#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; } 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() { if (s().owner == -1) return nullptr; return base() + s().owner; } 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->s().index; } END_BLD_NS