- exhumedactor.h added.

This commit is contained in:
Christoph Oelckers 2021-09-06 23:50:06 +02:00
parent d2beee587d
commit 719081824a
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.
#include "screenjob.h"
#include "gamestruct.h"
#include "names.h"
#include "exhumedactor.h"
BEGIN_PS_NS

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