mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- removed the remaining level references from p_acs.cpp.
This commit is contained in:
parent
259ae41774
commit
6312c44234
3 changed files with 93 additions and 81 deletions
|
@ -93,68 +93,9 @@ class DAutomapBase;
|
|||
typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
|
||||
typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
|
||||
|
||||
struct FLevelData
|
||||
struct FLevelLocals
|
||||
{
|
||||
TArray<vertex_t> vertexes;
|
||||
TArray<sector_t> sectors;
|
||||
TArray<line_t*> linebuffer; // contains the line lists for the sectors.
|
||||
TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
|
||||
TArray<line_t> lines;
|
||||
TArray<side_t> sides;
|
||||
TArray<seg_t *> segbuffer; // contains the seg links for the sidedefs.
|
||||
TArray<seg_t> segs;
|
||||
TArray<subsector_t> subsectors;
|
||||
TArray<node_t> nodes;
|
||||
TArray<subsector_t> gamesubsectors;
|
||||
TArray<node_t> gamenodes;
|
||||
node_t *headgamenode;
|
||||
TArray<uint8_t> rejectmatrix;
|
||||
TArray<zone_t> Zones;
|
||||
TArray<FPolyObj> Polyobjects;
|
||||
|
||||
TArray<FSectorPortal> sectorPortals;
|
||||
TArray<FLinePortal> linePortals;
|
||||
|
||||
// Portal information.
|
||||
FDisplacementTable Displacements;
|
||||
FPortalBlockmap PortalBlockmap;
|
||||
TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
|
||||
TArray<FSectorPortalGroup *> portalGroups;
|
||||
TArray<FLinePortalSpan> linePortalSpans;
|
||||
FSectionContainer sections;
|
||||
FCanvasTextureInfo canvasTextureInfo;
|
||||
|
||||
// [ZZ] Destructible geometry information
|
||||
TMap<int, FHealthGroup> healthGroups;
|
||||
|
||||
FBlockmap blockmap;
|
||||
TArray<polyblock_t *> PolyBlockMap;
|
||||
|
||||
// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
|
||||
// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
|
||||
TArray<sector_t> loadsectors;
|
||||
TArray<line_t> loadlines;
|
||||
TArray<side_t> loadsides;
|
||||
|
||||
// Maintain single and multi player starting spots.
|
||||
TArray<FPlayerStart> deathmatchstarts;
|
||||
FPlayerStart playerstarts[MAXPLAYERS];
|
||||
TArray<FPlayerStart> AllPlayerStarts;
|
||||
|
||||
FBehaviorContainer Behaviors;
|
||||
AActor *TIDHash[128];
|
||||
|
||||
TArray<FStrifeDialogueNode *> StrifeDialogues;
|
||||
FDialogueIDMap DialogueRoots;
|
||||
FDialogueMap ClassRoots;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
struct FLevelLocals : public FLevelData
|
||||
{
|
||||
FLevelLocals() : tagManager(this) {}
|
||||
FLevelLocals() : tagManager(this), Behaviors(this) {}
|
||||
|
||||
friend class MapLoader;
|
||||
|
||||
|
@ -426,6 +367,58 @@ public:
|
|||
S_ChangeMusic(Music, musicorder);
|
||||
}
|
||||
|
||||
TArray<vertex_t> vertexes;
|
||||
TArray<sector_t> sectors;
|
||||
TArray<line_t*> linebuffer; // contains the line lists for the sectors.
|
||||
TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
|
||||
TArray<line_t> lines;
|
||||
TArray<side_t> sides;
|
||||
TArray<seg_t *> segbuffer; // contains the seg links for the sidedefs.
|
||||
TArray<seg_t> segs;
|
||||
TArray<subsector_t> subsectors;
|
||||
TArray<node_t> nodes;
|
||||
TArray<subsector_t> gamesubsectors;
|
||||
TArray<node_t> gamenodes;
|
||||
node_t *headgamenode;
|
||||
TArray<uint8_t> rejectmatrix;
|
||||
TArray<zone_t> Zones;
|
||||
TArray<FPolyObj> Polyobjects;
|
||||
|
||||
TArray<FSectorPortal> sectorPortals;
|
||||
TArray<FLinePortal> linePortals;
|
||||
|
||||
// Portal information.
|
||||
FDisplacementTable Displacements;
|
||||
FPortalBlockmap PortalBlockmap;
|
||||
TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
|
||||
TArray<FSectorPortalGroup *> portalGroups;
|
||||
TArray<FLinePortalSpan> linePortalSpans;
|
||||
FSectionContainer sections;
|
||||
FCanvasTextureInfo canvasTextureInfo;
|
||||
|
||||
// [ZZ] Destructible geometry information
|
||||
TMap<int, FHealthGroup> healthGroups;
|
||||
|
||||
FBlockmap blockmap;
|
||||
TArray<polyblock_t *> PolyBlockMap;
|
||||
|
||||
// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
|
||||
// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
|
||||
TArray<sector_t> loadsectors;
|
||||
TArray<line_t> loadlines;
|
||||
TArray<side_t> loadsides;
|
||||
|
||||
// Maintain single and multi player starting spots.
|
||||
TArray<FPlayerStart> deathmatchstarts;
|
||||
FPlayerStart playerstarts[MAXPLAYERS];
|
||||
TArray<FPlayerStart> AllPlayerStarts;
|
||||
|
||||
FBehaviorContainer Behaviors;
|
||||
AActor *TIDHash[128];
|
||||
|
||||
TArray<FStrifeDialogueNode *> StrifeDialogues;
|
||||
FDialogueIDMap DialogueRoots;
|
||||
FDialogueMap ClassRoots;
|
||||
|
||||
uint8_t md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded.
|
||||
int time; // time in the hub
|
||||
|
|
|
@ -1447,7 +1447,10 @@ void P_CollectACSGlobalStrings()
|
|||
GlobalACSStrings.MarkStringArray(&stack->buffer[0], sp);
|
||||
}
|
||||
}
|
||||
level.Behaviors.MarkLevelVarStrings();
|
||||
for(auto Level : AllLevels())
|
||||
{
|
||||
Level->Behaviors.MarkLevelVarStrings();
|
||||
}
|
||||
P_MarkWorldVarStrings();
|
||||
P_MarkGlobalVarStrings();
|
||||
GlobalACSStrings.PurgeStrings();
|
||||
|
@ -1951,7 +1954,7 @@ FBehavior *FBehaviorContainer::LoadModule (int lumpnum, FileReader *fr, int len)
|
|||
}
|
||||
|
||||
FBehavior * behavior = new FBehavior ();
|
||||
if (behavior->Init(lumpnum, fr, len))
|
||||
if (behavior->Init(Level, lumpnum, fr, len))
|
||||
{
|
||||
return behavior;
|
||||
}
|
||||
|
@ -2001,9 +2004,9 @@ void FBehaviorContainer::MarkLevelVarStrings()
|
|||
StaticModules[modnum]->MarkMapVarStrings();
|
||||
}
|
||||
// Mark running scripts' local variables.
|
||||
if (level.ACSThinker != nullptr)
|
||||
if (Level->ACSThinker != nullptr)
|
||||
{
|
||||
for (DLevelScript *script = level.ACSThinker->Scripts; script != NULL; script = script->GetNext())
|
||||
for (DLevelScript *script = Level->ACSThinker->Scripts; script != NULL; script = script->GetNext())
|
||||
{
|
||||
script->MarkLocalVarStrings();
|
||||
}
|
||||
|
@ -2018,9 +2021,9 @@ void FBehaviorContainer::LockLevelVarStrings(int levelnum)
|
|||
StaticModules[modnum]->LockMapVarStrings(levelnum);
|
||||
}
|
||||
// Lock running scripts' local variables.
|
||||
if (level.ACSThinker != nullptr)
|
||||
if (Level->ACSThinker != nullptr)
|
||||
{
|
||||
for (DLevelScript *script = level.ACSThinker->Scripts; script != NULL; script = script->GetNext())
|
||||
for (DLevelScript *script = Level->ACSThinker->Scripts; script != NULL; script = script->GetNext())
|
||||
{
|
||||
script->LockLocalVarStrings(levelnum);
|
||||
}
|
||||
|
@ -2205,7 +2208,7 @@ FBehavior::FBehavior()
|
|||
}
|
||||
|
||||
|
||||
bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
|
||||
bool FBehavior::Init(FLevelLocals *Level, int lumpnum, FileReader * fr, int len)
|
||||
{
|
||||
uint8_t *object;
|
||||
int i;
|
||||
|
@ -2267,7 +2270,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
|
|||
delete[] object;
|
||||
return false;
|
||||
}
|
||||
LibraryID = level.Behaviors.StaticModules.Push (this) << LIBRARYID_SHIFT;
|
||||
LibraryID = Level->Behaviors.StaticModules.Push (this) << LIBRARYID_SHIFT;
|
||||
|
||||
if (fr == NULL)
|
||||
{
|
||||
|
@ -2556,7 +2559,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
|
|||
}
|
||||
else
|
||||
{
|
||||
module = level.Behaviors.LoadModule (lump);
|
||||
module = Level->Behaviors.LoadModule (lump);
|
||||
}
|
||||
if (module != NULL) Imports.Push (module);
|
||||
do {;} while (parse[++i]);
|
||||
|
@ -3285,7 +3288,7 @@ void FBehavior::StartTypedScripts (uint16_t type, AActor *activator, bool always
|
|||
|
||||
void FBehaviorContainer::StopMyScripts (AActor *actor)
|
||||
{
|
||||
DACSThinker *controller = level.ACSThinker;
|
||||
DACSThinker *controller = actor->Level->ACSThinker;
|
||||
|
||||
if (controller != NULL)
|
||||
{
|
||||
|
@ -10440,13 +10443,17 @@ FSerializer &Serialize(FSerializer &arc, const char *key, acsdefered_t &defer, a
|
|||
|
||||
CCMD (scriptstat)
|
||||
{
|
||||
if (level.ACSThinker == NULL)
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
Printf ("No scripts are running.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
level.ACSThinker->DumpScriptStatus ();
|
||||
Printf("Script status for %s", Level->MapName.GetChars());
|
||||
if (Level->ACSThinker == nullptr)
|
||||
{
|
||||
Printf("No scripts are running.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
Level->ACSThinker->DumpScriptStatus();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -10659,7 +10666,7 @@ static void ShowProfileData(TArray<ProfileCollector> &profiles, long ilimit,
|
|||
}
|
||||
}
|
||||
|
||||
CCMD(acsprofile)
|
||||
void ACSProfile(FLevelLocals *Level, FCommandLine &argv)
|
||||
{
|
||||
static int (*sort_funcs[])(const void*, const void *) =
|
||||
{
|
||||
|
@ -10678,8 +10685,9 @@ CCMD(acsprofile)
|
|||
|
||||
assert(countof(sort_names) == countof(sort_match_len));
|
||||
|
||||
level.Behaviors.ArrangeScriptProfiles(ScriptProfiles);
|
||||
level.Behaviors.ArrangeFunctionProfiles(FuncProfiles);
|
||||
Printf("ACS profile for %s\n", Level->MapName.GetChars());
|
||||
Level->Behaviors.ArrangeScriptProfiles(ScriptProfiles);
|
||||
Level->Behaviors.ArrangeFunctionProfiles(FuncProfiles);
|
||||
|
||||
if (argv.argc() > 1)
|
||||
{
|
||||
|
@ -10730,6 +10738,14 @@ CCMD(acsprofile)
|
|||
ShowProfileData(FuncProfiles, limit, sorter, true);
|
||||
}
|
||||
|
||||
CCMD(acsprofile)
|
||||
{
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
ACSProfile(Level, argv);
|
||||
}
|
||||
}
|
||||
|
||||
ADD_STAT(ACS)
|
||||
{
|
||||
return FStringf("ACS time: %f ms", ACSTime.TimeMS());
|
||||
|
|
|
@ -349,7 +349,7 @@ class FBehavior
|
|||
public:
|
||||
FBehavior ();
|
||||
~FBehavior ();
|
||||
bool Init(int lumpnum, FileReader * fr = NULL, int len = 0);
|
||||
bool Init(FLevelLocals *l, int lumpnum, FileReader * fr = NULL, int len = 0);
|
||||
|
||||
bool IsGood ();
|
||||
uint8_t *FindChunk (uint32_t id) const;
|
||||
|
@ -425,8 +425,11 @@ private:
|
|||
|
||||
struct FBehaviorContainer
|
||||
{
|
||||
FLevelLocals *Level;
|
||||
TArray<FBehavior *> StaticModules;
|
||||
|
||||
FBehaviorContainer(FLevelLocals *l) : Level(l) {}
|
||||
|
||||
FBehavior *LoadModule(int lumpnum, FileReader *fr = nullptr, int len = 0);
|
||||
void LoadDefaultModules();
|
||||
void UnloadModules();
|
||||
|
|
Loading…
Reference in a new issue