mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-23 20:43:02 +00:00
540 lines
15 KiB
C++
540 lines
15 KiB
C++
/*
|
|
** 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"
|
|
#include "texturemanager.h"
|
|
#include "buildtiles.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<DCoreActor*> 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)
|
|
{
|
|
if (type == nullptr) return nullptr;
|
|
assert(type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)));
|
|
if (!type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
|
|
{
|
|
I_Error("Tried to spawn object of non - actor class %s", type->TypeName.GetChars());
|
|
}
|
|
|
|
auto actor = static_cast<DCoreActor*>(type->CreateNew());
|
|
auto defaults = GetDefaultByType(type);
|
|
auto actorinfo = static_cast<PClassActor*>(actor->GetClass())->ActorInfo();
|
|
if (actorinfo && actorinfo->DefaultFlags & DEFF_STATNUM) stat = defaults->spr.statnum;
|
|
if (stat == -1) stat = 0;
|
|
GC::WriteBarrier(actor);
|
|
|
|
InsertActorStat(actor, stat, tail);
|
|
InsertActorSect(actor, sector, tail);
|
|
|
|
Numsprites++;
|
|
actor->time = leveltimer++;
|
|
return actor;
|
|
}
|
|
|
|
void DCoreActor::initFromSprite(spritetype* mspr)
|
|
{
|
|
auto actorinfo = static_cast<PClassActor*>(GetClass())->ActorInfo();
|
|
|
|
spr.cstat = (mspr->cstat & ~ESpriteFlags::FromInt(actorinfo->DefaultCstat)) | (spr.cstat & ESpriteFlags::FromInt(actorinfo->DefaultCstat));
|
|
spr.pos = mspr->pos;
|
|
spr.sectp = mspr->sectp;
|
|
spr.clipdist = mspr->clipdist;
|
|
|
|
// picnum may only be used if the class allows it.
|
|
if (!(actorinfo->DefaultFlags & DEFF_PICNUM)) spr.picnum = mspr->picnum;
|
|
|
|
#define setter(var) spr.var = mspr->var;
|
|
|
|
setter(Angles.Yaw);
|
|
setter(intangle);
|
|
setter(xint);
|
|
setter(yint);
|
|
setter(inittype);
|
|
setter(hitag);
|
|
setter(lotag);
|
|
setter(extra);
|
|
setter(detail);
|
|
setter(shade);
|
|
setter(pal);
|
|
setter(blend);
|
|
setter(scale);
|
|
setter(xoffset);
|
|
setter(yoffset);
|
|
setter(intowner);
|
|
|
|
#undef setter
|
|
|
|
clipdist = spr.clipdist * 0.25;
|
|
if (mspr->statnum != 0 && !(actorinfo->DefaultFlags & DEFF_STATNUM))
|
|
ChangeActorStat(this, mspr->statnum);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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<DCoreActor*> allActors;
|
|
TSpriteIterator<DCoreActor> 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 DVector3& newpos)
|
|
{
|
|
auto tempsector = actor->sector();
|
|
actor->spr.pos = newpos;
|
|
updatesector(newpos, &tempsector);
|
|
|
|
if (tempsector && tempsector != actor->sector())
|
|
ChangeActorSect(actor, tempsector);
|
|
}
|
|
|
|
void SetActorZ(DCoreActor* actor, const DVector3& newpos)
|
|
{
|
|
auto tempsector = actor->sector();
|
|
actor->spr.pos = newpos;
|
|
updatesectorz(newpos, &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();
|
|
}
|
|
|
|
|
|
double DCoreActor::GetOffsetAndHeight(double& height)
|
|
{
|
|
auto tex = TexMan.GetGameTexture(spr.spritetexture());
|
|
double yscale = spr.scale.Y;
|
|
height = tex->GetDisplayHeight() * yscale;
|
|
double zofs = (spr.cstat & CSTAT_SPRITE_YCENTER) ? height * 0.5 : 0;
|
|
return zofs - tex->GetDisplayTopOffset() * yscale;
|
|
}
|
|
|