raze/source/games/duke/src/dukeactor.h

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#pragma once
#include "dobject.h"
#include "build.h"
BEGIN_DUKE_NS
// Iterator wrappers that return an actor pointer, not an index.
class DukeStatIterator : public StatIterator
{
public:
DukeStatIterator(int stat) : StatIterator(stat)
{
}
DDukeActor *Next()
{
int n = NextIndex();
return n >= 0? &hittype[n] : nullptr;
}
DDukeActor *Peek()
{
int n = PeekIndex();
return n >= 0? &hittype[n] : nullptr;
}
};
class DukeSectIterator : public SectIterator
{
public:
DukeSectIterator(int stat) : SectIterator(stat)
{
}
DukeSectIterator(sectortype* stat) : SectIterator(stat)
{
}
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DDukeActor *Next()
{
int n = NextIndex();
return n >= 0? &hittype[n] : nullptr;
}
DDukeActor *Peek()
{
int n = PeekIndex();
return n >= 0? &hittype[n] : nullptr;
}
};
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// An interator to iterate over all sprites.
class DukeSpriteIterator
{
DukeStatIterator it;
int stat = STAT_DEFAULT;
public:
DukeSpriteIterator() : it(STAT_DEFAULT) {}
DDukeActor* Next()
{
while (stat < MAXSTATUS)
{
auto ac = it.Next();
if (ac) return ac;
stat++;
if (stat < MAXSTATUS) it.Reset(stat);
}
return nullptr;
}
};
class DukeLinearSpriteIterator
{
int index = 0;
public:
DDukeActor* Next()
{
while (index < MAXSPRITES)
{
auto p = &hittype[index++];
if (p->s->statnum != MAXSTATUS) return p;
}
return nullptr;
}
};
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inline DDukeActor* player_struct::GetActor()
{
return &hittype[i];
}
inline int player_struct::GetPlayerNum()
{
return GetActor()->s->yvel;
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}
// Refactoring helpers/intermediates
inline void changeactorstat(DDukeActor* a, int newstat)
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{
::changespritestat(a->GetSpriteIndex(), newstat);
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}
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inline void changeactorsect(DDukeActor* a, int newsect)
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{
::changespritesect(a->GetSpriteIndex(), newsect);
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}
inline int setsprite(DDukeActor* a, int x, int y, int z)
{
return ::setsprite(a->GetSpriteIndex(), x, y, z);
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}
inline int setsprite(DDukeActor* a, const vec3_t& pos)
{
return ::setsprite(a->GetSpriteIndex(), pos.x, pos.y, pos.z);
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}
// see comment for changespritestat.
inline int setsprite(int i, int x, int y, int z)
{
return ::setsprite(i, x, y, z);
}
inline int ActorToScriptIndex(DDukeActor* a)
{
if (!a) return -1;
return a->GetSpriteIndex();
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}
inline DDukeActor* ScriptIndexToActor(int index)
{
// only allow valid actors to get through here. Everything else gets null'ed.
if (index < 0 || index >= MAXSPRITES || hittype[index].s->statnum == MAXSTATUS) return nullptr;
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return &hittype[index];
}
DDukeActor* spawn(DDukeActor* spawner, int type);
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inline int ldist(DDukeActor* s1, DDukeActor* s2)
{
return ldist(s1->s, s2->s);
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}
inline int dist(DDukeActor* s1, DDukeActor* s2)
{
return dist(s1->s, s2->s);
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}
inline int badguy(DDukeActor* pSprite)
{
return badguypic(pSprite->s->picnum);
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}
inline int bossguy(DDukeActor* pSprite)
{
return bossguypic(pSprite->s->picnum);
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}
// old interface versions of already changed functions
inline void deletesprite(int num)
{
deletesprite(&hittype[num]);
}
int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision& result);
int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision& result);
inline int movesprite_ex(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision& result)
{
auto f = isRR() ? movesprite_ex_r : movesprite_ex_d;
return f(actor, xchange, ychange, zchange, cliptype, result);
}
inline int clipmove_ex(vec3_t* pos, int* sect, int xv, int yv, int wal, int ceil, int flor, int ct, Collision& result)
{
int res = clipmove(pos, sect, xv, yv, wal, ceil, flor, ct);
return result.setFromEngine(res);
}
inline void getzrange_ex(int x, int y, int z, int sectnum, int32_t* ceilz, Collision& ceilhit, int32_t* florz, Collision& florhit, int32_t walldist, uint32_t cliptype)
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{
int ch, fh;
getzrange(x, y, z, sectnum, ceilz, &ch, florz, &fh, walldist, cliptype);
ceilhit.setFromEngine(ch);
florhit.setFromEngine(fh);
}
inline int hitscan(int x, int y, int z, int sectnum, int32_t vx, int32_t vy, int32_t vz,
sectortype** hitsect, walltype** hitwall, DDukeActor** hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
{
short hitsprt, hitsct, hitwal;
int res = ::hitscan(x, y, z, sectnum, vx, vy, vz, &hitsct, &hitwal, &hitsprt, hitx, hity, hitz, cliptype);
if (hitspr) *hitspr = hitsprt == -1 ? nullptr : &hittype[hitsprt];
if (hitsect) *hitsect = hitsct >= 0? &sector[hitsct] : nullptr;
if (hitwall) *hitwall = hitwal >= 0? &wall[hitwal] : nullptr;
return res;
}
inline void neartag(int32_t xs, int32_t ys, int32_t zs, int sectnum, int ange,
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sectortype** neartagsector, walltype** neartagwall, DDukeActor** neartagsprite,
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int32_t* neartaghitdist, int32_t neartagrange, uint8_t tagsearch)
{
int16_t nts;
int16_t ntsec, ntwal;
::neartag(xs, ys, zs, sectnum, ange, &ntsec, &ntwal, &nts, neartaghitdist, neartagrange, tagsearch);
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*neartagsprite = nts == -1 ? nullptr : &hittype[nts];
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*neartagsector = ntsec == -1? nullptr : &sector[ntsec];
*neartagwall = ntwal == -1? nullptr : &wall[ntwal];
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}
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END_DUKE_NS