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- exhumedactor.h added.
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2 changed files with 221 additions and 0 deletions
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@ -32,6 +32,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "screenjob.h"
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#include "gamestruct.h"
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#include "names.h"
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#include "exhumedactor.h"
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BEGIN_PS_NS
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220
source/games/exhumed/src/exhumedactor.h
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220
source/games/exhumed/src/exhumedactor.h
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@ -0,0 +1,220 @@
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#pragma once
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BEGIN_PS_NS
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void mydeletesprite(int nSprite);
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class DExhumedActor;
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// Wrapper around the insane collision info mess from Build.
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struct Collision
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{
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int type;
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int index;
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int legacyVal; // should be removed later, but needed for converting back for unadjusted code.
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DExhumedActor* actor;
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Collision() = default;
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Collision(int legacyval) { setFromEngine(legacyval); }
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// need forward declarations of these.
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int actorIndex(DExhumedActor*);
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DExhumedActor* Actor(int);
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int setNone()
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{
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type = kHitNone;
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index = -1;
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legacyVal = 0;
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actor = nullptr;
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return kHitNone;
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}
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int setSector(int num)
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{
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type = kHitSector;
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index = num;
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legacyVal = type | index;
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actor = nullptr;
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return kHitSector;
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}
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int setWall(int num)
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{
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type = kHitWall;
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index = num;
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legacyVal = type | index;
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actor = nullptr;
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return kHitWall;
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}
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int setSprite(DExhumedActor* num)
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{
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type = kHitSprite;
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index = -1;
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legacyVal = type | actorIndex(num);
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actor = num;
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return kHitSprite;
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}
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int setFromEngine(int value)
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{
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legacyVal = value;
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type = value & kHitTypeMask;
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if (type == 0) { index = -1; actor = nullptr; }
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else if (type != kHitSprite) { index = value & kHitIndexMask; actor = nullptr; }
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else { index = -1; actor = Actor(value & kHitIndexMask); }
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return type;
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}
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};
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class DExhumedActor
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{
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int index;
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DExhumedActor* base();
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public:
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DExhumedActor() :index(int(this - base())) {}
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DExhumedActor& operator=(const DExhumedActor& other) = default;
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void Clear()
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{
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}
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spritetype& s() { return sprite[index]; }
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int GetIndex() { return index; } // should only be for error reporting or for masking to a slot index
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int GetSpriteIndex() { return index; } // this is only here to mark places that need changing later!
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/*
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void SetOwner(DExhumedActor* own)
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{
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s().owner = own ? own->GetSpriteIndex() : -1;
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}
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DExhumedActor* GetOwner()
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{
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if (s().owner == -1 || s().owner == MAXSPRITES - 1) return nullptr;
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return base() + s().owner;
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}
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*/
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};
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extern DExhumedActor exhumedActors[MAXSPRITES];
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inline DExhumedActor* DExhumedActor::base() { return exhumedActors; }
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// Iterator wrappers that return an actor pointer, not an index.
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class ExhumedStatIterator : public StatIterator
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{
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public:
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ExhumedStatIterator(int stat) : StatIterator(stat)
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{
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}
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DExhumedActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? &exhumedActors[n] : nullptr;
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}
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DExhumedActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? &exhumedActors[n] : nullptr;
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}
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};
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class ExhumedSectIterator : public SectIterator
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{
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public:
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ExhumedSectIterator(int stat) : SectIterator(stat)
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{
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}
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DExhumedActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? &exhumedActors[n] : nullptr;
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}
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DExhumedActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? &exhumedActors[n] : nullptr;
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}
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};
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// An iterator to iterate over all sprites.
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class ExhumedSpriteIterator
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{
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ExhumedStatIterator it;
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int stat = 0;
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public:
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ExhumedSpriteIterator() : it(0) {}
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DExhumedActor* Next()
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{
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while (stat < MAXSTATUS)
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{
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auto ac = it.Next();
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if (ac) return ac;
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stat++;
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if (stat < MAXSTATUS) it.Reset(stat);
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}
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return nullptr;
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}
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};
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// For iterating linearly over map spawned sprites.
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class ExhumedLinearSpriteIterator
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{
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int index = 0;
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public:
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void Reset()
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{
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index = 0;
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}
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DExhumedActor* Next()
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{
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while (index < MAXSPRITES)
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{
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auto p = &exhumedActors[index++];
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if (p->s().statnum != MAXSTATUS) return p;
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}
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return nullptr;
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}
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};
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inline void DeleteSprite(DExhumedActor* nSprite)
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{
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if (nSprite) mydeletesprite(nSprite->GetSpriteIndex());
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}
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor*& w, DExhumedActor** def)
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{
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int index = w? int(w - exhumedActors) : -1;
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Serialize(arc, keyname, index, nullptr);
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if (arc.isReading()) w = index == -1? nullptr : &exhumedActors[index];
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return arc;
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}
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inline void ChangeActorStat(DExhumedActor* actor, int stat)
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{
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changespritestat(actor->GetSpriteIndex(), stat);
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}
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inline void ChangeActorSect(DExhumedActor* actor, int stat)
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{
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changespritesect(actor->GetSpriteIndex(), stat);
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}
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inline void setActorPos(DExhumedActor* actor, vec3_t* pos)
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{
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setsprite(actor->GetSpriteIndex(), pos);
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}
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END_BLD_NS
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