raze/source/games/sw/src/actor.cpp

1099 lines
28 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
// Added Ninja Sliced fix
// Fixed Ninja sliced dead and rotation
// Added s_NinjaDieSlicedHack[]
//
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "misc.h"
#include "tags.h"
#include "weapon.h"
#include "sprite.h"
#include "gamefuncs.h"
#include "ai.h"
BEGIN_SW_NS
extern int jump_grav;
extern STATE s_DebrisNinja[];
extern STATE s_DebrisRat[];
extern STATE s_DebrisCrab[];
extern STATE s_DebrisStarFish[];
extern STATE s_NinjaDieSliced[];
extern STATE s_NinjaDieSlicedHack[];
extern STATE* sg_NinjaGrabThroat[];
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoScaleSprite(DSWActor* actor)
{
int scale_value;
if (actor->user.scale_speed)
{
actor->user.scale_value += actor->user.scale_speed * ACTORMOVETICS;
scale_value = actor->user.scale_value >> 8;
if (actor->user.scale_speed > 0)
{
if (scale_value > actor->user.scale_tgt)
actor->user.scale_speed = 0;
else
actor->spr.scale = DVector2(scale_value * REPEAT_SCALE, scale_value * REPEAT_SCALE);
}
else
{
if (scale_value < actor->user.scale_tgt)
actor->user.scale_speed = 0;
else
actor->spr.scale = DVector2(scale_value * REPEAT_SCALE, scale_value * REPEAT_SCALE);
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
{
change_actor_stat(actor, STAT_DEAD_ACTOR);
actor->user.Flags |= (SPR_DEAD);
actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = (40);
// test for gibable dead bodies
actor->spr.extra |= (SPRX_BREAKABLE);
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
if (weapActor == nullptr)
{
// killed by one of these non-sprites
switch (meansofdeath)
{
case WPN_NM_LAVA:
actor->ChangeStateEnd();
break;
case WPN_NM_SECTOR_SQUISH:
actor->ChangeStateEnd();
break;
}
return 0;
}
if (!weapActor->hasU()) return 0;
// killed by one of these sprites
switch (weapActor->user.ID)
{
// Coolie actually explodes himself
// he is the Sprite AND weapon
case COOLIE_RUN_R0:
actor->ChangeStateEnd();
actor->vel.X *= 2;
actor->clearActionFunc();
actor->spr.Angles.Yaw += DAngle180;
break;
case NINJA_RUN_R0:
if (actor->user.ID == NINJA_RUN_R0) // Cut in half!
{
if (weapActor->user.WeaponNum != WPN_FIST)
{
if (sw_ninjahack)
SpawnBlood(actor, actor);
InitPlasmaFountain(weapActor, actor);
InitPlasmaFountain(weapActor, actor);
PlaySound(DIGI_NINJAINHALF, actor, v3df_none);
if (sw_ninjahack)
ChangeState(actor, &s_NinjaDieSlicedHack[5]);
else
ChangeState(actor, &s_NinjaDieSliced[0]);
}
else
{
if (RandomRange(1000) > 500)
{
InitPlasmaFountain(weapActor, actor);
}
actor->ChangeStateEnd();
actor->clearActionFunc();
actor->vel.X = 12.5 + RandomRangeF(12.5);
actor->user.jump_speed = -200 - RandomRange(250);
DoActorBeginJump(actor);
actor->spr.Angles.Yaw = weapActor->spr.Angles.Yaw;
}
}
else
{
// test for gibable dead bodies
if (RandomRange(1000) > 500)
actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actor->ChangeStateEnd();
actor->vel.X = 0;
actor->user.jump_speed = 0;
DoActorBeginJump(actor);
}
actor->user.__legacyState.RotNum = 0;
actor->clearActionFunc();
if (!sw_ninjahack)
actor->spr.Angles.Yaw = weapActor->spr.Angles.Yaw;
break;
case COOLG_RUN_R0:
case SKEL_RUN_R0:
case RIPPER_RUN_R0:
case RIPPER2_RUN_R0:
case EEL_RUN_R0:
case STAR1:
case SUMO_RUN_R0:
actor->ChangeStateEnd();
break;
case UZI_SMOKE:
if (RandomRange(1000) > 500)
actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actor->ChangeStateEnd();
// Rippers still gotta jump or they fall off walls weird
if (actor->user.ID == RIPPER_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0)
{
actor->vel.X *= 2;
actor->user.jump_speed = -100 - RandomRange(250);
DoActorBeginJump(actor);
}
else
{
actor->vel.X = 0;
actor->user.jump_speed = -10 - RandomRange(25);
DoActorBeginJump(actor);
}
actor->clearActionFunc();
// Get angle to player
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos - actor->spr.pos.Y).Angle() + DAngle180;
break;
case UZI_SMOKE+1: // Shotgun
if (RandomRange(1000) > 500)
actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actor->ChangeStateEnd();
// Rippers still gotta jump or they fall off walls weird
if (actor->user.ID == RIPPER_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0)
{
actor->vel.X = (75./16.) + RandomRangeF(6.25);
actor->user.jump_speed = -100 - RandomRange(150);
}
else
{
actor->vel.X = 6.25 + RandomRangeF(12.5);
actor->user.jump_speed = -100 - RandomRange(250);
}
DoActorBeginJump(actor);
actor->clearActionFunc();
// Get angle to player
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle() + DAngle180;
break;
default:
switch (actor->user.ID)
{
case SKULL_R0:
case BETTY_R0:
actor->ChangeStateEnd();
break;
default:
if (RandomRange(1000) > 700)
{
InitPlasmaFountain(weapActor, actor);
}
if (RandomRange(1000) > 500)
actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actor->ChangeStateEnd();
actor->clearActionFunc();
actor->vel.X = 18.75 + RandomRangeF(25);
actor->user.jump_speed = -300 - RandomRange(350);
DoActorBeginJump(actor);
actor->spr.Angles.Yaw = weapActor->spr.Angles.Yaw;
break;
}
break;
}
// These are too big to flip upside down
switch (actor->user.ID)
{
case RIPPER2_RUN_R0:
case COOLIE_RUN_R0:
case SUMO_RUN_R0:
case ZILLA_RUN_R0:
actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP);
break;
}
actor->user.ID = 0;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoDebrisCurrent(DSWActor* actor)
{
int nx, ny;
auto sectp = actor->sector();
double spd = sectp->speed / 64.0;
auto vect = sectp->angle.ToVector() * spd;
Collision ret = move_sprite(actor, DVector3(vect, 0), actor->user.ceiling_dist, actor->user.floor_dist, 0, ACTORMOVETICS);
// attempt to move away from wall
if (ret.type != kHitNone)
{
DAngle rang = RandomAngle();
vect = (sectp->angle + rang).ToVector() * spd;
move_sprite(actor, DVector3(vect, 0), actor->user.ceiling_dist, actor->user.floor_dist, 0, ACTORMOVETICS);
}
actor->spr.pos.Z = actor->user.loz;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorSectorDamage(DSWActor* actor)
{
sectortype* sectp = actor->sector();
if (actor->user.Health <= 0)
return false;
if (sectp->hasU() && sectp->damage)
{
if ((sectp->flags & SECTFU_DAMAGE_ABOVE_SECTOR))
{
if ((actor->user.DamageTics -= synctics) < 0)
{
actor->user.DamageTics = 60;
actor->user.Health -= sectp->damage;
if (actor->user.Health <= 0)
{
UpdateSinglePlayKills(actor);
DoActorDie(actor, nullptr, WPN_NM_LAVA);
return true;
}
}
}
else if (ActorZOfBottom(actor) >= sectp->floorz)
{
if ((actor->user.DamageTics -= synctics) < 0)
{
actor->user.DamageTics = 60;
actor->user.Health -= sectp->damage;
if (actor->user.Health <= 0)
{
UpdateSinglePlayKills(actor);
DoActorDie(actor, nullptr, WPN_NM_LAVA);
return true;
}
}
}
}
// note that most squishing is done in vator.c
if (actor->user.lo_sectp && actor->user.hi_sectp && abs(actor->user.loz - actor->user.hiz) < (ActorSizeZ(actor) * 0.5))
{
actor->user.Health = 0;
if (SpawnShrap(actor, nullptr, WPN_NM_SECTOR_SQUISH))
{
UpdateSinglePlayKills(actor);
SetSuicide(actor);
}
else
{
ASSERT(true == false);
//DoActorDie(actor, nullptr, WPN_NM_SECTOR_SQUISH);
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool move_debris(DSWActor* actor, const DVector2& change)
{
actor->user.coll = move_sprite(actor, DVector3(change, 0), actor->user.ceiling_dist, actor->user.floor_dist, 0, ACTORMOVETICS);
return actor->user.coll.type == kHitNone;
}
//---------------------------------------------------------------------------
//
// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
// current move with the current.
//
//---------------------------------------------------------------------------
int DoActorDebris(DSWActor* actor)
{
sectortype* sectp = actor->sector();
// This was move from DoActorDie so actor's can't be walked through until they are on the floor
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// Don't let some actors float
switch (actor->user.ID)
{
case HORNET_RUN_R0:
case BUNNY_RUN_R0:
KillActor(actor);
return 0;
case ZILLA_RUN_R0:
calcSlope(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.hiz, &actor->user.loz);
actor->user.lo_sectp = actor->sector();
actor->user.hi_sectp = actor->sector();
actor->user.lowActor = nullptr;
actor->user.highActor = nullptr;
break;
}
if ((sectp->extra & SECTFX_SINK))
{
if ((sectp->extra & SECTFX_CURRENT))
{
DoDebrisCurrent(actor);
}
else
{
// todo: check correctness
DVector2 nvec = ACTORMOVETICS * maptoworld * actor->spr.Angles.Yaw.ToVector();
if (!move_debris(actor, nvec))
{
actor->spr.Angles.Yaw = RandomAngle();
}
}
if (actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed) > 10) // JBF: added null check
{
actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 3)) & 1023;
actor->spr.pos.Z = actor->user.loz - 2 * BobVal(actor->user.WaitTics);
}
}
else
{
actor->spr.pos.Z = actor->user.loz;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFireFly(DSWActor* actor)
{
actor->clipdist = 16;
if (!move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * (0.25 * ACTORMOVETICS), 0)))
{
actor->spr.Angles.Yaw += DAngle180;
}
actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = actor->user.pos.Z + 32 * BobVal(actor->user.WaitTics);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoGenerateSewerDebris(DSWActor* actor)
{
static STATE* Debris[] =
{
s_DebrisNinja,
s_DebrisRat,
s_DebrisCrab,
s_DebrisStarFish
};
actor->user.Tics -= ACTORMOVETICS;
if (actor->user.Tics <= 0)
{
actor->user.Tics = actor->user.WaitTics;
auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 12.5);
SetOwner(actor, spawned);
}
return 0;
}
//---------------------------------------------------------------------------
//
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
//
//---------------------------------------------------------------------------
void KeepActorOnFloor(DSWActor* actor)
{
sectortype* sectp;
int depth;
sectp = actor->sector();
actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
return;
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU())
depth = FixedToInt(actor->user.lo_sectp->depth_fixed);
else
depth = 0;
if ((sectp->extra & SECTFX_SINK) &&
depth > 35 &&
actor->hasState(NAME_Swim))
{
if (actor->user.Flags & (SPR_SWIMMING))
{
if (!actor->checkStateGroup(NAME_Run) && !actor->checkStateGroup(NAME_Swim) && !actor->checkStateGroup(NAME_Stand))
{
// was swimming but have now stopped
actor->user.Flags &= ~(SPR_SWIMMING);
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
actor->spr.pos.Z = actor->user.oz = actor->user.loz;
return;
}
if (actor->checkStateGroup(NAME_Run))
{
actor->setStateGroup(NAME_Swim);
}
// are swimming
actor->spr.pos.Z = actor->user.oz = actor->user.loz - depth;
}
else
{
// only start swimming if you are running
if (actor->checkStateGroup(NAME_Run) || actor->checkStateGroup(NAME_Swim))
{
actor->setStateGroup(NAME_Swim);
actor->spr.pos.Z = actor->user.oz = actor->user.loz - depth;
actor->user.Flags |= (SPR_SWIMMING);
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
}
else
{
actor->user.Flags &= ~(SPR_SWIMMING);
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
actor->spr.pos.Z = actor->user.oz = actor->user.loz;
}
}
return;
}
// NOT in a swimming situation
actor->user.Flags &= ~(SPR_SWIMMING);
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
#if 1
if (actor->user.Flags & (SPR_MOVED))
{
actor->spr.pos.Z = actor->user.oz = actor->user.loz;
}
else
{
double ceilz, florz;
Collision ctrash, ftrash;
FAFgetzrangepoint(actor->spr.pos, actor->sector(),&ceilz, &ctrash, &florz, &ftrash);
actor->spr.pos.Z = actor->user.oz = florz;
}
#endif
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorBeginSlide(DSWActor* actor, DAngle ang, double vel)
{
actor->user.Flags |= (SPR_SLIDING);
actor->user.slide_ang = ang;
actor->user.slide_vel = vel;
actor->user.slide_dec = 5/16.;
//DoActorSlide(actor);
return 0;
}
//---------------------------------------------------------------------------
//
// !AIC - Sliding can occur in different directions from movement of the actor.
// Has its own set of variables
//
//---------------------------------------------------------------------------
int DoActorSlide(DSWActor* actor)
{
auto vec = actor->user.slide_ang.ToVector() * actor->user.slide_vel;
if (!move_actor(actor, DVector3(vec, 0)))
{
actor->user.Flags &= ~(SPR_SLIDING);
return false;
}
actor->user.slide_vel -= actor->user.slide_dec * ACTORMOVETICS;
if (actor->user.slide_vel < 1.25)
{
actor->user.Flags &= ~(SPR_SLIDING);
}
return true;
}
//---------------------------------------------------------------------------
//
// !AIC - Actor jumping and falling
//
//---------------------------------------------------------------------------
int DoActorBeginJump(DSWActor* actor)
{
actor->user.Flags |= (SPR_JUMPING);
actor->user.Flags &= ~(SPR_FALLING);
// actor->user.jump_speed = should be set before calling
// set up individual actor jump gravity
actor->user.jump_grav = ACTOR_GRAVITY;
// Change sprites state to jumping
if (actor->user.Flags & (SPR_DEAD))
actor->setStateGroup(NAME_DeathJump);
else
actor->setStateGroup(NAME_Jump);
actor->user.__legacyState.StateFallOverride = nullptr;
//DO NOT CALL DoActorJump! DoActorStopFall can cause an infinite loop and
//stack overflow if it is called.
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorJump(DSWActor* actor)
{
int jump_adj;
// precalculate jump value to adjust jump speed by
jump_adj = actor->user.jump_grav * ACTORMOVETICS;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((actor->user.jump_speed += jump_adj) > 0)
{
// Start falling
DoActorBeginFall(actor);
return 0;
}
// adjust height by jump speed
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS * JUMP_FACTOR;
// if player gets to close the ceiling while jumping
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
double minh = actor->user.hiz + tex->GetDisplayHeight();
if (actor->spr.pos.Z < minh)
{
// put player at the ceiling
actor->spr.pos.Z = minh;
// reverse your speed to falling
actor->user.jump_speed = -actor->user.jump_speed;
// Change sprites state to falling
DoActorBeginFall(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorBeginFall(DSWActor* actor)
{
actor->user.Flags |= (SPR_FALLING);
actor->user.Flags &= ~(SPR_JUMPING);
actor->user.jump_grav = ACTOR_GRAVITY;
// Change sprites state to falling
if (actor->user.Flags & (SPR_DEAD))
{
actor->setStateGroup(NAME_DeathFall);
}
else
actor->setStateGroup(NAME_Fall);
if (actor->user.__legacyState.StateFallOverride)
{
NewStateGroup(actor, actor->user.__legacyState.StateFallOverride);
}
DoActorFall(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorFall(DSWActor* actor)
{
// adjust jump speed by gravity
actor->user.jump_speed += actor->user.jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS * JUMP_FACTOR;
// Stick like glue when you hit the ground
if (actor->spr.pos.Z > actor->user.loz)
{
DoActorStopFall(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorStopFall(DSWActor* actor)
{
actor->spr.pos.Z = actor->user.loz;
actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING);
actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP);
// don't stand on face or wall sprites - jump again
if (actor->user.lowActor && !(actor->user.lowActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
actor->spr.Angles.Yaw += DAngle180 + RandomAngle(DAngle90);
actor->user.jump_speed = -350;
DoActorBeginJump(actor);
return 0;
}
// Change sprites state to running
if (actor->user.__legacyState.ActorActionSet)
{
if (actor->user.Flags & (SPR_DEAD))
{
actor->setStateGroup(NAME_Dead);
PlaySound(DIGI_ACTORBODYFALL1, actor, v3df_none);
}
else
{
PlaySound(DIGI_ACTORHITGROUND, actor, v3df_none);
actor->setStateGroup(NAME_Run);
if ((actor->user.track >= 0) && (actor->user.jump_speed) > 800 && (actor->hasState(NAME_Sit)))
{
actor->user.WaitTics = 80;
actor->setStateGroup(NAME_Sit);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorDeathMove(DSWActor* actor)
{
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
{
if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
actor->clipdist = 12;
move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0));
// only fall on top of floor sprite or sector
DoFindGroundPoint(actor);
return 0;
}
//---------------------------------------------------------------------------
//
// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
//
//---------------------------------------------------------------------------
int DoBeginJump(DSWActor* actor)
{
actor->user.Flags |= (SPR_JUMPING);
actor->user.Flags &= ~(SPR_FALLING);
// set up individual actor jump gravity
actor->user.jump_grav = ACTOR_GRAVITY;
DoJump(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoJump(DSWActor* actor)
{
int jump_adj;
// precalculate jump value to adjust jump speed by
jump_adj = actor->user.jump_grav * ACTORMOVETICS;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((actor->user.jump_speed += jump_adj) > 0)
{
// Start falling
DoBeginFall(actor);
return 0;
}
// adjust height by jump speed
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS * JUMP_FACTOR;
// if player gets to close the ceiling while jumping
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
double minh = actor->user.hiz + tex->GetDisplayHeight();
if (actor->spr.pos.Z < minh)
{
// put player at the ceiling
actor->spr.pos.Z = minh;
// reverse your speed to falling
actor->user.jump_speed = -actor->user.jump_speed;
// Change sprites state to falling
DoBeginFall(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBeginFall(DSWActor* actor)
{
actor->user.Flags |= (SPR_FALLING);
actor->user.Flags &= ~(SPR_JUMPING);
actor->user.jump_grav = ACTOR_GRAVITY;
DoFall(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFall(DSWActor* actor)
{
// adjust jump speed by gravity
actor->user.jump_speed += actor->user.jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS * JUMP_FACTOR;
// Stick like glue when you hit the ground
if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist)
{
actor->spr.pos.Z = actor->user.loz - actor->user.floor_dist;
actor->user.Flags &= ~(SPR_FALLING);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
// helpers
void DSWActor::ChangeStateEnd()
{
ChangeState(this, user.__legacyState.StateEnd);
user.__legacyState.RotNum = 0;
}
Personality* DSWActor::getPersonality()
{
return nullptr; // not implemented yet.
}
static STATE** getLegacyState(ACTOR_ACTION_SET* a, FName label, int subl)
{
if (label == NAME_Run)
{
return a->Run;
}
if (label == NAME_Swim)
{
return a->Swim;
}
if (label == NAME_DeathJump)
{
return a->DeathJump;
}
if (label == NAME_Jump)
{
return a->Jump;
}
if (label == NAME_DeathFall)
{
return a->DeathFall;
}
if (label == NAME_Fall)
{
return a->Fall;
}
if (label == NAME_Dead)
{
return a->Dead;
}
if (label == NAME_Sit)
{
return a->Sit;
}
if (label == NAME_Stand)
{
return a->Stand;
}
if (label == NAME_Death1)
{
return a->Death1;
}
if (label == NAME_Death2)
{
return a->Death2;
}
if (label == NAME_Duck)
{
return a->Duck;
}
if (label == NAME_Rise)
{
return a->Rise;
}
if (label == NAME_Fly)
{
return a->Fly;
}
if (label == NAME_Crawl)
{
return a->Crawl;
}
if (label == NAME_Pain)
{
return a->Pain;
}
if (label == NAME_Climb)
{
return a->Climb;
}
if (label == NAME_Special)
{
return a->Special[1]; // special[0] is never used anywhere
}
if (label == NAME_CloseAttack)
{
return a->CloseAttack[subl];
}
if (label == NAME_Attack)
{
return a->Attack[subl];
}
return nullptr;
}
void DSWActor::setStateGroup(FName label, int subl)
{
auto a = user.__legacyState.ActorActionSet;
if (a) NewStateGroup(this, getLegacyState(a, label, subl));
}
bool DSWActor::checkStateGroup(FName label, int subl)
{
auto a = user.__legacyState.ActorActionSet;
if (!a) return false;
return user.__legacyState.Rot == getLegacyState(a, label, subl);
}
bool DSWActor::hasState(FName label, int subl)
{
auto a = user.__legacyState.ActorActionSet;
if (!a) return false;
return getLegacyState(a, label, subl) != nullptr;
}
void DSWActor::setActionDecide() { user.ActorActionFunc = AF(DoActorDecide); }
void DSWActor::callAction()
{
callFunction(user.ActorActionFunc);
}
void DSWActor::callStateAction()
{
if (user.__legacyState.State && user.__legacyState.State->Animator)
callFunction(*user.__legacyState.State->Animator);
}
int DSWActor::callFunction(VMFunction* func)
{
int ret = 0;
if (func)
{
VMValue param[] = { this };
VMReturn r(&ret);
VMCall(func, param, 1, &r, 1);
}
return ret;
}
END_SW_NS