#pragma once // included by game.h BEGIN_SW_NS class DSWActor { int index; DSWActor* base(); public: int cumulDamage; DSWActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ } DSWActor& operator=(const DSWActor& other) = default; void Clear() { } bool hasU() { return User[index].Data() != nullptr; } /* void addU() { if (s().extra == -1) dbInsertXSprite(s().index); } */ spritetype& s() { return sprite[index]; } USER* u() { return User[index].Data(); } USER* allocUser() { User[index].Alloc(); User[index]->SpriteNum = GetSpriteIndex(); User[index]->SpriteP = &sprite[index]; return User[index].Data(); } void clearUser() { User[index].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) { } 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; } }; enum EHitBitsSW { kHitTypeMaskSW = 0x1C000, kHitSky = 0x10000, // SW only }; 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; } 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; short sect; short wall; short hitsprite; vec3_t pos; void clearObj() { pos = {}; sect = wall = -1; hitsprite = -1; hitactor = nullptr; } void set(hitdata_t* hit) { sect = hit->sect; wall = hit->wall; hitsprite = hit->sprite; hitactor = hit->sprite >= 0 ? &swActors[hit->sprite] : nullptr; pos = hit->pos; } }; 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 int SetActorZ(DSWActor* actor, const vec3_t* newpos) { return setspritez(actor->GetSpriteIndex(), newpos); } END_SW_NS