- removed the global 'sector_list' variable.

If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
This commit is contained in:
Christoph Oelckers 2016-12-25 22:40:26 +01:00
parent 5723f10cc3
commit 04ff4282ef
14 changed files with 95 additions and 107 deletions

View file

@ -562,8 +562,14 @@ inline T *GetDefault ()
struct line_t;
struct secplane_t;
struct msecnode_t;
struct FStrifeDialogueNode;
struct FLinkContext
{
msecnode_t *sector_list = nullptr;
};
class DDropItem : public DObject
{
DECLARE_CLASS(DDropItem, DObject)
@ -1220,8 +1226,8 @@ private:
bool FixMapthingPos();
public:
void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
void UnlinkFromWorld ();
void LinkToWorld (FLinkContext *ctx, bool spawningmapthing=false, sector_t *sector = NULL);
void UnlinkFromWorld(FLinkContext *ctx);
void AdjustFloorClip ();
bool InStateSequence(FState * newstate, FState * basestate);
int GetTics(FState * newstate);

View file

@ -118,23 +118,24 @@ void FCajunMaster::Main ()
}
//Check if player should go observer. Or un observe
FLinkContext ctx;
if (bot_observer && !observer && !netgame)
{
Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
observer = true;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->UnlinkFromWorld (&ctx);
players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
players[consoleplayer].mo->flags2 |= MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
players[consoleplayer].mo->LinkToWorld (&ctx);
}
else if (!bot_observer && observer && !netgame) //Go back
{
Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
observer = false;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->UnlinkFromWorld (&ctx);
players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
players[consoleplayer].mo->flags2 &= ~MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
players[consoleplayer].mo->LinkToWorld (&ctx);
}
}

View file

@ -636,14 +636,9 @@ void AInventory::BecomeItem ()
{
if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
{
UnlinkFromWorld ();
if (sector_list)
{
P_DelSeclist (sector_list);
sector_list = NULL;
}
UnlinkFromWorld (nullptr);
flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
LinkToWorld ();
LinkToWorld (nullptr);
}
RemoveFromHash ();
flags &= ~MF_SPECIAL;
@ -674,9 +669,9 @@ void AInventory::BecomePickup ()
}
if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
{
UnlinkFromWorld ();
UnlinkFromWorld (nullptr);
flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
LinkToWorld ();
LinkToWorld (nullptr);
P_FindFloorCeiling (this);
}
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;

View file

@ -1196,8 +1196,7 @@ void G_StartTravel ()
// Only living players travel. Dead ones get a new body on the new level.
if (players[i].health > 0)
{
pawn->UnlinkFromWorld ();
P_DelSector_List ();
pawn->UnlinkFromWorld (nullptr);
int tid = pawn->tid; // Save TID
pawn->RemoveFromHash ();
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
@ -1206,8 +1205,7 @@ void G_StartTravel ()
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_TRAVELLING);
inv->UnlinkFromWorld ();
P_DelSector_List ();
inv->UnlinkFromWorld (nullptr);
}
}
}
@ -1304,7 +1302,7 @@ void G_FinishTravel ()
{
pawndup->Destroy();
}
pawn->LinkToWorld ();
pawn->LinkToWorld (nullptr);
pawn->ClearInterpolation();
pawn->AddToHash ();
pawn->SetState(pawn->SpawnState);
@ -1313,7 +1311,7 @@ void G_FinishTravel ()
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_INVENTORY);
inv->LinkToWorld ();
inv->LinkToWorld (nullptr);
inv->Travelled ();
}
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)

View file

@ -364,6 +364,7 @@ void APathFollower::NewNode ()
bool APathFollower::Interpolate ()
{
DVector3 dpos(0, 0, 0);
FLinkContext ctx;
if ((args[2] & 8) && Time > 0.f)
{
@ -372,7 +373,7 @@ bool APathFollower::Interpolate ()
if (CurrNode->Next==NULL) return false;
UnlinkFromWorld ();
UnlinkFromWorld (&ctx);
DVector3 newpos;
if (args[2] & 1)
{ // linear
@ -389,7 +390,7 @@ bool APathFollower::Interpolate ()
newpos.Z = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
}
SetXYZ(newpos);
LinkToWorld ();
LinkToWorld (&ctx);
if (args[2] & 6)
{
@ -541,10 +542,11 @@ void AActorMover::Activate (AActor *activator)
tracer->flags |= MF_NOGRAVITY;
if (args[2] & 128)
{
tracer->UnlinkFromWorld ();
FLinkContext ctx;
tracer->UnlinkFromWorld (&ctx);
tracer->flags |= MF_NOBLOCKMAP;
tracer->flags &= ~MF_SOLID;
tracer->LinkToWorld ();
tracer->LinkToWorld (&ctx);
}
if (tracer->flags3 & MF3_ISMONSTER)
{
@ -563,9 +565,10 @@ void AActorMover::Deactivate (AActor *activator)
Super::Deactivate (activator);
if (tracer != NULL)
{
tracer->UnlinkFromWorld ();
FLinkContext ctx;
tracer->UnlinkFromWorld (&ctx);
tracer->flags = ActorFlags::FromInt (special1);
tracer->LinkToWorld ();
tracer->LinkToWorld (&ctx);
tracer->flags2 = ActorFlags2::FromInt (special2);
}
}

View file

@ -5229,12 +5229,13 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
}
else
{
self->UnlinkFromWorld ();
FLinkContext ctx;
self->UnlinkFromWorld (&ctx);
self->flags |= MF_NOBLOCKMAP;
// We need to do portal offsetting here explicitly, because SetXY cannot do that.
newpos -= self->Pos().XY();
self->SetXY(self->Vec2Offset(newpos.X, newpos.Y));
self->LinkToWorld ();
self->LinkToWorld (&ctx);
}
self->WeaveIndexXY = weaveXY;
}
@ -6862,17 +6863,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
double oldradius = self->radius;
double oldheight = self->Height;
self->UnlinkFromWorld();
FLinkContext ctx;
self->UnlinkFromWorld(&ctx);
self->radius = newradius;
self->Height = newheight;
self->LinkToWorld();
self->LinkToWorld(&ctx);
if (testpos && !P_TestMobjLocation(self))
{
self->UnlinkFromWorld();
self->UnlinkFromWorld(&ctx);
self->radius = oldradius;
self->Height = oldheight;
self->LinkToWorld();
self->LinkToWorld(&ctx);
ACTION_RETURN_BOOL(false);
}

View file

@ -245,10 +245,6 @@ AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false,
//
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
extern msecnode_t *sector_list; // phares 3/16/98
struct spechit_t
{
line_t *line;
@ -395,11 +391,10 @@ enum
int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
FName damageType, int flags, int fulldamagedistance=0);
void P_DelSector_List();
void P_DelSeclist(msecnode_t *); // phares 3/16/98
msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
void P_CreateSecNodeList(AActor*); // phares 3/14/98
msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list);
void P_LinkRenderSectors(AActor*);
void P_UnlinkRenderSectors(AActor*);
double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98

View file

@ -82,9 +82,6 @@ static FRandom pr_crunch("DoCrunch");
TArray<spechit_t> spechit;
TArray<spechit_t> portalhit;
// Temporary holder for thing_sectorlist threads
msecnode_t* sector_list = NULL; // phares 3/16/98
//==========================================================================
//
// FindRefPoint
@ -2390,10 +2387,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
FLinePortal *port = ld->getPortal();
if (port->mType == PORTT_LINKED)
{
thing->UnlinkFromWorld();
FLinkContext ctx;
thing->UnlinkFromWorld(&ctx);
thing->SetXY(tm.pos + port->mDisplacement);
thing->Prev += port->mDisplacement;
thing->LinkToWorld();
thing->LinkToWorld(&ctx);
P_FindFloorCeiling(thing);
portalcrossed = true;
tm.portalstep = false;
@ -2414,11 +2412,12 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
thing->UnlinkFromWorld();
FLinkContext ctx;
thing->UnlinkFromWorld(&ctx);
thing->SetXYZ(pos);
P_TranslatePortalVXVY(ld, thing->Vel.X, thing->Vel.Y);
P_TranslatePortalAngle(ld, thing->Angles.Yaw);
thing->LinkToWorld();
thing->LinkToWorld(&ctx);
P_FindFloorCeiling(thing);
thing->ClearInterpolation();
portalcrossed = true;
@ -2459,7 +2458,8 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
if (!portalcrossed)
{
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
FLinkContext ctx;
thing->UnlinkFromWorld(&ctx);
oldsector = thing->Sector;
thing->floorz = tm.floorz;
@ -2472,7 +2472,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(pos);
thing->LinkToWorld();
thing->LinkToWorld(&ctx);
}
if (thing->flags2 & MF2_FLOORCLIP)
@ -2565,13 +2565,14 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
// If the actor stepped through a ceiling portal we need to reacquire the actual position info after the transition
if (tm.portalstep)
{
FLinkContext ctx;
DVector3 oldpos = thing->Pos();
thing->UnlinkFromWorld();
thing->UnlinkFromWorld(&ctx);
thing->SetXYZ(thing->PosRelative(thing->Sector->GetOppositePortalGroup(sector_t::ceiling)));
thing->Prev = thing->Pos() - oldpos;
thing->Sector = P_PointInSector(thing->Pos());
thing->PrevPortalGroup = thing->Sector->PortalGroup;
thing->LinkToWorld();
thing->LinkToWorld(&ctx);
P_FindFloorCeiling(thing);
}
@ -6532,23 +6533,6 @@ msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
return NULL;
} // phares 3/13/98
//=============================================================================
//
// P_DelSector_List
//
// Deletes the sector_list and NULLs it.
//
//=============================================================================
void P_DelSector_List()
{
if (sector_list != NULL)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
}
//=============================================================================
//
// P_DelSeclist
@ -6572,7 +6556,7 @@ void P_DelSeclist(msecnode_t *node)
//
//=============================================================================
void P_CreateSecNodeList(AActor *thing)
msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
{
msecnode_t *node;
@ -6638,6 +6622,7 @@ void P_CreateSecNodeList(AActor *thing)
node = node->m_tnext;
}
}
return sector_list;
}

View file

@ -242,9 +242,9 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
//
//==========================================================================
void AActor::UnlinkFromWorld ()
void AActor::UnlinkFromWorld (FLinkContext *ctx)
{
sector_list = NULL;
if (ctx != nullptr) ctx->sector_list = nullptr;
if (!(flags & MF_NOSECTOR))
{
// invisible things don't need to be in sector list
@ -275,7 +275,8 @@ void AActor::UnlinkFromWorld ()
// If this Thing is being removed entirely, then the calling
// routine will clear out the nodes in sector_list.
sector_list = touching_sectorlist;
if (ctx != nullptr) ctx->sector_list = touching_sectorlist;
else P_DelSeclist(touching_sectorlist);
touching_sectorlist = NULL; //to be restored by P_SetThingPosition
P_UnlinkRenderSectors(this);
@ -390,7 +391,7 @@ bool AActor::FixMapthingPos()
DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
{
PARAM_SELF_PROLOGUE(AActor);
self->UnlinkFromWorld();
self->UnlinkFromWorld(nullptr); // fixme
return 0;
}
@ -403,7 +404,7 @@ DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
//
//==========================================================================
void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sector)
{
bool spawning = spawningmapthing;
@ -455,9 +456,7 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
// When a node is deleted, its sector links (the links starting
// at sector_t->touching_thinglist) are broken. When a node is
// added, new sector links are created.
P_CreateSecNodeList(this);
touching_sectorlist = sector_list; // Attach to thing
sector_list = NULL; // clear for next time
touching_sectorlist = P_CreateSecNodeList(this, ctx != nullptr? ctx->sector_list : nullptr); // Attach to thing
P_LinkRenderSectors(this);
}
@ -522,15 +521,16 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
{
PARAM_SELF_PROLOGUE(AActor);
self->LinkToWorld();
self->LinkToWorld(nullptr); // fixme
return 0;
}
void AActor::SetOrigin(double x, double y, double z, bool moving)
{
UnlinkFromWorld ();
FLinkContext ctx;
UnlinkFromWorld (&ctx);
SetXYZ(x, y, z);
LinkToWorld ();
LinkToWorld (&ctx);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
if (!moving) ClearInterpolation();
}

View file

@ -514,7 +514,7 @@ void AActor::PostSerialize()
touching_sectorlist = NULL;
if (touching_render_sectors) delete touching_render_sectors;
touching_render_sectors = NULL;
LinkToWorld(false, Sector);
LinkToWorld(nullptr, false, Sector);
AddToHash();
if (player)
@ -3690,12 +3690,13 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
void AActor::CheckPortalTransition(bool islinked)
{
bool moved = false;
FLinkContext ctx;
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
{
if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld();
if (islinked && !moved) UnlinkFromWorld(&ctx);
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
Prev = Pos() - oldpos;
Sector = P_PointInSector(Pos());
@ -3712,7 +3713,7 @@ void AActor::CheckPortalTransition(bool islinked)
if (Z() < portalz && floorz < portalz)
{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld();
if (islinked && !moved) UnlinkFromWorld(&ctx);
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
Prev = Pos() - oldpos;
Sector = P_PointInSector(Pos());
@ -3722,7 +3723,7 @@ void AActor::CheckPortalTransition(bool islinked)
else break;
}
}
if (islinked && moved) LinkToWorld();
if (islinked && moved) LinkToWorld(&ctx);
}
//
@ -3785,11 +3786,12 @@ void AActor::Tick ()
if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
{
UnlinkFromWorld();
FLinkContext ctx;
UnlinkFromWorld(&ctx);
flags |= MF_NOBLOCKMAP;
SetXYZ(Vec3Offset(Vel));
CheckPortalTransition(false);
LinkToWorld();
LinkToWorld(&ctx);
}
}
else
@ -4553,7 +4555,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
actor->Speed = actor->GetClass()->FastSpeed;
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);
actor->LinkToWorld (nullptr, SpawningMapThing);
actor->ClearInterpolation();
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
@ -4930,12 +4932,9 @@ void AActor::Destroy ()
RemoveFromHash ();
// unlink from sector and block lists
UnlinkFromWorld ();
UnlinkFromWorld (nullptr);
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
// Delete all nodes on the current sector_list phares 3/16/98
P_DelSector_List();
// Transform any playing sound into positioned, non-actor sounds.
S_RelinkSound (this, NULL);
@ -7486,9 +7485,10 @@ void AActor::RestoreSpecialPosition()
// Move item back to its original location
DVector2 sp = SpawnPoint;
UnlinkFromWorld();
FLinkContext ctx;
UnlinkFromWorld(&ctx);
SetXY(sp);
LinkToWorld(true);
LinkToWorld(&ctx, true);
SetZ(Sector->floorplane.ZatPoint(sp));
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.

View file

@ -2939,7 +2939,8 @@ void P_UnPredictPlayer ()
// could cause it to change during prediction.
player->camera = savedcamera;
act->UnlinkFromWorld();
FLinkContext ctx;
act->UnlinkFromWorld(&ctx);
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
// The blockmap ordering needs to remain unchanged, too.
@ -2968,7 +2969,7 @@ void P_UnPredictPlayer ()
}
// Destroy old refrences
msecnode_t *node = sector_list;
msecnode_t *node = ctx.sector_list;
while (node)
{
node->m_thing = NULL;
@ -2976,22 +2977,23 @@ void P_UnPredictPlayer ()
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(sector_list);
sector_list = NULL;
P_DelSeclist(ctx.sector_list);
ctx.sector_list = NULL;
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
ctx.sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, ctx.sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
}
act->touching_sectorlist = sector_list; // Attach to thing
sector_list = NULL; // clear for next time
act->touching_sectorlist = ctx.sector_list; // Attach to thing
ctx.sector_list = NULL; // clear for next time
node = sector_list;
// Huh???
node = ctx.sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
if (node == ctx.sector_list)
ctx.sector_list = node->m_tnext;
node = P_DelSecnode(node, &sector_t::touching_thinglist);
}
else

View file

@ -1140,8 +1140,9 @@ void P_CreateLinkedPortals()
P_CollectConnectedGroups(actor->Sector->PortalGroup, actor->Pos(), actor->Top(), actor->radius, check);
if (check.Size() > 0)
{
actor->UnlinkFromWorld();
actor->LinkToWorld();
FLinkContext ctx;
actor->UnlinkFromWorld(&ctx);
actor->LinkToWorld(&ctx);
}
}
}

View file

@ -1217,7 +1217,6 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
// [RH] Save which side of heightsec sprite is on here.
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
{
AActor *thing;
F3DFloor *fakeceiling = NULL;
F3DFloor *fakefloor = NULL;

View file

@ -216,9 +216,10 @@ bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror)
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
if (linkchange) actor->UnlinkFromWorld();
FLinkContext ctx;
if (linkchange) actor->UnlinkFromWorld(&ctx);
ModActorFlag(actor, fd, set);
if (linkchange) actor->LinkToWorld();
if (linkchange) actor->LinkToWorld(&ctx);
}
if (actor->CountsAsKill() && actor->health > 0) ++level.total_monsters;