raze/source/games/sw/src/swactor.h

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#pragma once
// included by game.h
BEGIN_SW_NS
class DSWActor : public DCoreActor
{
DSWActor* base();
public:
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bool hasUser;
USER user;
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walltype* tempwall; // transient, to replace a hack using a 16 bit sprite field.
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DSWActor()
{
index = (int(this - base()));
}
DSWActor& operator=(const DSWActor& other) = default;
void Clear()
{
clearUser();
}
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bool hasU() { return hasUser; }
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USER* u() { return &user; }
USER* allocUser()
{
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hasUser = true;
return u();
}
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void clearUser()
{
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hasUser = false;
user.Clear();
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}
};
extern DSWActor swActors[MAXSPRITES];
inline DSWActor* DSWActor::base() { return swActors; }
// subclassed to add a game specific actor() method
// Iterator wrappers that return an actor pointer, not an index.
class SWStatIterator : public StatIterator
{
public:
SWStatIterator(int stat) : StatIterator(stat)
{
}
DSWActor* Next()
{
int n = NextIndex();
return n >= 0 ? &swActors[n] : nullptr;
}
DSWActor* Peek()
{
int n = PeekIndex();
return n >= 0 ? &swActors[n] : nullptr;
}
};
class SWSectIterator : public SectIterator
{
public:
SWSectIterator(int stat) : SectIterator(stat)
{
}
SWSectIterator(sectortype* stat) : SectIterator(stat)
{
}
DSWActor* Next()
{
int n = NextIndex();
return n >= 0 ? &swActors[n] : nullptr;
}
DSWActor* Peek()
{
int n = PeekIndex();
return n >= 0 ? &swActors[n] : nullptr;
}
};
// An iterator to iterate over all sprites.
class SWSpriteIterator
{
SWStatIterator it;
int stat = 0;
public:
SWSpriteIterator() : it(0) {}
DSWActor* 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 SWLinearSpriteIterator
{
int index = 0;
public:
void Reset()
{
index = 0;
}
DSWActor* Next()
{
while (index < MAXSPRITES)
{
auto p = &swActors[index++];
if (p->s().statnum != MAXSTATUS) return p;
}
return nullptr;
}
};
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DSWActor*& w, DSWActor** def)
{
int index = w? int(w - swActors) : -1;
Serialize(arc, keyname, index, nullptr);
if (arc.isReading()) w = index == -1? nullptr : &swActors[index];
return arc;
}
inline void ChangeActorSect(DSWActor* actor, int sect)
{
changespritesect(actor->GetSpriteIndex(), sect);
}
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inline void ChangeActorSect(DSWActor* actor, sectortype* sect)
{
changespritesect(actor->GetSpriteIndex(), sectnum(sect));
}
inline int SetActorZ(DSWActor* actor, const vec3_t* newpos)
{
return setspritez(actor->GetSpriteIndex(), newpos);
}
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inline int SetActor(DSWActor* actor, const vec3_t* newpos)
{
return setsprite(actor->GetSpriteIndex(), newpos);
}
END_SW_NS