- most of ninja.cpp, except the player stuff.

This commit is contained in:
Christoph Oelckers 2021-11-01 16:15:19 +01:00
parent 5eca574bba
commit b4d298874a
2 changed files with 39 additions and 73 deletions

View file

@ -1816,10 +1816,9 @@ ACTOR_ACTION_SET PlayerNinjaActionSet =
*/ */
int int
SetupNinja(short SpriteNum) SetupNinja(DSWActor* actor)
{ {
auto actor = &swActors[SpriteNum]; SPRITEp sp = &actor->s();
SPRITEp sp = &sprite[SpriteNum];
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
short pic = sp->picnum; short pic = sp->picnum;
@ -1830,12 +1829,12 @@ SetupNinja(short SpriteNum)
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{ {
u = User[SpriteNum].Data(); u = actor->u();
ASSERT(u); ASSERT(u);
} }
else else
{ {
u = SpawnUser(SpriteNum, NINJA_RUN_R0, s_NinjaRun[0]); u = SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
u->Health = HEALTH_NINJA; u->Health = HEALTH_NINJA;
} }
@ -1938,14 +1937,11 @@ SetupNinja(short SpriteNum)
return 0; return 0;
} }
int int DoNinjaHariKari(DSWActor* actor)
DoNinjaHariKari(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s();
SPRITEp sp = User[SpriteNum]->SpriteP;
short cnt,i;
UpdateSinglePlayKills(actor); UpdateSinglePlayKills(actor);
change_actor_stat(actor, STAT_DEAD_ACTOR); change_actor_stat(actor, STAT_DEAD_ACTOR);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -1962,19 +1958,17 @@ DoNinjaHariKari(DSWActor* actor)
SpawnBlood(actor, actor, -1, -1, -1, -1); SpawnBlood(actor, actor, -1, -1, -1, -1);
cnt = RandomRange(4)+1; int cnt = RandomRange(4)+1;
for (i=0; i<=cnt; i++) for (int i=0; i<=cnt; i++)
InitBloodSpray(actor,true,-2); InitBloodSpray(actor,true,-2);
return 0; return 0;
} }
int int DoNinjaGrabThroat(DSWActor* actor)
DoNinjaGrabThroat(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s();
SPRITEp sp = User[SpriteNum]->SpriteP;
if ((u->WaitTics -= ACTORMOVETICS) <= 0) if ((u->WaitTics -= ACTORMOVETICS) <= 0)
{ {
@ -1982,7 +1976,7 @@ DoNinjaGrabThroat(DSWActor* actor)
RESET(u->Flags2, SPR2_DYING); RESET(u->Flags2, SPR2_DYING);
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
change_actor_stat(actor, STAT_DEAD_ACTOR); change_actor_stat(actor, STAT_DEAD_ACTOR);
RESET(sprite[SpriteNum].cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(u->Flags, SPR_DEAD); SET(u->Flags, SPR_DEAD);
RESET(u->Flags, SPR_FALLING | SPR_JUMPING); RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
u->floor_dist = Z(40); u->floor_dist = Z(40);
@ -2009,12 +2003,10 @@ DoNinjaGrabThroat(DSWActor* actor)
*/ */
int int DoNinjaMove(DSWActor* actor)
DoNinjaMove(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if (TEST(u->Flags2, SPR2_DYING)) if (TEST(u->Flags2, SPR2_DYING))
{ {
if (sw_ninjahack) if (sw_ninjahack)
@ -2057,12 +2049,10 @@ DoNinjaMove(DSWActor* actor)
return 0; return 0;
} }
int int NinjaJumpActionFunc(DSWActor* actor)
NinjaJumpActionFunc(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s();
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny; int nx, ny;
// Move while jumping // Move while jumping
@ -2090,11 +2080,9 @@ NinjaJumpActionFunc(DSWActor* actor)
*/ */
int int NullNinja(DSWActor* actor)
NullNinja(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS; if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS;
@ -2113,7 +2101,6 @@ NullNinja(DSWActor* actor)
int DoNinjaPain(DSWActor* actor) int DoNinjaPain(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum;
NullNinja(actor); NullNinja(actor);
@ -2135,8 +2122,7 @@ int DoNinjaPain(DSWActor* actor)
int DoNinjaSpecial(DSWActor* actor) int DoNinjaSpecial(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s();
SPRITEp sp = &sprite[SpriteNum];
if (u->spal == PALETTE_PLAYER5) if (u->spal == PALETTE_PLAYER5)
{ {
@ -2151,18 +2137,15 @@ int DoNinjaSpecial(DSWActor* actor)
int CheckFire(DSWActor* actor) int CheckFire(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if (!CanSeePlayer(actor)) if (!CanSeePlayer(actor))
InitActorDuck(actor); InitActorDuck(actor);
return 0; return 0;
} }
int int DoNinjaCeiling(DSWActor* actor)
DoNinjaCeiling(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s();
SPRITEp sp = User[SpriteNum]->SpriteP;
DoActorSectorDamage(actor); DoActorSectorDamage(actor);
@ -2175,8 +2158,7 @@ DoNinjaCeiling(DSWActor* actor)
// too convienent to put it here. // too convienent to put it here.
// //
void void InitAllPlayerSprites(void)
InitAllPlayerSprites(void)
{ {
short i; short i;
@ -2187,11 +2169,10 @@ InitAllPlayerSprites(void)
} }
void void PlayerLevelReset(PLAYERp pp)
PlayerLevelReset(PLAYERp pp)
{ {
SPRITEp sp = &sprite[pp->PlayerSprite]; SPRITEp sp = &pp->Actor()->s();
USERp u = User[pp->PlayerSprite].Data(); USERp u = pp->Actor()->u();
if (gNet.MultiGameType == MULTI_GAME_COMMBAT) if (gNet.MultiGameType == MULTI_GAME_COMMBAT)
{ {
@ -2228,11 +2209,10 @@ PlayerLevelReset(PLAYERp pp)
DamageData[u->WeaponNum].Init(pp); DamageData[u->WeaponNum].Init(pp);
} }
void void PlayerDeathReset(PLAYERp pp)
PlayerDeathReset(PLAYERp pp)
{ {
SPRITEp sp = &sprite[pp->PlayerSprite]; SPRITEp sp = &pp->Actor()->s();
USERp u = User[pp->PlayerSprite].Data(); USERp u = pp->Actor()->u();
if (TEST(pp->Flags, PF_DIVING)) if (TEST(pp->Flags, PF_DIVING))
DoPlayerStopDiveNoWarp(pp); DoPlayerStopDiveNoWarp(pp);
@ -2296,8 +2276,7 @@ PlayerDeathReset(PLAYERp pp)
DamageData[u->WeaponNum].Init(pp); DamageData[u->WeaponNum].Init(pp);
} }
void void PlayerPanelSetup(void)
PlayerPanelSetup(void)
{ {
short pnum; short pnum;
PLAYERp pp; PLAYERp pp;
@ -2320,11 +2299,10 @@ PlayerPanelSetup(void)
} }
} }
void void PlayerGameReset(PLAYERp pp)
PlayerGameReset(PLAYERp pp)
{ {
SPRITEp sp = &sprite[pp->PlayerSprite]; SPRITEp sp = &pp->Actor()->s();
USERp u = User[pp->PlayerSprite].Data(); USERp u = pp->Actor()->u();
COVER_SetReverb(0); // Turn off any echoing that may have been going before COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0; pp->Reverb = 0;
@ -2381,19 +2359,7 @@ PlayerGameReset(PLAYERp pp)
extern ACTOR_ACTION_SET PlayerNinjaActionSet; extern ACTOR_ACTION_SET PlayerNinjaActionSet;
void void InitPlayerSprite(PLAYERp pp)
PlayerSpriteLoadLevel(short SpriteNum)
{
auto actor = &swActors[SpriteNum];
USERp u = actor->u();
ChangeState(actor, s_NinjaRun[0]);
u->Rot = sg_NinjaRun;
u->ActorActionSet = &PlayerNinjaActionSet;
}
void
InitPlayerSprite(PLAYERp pp)
{ {
short sp_num; short sp_num;
SPRITE *sp; SPRITE *sp;
@ -2437,7 +2403,7 @@ InitPlayerSprite(PLAYERp pp)
sp->pal = PALETTE_PLAYER0 + pp->pnum; sp->pal = PALETTE_PLAYER0 + pp->pnum;
u->spal = sp->pal; u->spal = sp->pal;
NewStateGroup_(sp_num, u->ActorActionSet->Run); NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
pp->PlayerUnderSprite = -1; pp->PlayerUnderSprite = -1;
pp->UnderSpriteP = nullptr; pp->UnderSpriteP = nullptr;
@ -2468,11 +2434,11 @@ InitPlayerSprite(PLAYERp pp)
pp->DeathType = 0; pp->DeathType = 0;
} }
void void SpawnPlayerUnderSprite(PLAYERp pp)
SpawnPlayerUnderSprite(PLAYERp pp)
{ {
USERp pu = User[pp->PlayerSprite].Data(), u; SPRITEp psp = &pp->Actor()->s();
SPRITEp psp = &sprite[pp->PlayerSprite]; USERp pu = pp->Actor()->u(), u;
SPRITEp sp; SPRITEp sp;
int pnum = int(pp - Player), sp_num; int pnum = int(pp - Player), sp_num;

View file

@ -54,7 +54,7 @@ BEGIN_SW_NS
int SetupCoolie(DSWActor*); int SetupCoolie(DSWActor*);
int SetupNinja(short); int SetupNinja(DSWActor*);
int SetupGoro(DSWActor*); int SetupGoro(DSWActor*);
int SetupCoolg(DSWActor*); int SetupCoolg(DSWActor*);
int SetupEel(DSWActor*); int SetupEel(DSWActor*);
@ -1202,7 +1202,7 @@ ActorSpawn(SPRITEp sp)
} }
PicAnimOff(sp->picnum); PicAnimOff(sp->picnum);
SetupNinja(SpriteNum); SetupNinja(actor);
break; break;
} }