/* ** actorlist.cpp ** Implements the linked stat/sector actor lists ** **--------------------------------------------------------------------------- ** Copyright 2021 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "build.h" #include "coreactor.h" #include "gamefuncs.h" #include "raze_sound.h" #include "vm.h" // Doubly linked ring list of Actors ActorStatList statList[MAXSTATUS]; //========================================================================== // // // //========================================================================== CVAR(Bool, safe_spritelist, false, CVAR_ARCHIVE) static bool isSafe() { return isBlood() || safe_spritelist; } //========================================================================== // // // //========================================================================== TArray checked; static bool ValidateStatList(int statnum) { #if 0 checked.Clear(); for (auto entry = statList[statnum].firstEntry; entry; entry = entry->nextStat) { assert(!checked.Contains(entry)); checked.Push(entry); assert(entry->prevStat != nullptr || statList[statnum].firstEntry == entry); assert(entry->nextStat != nullptr || statList[statnum].lastEntry == entry); assert(entry->prevStat == nullptr || entry->prevStat->nextStat == entry); assert(entry->nextStat == nullptr || entry->nextStat->prevStat == entry); } #endif return true; } //========================================================================== // // // //========================================================================== static void AddStatTail(DCoreActor* actor, int statnum) { assert(actor->prevStat == nullptr && actor->nextStat == nullptr); auto tail = statList[statnum].lastEntry; assert(tail == nullptr || tail->nextStat == nullptr); assert(ValidateStatList(statnum)); actor->prevStat = tail; if (tail) tail->nextStat = actor; else statList[statnum].firstEntry = actor; statList[statnum].lastEntry = actor; assert(ValidateStatList(statnum)); actor->spr.statnum = statnum; actor->link_stat = statnum; GC::WriteBarrier(actor); GC::WriteBarrier(tail); } //========================================================================== // // // //========================================================================== static void AddStatHead(DCoreActor* actor, int statnum) { assert(actor->prevStat == nullptr && actor->nextStat == nullptr); auto head = statList[statnum].firstEntry; assert(head == nullptr || head->prevStat == nullptr); assert(ValidateStatList(statnum)); actor->nextStat = head; if (head) head->prevStat = actor; else statList[statnum].lastEntry = actor; assert(ValidateStatList(statnum)); statList[statnum].firstEntry = actor; actor->spr.statnum = statnum; actor->link_stat = statnum; GC::WriteBarrier(actor); GC::WriteBarrier(head); } //========================================================================== // // // //========================================================================== static void RemoveActorStat(DCoreActor* actor) { DCoreActor* prev = actor->prevStat; DCoreActor* next = actor->nextStat; auto& firstEntry = statList[actor->link_stat].firstEntry; auto& lastEntry = statList[actor->link_stat].lastEntry; auto prevp = prev ? &prev->nextStat : &firstEntry; auto nextp = next ? &next->prevStat : &lastEntry; if (*prevp == nullptr && *nextp == nullptr) return; // can happen during an aborted savegame load. assert(*prevp == actor); assert(*nextp == actor); assert(ValidateStatList(actor->link_stat)); *prevp = next; *nextp = prev; assert(ValidateStatList(actor->link_stat)); actor->nextStat = actor->prevStat = nullptr; actor->spr.statnum = MAXSTATUS; actor->link_stat = MAXSTATUS; GC::WriteBarrier(prev); GC::WriteBarrier(next); } //========================================================================== // // // //========================================================================== static void InsertActorStat(DCoreActor* actor, int stat, bool tail) { assert(actor->prevStat == nullptr && actor->nextStat == nullptr); assert(stat >= 0 && stat <= MAXSTATUS); if (isSafe() || tail) AddStatTail(actor, stat); else AddStatHead(actor, stat); } //========================================================================== // // // //========================================================================== int ChangeActorStat(DCoreActor* actor, int statnum, bool tail) { int oldstat = actor->link_stat; assert(statnum >= 0 && statnum < MAXSTATUS); assert(actor->spr.statnum >= 0 && actor->spr.statnum < MAXSTATUS); RemoveActorStat(actor); InsertActorStat(actor, statnum, tail); return 0; } //========================================================================== // // // //========================================================================== static bool ValidateSectList(sectortype* sect, DCoreActor *checkme = nullptr) { #if 0 assert(sect); checked.Clear(); assert(sect->firstEntry == nullptr || sect->firstEntry->prevSect == nullptr); assert(sect->lastEntry == nullptr || sect->lastEntry->nextSect == nullptr); for (auto entry = sect->firstEntry; entry; entry = entry->nextSect) { assert(entry != checkme); assert(!checked.Contains(entry)); checked.Push(entry); assert(entry->prevSect != nullptr || sect->firstEntry == entry); assert(entry->nextSect != nullptr || sect->lastEntry == entry); assert(entry->prevSect == nullptr || entry->prevSect->nextSect == entry); assert(entry->nextSect == nullptr || entry->nextSect->prevSect == entry); } #endif return true; } //========================================================================== // // // //========================================================================== static void AddSectTail(DCoreActor *actor, sectortype* sect) { assert(actor->prevSect == nullptr && actor->nextSect == nullptr); auto tail = sect->lastEntry; assert(tail == nullptr || tail->nextSect == nullptr); assert(ValidateSectList(sect)); actor->prevSect = tail; if (tail) tail->nextSect = actor; else sect->firstEntry = actor; sect->lastEntry = actor; assert(ValidateSectList(sect)); actor->setsector(sect); actor->link_sector = sect; GC::WriteBarrier(actor); GC::WriteBarrier(tail); } //========================================================================== // // // //========================================================================== static void AddSectHead(DCoreActor *actor, sectortype* sect) { assert(actor->prevSect == nullptr && actor->nextSect == nullptr); auto head = sect->firstEntry; assert(head == nullptr || head->prevSect == nullptr); assert(ValidateSectList(sect)); actor->nextSect = head; if (head) head->prevSect = actor; else sect->lastEntry = actor; sect->firstEntry = actor; assert(ValidateSectList(sect)); actor->setsector(sect); actor->link_sector = sect; GC::WriteBarrier(actor); GC::WriteBarrier(head); } //========================================================================== // // // //========================================================================== static void RemoveActorSect(DCoreActor* actor) { if (actor->link_sector == nullptr) { assert(actor->prevSect == nullptr && actor->nextSect == nullptr); return; } DCoreActor *prev = actor->prevSect; DCoreActor *next = actor->nextSect; auto& firstEntry = actor->link_sector->firstEntry; auto& lastEntry = actor->link_sector->lastEntry; auto prevp = prev ? &prev->nextSect : &firstEntry; auto nextp = next ? &next->prevSect : &lastEntry; if (*prevp == nullptr && *nextp == nullptr) return; // can happen during an aborted savegame load. assert(*prevp == actor); assert(*nextp == actor); assert(ValidateSectList(actor->link_sector)); *prevp = next; *nextp = prev; assert(ValidateSectList(actor->link_sector, actor)); actor->nextSect = actor->prevSect = nullptr; actor->setsector(nullptr); actor->link_sector = nullptr; GC::WriteBarrier(prev); GC::WriteBarrier(next); } //========================================================================== // // // //========================================================================== static void InsertActorSect(DCoreActor* actor, sectortype* sector, bool tail) { assert(actor->prevSect == nullptr && actor->nextSect == nullptr); if (!sector) { actor->link_sector = nullptr; actor->setsector(nullptr); return; } if (isSafe() || tail) AddSectTail(actor, sector); else AddSectHead(actor, sector); } //========================================================================== // // // //========================================================================== void ChangeActorSect(DCoreActor* actor, sectortype* sect, bool tail) { if (sect == nullptr) return; RemoveActorSect(actor); InsertActorSect(actor, sect, tail); } //========================================================================== // // // //========================================================================== DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail) { assert(type->IsDescendantOf(RUNTIME_CLASS(DCoreActor))); auto actor = static_cast(type->CreateNew()); GC::WriteBarrier(actor); InsertActorStat(actor, stat, tail); InsertActorSect(actor, sector, tail); Numsprites++; actor->time = leveltimer++; return actor; } //========================================================================== // // // //========================================================================== void DCoreActor::OnDestroy() { FVector3 pos = GetSoundPos(&spr.pos); soundEngine->RelinkSound(SOURCE_Actor, this, nullptr, &pos); // also scan all other sounds if they have this actor as source. If so, null the source and stop looped sounds. soundEngine->EnumerateChannels([=](FSoundChan* chan) { if (chan->Source == this) { if (chan->ChanFlags & CHANF_LOOP) soundEngine->StopChannel(chan); else chan->Source = nullptr; } return 0; }); if(link_stat == INT_MAX) return; int stat = link_stat; RemoveActorStat(this); auto sect = link_sector; if (sect) { RemoveActorSect(this); } else { assert(prevSect == nullptr && nextSect == nullptr); } Numsprites--; if (wallspriteinfo) delete wallspriteinfo; wallspriteinfo = nullptr; } //========================================================================== // // code below will go away or be changed once // we can use real DObject life cycle management. // //========================================================================== void InitSpriteLists() { // Do not mass-destroy from the iterator. This may fail if destroying one actor results in further destructions. TArray allActors; TSpriteIterator it; while (auto actor = it.Next()) allActors.Push(actor); // clear all lists manually before doing any mass destruction. // This may also be called in error situations where the list has become corrupted, // so we should not depend on its consistency anymore. for (auto& stat : statList) { stat.firstEntry = stat.lastEntry = nullptr; } for (auto& sect: sector) { sect.firstEntry = sect.lastEntry = nullptr; } for (auto& act : allActors) { if (!(act->ObjectFlags & OF_EuthanizeMe)) { act->link_stat = INT_MAX; act->prevStat = act->nextStat = act->prevSect = act->nextSect = nullptr; act->Destroy(); } } Numsprites = 0; } //========================================================================== // // // //========================================================================== void SetActor(DCoreActor* actor, const vec3_t* newpos) { auto tempsector = actor->sector(); actor->spr.pos = *newpos; updatesector(newpos->X, newpos->Y, &tempsector); if (tempsector && tempsector != actor->sector()) ChangeActorSect(actor, tempsector); } void SetActorZ(DCoreActor* actor, const vec3_t* newpos) { auto tempsector = actor->sector(); actor->spr.pos = *newpos; updatesectorz(newpos->X, newpos->Y, newpos->Z, &tempsector); if (tempsector && tempsector != actor->sector()) ChangeActorSect(actor, tempsector); } IMPLEMENT_CLASS(DCoreActor, false, false) size_t DCoreActor::PropagateMark() { GC::Mark(prevStat); GC::Mark(nextStat); GC::Mark(prevSect); GC::Mark(nextSect); return Super::PropagateMark(); } DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sector) DEFINE_FIELD_NAMED(DCoreActor, spr.cstat, cstat) DEFINE_FIELD_NAMED(DCoreActor, spr.cstat2, cstat2) DEFINE_FIELD_NAMED(DCoreActor, spr.picnum, picnum) DEFINE_FIELD_NAMED(DCoreActor, spr.statnum, statnum) DEFINE_FIELD_NAMED(DCoreActor, spr.ang, ang) DEFINE_FIELD_NAMED(DCoreActor, spr.xvel, xvel) DEFINE_FIELD_NAMED(DCoreActor, spr.yvel, yvel) DEFINE_FIELD_NAMED(DCoreActor, spr.zvel, zvel) DEFINE_FIELD_NAMED(DCoreActor, spr.inittype, inittype) DEFINE_FIELD_NAMED(DCoreActor, spr.hitag, hitag) DEFINE_FIELD_NAMED(DCoreActor, spr.lotag, lotag) DEFINE_FIELD_NAMED(DCoreActor, spr.type, type) DEFINE_FIELD_NAMED(DCoreActor, spr.flags, flags) // need to be careful with this! DEFINE_FIELD_NAMED(DCoreActor, spr.extra, extra) DEFINE_FIELD_NAMED(DCoreActor, spr.detail, detail) DEFINE_FIELD_NAMED(DCoreActor, spr.shade, shade) DEFINE_FIELD_NAMED(DCoreActor, spr.pal, pal) DEFINE_FIELD_NAMED(DCoreActor, spr.clipdist, clipdist) DEFINE_FIELD_NAMED(DCoreActor, spr.blend, blend) DEFINE_FIELD_NAMED(DCoreActor, spr.xrepeat, xrepeat) DEFINE_FIELD_NAMED(DCoreActor, spr.yrepeat, yrepeat) DEFINE_FIELD_NAMED(DCoreActor, spr.xoffset, xoffset) DEFINE_FIELD_NAMED(DCoreActor, spr.yoffset, yoffset) DEFINE_FIELD_NAMED(DCoreActor, spr.intowner, owner) DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimtims, mdanimtims) DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimcur, mdanimcur) DEFINE_FIELD_NAMED(DCoreActor, sprext.angoff, angoff) DEFINE_FIELD_NAMED(DCoreActor, sprext.pitch, pitch) DEFINE_FIELD_NAMED(DCoreActor, sprext.roll, roll) DEFINE_FIELD_NAMED(DCoreActor, sprext.renderflags, renderflags) DEFINE_FIELD_NAMED(DCoreActor, sprext.alpha, alpha) DEFINE_FIELD_NAMED(DCoreActor, time, spawnindex) DEFINE_FIELD_NAMED(DCoreActor, spritesetindex, spritesetpic) DEFINE_ACTION_FUNCTION(DCoreActor, pos) { PARAM_SELF_PROLOGUE(DCoreActor); ACTION_RETURN_VEC3(DVector3(self->spr.pos.X * (1 / 16.), self->spr.pos.Y * (1 / 16.), self->spr.pos.Z * (1 / 256.))); } DEFINE_ACTION_FUNCTION(DCoreActor, xy) { PARAM_SELF_PROLOGUE(DCoreActor); ACTION_RETURN_VEC2(DVector2(self->spr.pos.X * (1 / 16.), self->spr.pos.Y * (1 / 16.))); } double coreactor_z(DCoreActor* self) { return self->spr.zvel * zinttoworld; } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, z, coreactor_z) { PARAM_SELF_PROLOGUE(DCoreActor); ACTION_RETURN_FLOAT(coreactor_z(self)); } void coreactor_setpos(DCoreActor* self, double x, double y, double z, int relink) { self->spr.pos.X = int(x * worldtoint); self->spr.pos.Y = int(y * worldtoint); self->spr.pos.Z = int(z * zworldtoint); // todo: SW needs to call updatesectorz here or have a separate function. if (relink) SetActor(self, self->spr.pos); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setpos, coreactor_setpos) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_BOOL(relink); coreactor_setpos(self, x, y, z, relink); return 0; } void coreactor_copypos(DCoreActor* self, DCoreActor* other, int relink) { if (!other) return; self->spr.pos = other->spr.pos; // todo: SW needs to call updatesectorz here or have a separate function. if (relink) SetActor(self, self->spr.pos); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, copypos, coreactor_setpos) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_POINTER(other, DCoreActor); PARAM_BOOL(relink); coreactor_copypos(self, other, relink); return 0; } void coreactor_move(DCoreActor* self, double x, double y, double z, int relink) { self->spr.pos.X += int(x * 16); self->spr.pos.Y += int(y * 16); self->spr.pos.Z += int(z * 256); // todo: SW needs to call updatesectorz here or have a separate function. if (relink) SetActor(self, self->spr.pos); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, move, coreactor_move) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_BOOL(relink); coreactor_move(self, x, y, z, relink); return 0; } void coreactor_setz(DCoreActor* self, double z) { self->spr.pos.Z = int(z * 256); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setz, coreactor_setz) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(z); self->spr.pos.Z = int(z * 256); return 0; } void coreactor_addz(DCoreActor* self, double z) { self->spr.pos.Z += int(z * 256); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, addz, coreactor_addz) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(z); self->spr.pos.Z = int(z * 256); return 0; } void coreactor_setSpritePic(DCoreActor* self, unsigned z) { auto &spriteset = static_cast(self->GetClass())->ActorInfo()->SpriteSet; if (z < spriteset.Size()) { self->spritesetindex = z; self->spr.picnum = spriteset[z]; } } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setSpritePic, coreactor_setSpritePic) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_INT(z); coreactor_setSpritePic(self, z); return 0; } void coreactor_backuppos(DCoreActor* self) { self->backuppos(); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, backuppos, coreactor_backuppos) { PARAM_SELF_PROLOGUE(DCoreActor); coreactor_backuppos(self); return 0; }