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https://github.com/ZDoom/Raze.git
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163 lines
3.7 KiB
C++
163 lines
3.7 KiB
C++
#pragma once
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BEGIN_BLD_NS
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extern int cumulDamage[kMaxXSprites];
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// 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.
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// Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index.
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class DBloodActor
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{
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int index;
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DBloodActor* base();
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public:
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int dudeSlope;
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DBloodActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ }
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DBloodActor& operator=(const DBloodActor& other) = default;
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void Clear()
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{
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dudeSlope = 0;
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}
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bool hasX() { return sprite[index].extra > 0; }
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void addX()
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{
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if (s().extra == -1) dbInsertXSprite(s().index);
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}
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spritetype& s() { return sprite[index]; }
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XSPRITE& x() { return xsprite[sprite[index].extra]; } // calling this does not validate the xsprite!
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SPRITEHIT& hit() { return gSpriteHit[sprite[index].extra]; }
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int& xvel() { return Blood::xvel[index]; }
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int& yvel() { return Blood::yvel[index]; }
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int& zvel() { return Blood::zvel[index]; }
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int& cumulDamage() { return Blood::cumulDamage[sprite[index].extra]; }
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DUDEEXTRA& dudeExtra() { return gDudeExtra[sprite[index].extra]; }
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SPRITEMASS& spriteMass() { return gSpriteMass[sprite[index].extra]; }
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GENDUDEEXTRA& genDudeExtra() { return Blood::gGenDudeExtra[index]; }
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POINT3D& basePoint() { return Blood::baseSprite[index]; }
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void SetOwner(DBloodActor* own)
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{
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s().owner = own? own->s().index : -1;
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}
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DBloodActor* GetOwner()
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{
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if (s().owner == -1 || s().owner == kMaxSprites-1) return nullptr;
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return base() + s().owner;
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}
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void SetSpecialOwner() // nnext hackery
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{
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s().owner = kMaxSprites - 1;
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}
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bool GetSpecialOwner()
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{
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return (s().owner == kMaxSprites - 1);
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}
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bool IsPlayerActor()
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{
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return s().type >= kDudePlayer1 && s().type <= kDudePlayer8;
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}
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bool IsDudeActor()
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{
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return s().type >= kDudeBase && s().type < kDudeMax;
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}
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bool IsItemActor()
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{
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return s().type >= kItemBase && s().type < kItemMax;
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}
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bool IsWeaponActor()
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{
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return s().type >= kItemWeaponBase && s().type < kItemWeaponMax;
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}
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bool IsAmmoActor()
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{
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return s().type >= kItemAmmoBase && s().type < kItemAmmoMax;
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}
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};
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extern DBloodActor bloodActors[kMaxSprites];
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inline DBloodActor* DBloodActor::base() { return bloodActors; }
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// Iterator wrappers that return an actor pointer, not an index.
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class BloodStatIterator : public StatIterator
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{
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public:
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BloodStatIterator(int stat) : StatIterator(stat)
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{
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}
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DBloodActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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DBloodActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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};
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class BloodSectIterator : public SectIterator
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{
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public:
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BloodSectIterator(int stat) : SectIterator(stat)
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{
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}
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DBloodActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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DBloodActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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};
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inline int DeleteSprite(DBloodActor* nSprite)
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{
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if (nSprite) return DeleteSprite(nSprite->s().index);
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return 0;
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}
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inline void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime)
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{
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auto pXSprite = &pTarget->x();
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pXSprite->burnTime = ClipHigh(pXSprite->burnTime + nTime, sprite[pXSprite->reference].statnum == kStatDude ? 2400 : 1200);
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pXSprite->burnSource = pSource? pSource->s().index : -1;
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}
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inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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{
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GetSpriteExtents(&actor->s(), top, bottom);
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}
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inline DBloodActor *PLAYER::fragger()
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{
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return fraggerId == -1? nullptr : &bloodActors[fraggerId];
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}
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inline void PLAYER::setFragger(DBloodActor* actor)
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{
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fraggerId = actor == nullptr ? -1 : actor->s().index;
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}
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END_BLD_NS
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