raze/source/core/coreactor.h

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#pragma once
#include <stdint.h>
#include "maptypes.h"
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class DCoreActor : public DObject
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{
DECLARE_CLASS(DCoreActor, DObject)
HAS_OBJECT_POINTERS
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// common part of the game actors
public:
// These two are needed because we cannot rely on the ones in the sprites for unlinking.
int link_stat;
sectortype* link_sector;
DCoreActor* prevStat, * nextStat;
DCoreActor* prevSect, * nextSect;
spritetype spr;
spriteext_t sprext;
spritesmooth_t spsmooth;
DCoreActor() = default;
virtual ~DCoreActor() = default;
DCoreActor(const DCoreActor& other) = delete; // we also do not want to allow copies.
DCoreActor& operator=(const DCoreActor& other) = delete;
virtual void Serialize(FSerializer& arc);
virtual void BeginPlay() {}
void OnDestroy() override;
size_t PropagateMark() override;
bool exists() const
{
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return (unsigned)spr.statnum < MAXSTATUS;
}
int GetIndex() const
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{
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// This is only identical with the sprite index for items spawned at map start.
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return spr.time;
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}
sectortype* sector() const
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{
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return spr.sector();
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}
bool insector() const
{
return spr.sectp != nullptr;
}
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void setsector(sectortype* sect)
{
// place for asserts.
spr.sectp = sect;
}
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};
// holds pointers to the game-side actors.
extern TArray<sectortype> sector;
extern TArray<walltype> wall;
// Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did.
// Gonna be fun to globally replace these to finally lift the limit this imposes on map size.
// Names taken from DukeGDX
enum EHitBits
{
kHitNone = 0,
kHitTypeMask = 0xC000,
kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit
kHitIndexMask = 0x3FFF,
kHitSector = 0x4000,
kHitWall = 0x8000,
kHitSprite = 0xC000,
kHitVoid = 0x10000, // SW only
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};
// This serves as input/output for all functions dealing with collisions, hits, etc.
// Not all utilities use all variables.
struct HitInfoBase
{
vec3_t hitpos;
sectortype* hitSector;
walltype* hitWall;
DCoreActor* hitActor;
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void clearObj()
{
hitSector = nullptr;
hitWall = nullptr;
hitActor = nullptr;
}
};
template<class T>
struct THitInfo : public HitInfoBase
{
T* actor() const { return static_cast<T*>(hitActor); }
};
struct CollisionBase
{
int type;
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int exbits; // extended game-side info (only used by Exhumed)
union
{
// can only have one at a time
sectortype* hitSector;
walltype* hitWall;
DCoreActor* hitActor;
};
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void invalidate()
{
type = -1; // something invalid that's not a valid hit type.
hitSector = nullptr;
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}
int setNone()
{
*this = {};
return kHitNone;
}
int setSector(int num)
{
*this = {};
type = kHitSector;
hitSector = &sector[num];
return kHitSector;
}
int setSector(sectortype* num)
{
*this = {};
type = kHitSector;
hitSector = num;
return kHitSector;
}
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int setWall(int num)
{
*this = {};
type = kHitWall;
hitWall = &wall[num];
return kHitWall;
}
int setWall(walltype* num)
{
*this = {};
type = kHitWall;
hitWall = num;
return kHitWall;
}
int setSprite(DCoreActor* num)
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{
*this = {};
type = kHitSprite;
hitActor = num;
return kHitSprite;
}
int setVoid()
{
hitSector = nullptr;
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type = kHitVoid;
return kHitVoid;
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}
};
template<class T>
struct TCollision : public CollisionBase
{
T* actor() const
{
return static_cast<T*>(hitActor);
}
// normally collision data is short lived, this is only needed in some very rare circumstances.
T* safeActor()
{
return static_cast<T*>(GC::ReadBarrier(hitActor));
}
auto operator=(const CollisionBase& other)
{
*(CollisionBase*)this = other;
return *this;
}
};
struct ActorStatList
{
DCoreActor* firstEntry, * lastEntry;
};
extern ActorStatList statList[MAXSTATUS];
// Iterator wrappers that return an actor pointer, not an index.
template<class TActor>
class TStatIterator
{
DCoreActor* next;
public:
TStatIterator(int stat)
{
next = statList[stat].firstEntry;
}
void Reset(int stat)
{
next = statList[stat].firstEntry;
}
TActor* Next()
{
auto n = next;
if (next) next = next->nextStat;
return static_cast<TActor*>(n);
}
TActor* Peek()
{
return static_cast<TActor*>(next);
}
};
template<class TActor>
class TSectIterator
{
DCoreActor* next;
public:
//[[deprecated]]
TSectIterator(int stat)
{
next = sector[stat].firstEntry;
}
TSectIterator(sectortype* stat)
{
next = stat->firstEntry;
}
//[[deprecated]]
void Reset(int stat)
{
next = sector[stat].firstEntry;
}
void Reset(sectortype* stat)
{
next = stat->firstEntry;
}
TActor* Next()
{
auto n = next;
if (next) next = next->nextSect;
return static_cast<TActor*>(n);
}
TActor* Peek()
{
return static_cast<TActor*>(next);
}
};
// An iterator to iterate over all sprites.
template<class TActor>
class TSpriteIterator
{
TStatIterator<TActor> it;
int stat = 0;
public:
TSpriteIterator() : it(0) {}
TActor* Next()
{
while (stat < MAXSTATUS)
{
auto ac = it.Next();
if (ac) return ac;
stat++;
if (stat < MAXSTATUS) it.Reset(stat);
}
return nullptr;
}
void Reset()
{
stat = 0;
it.Reset(0);
}
};
using CoreSectIterator = TSectIterator<DCoreActor>;
DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool forcetail = false);
void ChangeActorSect(DCoreActor* actor, sectortype* sector, bool forcetail = false);
int ChangeActorStat(DCoreActor* actor, int nStatus, bool forcetail = false);
void InitSpriteLists();
void SetActorZ(DCoreActor* actor, const vec3_t* newpos);
void SetActor(DCoreActor* actor, const vec3_t* newpos);
inline void SetActor(DCoreActor* actor, const vec3_t& newpos)
{
SetActor(actor, &newpos);
}
inline int clipmove(vec3_t& pos, sectortype** const sect, int xvect, int yvect,
int const walldist, int const ceildist, int const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
{
int sectno = *sect ? sector.IndexOf(*sect) : -1;
result = clipmove_(&pos, &sectno, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
*sect = sectno == -1 ? nullptr : &sector[sectno];
return result.type;
}
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inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
uint32_t const cliptype, bool clear = true)
{
int sectno = *sect ? sector.IndexOf(*sect) : -1;
int res = pushmove_(vect, &sectno, walldist, ceildist, flordist, cliptype, clear);
*sect = sectno == -1 ? nullptr : &sector[sectno];
return res;
}
inline tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor)
{
if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr;
auto tspr = &tsprite[spritesortcnt++];
tspr->copyfrom(&actor->spr);
tspr->clipdist = 0;
tspr->ownerActor = actor;
return tspr;
}