mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-22 20:21:20 +00:00
540 lines
15 KiB
C++
540 lines
15 KiB
C++
/*
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** actorlist.cpp
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** Implements the linked stat/sector actor lists
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "build.h"
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#include "coreactor.h"
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#include "gamefuncs.h"
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#include "raze_sound.h"
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#include "vm.h"
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#include "texturemanager.h"
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#include "buildtiles.h"
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// Doubly linked ring list of Actors
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ActorStatList statList[MAXSTATUS];
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CVAR(Bool, safe_spritelist, false, CVAR_ARCHIVE)
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static bool isSafe()
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{
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return isBlood() || safe_spritelist;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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TArray<DCoreActor*> checked;
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static bool ValidateStatList(int statnum)
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{
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#if 0
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checked.Clear();
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for (auto entry = statList[statnum].firstEntry; entry; entry = entry->nextStat)
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{
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assert(!checked.Contains(entry));
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checked.Push(entry);
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assert(entry->prevStat != nullptr || statList[statnum].firstEntry == entry);
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assert(entry->nextStat != nullptr || statList[statnum].lastEntry == entry);
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assert(entry->prevStat == nullptr || entry->prevStat->nextStat == entry);
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assert(entry->nextStat == nullptr || entry->nextStat->prevStat == entry);
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}
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#endif
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddStatTail(DCoreActor* actor, int statnum)
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{
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assert(actor->prevStat == nullptr && actor->nextStat == nullptr);
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auto tail = statList[statnum].lastEntry;
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assert(tail == nullptr || tail->nextStat == nullptr);
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assert(ValidateStatList(statnum));
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actor->prevStat = tail;
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if (tail) tail->nextStat = actor;
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else statList[statnum].firstEntry = actor;
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statList[statnum].lastEntry = actor;
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assert(ValidateStatList(statnum));
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actor->spr.statnum = statnum;
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actor->link_stat = statnum;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(tail);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddStatHead(DCoreActor* actor, int statnum)
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{
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assert(actor->prevStat == nullptr && actor->nextStat == nullptr);
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auto head = statList[statnum].firstEntry;
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assert(head == nullptr || head->prevStat == nullptr);
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assert(ValidateStatList(statnum));
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actor->nextStat = head;
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if (head) head->prevStat = actor;
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else statList[statnum].lastEntry = actor;
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assert(ValidateStatList(statnum));
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statList[statnum].firstEntry = actor;
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actor->spr.statnum = statnum;
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actor->link_stat = statnum;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(head);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void RemoveActorStat(DCoreActor* actor)
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{
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DCoreActor* prev = actor->prevStat;
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DCoreActor* next = actor->nextStat;
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auto& firstEntry = statList[actor->link_stat].firstEntry;
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auto& lastEntry = statList[actor->link_stat].lastEntry;
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auto prevp = prev ? &prev->nextStat : &firstEntry;
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auto nextp = next ? &next->prevStat : &lastEntry;
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if (*prevp == nullptr && *nextp == nullptr) return; // can happen during an aborted savegame load.
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assert(*prevp == actor);
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assert(*nextp == actor);
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assert(ValidateStatList(actor->link_stat));
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*prevp = next;
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*nextp = prev;
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assert(ValidateStatList(actor->link_stat));
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actor->nextStat = actor->prevStat = nullptr;
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actor->spr.statnum = MAXSTATUS;
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actor->link_stat = MAXSTATUS;
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GC::WriteBarrier(prev);
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GC::WriteBarrier(next);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void InsertActorStat(DCoreActor* actor, int stat, bool tail)
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{
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assert(actor->prevStat == nullptr && actor->nextStat == nullptr);
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assert(stat >= 0 && stat <= MAXSTATUS);
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if (isSafe() || tail) AddStatTail(actor, stat);
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else AddStatHead(actor, stat);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int ChangeActorStat(DCoreActor* actor, int statnum, bool tail)
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{
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int oldstat = actor->link_stat;
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assert(statnum >= 0 && statnum < MAXSTATUS);
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assert(actor->spr.statnum >= 0 && actor->spr.statnum < MAXSTATUS);
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RemoveActorStat(actor);
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InsertActorStat(actor, statnum, tail);
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool ValidateSectList(sectortype* sect, DCoreActor *checkme = nullptr)
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{
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#if 0
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assert(sect);
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checked.Clear();
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assert(sect->firstEntry == nullptr || sect->firstEntry->prevSect == nullptr);
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assert(sect->lastEntry == nullptr || sect->lastEntry->nextSect == nullptr);
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for (auto entry = sect->firstEntry; entry; entry = entry->nextSect)
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{
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assert(entry != checkme);
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assert(!checked.Contains(entry));
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checked.Push(entry);
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assert(entry->prevSect != nullptr || sect->firstEntry == entry);
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assert(entry->nextSect != nullptr || sect->lastEntry == entry);
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assert(entry->prevSect == nullptr || entry->prevSect->nextSect == entry);
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assert(entry->nextSect == nullptr || entry->nextSect->prevSect == entry);
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}
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#endif
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddSectTail(DCoreActor *actor, sectortype* sect)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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auto tail = sect->lastEntry;
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assert(tail == nullptr || tail->nextSect == nullptr);
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assert(ValidateSectList(sect));
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actor->prevSect = tail;
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if (tail) tail->nextSect = actor;
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else sect->firstEntry = actor;
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sect->lastEntry = actor;
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assert(ValidateSectList(sect));
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actor->setsector(sect);
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actor->link_sector = sect;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(tail);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddSectHead(DCoreActor* actor, sectortype* sect)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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auto head = sect->firstEntry;
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assert(head == nullptr || head->prevSect == nullptr);
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assert(ValidateSectList(sect));
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actor->nextSect = head;
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if (head) head->prevSect = actor;
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else sect->lastEntry = actor;
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sect->firstEntry = actor;
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assert(ValidateSectList(sect));
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actor->setsector(sect);
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actor->link_sector = sect;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(head);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void RemoveActorSect(DCoreActor* actor)
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{
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if (actor->link_sector == nullptr)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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return;
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}
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DCoreActor* prev = actor->prevSect;
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DCoreActor* next = actor->nextSect;
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auto& firstEntry = actor->link_sector->firstEntry;
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auto& lastEntry = actor->link_sector->lastEntry;
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auto prevp = prev ? &prev->nextSect : &firstEntry;
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auto nextp = next ? &next->prevSect : &lastEntry;
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if (*prevp == nullptr && *nextp == nullptr) return; // can happen during an aborted savegame load.
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assert(*prevp == actor);
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assert(*nextp == actor);
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assert(ValidateSectList(actor->link_sector));
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*prevp = next;
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*nextp = prev;
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assert(ValidateSectList(actor->link_sector, actor));
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actor->nextSect = actor->prevSect = nullptr;
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actor->setsector(nullptr);
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actor->link_sector = nullptr;
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GC::WriteBarrier(prev);
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GC::WriteBarrier(next);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void InsertActorSect(DCoreActor* actor, sectortype* sector, bool tail)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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if (!sector)
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{
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actor->link_sector = nullptr;
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actor->setsector(nullptr);
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return;
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}
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if (isSafe() || tail) AddSectTail(actor, sector);
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else AddSectHead(actor, sector);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void ChangeActorSect(DCoreActor* actor, sectortype* sect, bool tail)
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{
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if (sect == nullptr) return;
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RemoveActorSect(actor);
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InsertActorSect(actor, sect, tail);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail)
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{
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if (type == nullptr) return nullptr;
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assert(type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)));
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if (!type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
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{
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I_Error("Tried to spawn object of non - actor class %s", type->TypeName.GetChars());
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}
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auto actor = static_cast<DCoreActor*>(type->CreateNew());
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auto defaults = GetDefaultByType(type);
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auto actorinfo = static_cast<PClassActor*>(actor->GetClass())->ActorInfo();
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if (actorinfo && actorinfo->DefaultFlags & DEFF_STATNUM) stat = defaults->spr.statnum;
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if (stat == -1) stat = 0;
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GC::WriteBarrier(actor);
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InsertActorStat(actor, stat, tail);
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InsertActorSect(actor, sector, tail);
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Numsprites++;
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actor->time = leveltimer++;
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return actor;
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}
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void DCoreActor::initFromSprite(spritetype* mspr)
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{
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auto actorinfo = static_cast<PClassActor*>(GetClass())->ActorInfo();
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spr.cstat = (mspr->cstat & ~ESpriteFlags::FromInt(actorinfo->DefaultCstat)) | (spr.cstat & ESpriteFlags::FromInt(actorinfo->DefaultCstat));
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spr.pos = mspr->pos;
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spr.sectp = mspr->sectp;
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spr.clipdist = mspr->clipdist;
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// picnum may only be used if the class allows it.
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if (!(actorinfo->DefaultFlags & DEFF_PICNUM)) spr.picnum = mspr->picnum;
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#define setter(var) spr.var = mspr->var;
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setter(Angles.Yaw);
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setter(intangle);
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setter(xint);
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setter(yint);
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setter(inittype);
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setter(hitag);
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setter(lotag);
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setter(extra);
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setter(detail);
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setter(shade);
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setter(pal);
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setter(blend);
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setter(scale);
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setter(xoffset);
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setter(yoffset);
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setter(intowner);
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#undef setter
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clipdist = spr.clipdist * 0.25;
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if (mspr->statnum != 0 && !(actorinfo->DefaultFlags & DEFF_STATNUM))
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ChangeActorStat(this, mspr->statnum);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DCoreActor::OnDestroy()
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{
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FVector3 pos = GetSoundPos(spr.pos);
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soundEngine->RelinkSound(SOURCE_Actor, this, nullptr, &pos);
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// also scan all other sounds if they have this actor as source. If so, null the source and stop looped sounds.
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soundEngine->EnumerateChannels([=](FSoundChan* chan)
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{
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if (chan->Source == this)
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{
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if (chan->ChanFlags & CHANF_LOOP) soundEngine->StopChannel(chan);
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else chan->Source = nullptr;
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}
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return 0;
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});
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if(link_stat == INT_MAX) return;
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int stat = link_stat;
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RemoveActorStat(this);
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auto sect = link_sector;
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if (sect)
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{
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RemoveActorSect(this);
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}
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else
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{
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assert(prevSect == nullptr && nextSect == nullptr);
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}
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Numsprites--;
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if (wallspriteinfo) delete wallspriteinfo;
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wallspriteinfo = nullptr;
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}
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//==========================================================================
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//
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// code below will go away or be changed once
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// we can use real DObject life cycle management.
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//
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//==========================================================================
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void InitSpriteLists()
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{
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// Do not mass-destroy from the iterator. This may fail if destroying one actor results in further destructions.
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TArray<DCoreActor*> allActors;
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TSpriteIterator<DCoreActor> it;
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while (auto actor = it.Next())
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allActors.Push(actor);
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// clear all lists manually before doing any mass destruction.
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// This may also be called in error situations where the list has become corrupted,
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// so we should not depend on its consistency anymore.
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for (auto& stat : statList)
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{
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stat.firstEntry = stat.lastEntry = nullptr;
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}
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for (auto& sect: sector)
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{
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sect.firstEntry = sect.lastEntry = nullptr;
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}
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for (auto& act : allActors)
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{
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if (!(act->ObjectFlags & OF_EuthanizeMe))
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{
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act->link_stat = INT_MAX;
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act->prevStat = act->nextStat = act->prevSect = act->nextSect = nullptr;
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act->Destroy();
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}
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}
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Numsprites = 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SetActor(DCoreActor* actor, const DVector3& newpos)
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{
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auto tempsector = actor->sector();
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actor->spr.pos = newpos;
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updatesector(newpos, &tempsector);
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if (tempsector && tempsector != actor->sector())
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ChangeActorSect(actor, tempsector);
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}
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void SetActorZ(DCoreActor* actor, const DVector3& newpos)
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{
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auto tempsector = actor->sector();
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actor->spr.pos = newpos;
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updatesectorz(newpos, &tempsector);
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if (tempsector && tempsector != actor->sector())
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ChangeActorSect(actor, tempsector);
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}
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IMPLEMENT_CLASS(DCoreActor, false, false)
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size_t DCoreActor::PropagateMark()
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{
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GC::Mark(prevStat);
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GC::Mark(nextStat);
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GC::Mark(prevSect);
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GC::Mark(nextSect);
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return Super::PropagateMark();
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}
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double DCoreActor::GetOffsetAndHeight(double& height)
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{
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auto tex = TexMan.GetGameTexture(spr.spritetexture());
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double yscale = spr.scale.Y;
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height = tex->GetDisplayHeight() * yscale;
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double zofs = (spr.cstat & CSTAT_SPRITE_YCENTER) ? height * 0.5 : 0;
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return zofs - tex->GetDisplayTopOffset() * yscale;
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}
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