gzdoom/src/g_shared/a_action.cpp
Christoph Oelckers 86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00

370 lines
8.6 KiB
C++

#include "actor.h"
#include "p_conversation.h"
#include "p_lnspec.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "p_local.h"
#include "p_terrain.h"
#include "p_enemy.h"
#include "statnums.h"
#include "templates.h"
#include "serializer.h"
#include "r_data/r_translate.h"
static FRandom pr_freezedeath ("FreezeDeath");
static FRandom pr_icesettics ("IceSetTics");
static FRandom pr_freeze ("FreezeDeathChunks");
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
void A_Unblock(AActor *self, bool drop)
{
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->Alpha = 1.;
self->visdir = 0;
}
self->flags &= ~MF_SOLID;
// If the actor has a conversation that sets an item to drop, drop that.
if (self->Conversation != NULL && self->Conversation->DropType != NULL)
{
P_DropItem (self, self->Conversation->DropType, -1, 256);
self->Conversation = NULL;
return;
}
self->Conversation = NULL;
// If the actor has attached metadata for items to drop, drop those.
if (drop && !self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
{
DDropItem *di = self->GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
PClassActor *ti = PClass::FindActor(di->Name);
if (ti != NULL)
{
P_DropItem (self, ti, di->Amount, di->Probability);
}
}
di = di->Next;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(drop);
A_Unblock(self, drop);
return 0;
}
//============================================================================
//
// A_FreezeDeath
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
{
PARAM_SELF_PROLOGUE(AActor);
int t = pr_freezedeath();
self->tics = 75+t+pr_freezedeath();
self->flags |= MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_ICECORPSE;
self->flags2 |= MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ|MF2_SLIDE;
self->flags3 |= MF3_CRASHED;
self->Height = self->GetDefault()->Height;
// Remove fuzz effects from frozen actors.
if (self->RenderStyle.BlendOp >= STYLEOP_Fuzz && self->RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
{
self->RenderStyle = STYLE_Normal;
}
S_Sound (self, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->Alpha = 1;
self->visdir = 0;
}
if (self->player)
{
self->player->damagecount = 0;
self->player->poisoncount = 0;
self->player->bonuscount = 0;
}
else if (self->flags3 & MF3_ISMONSTER && self->special)
{ // Initiate monster death actions
P_ExecuteSpecial(self->special, NULL, self, false, self->args[0],
self->args[1], self->args[2], self->args[3], self->args[4]);
self->special = 0;
}
return 0;
}
//============================================================================
//
// A_IceSetTics
//
//============================================================================
void IceSetTics(AActor *self)
{
int floor;
self->tics = 70 + (pr_icesettics() & 63);
floor = P_GetThingFloorType(self);
if (Terrains[floor].DamageMOD == NAME_Fire)
{
self->tics >>= 2;
}
else if (Terrains[floor].DamageMOD == NAME_Ice)
{
self->tics <<= 1;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_IceSetTics)
{
PARAM_SELF_PROLOGUE(AActor);
IceSetTics(self);
return 0;
}
//============================================================================
//
// A_FreezeDeathChunks
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
{
PARAM_SELF_PROLOGUE(AActor);
int i;
int numChunks;
AActor *mo;
if (!self->Vel.isZero() && !(self->flags6 & MF6_SHATTERING))
{
self->tics = 3*TICRATE;
return 0;
}
self->Vel.Zero();
S_Sound (self, CHAN_BODY, "misc/icebreak", 1, ATTN_NORM);
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the self shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An actor with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int>(4, int(self->radius * self->Height)/32);
i = (pr_freeze.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
double xo = (pr_freeze() - 128)*self->radius / 128;
double yo = (pr_freeze() - 128)*self->radius / 128;
double zo = (pr_freeze()*self->Height / 255);
mo = Spawn("IceChunk", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo->SetState (mo->SpawnState + (pr_freeze()%3));
mo->Vel.X = pr_freeze.Random2() / 128.;
mo->Vel.Y = pr_freeze.Random2() / 128.;
mo->Vel.Z = (mo->Z() - self->Z()) / self->Height * 4;
IceSetTics(mo); // set a random tic wait
mo->RenderStyle = self->RenderStyle;
mo->Alpha = self->Alpha;
}
}
if (self->player)
{ // attach the player's view to a chunk of ice
AActor *head = Spawn("IceChunkHead", self->PosPlusZ(self->player->mo->ViewHeight), ALLOW_REPLACE);
if (head != NULL)
{
head->Vel.X = pr_freeze.Random2() / 128.;
head->Vel.Y = pr_freeze.Random2() / 128.;
head->Vel.Z = (mo->Z() - self->Z()) / self->Height * 4;
head->health = self->health;
head->Angles.Yaw = self->Angles.Yaw;
if (head->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
head->player = self->player;
head->player->mo = static_cast<APlayerPawn*>(head);
self->player = NULL;
head->ObtainInventory (self);
}
head->Angles.Pitch = 0.;
head->RenderStyle = self->RenderStyle;
head->Alpha = self->Alpha;
if (head->player->camera == self)
{
head->player->camera = head;
}
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(self);
}
A_Unblock(self, true);
self->SetState(self->FindState(NAME_Null));
return 0;
}
//----------------------------------------------------------------------------
//
// CorpseQueue Routines (used by Hexen)
//
//----------------------------------------------------------------------------
// Corpse queue for monsters - this should be saved out
class DCorpsePointer : public DThinker
{
DECLARE_CLASS (DCorpsePointer, DThinker)
HAS_OBJECT_POINTERS
public:
DCorpsePointer (AActor *ptr);
void Destroy() override;
void Serialize(FSerializer &arc);
TObjPtr<AActor> Corpse;
DWORD Count; // Only the first corpse pointer's count is valid.
private:
DCorpsePointer () {}
};
IMPLEMENT_CLASS(DCorpsePointer, false, true)
IMPLEMENT_POINTERS_START(DCorpsePointer)
IMPLEMENT_POINTER(Corpse)
IMPLEMENT_POINTERS_END
CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
{
if (self > 0)
{
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
while (first != NULL && first->Count > (DWORD)self)
{
DCorpsePointer *next = iterator.Next ();
first->Destroy ();
first = next;
}
}
}
DCorpsePointer::DCorpsePointer (AActor *ptr)
: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
{
Count = 0;
// Thinkers are added to the end of their respective lists, so
// the first thinker in the list is the oldest one.
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
if (first != this)
{
if (first->Count >= (DWORD)sv_corpsequeuesize)
{
DCorpsePointer *next = iterator.Next ();
first->Destroy ();
first = next;
}
}
++first->Count;
}
void DCorpsePointer::Destroy ()
{
// Store the count of corpses in the first thinker in the list
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
int prevCount = first->Count;
if (first == this)
{
first = iterator.Next ();
}
if (first != NULL)
{
first->Count = prevCount - 1;
}
if (Corpse != NULL)
{
Corpse->Destroy ();
}
Super::Destroy ();
}
void DCorpsePointer::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("corpse", Corpse)
("count", Count);
}
// throw another corpse on the queue
DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
{
PARAM_SELF_PROLOGUE(AActor);
if (sv_corpsequeuesize > 0)
{
new DCorpsePointer (self);
}
return 0;
}
// Remove an self from the queue (for resurrection)
DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
{
PARAM_SELF_PROLOGUE(AActor);
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *corpsePtr;
while ((corpsePtr = iterator.Next()) != NULL)
{
if (corpsePtr->Corpse == self)
{
corpsePtr->Corpse = NULL;
corpsePtr->Destroy ();
return 0;
}
}
return 0;
}