- renamed u-> in ninja.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 22:23:55 +01:00
parent 704a730a45
commit 8ab8d219b3

View file

@ -1833,95 +1833,95 @@ int SetupNinja(DSWActor* actor)
else
{
u = SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
u->Health = HEALTH_NINJA;
actor->user.Health = HEALTH_NINJA;
}
u->StateEnd = s_NinjaDie;
u->Rot = sg_NinjaRun;
actor->user.StateEnd = s_NinjaDie;
actor->user.Rot = sg_NinjaRun;
actor->spr.xrepeat = 46;
actor->spr.yrepeat = 46;
if (actor->spr.pal == PALETTE_PLAYER5)
{
u->Attrib = &InvisibleNinjaAttrib;
actor->user.Attrib = &InvisibleNinjaAttrib;
EnemyDefaults(actor, &NinjaGreenActionSet, &NinjaPersonality);
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
u->Health = RedNinjaHealth;
actor->user.Health = RedNinjaHealth;
SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
actor->spr.shade = 127;
actor->spr.pal = u->spal = PALETTE_PLAYER5;
actor->spr.pal = actor->user.spal = PALETTE_PLAYER5;
actor->spr.hitag = 9998;
if (pic == NINJA_CRAWL_R0)
{
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
{
u->Attrib = &NinjaAttrib;
u->ActorActionSet = &NinjaActionSet;
u->Personality = &NinjaPersonality;
actor->user.Attrib = &NinjaAttrib;
actor->user.ActorActionSet = &NinjaActionSet;
actor->user.Personality = &NinjaPersonality;
ChangeState(actor, s_NinjaCeiling[0]);
}
else
{
u->Attrib = &NinjaAttrib;
u->ActorActionSet = &NinjaSniperActionSet;
u->Personality = &NinjaSniperPersonality;
actor->user.Attrib = &NinjaAttrib;
actor->user.ActorActionSet = &NinjaSniperActionSet;
actor->user.Personality = &NinjaSniperPersonality;
ChangeState(actor, s_NinjaDuck[0]);
}
}
}
else if (actor->spr.pal == PALETTE_PLAYER3)
{
u->Attrib = &NinjaAttrib;
actor->user.Attrib = &NinjaAttrib;
EnemyDefaults(actor, &NinjaRedActionSet, &NinjaPersonality);
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
u->Health = RedNinjaHealth;
actor->spr.pal = u->spal = PALETTE_PLAYER3;
actor->user.Health = RedNinjaHealth;
actor->spr.pal = actor->user.spal = PALETTE_PLAYER3;
if (pic == NINJA_CRAWL_R0)
{
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
{
u->Attrib = &NinjaAttrib;
u->ActorActionSet = &NinjaActionSet;
u->Personality = &NinjaPersonality;
actor->user.Attrib = &NinjaAttrib;
actor->user.ActorActionSet = &NinjaActionSet;
actor->user.Personality = &NinjaPersonality;
ChangeState(actor, s_NinjaCeiling[0]);
}
else
{
u->Attrib = &NinjaAttrib;
u->ActorActionSet = &NinjaSniperActionSet;
u->Personality = &NinjaSniperPersonality;
actor->user.Attrib = &NinjaAttrib;
actor->user.ActorActionSet = &NinjaSniperActionSet;
actor->user.Personality = &NinjaSniperPersonality;
ChangeState(actor, s_NinjaDuck[0]);
}
}
}
else if (actor->spr.pal == PAL_XLAT_LT_TAN)
{
u->Attrib = &NinjaAttrib;
actor->user.Attrib = &NinjaAttrib;
EnemyDefaults(actor, &NinjaSeekerActionSet, &NinjaPersonality);
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
u->Health = RedNinjaHealth;
actor->spr.pal = u->spal = PAL_XLAT_LT_TAN;
u->Attrib = &NinjaAttrib;
actor->user.Health = RedNinjaHealth;
actor->spr.pal = actor->user.spal = PAL_XLAT_LT_TAN;
actor->user.Attrib = &NinjaAttrib;
}
else if (actor->spr.pal == PAL_XLAT_LT_GREY)
{
u->Attrib = &NinjaAttrib;
actor->user.Attrib = &NinjaAttrib;
EnemyDefaults(actor, &NinjaGrenadeActionSet, &NinjaPersonality);
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
u->Health = RedNinjaHealth;
actor->spr.pal = u->spal = PAL_XLAT_LT_GREY;
u->Attrib = &NinjaAttrib;
actor->user.Health = RedNinjaHealth;
actor->spr.pal = actor->user.spal = PAL_XLAT_LT_GREY;
actor->user.Attrib = &NinjaAttrib;
}
else
{
u->Attrib = &NinjaAttrib;
actor->spr.pal = u->spal = PALETTE_PLAYER0;
actor->user.Attrib = &NinjaAttrib;
actor->spr.pal = actor->user.spal = PALETTE_PLAYER0;
EnemyDefaults(actor, &NinjaActionSet, &NinjaPersonality);
if (pic == NINJA_CRAWL_R0)
{
u->Attrib = &NinjaAttrib;
u->ActorActionSet = &NinjaSniperActionSet;
u->Personality = &NinjaSniperPersonality;
actor->user.Attrib = &NinjaAttrib;
actor->user.ActorActionSet = &NinjaSniperActionSet;
actor->user.Personality = &NinjaSniperPersonality;
ChangeState(actor, s_NinjaDuck[0]);
}
}
@ -1929,8 +1929,8 @@ int SetupNinja(DSWActor* actor)
ChangeState(actor, s_NinjaRun[0]);
DoActorSetSpeed(actor, NORM_SPEED);
u->Radius = 280;
SET(u->Flags, SPR_XFLIP_TOGGLE);
actor->user.Radius = 280;
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
return 0;
}
@ -1942,11 +1942,11 @@ int DoNinjaHariKari(DSWActor* actor)
UpdateSinglePlayKills(actor);
change_actor_stat(actor, STAT_DEAD_ACTOR);
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(u->Flags, SPR_DEAD);
RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
u->floor_dist = Z(40);
u->RotNum = 0;
u->ActorActionFunc = nullptr;
SET(actor->user.Flags, SPR_DEAD);
RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = Z(40);
actor->user.RotNum = 0;
actor->user.ActorActionFunc = nullptr;
SET(actor->spr.extra, SPRX_BREAKABLE);
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
@ -1966,26 +1966,26 @@ int DoNinjaGrabThroat(DSWActor* actor)
{
USER* u = actor->u();
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
{
UpdateSinglePlayKills(actor);
RESET(u->Flags2, SPR2_DYING);
RESET(actor->user.Flags2, SPR2_DYING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
change_actor_stat(actor, STAT_DEAD_ACTOR);
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(u->Flags, SPR_DEAD);
RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
u->floor_dist = Z(40);
u->RotNum = 0;
u->ActorActionFunc = nullptr;
SET(actor->user.Flags, SPR_DEAD);
RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = Z(40);
actor->user.RotNum = 0;
actor->user.ActorActionFunc = nullptr;
SET(actor->spr.extra, SPRX_BREAKABLE);
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
ChangeState(actor, u->StateEnd);
ChangeState(actor, actor->user.StateEnd);
actor->spr.xvel = 0;
//u->jump_speed = -300;
//actor->user.jump_speed = -300;
//DoActorBeginJump(actor);
PlaySound(DIGI_NINJASCREAM, actor, v3df_follow);
}
@ -2003,7 +2003,7 @@ int DoNinjaMove(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags2, SPR2_DYING))
if (TEST(actor->user.Flags2, SPR2_DYING))
{
if (sw_ninjahack)
NewStateGroup(actor, sg_NinjaHariKari);
@ -2013,28 +2013,28 @@ int DoNinjaMove(DSWActor* actor)
}
// jumping and falling
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING) && !TEST(u->Flags, SPR_CLIMBING))
if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING))
{
if (TEST(u->Flags, SPR_JUMPING))
if (TEST(actor->user.Flags, SPR_JUMPING))
DoActorJump(actor);
else if (TEST(u->Flags, SPR_FALLING))
else if (TEST(actor->user.Flags, SPR_FALLING))
DoActorFall(actor);
}
// sliding
if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_CLIMBING))
if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING))
DoActorSlide(actor);
// !AIC - do track or call current action function - such as DoActorMoveCloser()
if (u->track >= 0)
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
{
(*u->ActorActionFunc)(actor);
(*actor->user.ActorActionFunc)(actor);
}
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
{
KeepActorOnFloor(actor);
}
@ -2060,7 +2060,7 @@ int NinjaJumpActionFunc(DSWActor* actor)
return 0;
}
if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
if (!TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
{
InitActorDecide(actor);
}
@ -2079,12 +2079,12 @@ int NullNinja(DSWActor* actor)
{
USER* u = actor->u();
if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS;
if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
DoActorSlide(actor);
if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
if (!TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
@ -2099,7 +2099,7 @@ int DoNinjaPain(DSWActor* actor)
NullNinja(actor);
if (TEST(u->Flags2, SPR2_DYING))
if (TEST(actor->user.Flags2, SPR2_DYING))
{
if (sw_ninjahack)
NewStateGroup(actor, sg_NinjaHariKari);
@ -2108,7 +2108,7 @@ int DoNinjaPain(DSWActor* actor)
return 0;
}
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
@ -2118,7 +2118,7 @@ int DoNinjaSpecial(DSWActor* actor)
{
USER* u = actor->u();
if (u->spal == PALETTE_PLAYER5)
if (actor->user.spal == PALETTE_PLAYER5)
{
RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
actor->spr.hitag = 0;
@ -2195,7 +2195,7 @@ void PlayerLevelReset(PLAYERp pp)
pp->sop_remote = nullptr;
pp->sop = nullptr;
DoPlayerResetMovement(pp);
DamageData[u->WeaponNum].Init(pp);
DamageData[actor->user.WeaponNum].Init(pp);
}
void PlayerDeathReset(PLAYERp pp)
@ -2209,8 +2209,8 @@ void PlayerDeathReset(PLAYERp pp)
COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0;
// second weapon - whatever it is
u->WeaponNum = WPN_SWORD;
pp->WpnFirstType = u->WeaponNum;
actor->user.WeaponNum = WPN_SWORD;
pp->WpnFirstType = actor->user.WeaponNum;
pp->WpnRocketType = 0;
pp->WpnRocketHeat = 0; // 5 to 0 range
pp->WpnRocketNuke = 0; // 1, you have it, or you don't
@ -2235,15 +2235,15 @@ void PlayerDeathReset(PLAYERp pp)
pp->WpnFlags = 0;
pp->WpnGotOnceFlags = 0;
SET(pp->WpnFlags, BIT(WPN_SWORD));
SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(u->WeaponNum));
SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(u->WeaponNum));
SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
RESET(pp->Flags, PF_TWO_UZI);
u->Health = 100;
actor->user.Health = 100;
pp->MaxHealth = 100;
//PlayerUpdateHealth(pp, 500);
puser[pp->pnum].Health = u->Health;
puser[pp->pnum].Health = actor->user.Health;
pp->Armor = 0;
PlayerUpdateArmor(pp, 0);
pp->KillerActor = nullptr;;
@ -2262,7 +2262,7 @@ void PlayerDeathReset(PLAYERp pp)
DoPlayerResetMovement(pp);
//if (pp->CurWpn)
// RESET(pp->CurWpn->flags, PANF_DEATH_HIDE);
DamageData[u->WeaponNum].Init(pp);
DamageData[actor->user.WeaponNum].Init(pp);
}
void PlayerPanelSetup(void)
@ -2288,8 +2288,8 @@ void PlayerGameReset(PLAYERp pp)
COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0;
u->WeaponNum = WPN_SWORD;
pp->WpnFirstType = u->WeaponNum;
actor->user.WeaponNum = WPN_SWORD;
pp->WpnFirstType = actor->user.WeaponNum;
pp->WpnRocketType = 0;
pp->WpnRocketHeat = 0; // 5 to 0 range
pp->WpnRocketNuke = 0; // 1, you have it, or you don't
@ -2310,8 +2310,8 @@ void PlayerGameReset(PLAYERp pp)
pp->WpnFlags = 0;
pp->WpnGotOnceFlags = 0;
SET(pp->WpnFlags, BIT(WPN_SWORD));
SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(u->WeaponNum));
SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(u->WeaponNum));
SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
RESET(pp->Flags, PF_TWO_UZI);
pp->MaxHealth = 100;
@ -2336,7 +2336,7 @@ void PlayerGameReset(PLAYERp pp)
pp->sop_remote = nullptr;
pp->sop = nullptr;
DoPlayerResetMovement(pp);
DamageData[u->WeaponNum].Init(pp);
DamageData[actor->user.WeaponNum].Init(pp);
}
extern ACTOR_ACTION_SET PlayerNinjaActionSet;
@ -2363,27 +2363,27 @@ void InitPlayerSprite(PLAYERp pp)
// Grouping items that need to be reset after a LoadLevel
ChangeState(actor, s_NinjaRun[0]);
u->Rot = sg_NinjaRun;
u->ActorActionSet = &PlayerNinjaActionSet;
actor->user.Rot = sg_NinjaRun;
actor->user.ActorActionSet = &PlayerNinjaActionSet;
u->RotNum = 5;
actor->user.RotNum = 5;
u->Radius = 400;
u->PlayerP = pp;
//u->Health = pp->MaxHealth;
SET(u->Flags, SPR_XFLIP_TOGGLE);
actor->user.Radius = 400;
actor->user.PlayerP = pp;
//actor->user.Health = pp->MaxHealth;
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
actor->spr.picnum = u->State->Pic;
actor->spr.picnum = actor->user.State->Pic;
actor->spr.shade = -60; // was 15
actor->spr.clipdist = (256 >> 2);
actor->spr.xrepeat = PLAYER_NINJA_XREPEAT;
actor->spr.yrepeat = PLAYER_NINJA_YREPEAT;
actor->spr.pal = PALETTE_PLAYER0 + pp->pnum;
u->spal = actor->spr.pal;
actor->user.spal = actor->spr.pal;
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
NewStateGroup(pp->Actor(), actor->user.ActorActionSet->Run);
pp->PlayerUnderActor = nullptr;
@ -2429,16 +2429,16 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
u->Rot = sg_NinjaRun;
u->RotNum = plActor->user.RotNum;
actor->user.Rot = sg_NinjaRun;
actor->user.RotNum = plActor->user.RotNum;
NewStateGroup(pp->PlayerUnderActor, plActor->user.Rot);
u->Radius = plActor->user.Radius;
u->PlayerP = pp;
u->Health = pp->MaxHealth;
SET(u->Flags, SPR_XFLIP_TOGGLE);
actor->user.Radius = plActor->user.Radius;
actor->user.PlayerP = pp;
actor->user.Health = pp->MaxHealth;
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
u->ActorActionSet = plActor->user.ActorActionSet;
actor->user.ActorActionSet = plActor->user.ActorActionSet;
actor->spr.picnum = plActor->spr.picnum;
actor->spr.clipdist = plActor->spr.clipdist;