mirror of
https://github.com/ZDoom/Raze.git
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230 lines
5.2 KiB
C++
230 lines
5.2 KiB
C++
#pragma once
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#include "dobject.h"
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#include "build.h"
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BEGIN_DUKE_NS
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// Iterator wrappers that return an actor pointer, not an index.
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class DukeStatIterator : public StatIterator
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{
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public:
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DukeStatIterator(int stat) : StatIterator(stat)
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{
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}
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DDukeActor *Next()
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{
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int n = NextIndex();
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return n >= 0? &hittype[n] : nullptr;
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}
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DDukeActor *Peek()
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{
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int n = PeekIndex();
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return n >= 0? &hittype[n] : nullptr;
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}
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};
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class DukeSectIterator : public SectIterator
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{
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public:
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DukeSectIterator(int stat) : SectIterator(stat)
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{
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}
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DDukeActor *Next()
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{
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int n = NextIndex();
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return n >= 0? &hittype[n] : nullptr;
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}
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DDukeActor *Peek()
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{
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int n = PeekIndex();
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return n >= 0? &hittype[n] : nullptr;
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}
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};
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// An interator to iterate over all sprites.
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class DukeSpriteIterator
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{
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DukeStatIterator it;
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int stat = STAT_DEFAULT;
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public:
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DukeSpriteIterator() : it(STAT_DEFAULT) {}
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DDukeActor* Next()
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{
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while (stat < MAXSTATUS)
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{
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auto ac = it.Next();
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if (ac) return ac;
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stat++;
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if (stat < MAXSTATUS) it.Reset(stat);
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}
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return nullptr;
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}
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};
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class DukeLinearSpriteIterator
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{
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int index = 0;
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public:
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DDukeActor* Next()
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{
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while (index < MAXSPRITES)
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{
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auto p = &hittype[index++];
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if (p->s.statnum != MAXSTATUS) return p;
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}
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return nullptr;
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}
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};
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inline DDukeActor* player_struct::GetActor()
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{
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return &hittype[i];
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}
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inline int player_struct::GetPlayerNum()
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{
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return GetActor()->s.yvel;
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}
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// Refactoring helpers/intermediates
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inline void changespritestat(DDukeActor* a, int newstat)
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{
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::changespritestat(a->GetIndex(), newstat);
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}
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// The int version also needs to be wrapped due to namespacing issues.
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inline void changespritestat(int i, int newstat)
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{
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::changespritestat(i, newstat);
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}
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inline void changespritesect(DDukeActor* a, int newsect)
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{
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::changespritesect(a->GetIndex(), newsect);
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}
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inline void changespritesect(int i, int newsect)
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{
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::changespritesect(i, newsect);
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}
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inline int setsprite(DDukeActor* a, int x, int y, int z)
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{
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return ::setsprite(a->GetIndex(), x, y, z);
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}
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inline int setsprite(DDukeActor* a, const vec3_t& pos)
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{
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return ::setsprite(a->GetIndex(), pos.x, pos.y, pos.z);
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}
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// see comment for changespritestat.
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inline int setsprite(int i, int x, int y, int z)
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{
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return ::setsprite(i, x, y, z);
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}
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inline int ActorToScriptIndex(DDukeActor* a)
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{
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if (!a) return -1;
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return a->GetIndex();
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}
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inline DDukeActor* ScriptIndexToActor(int index)
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{
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// only allow valid actors to get through here. Everything else gets null'ed.
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if (index < 0 || index >= MAXSPRITES || hittype[index].s.statnum == MAXSTATUS) return nullptr;
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return &hittype[index];
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}
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inline bool wallswitchcheck(DDukeActor* s)
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{
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return !!(tileinfo[s->s.picnum].flags & TFLAG_WALLSWITCH);
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}
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int spawn_d(int j, int pn);
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int spawn_r(int j, int pn);
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inline DDukeActor* spawn(DDukeActor* spawner, int type)
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{
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int i = (isRR()? spawn_r : spawn_d)(spawner ? spawner->GetIndex() : -1, type);
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return i == -1 ? nullptr : &hittype[i];
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}
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inline int ldist(DDukeActor* s1, DDukeActor* s2)
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{
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return ldist(&s1->s, &s2->s);
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}
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inline int dist(DDukeActor* s1, DDukeActor* s2)
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{
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return dist(&s1->s, &s2->s);
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}
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inline int badguy(DDukeActor* pSprite)
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{
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return badguypic(pSprite->s.picnum);
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}
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inline int bossguy(DDukeActor* pSprite)
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{
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return bossguypic(pSprite->s.picnum);
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}
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// old interface versions of already changed functions
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inline void deletesprite(int num)
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{
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deletesprite(&hittype[num]);
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}
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int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision& result);
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int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision& result);
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inline int movesprite_ex(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision& result)
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{
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auto f = isRR() ? movesprite_ex_r : movesprite_ex_d;
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return f(actor, xchange, ychange, zchange, cliptype, result);
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}
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inline int clipmove_ex(int* x, int* y, int* z, short* sect, int xv, int yv, int wal, int ceil, int flor, int ct, Collision& result)
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{
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int res = clipmove(x, y, z, sect, xv, yv, wal, ceil, flor, ct);
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return result.setFromEngine(res);
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}
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inline void getzrange_ex(int x, int y, int z, int16_t sectnum, int32_t* ceilz, Collision& ceilhit, int32_t* florz, Collision& florhit, int32_t walldist, uint32_t cliptype)
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{
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int ch, fh;
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getzrange(x, y, z, sectnum, ceilz, &ch, florz, &fh, walldist, cliptype);
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ceilhit.setFromEngine(ch);
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florhit.setFromEngine(fh);
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}
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inline int hitscan(int x, int y, int z, int16_t sectnum, int32_t vx, int32_t vy, int32_t vz,
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short* hitsect, short* hitwall, DDukeActor** hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
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{
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short hitsprt;
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int res = ::hitscan(x, y, z, sectnum, vx, vy, vz, hitsect, hitwall, &hitsprt, hitx, hity, hitz, cliptype);
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if (hitspr) *hitspr = hitsprt == -1 ? nullptr : &hittype[hitsprt];
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return res;
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}
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inline void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange,
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int16_t* neartagsector, int16_t* neartagwall, DDukeActor** neartagsprite,
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int32_t* neartaghitdist, int32_t neartagrange, uint8_t tagsearch)
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{
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int16_t nts;
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::neartag(xs, ys, zs, sectnum, ange, neartagsector, neartagwall, &nts, neartaghitdist, neartagrange, tagsearch);
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*neartagsprite = nts == -1 ? nullptr : &hittype[nts];
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}
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END_DUKE_NS
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