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https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- added GC handling for all backend pointers in the map data.
GC is not active yet!
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parent
db240ea2b0
commit
0dd756fa32
13 changed files with 45 additions and 28 deletions
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@ -97,12 +97,12 @@ struct sectortype
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{
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uint8_t keyinfo;
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uint8_t shadedsector;
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DCoreActor* hitagactor; // we need this because Duke stores an actor in the hitag field. Is really a DDukeActor, but cannot be declared here safely.
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TObjPtr<DCoreActor*> hitagactor; // we need this because Duke stores an actor in the hitag field. Is really a DDukeActor, but cannot be declared here safely.
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};
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struct // Blood
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{
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BLD_NS::XSECTOR* _xs;
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DCoreActor* upperLink, *lowerLink;
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TObjPtr<DCoreActor*> upperLink, lowerLink;
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int baseFloor, baseCeil;
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int velFloor, velCeil;
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uint8_t slopewallofs;
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@ -186,8 +186,6 @@ class TObjPtr
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public:
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TObjPtr() = default;
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TObjPtr(const TObjPtr<T> &q) = delete;
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TObjPtr(T q) noexcept
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: pp(q)
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{
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@ -145,6 +145,7 @@ bool PreBindTexture(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flag
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void highTileSetup();
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void FontCharCreated(FGameTexture* base, FGameTexture* untranslated);
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void LoadVoxelModels();
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void MarkMap();
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DStatusBarCore* StatusBar;
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@ -1054,6 +1055,7 @@ int RunGame()
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StartScreen->Progress();
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engineInit();
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GC::AddMarkerFunc(MarkMap);
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gi->app_init();
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StartScreen->Progress();
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G_ParseMapInfo();
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@ -1382,6 +1384,7 @@ void GameInterface::FreeLevelData()
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sector.Reset();
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wall.Reset();
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currentLevel = nullptr;
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GC::FullGC();
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}
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//---------------------------------------------------------------------------
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@ -526,3 +526,18 @@ void setWallSectors()
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}
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}
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void MarkMap()
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{
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for (auto& sect : sectors())
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{
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GC::Mark(sect.firstEntry);
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GC::Mark(sect.lastEntry);
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if (isDukeLike()) GC::Mark(sect.hitagactor);
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else if (isBlood())
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{
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GC::Mark(sect.upperLink);
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GC::Mark(sect.lowerLink);
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}
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}
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}
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@ -61,6 +61,7 @@
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#include "sectorgeometry.h"
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#include "d_net.h"
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#include "ns.h"
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#include "serialize_obj.h"
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#include "games/blood/src/mapstructs.h"
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#include <zlib.h>
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@ -4950,8 +4950,8 @@ void MoveDude(DBloodActor* actor)
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if (pXSector->Underwater) bUnderwater = 1;
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if (pXSector->Depth) bDepth = 1;
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}
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auto pUpperLink = pSector->upperLink;
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auto pLowerLink = pSector->lowerLink;
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DCoreActor* pUpperLink = pSector->upperLink;
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DCoreActor* pLowerLink = pSector->lowerLink;
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if (pUpperLink && (pUpperLink->s().type == kMarkerUpWater || pUpperLink->s().type == kMarkerUpGoo)) bDepth = 1;
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if (pLowerLink && (pLowerLink->s().type == kMarkerLowWater || pLowerLink->s().type == kMarkerLowGoo)) bDepth = 1;
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if (pPlayer) wd += 16;
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@ -5076,7 +5076,7 @@ void MoveDude(DBloodActor* actor)
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if (gModernMap)
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{
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pPlayer->nWaterPal = 0;
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auto pUpper = static_cast<DBloodActor*>(pSector->upperLink);
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auto pUpper = barrier_cast<DBloodActor*>(pSector->upperLink);
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if (pUpper && pUpper->hasX()) pPlayer->nWaterPal = pUpper->x().data2;
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}
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#endif
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@ -523,7 +523,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
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{
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if (dz > 0)
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{
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auto actor = static_cast<DBloodActor*>(gHitInfo.hitSector->upperLink);
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auto actor = barrier_cast<DBloodActor*>(gHitInfo.hitSector->upperLink);
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if (!actor) return 2;
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auto link = actor->GetOwner();
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gHitInfo.clearObj();
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@ -537,7 +537,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
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}
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else
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{
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auto actor = static_cast<DBloodActor*>(gHitInfo.hitSector->lowerLink);
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auto actor = barrier_cast<DBloodActor*>(gHitInfo.hitSector->lowerLink);
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if (!actor) return 1;
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auto link = actor->GetOwner();
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gHitInfo.clearObj();
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@ -574,7 +574,7 @@ void GetZRange(DBloodActor *actor, int *ceilZ, Collision *ceilColl, int *floorZ,
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XSECTOR *pXSector = &pSector->xs();
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*floorZ += pXSector->Depth << 10;
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}
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auto actor = static_cast<DBloodActor*>(pSector->upperLink);
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auto actor = barrier_cast<DBloodActor*>(pSector->upperLink);
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if (actor)
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{
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auto link = actor->GetOwner();
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@ -588,7 +588,7 @@ void GetZRange(DBloodActor *actor, int *ceilZ, Collision *ceilColl, int *floorZ,
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auto pSector = ceilColl->hitSector;
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if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & 1))
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*ceilZ = 0x80000000;
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auto actor = static_cast<DBloodActor*>(pSector->lowerLink);
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auto actor = barrier_cast<DBloodActor*>(pSector->lowerLink);
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if (actor)
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{
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auto link = actor->GetOwner();
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@ -616,7 +616,7 @@ void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collis
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XSECTOR* pXSector = &pSector->xs();
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*floorZ += pXSector->Depth << 10;
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}
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auto actor = static_cast<DBloodActor*>(pSector->upperLink);
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auto actor = barrier_cast<DBloodActor*>(pSector->upperLink);
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if (actor)
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{
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auto link = actor->GetOwner();
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@ -630,7 +630,7 @@ void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collis
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auto pSector = ceilColl->hitSector;
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if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & 1))
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*ceilZ = 0x80000000;
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auto actor = static_cast<DBloodActor*>(pSector->lowerLink);
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auto actor = barrier_cast<DBloodActor*>(pSector->lowerLink);
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if (actor)
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{
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auto link = actor->GetOwner();
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@ -113,7 +113,7 @@ void InitMirrors(void)
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auto secti = §or[i];
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if (secti->floorpicnum == 504)
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{
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auto link = static_cast<DBloodActor*>(secti->upperLink);
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auto link = barrier_cast<DBloodActor*>(secti->upperLink);
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if (link == nullptr)
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continue;
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auto link2 = link->GetOwner();
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@ -2840,7 +2840,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
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spritetype* pUpper = NULL; XSPRITE* pXUpper = NULL;
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auto aLower = static_cast<DBloodActor*>(pSector->lowerLink);
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auto aLower = barrier_cast<DBloodActor*>(pSector->lowerLink);
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spritetype* pLower = nullptr;
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XSPRITE* pXLower = nullptr;
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if (aLower)
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@ -2851,7 +2851,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
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// must be sure we found exact same upper link
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for (auto& sec : sectors())
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{
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auto aUpper = static_cast<DBloodActor*>(sec.upperLink);
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auto aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
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if (aUpper == nullptr || aUpper->x().data1 != pXLower->data1) continue;
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pUpper = &aUpper->s();
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pXUpper = &aUpper->x();
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@ -3016,14 +3016,14 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
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if (pXSector->Underwater)
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{
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auto aLink = static_cast<DBloodActor*>(pSource->sector()->lowerLink);
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auto aLink = barrier_cast<DBloodActor*>(pSource->sector()->lowerLink);
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spritetype* pLink = nullptr;
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if (aLink)
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{
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// must be sure we found exact same upper link
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for(auto& sec : sectors())
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{
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auto aUpper = static_cast<DBloodActor*>(sec.upperLink);
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auto aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
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if (aUpper == nullptr || aUpper->x().data1 != aLink->x().data1) continue;
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pLink = &aLink->s();
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break;
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@ -163,7 +163,7 @@ void warpInit(TArray<DBloodActor*>& actors)
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for(auto& sect : sectors())
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{
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auto actor = static_cast<DBloodActor*>(sect.upperLink);
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auto actor = barrier_cast<DBloodActor*>(sect.upperLink);
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if (actor && actor->hasX())
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{
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spritetype *pSprite = &actor->s();
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@ -171,7 +171,7 @@ void warpInit(TArray<DBloodActor*>& actors)
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int nLink = pXSprite->data1;
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for(auto& sect : sectors())
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{
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auto actor2 = static_cast<DBloodActor*>(sect.lowerLink);
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auto actor2 = barrier_cast<DBloodActor*>(sect.lowerLink);
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if (actor2 && actor2->hasX())
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{
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spritetype *pSprite2 = &actor2->s();
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@ -192,8 +192,8 @@ int CheckLink(DBloodActor *actor)
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{
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auto pSprite = &actor->s();
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auto pSector = pSprite->sector();
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auto aUpper = static_cast<DBloodActor*>(pSector->upperLink);
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auto aLower = static_cast<DBloodActor*>(pSector->lowerLink);
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auto aUpper = barrier_cast<DBloodActor*>(pSector->upperLink);
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auto aLower = barrier_cast<DBloodActor*>(pSector->lowerLink);
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if (aUpper)
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{
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spritetype* pUpper = &aUpper->s();
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@ -253,8 +253,8 @@ int CheckLink(DBloodActor *actor)
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int CheckLink(int *x, int *y, int *z, sectortype** pSector)
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{
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auto upper = static_cast<DBloodActor*>((*pSector)->upperLink);
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auto lower = static_cast<DBloodActor*>((*pSector)->lowerLink);
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auto upper = barrier_cast<DBloodActor*>((*pSector)->upperLink);
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auto lower = barrier_cast<DBloodActor*>((*pSector)->lowerLink);
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if (upper)
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{
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spritetype *pUpper = &upper->s();
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@ -3072,7 +3072,7 @@ HORIZONLY:
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psectp = s->sector();
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if (ud.clipping == 0 && psectp->lotag == 31)
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{
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auto secact = static_cast<DDukeActor*>(psectp->hitagactor);
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auto secact = barrier_cast<DDukeActor*>(psectp->hitagactor);
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if (secact && secact->s->xvel && secact->temp_data[0] == 0)
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{
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quickkill(p);
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@ -3909,7 +3909,7 @@ HORIZONLY:
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psectp = s->sector();
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if (ud.clipping == 0 && psectp->lotag == ST_31_TWO_WAY_TRAIN)
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{
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auto act = static_cast<DDukeActor*>(psectp->hitagactor);
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auto act = barrier_cast<DDukeActor*>(psectp->hitagactor);
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if (act && act->s->xvel && act->temp_data[0] == 0)
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{
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quickkill(p);
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@ -980,7 +980,7 @@ void operatesectors(sectortype* sptr, DDukeActor *actor)
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case ST_30_ROTATE_RISE_BRIDGE:
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{
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auto act = static_cast<DDukeActor*>(sptr->hitagactor);
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auto act = barrier_cast<DDukeActor*>(sptr->hitagactor);
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if (!act) break;
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if (act->tempang == 0 || act->tempang == 256) callsound(sptr, actor);
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if (act->s->extra == 1) act->s->extra = 3;
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@ -990,7 +990,7 @@ void operatesectors(sectortype* sptr, DDukeActor *actor)
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case ST_31_TWO_WAY_TRAIN:
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{
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auto act = static_cast<DDukeActor*>(sptr->hitagactor);
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auto act = barrier_cast<DDukeActor*>(sptr->hitagactor);
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if (!act) break;
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if (act->temp_data[4] == 0)
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act->temp_data[4] = 1;
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