From 8ab8d219b322a5f0953130739e214f7b9d0f4c27 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 25 Dec 2021 22:23:55 +0100 Subject: [PATCH] - renamed u-> in ninja.cpp --- source/games/sw/src/ninja.cpp | 190 +++++++++++++++++----------------- 1 file changed, 95 insertions(+), 95 deletions(-) diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index 7c1053d88..0a96af5c2 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -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;