#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) { } DDukeActor *Next() { int n = NextIndex(); return n >= 0? &hittype[n] : nullptr; } DDukeActor *Peek() { int n = PeekIndex(); return n >= 0? &hittype[n] : nullptr; } }; // 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; } }; inline DDukeActor* player_struct::GetActor() { return &hittype[i]; } inline int player_struct::GetPlayerNum() { return GetActor()->s->yvel; } // Refactoring helpers/intermediates inline void changeactorstat(DDukeActor* a, int newstat) { ::changespritestat(a->GetSpriteIndex(), newstat); } inline void changeactorsect(DDukeActor* a, int newsect) { ::changespritesect(a->GetSpriteIndex(), newsect); } inline int setsprite(DDukeActor* a, int x, int y, int z) { return ::setsprite(a->GetSpriteIndex(), x, y, z); } inline int setsprite(DDukeActor* a, const vec3_t& pos) { return ::setsprite(a->GetSpriteIndex(), pos.x, pos.y, pos.z); } // 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(); } 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; return &hittype[index]; } int spawn_d(int j, int pn); int spawn_r(int j, int pn); inline DDukeActor* spawn(DDukeActor* spawner, int type) { int i = (isRR()? spawn_r : spawn_d)(spawner ? spawner->GetSpriteIndex() : -1, type); return i == -1 ? nullptr : &hittype[i]; } inline int ldist(DDukeActor* s1, DDukeActor* s2) { return ldist(s1->s, s2->s); } inline int dist(DDukeActor* s1, DDukeActor* s2) { return dist(s1->s, s2->s); } inline int badguy(DDukeActor* pSprite) { return badguypic(pSprite->s->picnum); } inline int bossguy(DDukeActor* pSprite) { return bossguypic(pSprite->s->picnum); } // 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) { 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, int* hitsect, int* 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; if (hitwall) *hitwall = hitwal; return res; } inline void neartag(int32_t xs, int32_t ys, int32_t zs, int sectnum, int ange, int* neartagsector, int* neartagwall, DDukeActor** neartagsprite, 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); *neartagsprite = nts == -1 ? nullptr : &hittype[nts]; *neartagsector = ntsec; *neartagwall = ntwal; } END_DUKE_NS