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# pragma once
BEGIN_BLD_NS
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extern int cumulDamage [ kMaxXSprites ] ;
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// Due to the messed up array storage of all the game data we cannot do any direct references here yet. We have to access everything via wrapper functions for now.
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// Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index.
class DBloodActor
{
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int index ;
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DBloodActor * base ( ) ;
public :
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int dudeSlope ;
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DUDEEXTRA dudeExtra ;
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DBloodActor ( ) : index ( int ( this - base ( ) ) ) { /*assert(index >= 0 && index < kMaxSprites);*/ }
DBloodActor & operator = ( const DBloodActor & other ) = default ;
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void Clear ( )
{
dudeSlope = 0 ;
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dudeExtra = { } ;
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}
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bool hasX ( ) { return sprite [ index ] . extra > 0 ; }
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void addX ( )
{
if ( s ( ) . extra = = - 1 ) dbInsertXSprite ( s ( ) . index ) ;
}
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spritetype & s ( ) { return sprite [ index ] ; }
XSPRITE & x ( ) { return xsprite [ sprite [ index ] . extra ] ; } // calling this does not validate the xsprite!
SPRITEHIT & hit ( ) { return gSpriteHit [ sprite [ index ] . extra ] ; }
int & xvel ( ) { return Blood : : xvel [ index ] ; }
int & yvel ( ) { return Blood : : yvel [ index ] ; }
int & zvel ( ) { return Blood : : zvel [ index ] ; }
int & cumulDamage ( ) { return Blood : : cumulDamage [ sprite [ index ] . extra ] ; }
SPRITEMASS & spriteMass ( ) { return gSpriteMass [ sprite [ index ] . extra ] ; }
GENDUDEEXTRA & genDudeExtra ( ) { return Blood : : gGenDudeExtra [ index ] ; }
POINT3D & basePoint ( ) { return Blood : : baseSprite [ index ] ; }
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void SetOwner ( DBloodActor * own )
{
s ( ) . owner = own ? own - > s ( ) . index : - 1 ;
}
DBloodActor * GetOwner ( )
{
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if ( s ( ) . owner = = - 1 | | s ( ) . owner = = kMaxSprites - 1 ) return nullptr ;
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return base ( ) + s ( ) . owner ;
}
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void SetTarget ( DBloodActor * own )
{
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x ( ) . target_i = own ? own - > s ( ) . index : - 1 ;
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}
DBloodActor * GetTarget ( )
{
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if ( x ( ) . target_i = = - 1 | | x ( ) . target_i = = kMaxSprites - 1 ) return nullptr ;
return base ( ) + x ( ) . target_i ;
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}
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void SetBurnSource ( DBloodActor * own )
{
x ( ) . burnSource = own ? own - > s ( ) . index : - 1 ;
}
DBloodActor * GetBurnSource ( )
{
if ( x ( ) . burnSource = = - 1 | | x ( ) . burnSource = = kMaxSprites - 1 ) return nullptr ;
return base ( ) + x ( ) . burnSource ;
}
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void SetSpecialOwner ( ) // nnext hackery
{
s ( ) . owner = kMaxSprites - 1 ;
}
bool GetSpecialOwner ( )
{
return ( s ( ) . owner = = kMaxSprites - 1 ) ;
}
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bool IsPlayerActor ( )
{
return s ( ) . type > = kDudePlayer1 & & s ( ) . type < = kDudePlayer8 ;
}
bool IsDudeActor ( )
{
return s ( ) . type > = kDudeBase & & s ( ) . type < kDudeMax ;
}
bool IsItemActor ( )
{
return s ( ) . type > = kItemBase & & s ( ) . type < kItemMax ;
}
bool IsWeaponActor ( )
{
return s ( ) . type > = kItemWeaponBase & & s ( ) . type < kItemWeaponMax ;
}
bool IsAmmoActor ( )
{
return s ( ) . type > = kItemAmmoBase & & s ( ) . type < kItemAmmoMax ;
}
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bool isActive ( )
{
if ( ! hasX ( ) )
return false ;
switch ( x ( ) . aiState - > stateType )
{
case kAiStateIdle :
case kAiStateGenIdle :
case kAiStateSearch :
case kAiStateMove :
case kAiStateOther :
return false ;
default :
return true ;
}
}
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void addExtra ( )
{
if ( s ( ) . extra < = 0 ) s ( ) . extra = dbInsertXSprite ( index ) ;
}
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} ;
extern DBloodActor bloodActors [ kMaxSprites ] ;
inline DBloodActor * DBloodActor : : base ( ) { return bloodActors ; }
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// Iterator wrappers that return an actor pointer, not an index.
class BloodStatIterator : public StatIterator
{
public :
BloodStatIterator ( int stat ) : StatIterator ( stat )
{
}
DBloodActor * Next ( )
{
int n = NextIndex ( ) ;
return n > = 0 ? & bloodActors [ n ] : nullptr ;
}
DBloodActor * Peek ( )
{
int n = PeekIndex ( ) ;
return n > = 0 ? & bloodActors [ n ] : nullptr ;
}
} ;
class BloodSectIterator : public SectIterator
{
public :
BloodSectIterator ( int stat ) : SectIterator ( stat )
{
}
DBloodActor * Next ( )
{
int n = NextIndex ( ) ;
return n > = 0 ? & bloodActors [ n ] : nullptr ;
}
DBloodActor * Peek ( )
{
int n = PeekIndex ( ) ;
return n > = 0 ? & bloodActors [ n ] : nullptr ;
}
} ;
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inline int DeleteSprite ( DBloodActor * nSprite )
{
if ( nSprite ) return DeleteSprite ( nSprite - > s ( ) . index ) ;
return 0 ;
}
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inline void actBurnSprite ( DBloodActor * pSource , DBloodActor * pTarget , int nTime )
{
auto pXSprite = & pTarget - > x ( ) ;
pXSprite - > burnTime = ClipHigh ( pXSprite - > burnTime + nTime , sprite [ pXSprite - > reference ] . statnum = = kStatDude ? 2400 : 1200 ) ;
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pXSprite - > burnSource = pSource ? pSource - > s ( ) . index : - 1 ;
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}
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inline void GetActorExtents ( DBloodActor * actor , int * top , int * bottom )
{
GetSpriteExtents ( & actor - > s ( ) , top , bottom ) ;
}
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inline DBloodActor * PLAYER : : fragger ( )
{
return fraggerId = = - 1 ? nullptr : & bloodActors [ fraggerId ] ;
}
inline void PLAYER : : setFragger ( DBloodActor * actor )
{
fraggerId = actor = = nullptr ? - 1 : actor - > s ( ) . index ;
}
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inline DBloodActor * PLAYER : : actor ( )
{
return & bloodActors [ pSprite - > index ] ;
}
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// 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.
DBloodActor * actor ;
Collision ( ) = default ;
Collision ( int legacyval ) { setFromEngine ( legacyval ) ; }
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 ( DBloodActor * num )
{
type = kHitSprite ;
index = - 1 ;
legacyVal = type | int ( num - bloodActors ) ;
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 = & bloodActors [ value & kHitIndexMask ] ; }
return type ;
}
} ;
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inline DBloodActor * getUpperLink ( int sect )
{
auto l = gUpperLink [ sect ] ;
return l = = - 1 ? nullptr : & bloodActors [ l ] ;
}
inline DBloodActor * getLowerLink ( int sect )
{
auto l = gLowerLink [ sect ] ;
return l = = - 1 ? nullptr : & bloodActors [ l ] ;
}
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inline void viewBackupSpriteLoc ( DBloodActor * actor )
{
viewBackupSpriteLoc ( actor - > s ( ) . index , & actor - > s ( ) ) ;
}
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inline FSerializer & Serialize ( FSerializer & arc , const char * keyname , DBloodActor * & w , DBloodActor * * def )
{
int index = w ? int ( w - bloodActors ) : - 1 ;
Serialize ( arc , keyname , index , nullptr ) ;
if ( arc . isReading ( ) ) w = index = = - 1 ? nullptr : & bloodActors [ index ] ;
return arc ;
}
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inline void sfxPlay3DSound ( DBloodActor * pSprite , int soundId , int a3 = - 1 , int a4 = 0 )
{
sfxPlay3DSound ( & pSprite - > s ( ) , soundId , a3 , a4 ) ;
}
inline void sfxPlay3DSoundCP ( DBloodActor * pSprite , int soundId , int a3 = - 1 , int a4 = 0 , int pitch = 0 , int volume = 0 )
{
sfxPlay3DSoundCP ( & pSprite - > s ( ) , soundId , a3 , a4 , pitch , volume ) ;
}
inline void sfxKill3DSound ( DBloodActor * pSprite , int a2 = - 1 , int a3 = - 1 )
{
sfxKill3DSound ( & pSprite - > s ( ) , a2 , a3 ) ;
}
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END_BLD_NS