raze/source/games/blood/src/bloodactor.h

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#pragma once
BEGIN_BLD_NS
extern int cumulDamage[kMaxXSprites];
// 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.
// Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index.
class DBloodActor
{
int index;
DBloodActor* base();
public:
int dudeSlope;
DBloodActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ }
DBloodActor& operator=(const DBloodActor& other) = default;
void Clear()
{
dudeSlope = 0;
}
bool hasX() { return sprite[index].extra > 0; }
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void addX()
{
if (s().extra == -1) dbInsertXSprite(s().index);
}
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]; }
DUDEEXTRA& dudeExtra() { return gDudeExtra[sprite[index].extra]; }
SPRITEMASS& spriteMass() { return gSpriteMass[sprite[index].extra]; }
GENDUDEEXTRA& genDudeExtra() { return Blood::gGenDudeExtra[index]; }
POINT3D& basePoint() { return Blood::baseSprite[index]; }
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;
return base() + s().owner;
}
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void SetSpecialOwner() // nnext hackery
{
s().owner = kMaxSprites - 1;
}
bool GetSpecialOwner()
{
return (s().owner == kMaxSprites - 1);
}
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;
}
};
extern DBloodActor bloodActors[kMaxSprites];
inline DBloodActor* DBloodActor::base() { return bloodActors; }
// 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;
}
};
inline int DeleteSprite(DBloodActor* nSprite)
{
if (nSprite) return DeleteSprite(nSprite->s().index);
return 0;
}
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);
pXSprite->burnSource = pSource? pSource->s().index : -1;
}
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inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
{
GetSpriteExtents(&actor->s(), top, bottom);
}
inline DBloodActor *PLAYER::fragger()
{
return fraggerId == -1? nullptr : &bloodActors[fraggerId];
}
inline void PLAYER::setFragger(DBloodActor* actor)
{
fraggerId = actor == nullptr ? -1 : actor->s().index;
}
END_BLD_NS