#pragma once #include "build.h" #include "common_game.h" #include "db.h" #include "ai.h" #include "nnexts.h" #include "seq.h" #include "aiunicult.h" BEGIN_BLD_NS // Due to the messed up array storage of all the game data we cannot do any direct referenced 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 { const int index; DBloodActor* base(); public: DBloodActor() :index(int(this - base())) { assert(index >= 0 && index < kMaxSprites); } bool hasX() { return sprite[index].extra > 0; } 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]; } int& dudeSlope() { return Blood::gDudeSlope[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]; } }; extern DBloodActor bloodActors[kMaxSprites]; inline DBloodActor* DBloodActor::base() { return bloodActors; } END_BLD_NS