishing is done in vator.c
if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < (GetSpriteSizeZ(actor) >> 1))
if (actor->user.lo_sectp && actor->user.hi_sectp && labs(actor->user.loz - actor->user.hiz) < (GetSpriteSizeZ(actor) >> 1))
{
u->Health = 0;
actor->user.Health = 0;
if (SpawnShrap(actor, nullptr, WPN_NM_SECTOR_SQUISH))
{
UpdateSinglePlayKills(actor);
@ -378,12 +372,10 @@ int DoActorSectorDamage(DSWActor* actor)
bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange)
{
USERp u = actor->u();
actor->user.coll = move_sprite(actor, xchange, ychange, zchange,
actor->user.ceiling_dist, actor->user.floor_dist, 0, ACTORMOVETICS);
u->coll = move_sprite(actor, xchange, ychange, zchange,
u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
return u->coll.type == kHitNone;
return actor->user.coll.type == kHitNone;
}
// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
@ -391,7 +383,6 @@ bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange)
int DoActorDebris(DSWActor* actor)
{
USER* u = actor->u();
SECTORp sectp = actor->spr.sector();
int nx, ny;
@ -399,18 +390,18 @@ int DoActorDebris(DSWActor* actor)
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// Don't let some actors float
switch (u->ID)
switch (actor->user.ID)
{
case HORNET_RUN_R0:
case BUNNY_RUN_R0:
KillActor(actor);
return 0;
case ZILLA_RUN_R0:
getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &u->hiz, &u->loz);
u->lo_sectp = actor->spr.sector();
u->hi_sectp = actor->spr.sector();
u->lowActor = nullptr;
u->highActor = nullptr;
getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.hiz, &actor->user.loz);
actor->user.lo_sectp = actor->spr.sector();
actor->user.hi_sectp = actor->spr.sector();
actor->user.lowActor = nullptr;
actor->user.highActor = nullptr;
break;
}
@ -437,14 +428,13 @@ int DoActorDebris(DSWActor* actor)
if (actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed) > 10) // JBF: added null check
{
u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023;
//actor->spr.z = Z(2) + u->loz + ((Z(4) * (int) bsin(u->WaitTics)) >> 14);
actor->spr.pos.Z = u->loz - MulScale(Z(2), bsin(u->WaitTics), 14);
actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 3)) & 1023;
actor->spr.pos.Z = actor->user.loz - MulScale(Z(2), bsin(actor->user.WaitTics), 14);
}
}
else
{
actor->spr.pos.Z = u->loz;
actor->spr.pos.Z = actor->user.loz;
}
return 0;
@ -453,7 +443,6 @@ int DoActorDebris(DSWActor* actor)
int DoFireFly(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
nx = 4 * ACTORMOVETICS * bcos(actor->spr.ang) >> 14;
@ -465,16 +454,14 @@ int DoFireFly(DSWActor* actor)
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
}
u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 1)) & 2047;
actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = u->sz + MulScale(Z(32), bsin(u->WaitTics), 14);
actor->spr.pos.Z = actor->user.sz + MulScale(Z(32), bsin(actor->user.WaitTics), 14);
return 0;
}
int DoGenerateSewerDebris(DSWActor* actor)
{
USERp u = actor->u();
static STATEp Debris[] =
{
s_DebrisNinja,
@ -483,11 +470,11 @@ int DoGenerateSewerDebris(DSWActor* actor)
s_DebrisStarFish
};
u->Tics -= ACTORMOVETICS;
actor->user.Tics -= ACTORMOVETICS;
if (u->Tics <= 0)
if (actor->user.Tics <= 0)
{
u->Tics = u->WaitTics;
actor->user.Tics = actor->user.WaitTics;
auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 200);
@ -501,7 +488,6 @@ int DoGenerateSewerDebris(DSWActor* actor)
void KeepActorOnFloor(DSWActor* actor)
{
USERp u = actor->u();
SECTORp sectp;
int depth;
@ -509,55 +495,55 @@ void KeepActorOnFloor(DSWActor* actor)
RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
return;
if (u->lo_sectp && u->lo_sectp->hasU())
depth = FixedToInt(u->lo_sectp->depth_fixed);
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU())
depth = FixedToInt(actor->user.lo_sectp->depth_fixed);
else
depth = 0;
if (TEST(sectp->extra, SECTFX_SINK) &&
depth > 35 &&
u->ActorActionSet && u->ActorActionSet->Swim)
actor->user.ActorActionSet && actor->user.ActorActionSet->Swim)
{
if (TEST(u->Flags, SPR_SWIMMING))
if (TEST(actor->user.Flags, SPR_SWIMMING))
{
if (u->Rot != u->ActorActionSet->Run && u->Rot != u->ActorActionSet->Swim && u->Rot != u->ActorActionSet->Stand)
if (actor->user.Rot != actor->user.ActorActionSet->Run && actor->user.Rot != actor->user.ActorActionSet->Swim && actor->user.Rot != actor->user.ActorActionSet->Stand)
{
// was swimming but have now stopped
RESET(u->Flags, SPR_SWIMMING);
RESET(actor->user.Flags, SPR_SWIMMING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
u->oz = actor->spr.pos.Z = u->loz;
actor->user.oz = actor->spr.pos.Z = actor->user.loz;
actor->spr.backupz();
return;
}
if (u->Rot == u->ActorActionSet->Run)
if (actor->user.Rot == actor->user.ActorActionSet->Run)
{
NewStateGroup(actor, u->ActorActionSet->Swim);
NewStateGroup(actor, actor->user.ActorActionSet->Swim);
}
// are swimming
u->oz = actor->spr.pos.Z = u->loz - Z(depth);
actor->user.oz = actor->spr.pos.Z = actor->user.loz - Z(depth);
actor->spr.backupz();
}
else
{
// only start swimming if you are running
if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim)
if (actor->user.Rot == actor->user.ActorActionSet->Run || actor->user.Rot == actor->user.ActorActionSet->Swim)
{
NewStateGroup(actor, u->ActorActionSet->Swim);
u->oz = actor->spr.pos.Z = u->loz - Z(depth);
NewStateGroup(actor, actor->user.ActorActionSet->Swim);
actor->user.oz = actor->spr.pos.Z = actor->user.loz - Z(depth);
actor->spr.backupz();
SET(u->Flags, SPR_SWIMMING);
SET(actor->user.Flags, SPR_SWIMMING);
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
}
else
{
RESET(u->Flags, SPR_SWIMMING);
RESET(actor->user.Flags, SPR_SWIMMING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
u->oz = actor->spr.pos.Z = u->loz;
actor->user.oz = actor->spr.pos.Z = actor->user.loz;
actor->spr.backupz();
}
}
@ -566,13 +552,13 @@ void KeepActorOnFloor(DSWActor* actor)
}
// NOT in a swimming situation
RESET(u->Flags, SPR_SWIMMING);
RESET(actor->user.Flags, SPR_SWIMMING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
#if 1
if (TEST(u->Flags, SPR_MOVED))
if (TEST(actor->user.Flags, SPR_MOVED))
{
u->oz = actor->spr.pos.Z = u->loz;
actor->user.oz = actor->spr.pos.Z = actor->user.loz;
actor->spr.backupz();
}
else
@ -582,7 +568,7 @@ void KeepActorOnFloor(DSWActor* actor)
FAFgetzrangepoint(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.sector(),
&ceilz, &ctrash, &florz, &ftrash);
u->oz = actor->spr.pos.Z = florz;
actor->user.oz = actor->spr.pos.Z = florz;
actor->spr.backupz();
}
#endif
@ -592,13 +578,11 @@ void KeepActorOnFloor(DSWActor* actor)
int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec)
{
USERp u = actor->u();
SET(actor->user.Flags, SPR_SLIDING);
SET(u->Flags, SPR_SLIDING);
u->slide_ang = ang;
u->slide_vel = vel;
u->slide_dec = dec;
actor->user.slide_ang = ang;
actor->user.slide_vel = vel;
actor->user.slide_dec = dec;
//DoActorSlide(actor);
@ -610,23 +594,22 @@ int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec)
int DoActorSlide(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
nx = MulScale(u->slide_vel, bcos(u->slide_ang), 14);
ny = MulScale(u->slide_vel, bsin(u->slide_ang), 14);
nx = MulScale(actor->user.slide_vel, bcos(actor->user.slide_ang), 14);
ny = MulScale(actor->user.slide_vel, bsin(actor->user.slide_ang), 14);
if (!move_actor(actor, nx, ny, 0L))
{
RESET(u->Flags, SPR_SLIDING);
RESET(actor->user.Flags, SPR_SLIDING);
return false;
}
u->slide_vel -= u->slide_dec * ACTORMOVETICS;
actor->user.slide_vel -= actor->user.slide_dec * ACTORMOVETICS;
if (u->slide_vel < 20)
if (actor->user.slide_vel < 20)
{
RESET(u->Flags, SPR_SLIDING);
RESET(actor->user.Flags, SPR_SLIDING);
}
return true;
@ -636,45 +619,40 @@ int DoActorSlide(DSWActor* actor)
int DoActorBeginJump(DSWActor* actor)
{
USER* u = actor->u();
SET(actor->user.Flags, SPR_JUMPING);
RESET(actor->user.Flags, SPR_FALLING);
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// u->jump_speed = should be set before calling
// actor->user.jump_speed = should be set before calling
// set up individual actor jump gravity
u->jump_grav = ACTOR_GRAVITY;
actor->user.jump_grav = ACTOR_GRAVITY;
// Change sprites state to jumping
if (u->ActorActionSet)
if (actor->user.ActorActionSet)
{
if (TEST(u->Flags, SPR_DEAD))
NewStateGroup(actor, u->ActorActionSet->DeathJump);
if (TEST(actor->user.Flags, SPR_DEAD))
NewStateGroup(actor, actor->user.ActorActionSet->DeathJump);
else
NewStateGroup(actor, u->ActorActionSet->Jump);
NewStateGroup(actor, actor->user.ActorActionSet->Jump);
}
u->StateFallOverride = nullptr;
actor->user.StateFallOverride = nullptr;
//DO NOT CALL DoActorJump! DoActorStopFall can cause an infinite loop and
//stack overflow if it is called.
//DoActorJump(actor);
return 0;
}
int DoActorJump(DSWActor* actor)
{
USER* u = actor->u();
int jump_adj;
// precalculate jump value to adjust jump speed by
jump_adj = u->jump_grav * ACTORMOVETICS;
jump_adj = actor->user.jump_grav * ACTORMOVETICS;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((u->jump_speed += jump_adj) > 0)
if ((actor->user.jump_speed += jump_adj) > 0)
{
// Start falling
DoActorBeginFall(actor);
@ -682,17 +660,17 @@ int DoActorJump(DSWActor* actor)
}
// adjust height by jump speed
actor->spr.pos.Z += u->jump_speed * ACTORMOVETICS;
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS;
// if player gets to close the ceiling while jumping
int minh = u->hiz + (tileHeight(actor->spr.picnum) << 8);
int minh = actor->user.hiz + (tileHeight(actor->spr.picnum) << 8);
if (actor->spr.pos.Z < minh)
{
// put player at the ceiling
actor->spr.pos.Z = minh;
// reverse your speed to falling
u->jump_speed = -u->jump_speed;
actor->user.jump_speed = -actor->user.jump_speed;
// Change sprites state to falling
DoActorBeginFall(actor);
@ -704,25 +682,24 @@ int DoActorJump(DSWActor* actor)
int DoActorBeginFall(DSWActor* actor)
{
USER* u = actor->u();
SET(u->Flags, SPR_FALLING);
RESET(u->Flags, SPR_JUMPING);
SET(actor->user.Flags, SPR_FALLING);
RESET(actor->user.Flags, SPR_JUMPING);
u->jump_grav = ACTOR_GRAVITY;
actor->user.jump_grav = ACTOR_GRAVITY;
// Change sprites state to falling
if (u->ActorActionSet)
if (actor->user.ActorActionSet)
{
if (TEST(u->Flags, SPR_DEAD))
if (TEST(actor->user.Flags, SPR_DEAD))
{
NewStateGroup(actor, u->ActorActionSet->DeathFall);
NewStateGroup(actor, actor->user.ActorActionSet->DeathFall);
}
else
NewStateGroup(actor, u->ActorActionSet->Fall);
NewStateGroup(actor, actor->user.ActorActionSet->Fall);
if (u->StateFallOverride)
if (actor->user.StateFallOverride)
{
NewStateGroup(actor, u->StateFallOverride);
NewStateGroup(actor, actor->user.StateFallOverride);
}
}
@ -734,16 +711,14 @@ int DoActorBeginFall(DSWActor* actor)
int DoActorFall(DSWActor* actor)
{
USER* u = actor->u();
// adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS;
actor->user.jump_speed += actor->user.jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
actor->spr.pos.Z += u->jump_speed * ACTORMOVETICS;
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS;
// Stick like glue when you hit the ground
if (actor->spr.pos.Z > u->loz)
if (actor->spr.pos.Z > actor->user.loz)
{
DoActorStopFall(actor);
}
@ -753,43 +728,41 @@ int DoActorFall(DSWActor* actor)
int DoActorStopFall(DSWActor* actor)
{
USER* u = actor->u();
actor->spr.pos.Z = actor->user.loz;
actor->spr.pos.Z = u->loz;
RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
// don't stand on face or wall sprites - jump again
if (u->lowActor && !TEST(u->lowActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
if (actor->user.lowActor && !TEST(actor->user.lowActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
//actor->spr.ang = NORM_ANGLE(actor->spr.ang + (RANDOM_P2(64<<8)>>8) - 32);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024 + (RANDOM_P2(512<<8)>>8));
u->jump_speed = -350;
actor->user.jump_speed = -350;
DoActorBeginJump(actor);
return 0;
}
// Change sprites state to running
if (u->ActorActionSet)
if (actor->user.ActorActionSet)
{
if (TEST(u->Flags, SPR_DEAD))
if (TEST(actor->user.Flags, SPR_DEAD))
{
NewStateGroup(actor, u->ActorActionSet->Dead);
NewStateGroup(actor, actor->user.ActorActionSet->Dead);
PlaySound(DIGI_ACTORBODYFALL1, actor, v3df_none);
}
else
{
PlaySound(DIGI_ACTORHITGROUND, actor, v3df_none);
NewStateGroup(actor, u->ActorActionSet->Run);
NewStateGroup(actor, actor->user.ActorActionSet->Run);
if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit))
if ((actor->user.track >= 0) && (actor->user.jump_speed) > 800 && (actor->user.ActorActionSet->Sit))
{
u->WaitTics = 80;
NewStateGroup(actor, u->ActorActionSet->Sit);
actor->user.WaitTics = 80;
NewStateGroup(actor, actor->user.ActorActionSet->Sit);
}
}
}
@ -799,13 +772,11 @@ int DoActorStopFall(DSWActor* actor)
int DoActorDeathMove(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
if (TEST(actor->user.Flags, SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
@ -827,13 +798,11 @@ int DoActorDeathMove(DSWActor* actor)
int DoBeginJump(DSWActor* actor)
{
USERp u = actor->u();
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
SET(actor->user.Flags, SPR_JUMPING);
RESET(actor->user.Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = ACTOR_GRAVITY;
actor->user.jump_grav = ACTOR_GRAVITY;
DoJump(actor);
@ -842,16 +811,14 @@ int DoBeginJump(DSWActor* actor)
int DoJump(DSWActor* actor)
{
USERp u = actor->u();
int jump_adj;
// precalculate jump value to adjust jump speed by
jump_adj = u->jump_grav * ACTORMOVETICS;
jump_adj = actor->user.jump_grav * ACTORMOVETICS;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((u->jump_speed += jump_adj) > 0)
if ((actor->user.jump_speed += jump_adj) > 0)
{
// Start falling
DoBeginFall(actor);
@ -859,17 +826,17 @@ int DoJump(DSWActor* actor)
}
// adjust height by jump speed
actor->spr.pos.Z += u->jump_speed * ACTORMOVETICS;
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS;
// if player gets to close the ceiling while jumping
int minh = u->hiz + (tileHeight(actor->spr.picnum) << 8);
int minh = actor->user.hiz + (tileHeight(actor->spr.picnum) << 8);
if (actor->spr.pos.Z < minh)
{
// put player at the ceiling
actor->spr.pos.Z = minh;
// reverse your speed to falling
u->jump_speed = -u->jump_speed;
actor->user.jump_speed = -actor->user.jump_speed;
// Change sprites state to falling
DoBeginFall(actor);
@ -881,12 +848,10 @@ int DoJump(DSWActor* actor)
int DoBeginFall(DSWActor* actor)
{
USERp u = actor->u();
SET(actor->user.Flags, SPR_FALLING);
RESET(actor->user.Flags, SPR_JUMPING);
SET(u->Flags, SPR_FALLING);
RESET(u->Flags, SPR_JUMPING);
u->jump_grav = ACTOR_GRAVITY;
actor->user.jump_grav = ACTOR_GRAVITY;
DoFall(actor);
@ -895,19 +860,17 @@ int DoBeginFall(DSWActor* actor)
int DoFall(DSWActor* actor)
{
USERp u = actor->u();
// adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS;
actor->user.jump_speed += actor->user.jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
actor->spr.pos.Z += u->jump_speed * ACTORMOVETICS;
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS;
// Stick like glue when you hit the ground
if (actor->spr.pos.Z > u->loz - u->floor_dist)
if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist)
{
actor->spr.pos.Z = u->loz - u->floor_dist;
RESET(u->Flags, SPR_FALLING);
actor->spr.pos.Z = actor->user.loz - actor->user.floor_dist;
RESET(actor->user.Flags, SPR_FALLING);
}
return 0;