- renamed u-> in skull.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 22:32:56 +01:00
parent 1da38cbc8e
commit cbec67dbf5

View file

@ -220,36 +220,36 @@ int SetupSkull(DSWActor* actor)
else
{
u = SpawnUser(actor,SKULL_R0,s_SkullWait[0]);
u->Health = HEALTH_SKULL;
actor->user.Health = HEALTH_SKULL;
}
ChangeState(actor, s_SkullWait[0]);
u->Attrib = &SkullAttrib;
actor->user.Attrib = &SkullAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_SkullExplode;
u->Rot = sg_SkullWait;
actor->user.StateEnd = s_SkullExplode;
actor->user.Rot = sg_SkullWait;
u->ID = SKULL_R0;
actor->user.ID = SKULL_R0;
EnemyDefaults(actor, nullptr, nullptr);
actor->spr.clipdist = (128+64) >> 2;
SET(u->Flags, SPR_XFLIP_TOGGLE);
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
u->Radius = 400;
actor->user.Radius = 400;
if (ActorZOfBottom(actor) > u->loz - Z(16))
if (ActorZOfBottom(actor) > actor->user.loz - Z(16))
{
actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
actor->spr.pos.Z = actor->user.loz + Z(tileTopOffset(actor->spr.picnum));
u->loz = actor->spr.pos.Z;
actor->user.loz = actor->spr.pos.Z;
// leave 8 pixels above the ground
actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
}
else
{
u->Counter = RANDOM_P2(2048);
u->sz = actor->spr.pos.Z;
actor->user.Counter = RANDOM_P2(2048);
actor->user.sz = actor->spr.pos.Z;
}
@ -265,7 +265,7 @@ int DoSkullMove(DSWActor* actor)
day = MOVEy(actor->spr.xvel, actor->spr.ang);
daz = actor->spr.zvel;
u->coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);
return 0;
@ -336,11 +336,11 @@ int DoSkullBeginDeath(DSWActor* actor)
}
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
u->RotNum = 0;
u->Tics = 0;
u->ID = SKULL_R0;
u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
u->OverlapZ = Z(64);
actor->user.RotNum = 0;
actor->user.Tics = 0;
actor->user.ID = SKULL_R0;
actor->user.Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
actor->user.OverlapZ = Z(64);
change_actor_stat(actor, STAT_DEAD_ACTOR);
actor->spr.shade = -40;
@ -359,11 +359,11 @@ int DoSkullJump(DSWActor* actor)
else
actor->spr.ang = NORM_ANGLE(actor->spr.ang + (64 * ACTORMOVETICS));
if (TEST(u->Flags,SPR_JUMPING))
if (TEST(actor->user.Flags,SPR_JUMPING))
{
DoJump(actor);
}
else if (TEST(u->Flags,SPR_FALLING))
else if (TEST(actor->user.Flags,SPR_FALLING))
{
DoFall(actor);
@ -373,19 +373,19 @@ int DoSkullJump(DSWActor* actor)
int dist,a,b,c;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a, b, c);
if (dist < 1000 &&
SpriteOverlapZ(actor, u->targetActor, Z(32)))
SpriteOverlapZ(actor, actor->user.targetActor, Z(32)))
{
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
return 0;
}
if ((actor->spr.pos.Z > u->loz - Z(36)))
if ((actor->spr.pos.Z > actor->user.loz - Z(36)))
{
actor->spr.pos.Z = u->loz - Z(36);
actor->spr.pos.Z = actor->user.loz - Z(36);
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
return 0;
@ -394,7 +394,7 @@ int DoSkullJump(DSWActor* actor)
// non jumping type
else
{
if (u->jump_speed > 200)
if (actor->user.jump_speed > 200)
{
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
@ -415,12 +415,12 @@ int DoSkullBob(DSWActor* actor)
{
USER* u = actor->u();
// 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
const int SKULL_BOB_AMT = (Z(16));
u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = u->sz + MulScale(SKULL_BOB_AMT, bsin(u->Counter), 14) +
MulScale(DIV2(SKULL_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(SKULL_BOB_AMT, bsin(actor->user.Counter), 14) +
MulScale(DIV2(SKULL_BOB_AMT), bsin(actor->user.Counter), 14);
return 0;
}
@ -438,27 +438,27 @@ int DoSkullWait(DSWActor* actor)
USER* u = actor->u();
int a,b,c,dist;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a, b, c);
DoActorPickClosePlayer(actor);
//if (dist < u->active_range)
//if (dist < actor->user.active_range)
// return(0);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
{
PlaySound(DIGI_AHSCREAM, actor, v3df_none);
u->WaitTics = SEC(3) + RandomRange(360);
actor->user.WaitTics = SEC(3) + RandomRange(360);
}
// below the floor type
if (actor->spr.pos.Z > u->loz)
if (actor->spr.pos.Z > actor->user.loz)
{
// look for closest player every once in a while
if (dist < 3500)
{
actor->spr.xvel = 0;
u->jump_speed = -600;
actor->user.jump_speed = -600;
NewStateGroup(actor, sg_SkullJump);
DoBeginJump(actor);
}
@ -472,9 +472,9 @@ int DoSkullWait(DSWActor* actor)
if (dist < 8000)
{
actor->spr.ang = getangle(u->targetActor->spr.pos.X - actor->spr.pos.X, u->targetActor->spr.pos.Y - actor->spr.pos.Y);
actor->spr.ang = getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y);
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
u->jump_speed = -700;
actor->user.jump_speed = -700;
NewStateGroup(actor, sg_SkullJump);
DoBeginJump(actor);
}
@ -618,36 +618,36 @@ int SetupBetty(DSWActor* actor)
else
{
u = SpawnUser(actor,BETTY_R0,s_BettyWait[0]);
u->Health = HEALTH_SKULL;
actor->user.Health = HEALTH_SKULL;
}
ChangeState(actor, s_BettyWait[0]);
u->Attrib = &BettyAttrib;
actor->user.Attrib = &BettyAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_BettyExplode;
u->Rot = sg_BettyWait;
actor->user.StateEnd = s_BettyExplode;
actor->user.Rot = sg_BettyWait;
u->ID = BETTY_R0;
actor->user.ID = BETTY_R0;
EnemyDefaults(actor, nullptr, nullptr);
actor->spr.clipdist = (128+64) >> 2;
SET(u->Flags, SPR_XFLIP_TOGGLE);
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
u->Radius = 400;
actor->user.Radius = 400;
if (ActorZOfBottom(actor) > u->loz - Z(16))
if (ActorZOfBottom(actor) > actor->user.loz - Z(16))
{
actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
actor->spr.pos.Z = actor->user.loz + Z(tileTopOffset(actor->spr.picnum));
u->loz = actor->spr.pos.Z;
actor->user.loz = actor->spr.pos.Z;
// leave 8 pixels above the ground
actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
}
else
{
u->Counter = RANDOM_P2(2048);
u->sz = actor->spr.pos.Z;
actor->user.Counter = RANDOM_P2(2048);
actor->user.sz = actor->spr.pos.Z;
}
@ -663,7 +663,7 @@ int DoBettyMove(DSWActor* actor)
day = MOVEy(actor->spr.xvel, actor->spr.ang);
daz = actor->spr.zvel;
u->coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);
return 0;
@ -728,11 +728,11 @@ int DoBettyBeginDeath(DSWActor* actor)
}
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
u->RotNum = 0;
u->Tics = 0;
u->ID = BETTY_R0;
u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusBetty;
u->OverlapZ = Z(64);
actor->user.RotNum = 0;
actor->user.Tics = 0;
actor->user.ID = BETTY_R0;
actor->user.Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusBetty;
actor->user.OverlapZ = Z(64);
change_actor_stat(actor, STAT_DEAD_ACTOR);
actor->spr.shade = -40;
@ -751,11 +751,11 @@ int DoBettyJump(DSWActor* actor)
else
actor->spr.ang = NORM_ANGLE(actor->spr.ang + (64 * ACTORMOVETICS));
if (TEST(u->Flags,SPR_JUMPING))
if (TEST(actor->user.Flags,SPR_JUMPING))
{
DoJump(actor);
}
else if (TEST(u->Flags,SPR_FALLING))
else if (TEST(actor->user.Flags,SPR_FALLING))
{
DoFall(actor);
@ -764,19 +764,19 @@ int DoBettyJump(DSWActor* actor)
{
int dist,a,b,c;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a, b, c);
if (dist < 1000 &&
SpriteOverlapZ(actor, u->targetActor, Z(32)))
SpriteOverlapZ(actor, actor->user.targetActor, Z(32)))
{
UpdateSinglePlayKills(actor);
DoBettyBeginDeath(actor);
return 0;
}
if ((actor->spr.pos.Z > u->loz - Z(36)))
if ((actor->spr.pos.Z > actor->user.loz - Z(36)))
{
actor->spr.pos.Z = u->loz - Z(36);
actor->spr.pos.Z = actor->user.loz - Z(36);
UpdateSinglePlayKills(actor);
DoBettyBeginDeath(actor);
return 0;
@ -785,7 +785,7 @@ int DoBettyJump(DSWActor* actor)
// non jumping type
else
{
if (u->jump_speed > 200)
if (actor->user.jump_speed > 200)
{
UpdateSinglePlayKills(actor);
DoBettyBeginDeath(actor);
@ -805,12 +805,12 @@ int DoBettyBob(DSWActor* actor)
{
USER* u = actor->u();
// 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
const int BETTY_BOB_AMT = (Z(16));
u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = u->sz + MulScale(BETTY_BOB_AMT, bsin(u->Counter), 14) +
MulScale(DIV2(BETTY_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(BETTY_BOB_AMT, bsin(actor->user.Counter), 14) +
MulScale(DIV2(BETTY_BOB_AMT), bsin(actor->user.Counter), 14);
return 0;
}
@ -827,27 +827,27 @@ int DoBettyWait(DSWActor* actor)
USER* u = actor->u();
int a,b,c,dist;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a, b, c);
DoActorPickClosePlayer(actor);
//if (dist < u->active_range)
//if (dist < actor->user.active_range)
// return(0);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
{
PlaySound(DIGI_MINEBEEP, actor, v3df_none);
u->WaitTics = SEC(3);
actor->user.WaitTics = SEC(3);
}
// below the floor type
if (actor->spr.pos.Z > u->loz)
if (actor->spr.pos.Z > actor->user.loz)
{
// look for closest player every once in a while
if (dist < 3500)
{
actor->spr.xvel = 0;
u->jump_speed = -600;
actor->user.jump_speed = -600;
NewStateGroup(actor, sg_BettyJump);
DoBeginJump(actor);
}
@ -861,9 +861,9 @@ int DoBettyWait(DSWActor* actor)
if (dist < 8000)
{
actor->spr.ang = getangle(u->targetActor->spr.pos.X - actor->spr.pos.X, u->targetActor->spr.pos.Y - actor->spr.pos.Y);
actor->spr.ang = getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y);
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
u->jump_speed = -700;
actor->user.jump_speed = -700;
NewStateGroup(actor, sg_BettyJump);
DoBeginJump(actor);
}