- renamed u-> in vator.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 23:13:35 +01:00
parent 2ef7fc9bc2
commit ab359844aa

View file

@ -48,30 +48,30 @@ void ReverseVator(DSWActor* actor)
USERp u = actor->u();
// if paused go ahead and start it up again
if (u->Tics)
if (actor->user.Tics)
{
u->Tics = 0;
actor->user.Tics = 0;
SetVatorActive(actor);
return;
}
// moving toward to OFF pos
if (u->z_tgt == u->oz)
if (actor->user.z_tgt == actor->user.oz)
{
if (actor->spr.pos.Z == u->oz)
u->z_tgt = u->sz;
else if (u->sz == u->oz)
u->z_tgt = actor->spr.pos.Z;
if (actor->spr.pos.Z == actor->user.oz)
actor->user.z_tgt = actor->user.sz;
else if (actor->user.sz == actor->user.oz)
actor->user.z_tgt = actor->spr.pos.Z;
}
else if (u->z_tgt == u->sz)
else if (actor->user.z_tgt == actor->user.sz)
{
if (actor->spr.pos.Z == u->oz)
u->z_tgt = actor->spr.pos.Z;
else if (u->sz == u->oz)
u->z_tgt = u->sz;
if (actor->spr.pos.Z == actor->user.oz)
actor->user.z_tgt = actor->spr.pos.Z;
else if (actor->user.sz == actor->user.oz)
actor->user.z_tgt = actor->user.sz;
}
u->vel_rate = -u->vel_rate;
actor->user.vel_rate = -actor->user.vel_rate;
}
bool VatorSwitch(short match, short setting)
@ -106,15 +106,15 @@ void SetVatorActive(DSWActor* actor)
// play activate sound
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
SET(u->Flags, SPR_ACTIVE);
u->Tics = 0;
SET(actor->user.Flags, SPR_ACTIVE);
actor->user.Tics = 0;
// moving to the ON position
if (u->z_tgt == actor->spr.pos.Z)
if (actor->user.z_tgt == actor->spr.pos.Z)
VatorSwitch(SP_TAG2(actor), true);
else
// moving to the OFF position
if (u->z_tgt == u->sz)
if (actor->user.z_tgt == actor->user.sz)
VatorSwitch(SP_TAG2(actor), false);
}
@ -133,7 +133,7 @@ void SetVatorInactive(DSWActor* actor)
// play inactivate sound
DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
RESET(u->Flags, SPR_ACTIVE);
RESET(actor->user.Flags, SPR_ACTIVE);
}
// called for operation from the space bar
@ -186,14 +186,14 @@ void DoVatorOperate(PLAYERp pp, sectortype* sect)
// returns first vator found
void DoVatorMatch(PLAYERp pp, short match)
{
USERp fu;
USERp u;
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
{
if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
{
fu = actor->u();
u = actor->u();
// single play only vator
// bool 8 must be set for message to display
@ -216,9 +216,9 @@ void DoVatorMatch(PLAYERp pp, short match)
}
// remember the player than activated it
fu->PlayerP = pp;
actor->user.PlayerP = pp;
if (TEST(fu->Flags, SPR_ACTIVE))
if (TEST(actor->user.Flags, SPR_ACTIVE))
{
ReverseVator(actor);
continue;
@ -232,20 +232,20 @@ void DoVatorMatch(PLAYERp pp, short match)
bool TestVatorMatchActive(short match)
{
USERp fu;
USERp u;
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
{
if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
{
fu = actor->u();
u = actor->u();
// Does not have to be inactive to be operated
if (TEST_BOOL6(actor))
continue;
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics)
return true;
}
}
@ -261,10 +261,10 @@ void InterpSectorSprites(sectortype* sect, bool state)
if (actor->hasU())
{
auto u = actor->u();
if (TEST(u->Flags, SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END)
if (TEST(actor->user.Flags, SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END)
continue;
if (TEST(u->Flags, SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END)
if (TEST(actor->user.Flags, SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END)
continue;
}
}
@ -339,28 +339,28 @@ int DoVatorMove(DSWActor* actor, int *lptr)
zval = *lptr;
// if LESS THAN goal
if (zval < u->z_tgt)
if (zval < actor->user.z_tgt)
{
// move it DOWN
zval += (synctics * u->jump_speed);
zval += (synctics * actor->user.jump_speed);
u->jump_speed += u->vel_rate * synctics;
actor->user.jump_speed += actor->user.vel_rate * synctics;
// if the other way make it equal
if (zval > u->z_tgt)
zval = u->z_tgt;
if (zval > actor->user.z_tgt)
zval = actor->user.z_tgt;
}
// if GREATER THAN goal
if (zval > u->z_tgt)
if (zval > actor->user.z_tgt)
{
// move it UP
zval -= (synctics * u->jump_speed);
zval -= (synctics * actor->user.jump_speed);
u->jump_speed += u->vel_rate * synctics;
actor->user.jump_speed += actor->user.vel_rate * synctics;
if (zval < u->z_tgt)
zval = u->z_tgt;
if (zval < actor->user.z_tgt)
zval = actor->user.z_tgt;
}
move_amt = zval - *lptr;
@ -377,11 +377,11 @@ int DoVator(DSWActor* actor)
int *lptr;
int amt;
// u->sz - where the sector z started
// u->z_tgt - current target z
// u->oz - original z - where it initally starts off
// actor->user.sz - where the sector z started
// actor->user.z_tgt - current target z
// actor->user.oz - original z - where it initally starts off
// actor->spr.z - z of the sprite
// u->vel_rate - velocity
// actor->user.vel_rate - velocity
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
{
@ -397,31 +397,31 @@ int DoVator(DSWActor* actor)
}
// EQUAL this entry has finished
if (*lptr == u->z_tgt)
if (*lptr == actor->user.z_tgt)
{
// in the ON position
if (u->z_tgt == actor->spr.pos.Z)
if (actor->user.z_tgt == actor->spr.pos.Z)
{
// change target
u->z_tgt = u->sz;
u->vel_rate = -u->vel_rate;
actor->user.z_tgt = actor->user.sz;
actor->user.vel_rate = -actor->user.vel_rate;
SetVatorInactive(actor);
// if tag6 and nothing blocking door
if (SP_TAG6(actor) && !TEST_BOOL8(actor))
DoMatchEverything(u->PlayerP, SP_TAG6(actor), -1);
DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
}
else
// in the OFF position
if (u->z_tgt == u->sz)
if (actor->user.z_tgt == actor->user.sz)
{
short match = SP_TAG2(actor);
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = short(abs(u->vel_rate));
u->z_tgt = actor->spr.pos.Z;
actor->user.jump_speed = actor->user.vel_tgt;
actor->user.vel_rate = short(abs(actor->user.vel_rate));
actor->user.z_tgt = actor->spr.pos.Z;
RESET_BOOL8(actor);
SetVatorInactive(actor);
@ -434,7 +434,7 @@ int DoVator(DSWActor* actor)
}
if (SP_TAG6(actor) && TEST_BOOL5(actor))
DoMatchEverything(u->PlayerP, SP_TAG6(actor), -1);
DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
}
// operate only once
@ -446,16 +446,16 @@ int DoVator(DSWActor* actor)
}
// setup to go back to the original z
if (*lptr != u->oz)
if (*lptr != actor->user.oz)
{
if (u->WaitTics)
u->Tics = u->WaitTics;
if (actor->user.WaitTics)
actor->user.Tics = actor->user.WaitTics;
}
}
else // if (*lptr == u->z_tgt)
else // if (*lptr == actor->user.z_tgt)
{
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(actor) && u->z_tgt == u->oz)
if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz)
{
int i;
bool found = false;
@ -498,7 +498,7 @@ int DoVator(DSWActor* actor)
{
ReverseVator(actor);
u->vel_rate = -u->vel_rate;
actor->user.vel_rate = -actor->user.vel_rate;
found = true;
}
}
@ -549,28 +549,28 @@ int DoVatorAuto(DSWActor* actor)
}
// EQUAL this entry has finished
if (*lptr == u->z_tgt)
if (*lptr == actor->user.z_tgt)
{
// in the UP position
if (u->z_tgt == actor->spr.pos.Z)
if (actor->user.z_tgt == actor->spr.pos.Z)
{
// change target
u->z_tgt = u->sz;
u->vel_rate = -u->vel_rate;
u->Tics = u->WaitTics;
actor->user.z_tgt = actor->user.sz;
actor->user.vel_rate = -actor->user.vel_rate;
actor->user.Tics = actor->user.WaitTics;
if (SP_TAG6(actor))
DoMatchEverything(u->PlayerP, SP_TAG6(actor), -1);
DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
}
else
// in the DOWN position
if (u->z_tgt == u->sz)
if (actor->user.z_tgt == actor->user.sz)
{
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = short(abs(u->vel_rate));
u->z_tgt = actor->spr.pos.Z;
u->Tics = u->WaitTics;
actor->user.jump_speed = actor->user.vel_tgt;
actor->user.vel_rate = short(abs(actor->user.vel_rate));
actor->user.z_tgt = actor->spr.pos.Z;
actor->user.Tics = actor->user.WaitTics;
if (SP_TAG6(actor) && TEST_BOOL5(actor))
DoMatchEverything(nullptr, SP_TAG6(actor), -1);