#pragma once // included by game.h BEGIN_SW_NS class DSWActor { int index; DSWActor* base(); public: bool hasUser; USER user; walltype* tempwall; // transient, to replace a hack using a 16 bit sprite field. DSWActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ } DSWActor& operator=(const DSWActor& other) = default; void Clear() { clearUser(); } bool hasU() { return hasUser; } spritetype& s() { return sprite[index]; } USER* u() { return &user; } USER* allocUser() { hasUser = true; return u(); } void clearUser() { hasUser = false; user.Clear(); } int GetIndex() { return s().time; } int GetSpriteIndex() const { return index; } }; extern DSWActor swActors[MAXSPRITES]; inline DSWActor* DSWActor::base() { return swActors; } // 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 int Collision::setNone() { type = kHitNone; index = -1; legacyVal = 0; actor = nullptr; return kHitNone; } inline int Collision::setSector(int num) { type = kHitSector; index = num; legacyVal = type | index; actor = nullptr; return kHitSector; } inline int Collision::setWall(int num) { type = kHitWall; index = num; legacyVal = type | index; actor = nullptr; return kHitWall; } inline int Collision::setSprite(DSWActor* num) { type = kHitSprite; index = -1; legacyVal = type | int(num - swActors); actor = num; return kHitSprite; } int Collision::setSky() { setNone(); type = kHitVoid; return kHitVoid; } inline int Collision::setFromEngine(int value) { legacyVal = value; type = value & kHitTypeMaskSW; if (type == 0) { index = -1; actor = nullptr; } else if (type != kHitSprite) { index = value & kHitIndexMask; actor = nullptr; } else { index = -1; actor = &swActors[value & kHitIndexMask]; } return type; } struct HITINFO { DSWActor* hitactor; sectortype* hitSector; walltype* hitWall; vec3_t pos; void clearObj() { pos = {}; hitactor = nullptr; hitSector = nullptr; hitWall = nullptr; } void set(hitdata_t* hit) { hitSector = hit->sect == -1? nullptr : &::sector[hit->sect]; hitWall = hit->wall == -1 ? nullptr : &::wall[hit->wall]; hitactor = hit->sprite >= 0 ? &swActors[hit->sprite] : nullptr; pos = hit->pos; } walltype* wall() const { return hitWall; } sectortype* sector() const { return hitSector; } }; 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); } 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); } inline int SetActor(DSWActor* actor, const vec3_t* newpos) { return setsprite(actor->GetSpriteIndex(), newpos); } END_SW_NS