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https://github.com/ZDoom/Raze.git
synced 2024-11-25 13:31:59 +00:00
SW: moved State out of the __legacyState struct.
This commit is contained in:
parent
1cb3a930f2
commit
215d929df7
12 changed files with 49 additions and 48 deletions
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@ -1086,7 +1086,7 @@ void DSWActor::callAction()
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void DSWActor::callStateAction()
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{
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user.__legacyState.State->CallAction(this);
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user.State->CallAction(this);
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}
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END_SW_NS
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@ -1005,7 +1005,7 @@ bool NullActor(DSWActor* actor)
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return true;
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// does not have a STATE or FUNC to control it
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if (!actor->user.__legacyState.State)
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if (!actor->user.State)
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return true;
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// does not have a STATE or FUNC to control it
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@ -107,11 +107,11 @@ int SetActorRotation(tspriteArray& tsprites, int tSpriteNum, const DVector2& vie
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tspritetype* tsp = tsprites.get(tSpriteNum);
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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if (!ownerActor->hasU() || ownerActor->user.__legacyState.State == nullptr)
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if (!ownerActor->hasU() || ownerActor->user.State == nullptr)
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return 0;
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unsigned sprite = ownerActor->user.__legacyState.State->sprite;
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unsigned frame = ownerActor->user.__legacyState.State->Frame - 'A';
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unsigned sprite = ownerActor->user.State->sprite;
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unsigned frame = ownerActor->user.State->Frame - 'A';
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if (SpriteDefs.Size() <= sprite) return 0;
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auto spdef = &SpriteDefs[sprite];
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@ -479,9 +479,9 @@ void DoStarView(tspritetype* tsp, DSWActor* tActor, double viewz)
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if (abs(zdiff) > 24)
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{
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if (tActor->user.__legacyState.StateStart == s_StarStuck)
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tsp->setspritetexture(picFromState(&s_StarDownStuck[tActor->user.__legacyState.State - s_StarStuck]));
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tsp->setspritetexture(picFromState(&s_StarDownStuck[tActor->user.State - s_StarStuck]));
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else
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tsp->setspritetexture(picFromState(&s_StarDown[tActor->user.__legacyState.State - s_Star]));
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tsp->setspritetexture(picFromState(&s_StarDown[tActor->user.State - s_Star]));
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if (zdiff > 0)
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tsp->cstat |= (CSTAT_SPRITE_YFLIP);
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@ -1059,7 +1059,7 @@ void PreDrawStackedWater(void)
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// copy everything reasonable from the user that
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// analyzesprites() needs to draw the image
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actorNew->user.__legacyState.State = itActor2->user.__legacyState.State;
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actorNew->user.State = itActor2->user.State;
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actorNew->user.__legacyState.Rot = itActor2->user.__legacyState.Rot;
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actorNew->user.__legacyState.StateStart = itActor2->user.__legacyState.StateStart;
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actorNew->user.__legacyState.StateEnd = itActor2->user.__legacyState.StateEnd;
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@ -706,9 +706,10 @@ struct USER
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VMFunction* ActorActionFunc;
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PERSONALITY* Personality;
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FState* State;
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struct LegacyState
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{
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FState* State;
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FState* Rot;
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FState* StateStart;
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FState* StateEnd;
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@ -156,7 +156,7 @@ FState s_GirlNinjaRise[] =
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{SPR_GIRLNINJA_STAND, 'A', GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[2]},
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{SPR_NULL, 0, 0, nullptr, &s_GirlNinjaRun[0]}, // JBF: s_GirlNinjaRun really is supposed to be the
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// pointer to the state group. See StateControl() where
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// it says "if (!actor->user.__legacyState.State->Pic)".
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// it says "if (!actor->user.State->Pic)".
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};
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@ -1544,7 +1544,7 @@ void SpawnPlayerUnderSprite(DSWPlayer* pp)
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actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
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actor->user.__legacyState.State = plActor->user.__legacyState.State;
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actor->user.State = plActor->user.State;
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NewStateGroup(pp->PlayerUnderActor, plActor->user.__legacyState.Rot);
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actor->user.Radius = plActor->user.Radius;
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@ -1117,7 +1117,7 @@ void UpdatePlayerUnderSprite(DSWPlayer* pp)
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// add diff to ceiling
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act_under->spr.pos.Z = act_under->sector()->ceilingz + zdiff;
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act_under->user.__legacyState.State = act_over->user.__legacyState.State;
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act_under->user.State = act_over->user.State;
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act_under->user.__legacyState.Rot = act_over->user.__legacyState.Rot;
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act_under->user.__legacyState.StateStart = act_over->user.__legacyState.StateStart;
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act_under->spr.setspritetexture(act_over->spr.spritetexture());
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@ -5889,31 +5889,31 @@ void PlayerStateControl(DSWActor* actor)
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actor->user.Tics += synctics;
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// Skip states if too much time has passed
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while (actor->user.Tics >= (actor->user.__legacyState.State->Tics & SF_TICS_MASK))
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while (actor->user.Tics >= (actor->user.State->Tics & SF_TICS_MASK))
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{
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// Set Tics
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actor->user.Tics -= (actor->user.__legacyState.State->Tics & SF_TICS_MASK);
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actor->user.Tics -= (actor->user.State->Tics & SF_TICS_MASK);
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// Transition to the next state
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actor->user.__legacyState.State = actor->user.__legacyState.State->NextState;
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actor->user.State = actor->user.State->NextState;
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// !JIM! Added this so I can do quick calls in player states!
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// Need this in order for floor blood and footprints to not get called more than once.
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while ((actor->user.__legacyState.State->Tics & SF_QUICK_CALL))
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while ((actor->user.State->Tics & SF_QUICK_CALL))
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{
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// Call it once and go to the next state
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actor->callStateAction();
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// if still on the same QUICK_CALL should you
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// go to the next state.
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if ((actor->user.__legacyState.State->Tics & SF_QUICK_CALL))
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actor->user.__legacyState.State = actor->user.__legacyState.State->NextState;
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if ((actor->user.State->Tics & SF_QUICK_CALL))
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actor->user.State = actor->user.State->NextState;
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}
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if (actor->user.__legacyState.State->sprite == SPR_NULL)
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if (actor->user.State->sprite == SPR_NULL)
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{
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NewStateGroup(actor, actor->user.__legacyState.State->NextState);
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NewStateGroup(actor, actor->user.State->NextState);
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}
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}
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@ -5921,7 +5921,7 @@ void PlayerStateControl(DSWActor* actor)
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actor->setPicFromState();
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// Call the correct animator
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if ((actor->user.__legacyState.State->Tics & SF_PLAYER_FUNC))
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if ((actor->user.State->Tics & SF_PLAYER_FUNC))
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actor->callStateAction();
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return;
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@ -604,7 +604,7 @@ int DoRipperHang(DSWActor* actor)
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NewStateGroup(actor, s_RipperJumpAttack);
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// move to the 2nd frame - past the pause frame
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actor->user.Tics += actor->user.__legacyState.State->Tics;
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actor->user.Tics += actor->user.State->Tics;
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return 0;
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}
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@ -558,7 +558,7 @@ int DoRipper2Hang(DSWActor* actor)
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NewStateGroup(actor, s_Ripper2JumpAttack);
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// move to the 2nd frame - past the pause frame
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actor->user.Tics += actor->user.__legacyState.State->Tics;
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actor->user.Tics += actor->user.State->Tics;
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return 0;
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}
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@ -593,13 +593,13 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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if (arc.BeginObject(keyname))
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{
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// The default serializer cannot handle the statically defined states so call these functons explicitly.
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_Serialize(arc, "State", w.__legacyState.State, &def->__legacyState.State);
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_Serialize(arc, "State", w.State, &def->State);
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_Serialize(arc, "Rot", w.__legacyState.Rot, &def->__legacyState.Rot);
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_Serialize(arc, "StateStart", w.__legacyState.StateStart, &def->__legacyState.StateStart);
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_Serialize(arc, "StateEnd", w.__legacyState.StateEnd, &def->__legacyState.StateEnd);
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_Serialize(arc, "StateFallOverride", w.__legacyState.StateFallOverride, &def->__legacyState.StateFallOverride);
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/*
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("State", w.__legacyState.State, def->__legacyState.State)
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("State", w.State, def->State)
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("Rot", w.__legacyState.Rot, def->__legacyState.Rot)
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("StateStart", w.__legacyState.StateStart, def->__legacyState.StateStart)
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("StateEnd", w.__legacyState.StateEnd, def->__legacyState.StateEnd)
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@ -690,7 +690,7 @@ void ChangeState(DSWActor* actor, FState* statep)
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return;
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actor->user.Tics = 0;
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actor->user.__legacyState.State = actor->user.__legacyState.StateStart = statep;
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actor->user.State = actor->user.__legacyState.StateStart = statep;
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actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE; // just in case
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}
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@ -761,7 +761,7 @@ void SpawnUser(DSWActor* actor, short id, FState* state)
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PRODUCTION_ASSERT(actor->hasU());
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// be careful State can be nullptr
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actor->user.__legacyState.State = actor->user.__legacyState.StateStart = state;
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actor->user.State = actor->user.__legacyState.StateStart = state;
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change_actor_stat(actor, actor->spr.statnum);
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@ -822,7 +822,7 @@ DSWActor* SpawnActor(int stat, int id, FState* state, sectortype* sect, const DV
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SpawnUser(spawnedActor, id, state);
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// be careful State can be nullptr
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if (spawnedActor->user.__legacyState.State)
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if (spawnedActor->user.State)
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{
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spawnedActor->setPicFromState();
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spawnedActor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE; // just in case
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@ -4198,11 +4198,11 @@ int NewStateGroup(DSWActor* actor, FState* StateGroup)
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// Kind of a goofy check, but it should catch alot of invalid states!
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if (actor->user.__legacyState.State && (actor->user.__legacyState.State->sprite < 0 || actor->user.__legacyState.State->sprite > SPR_MAX)) // JBF: verify this!
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if (actor->user.State && (actor->user.State->sprite < 0 || actor->user.State->sprite > SPR_MAX)) // JBF: verify this!
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return 0;
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actor->user.__legacyState.Rot = StateGroup;
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actor->user.__legacyState.State = actor->user.__legacyState.StateStart = StateGroup;
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actor->user.State = actor->user.__legacyState.StateStart = StateGroup;
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actor->user.Tics = 0;
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@ -4698,18 +4698,18 @@ int DoCoin(DSWActor* actor)
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{
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if (actor->user.__legacyState.StateStart != s_GreenCoin)
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{
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offset = int(actor->user.__legacyState.State - actor->user.__legacyState.StateStart);
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offset = int(actor->user.State - actor->user.__legacyState.StateStart);
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ChangeState(actor, s_GreenCoin);
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actor->user.__legacyState.State = actor->user.__legacyState.StateStart + offset;
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actor->user.State = actor->user.__legacyState.StateStart + offset;
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}
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}
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else if (actor->user.WaitTics < 20*120)
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{
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if (actor->user.__legacyState.StateStart != s_YellowCoin)
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{
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offset = int(actor->user.__legacyState.State - actor->user.__legacyState.StateStart);
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offset = int(actor->user.State - actor->user.__legacyState.StateStart);
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ChangeState(actor, s_YellowCoin);
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actor->user.__legacyState.State = actor->user.__legacyState.StateStart + offset;
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actor->user.State = actor->user.__legacyState.StateStart + offset;
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}
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}
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@ -5918,7 +5918,7 @@ int StateControl(DSWActor* actor)
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{
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short StateTics;
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if (!actor->user.__legacyState.State)
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if (!actor->user.State)
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{
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actor->callAction();
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return 0;
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@ -5930,11 +5930,11 @@ int StateControl(DSWActor* actor)
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actor->user.Tics += ACTORMOVETICS;
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// Skip states if too much time has passed
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while (actor->user.Tics >= (actor->user.__legacyState.State->Tics & SF_TICS_MASK))
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while (actor->user.Tics >= (actor->user.State->Tics & SF_TICS_MASK))
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{
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StateTics = (actor->user.__legacyState.State->Tics & SF_TICS_MASK);
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StateTics = (actor->user.State->Tics & SF_TICS_MASK);
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if ((actor->user.__legacyState.State->Tics & SF_TIC_ADJUST))
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if ((actor->user.State->Tics & SF_TIC_ADJUST))
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{
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ASSERT(actor->user.__legacyState.Attrib);
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ASSERT(actor->user.speed < MAX_SPEED);
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@ -5947,10 +5947,10 @@ int StateControl(DSWActor* actor)
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actor->user.Tics -= StateTics;
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// Transition to the next state
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actor->user.__legacyState.State = actor->user.__legacyState.State->NextState;
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actor->user.State = actor->user.State->NextState;
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// Look for flags embedded into the Tics variable
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while ((actor->user.__legacyState.State->Tics & SF_QUICK_CALL))
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while ((actor->user.State->Tics & SF_QUICK_CALL))
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{
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// Call it once and go to the next state
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actor->callStateAction();
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@ -5962,27 +5962,27 @@ int StateControl(DSWActor* actor)
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// if still on the same QUICK_CALL should you
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// go to the next state.
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if ((actor->user.__legacyState.State->Tics & SF_QUICK_CALL))
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actor->user.__legacyState.State = actor->user.__legacyState.State->NextState;
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if ((actor->user.State->Tics & SF_QUICK_CALL))
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actor->user.State = actor->user.State->NextState;
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}
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if (!actor->hasU())
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break;
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if (actor->user.__legacyState.State->sprite == SPR_NULL)
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if (actor->user.State->sprite == SPR_NULL)
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{
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NewStateGroup(actor, actor->user.__legacyState.State->NextState);
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NewStateGroup(actor, actor->user.State->NextState);
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}
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}
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if (actor->hasU())
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{
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ASSERT(actor->user.__legacyState.State);
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ASSERT(actor->user.State);
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// Set the correct pic
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if ((actor->user.__legacyState.State->Tics & SF_WALL_STATE)) // never used anywhere...
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if ((actor->user.State->Tics & SF_WALL_STATE)) // never used anywhere...
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{
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ASSERT(actor->user.WallP);
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actor->user.WallP->setwalltexture(picFromState(actor->user.__legacyState.State));
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actor->user.WallP->setwalltexture(picFromState(actor->user.State));
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}
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else
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{
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@ -64,7 +64,7 @@ public:
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bool hasState(FName label, int substate = 0);
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void callAction();
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void callStateAction();
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void setPicFromState() { spr.setspritetexture(picFromState(user.__legacyState.State)); }
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void setPicFromState() { spr.setspritetexture(picFromState(user.State)); }
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};
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inline void UpdateChangeXY(DSWActor* actor)
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