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- setup for Duke actor data transition to something more scripting friendly.
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference. By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor. The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
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parent
05c095e448
commit
78afb67c7f
6 changed files with 30 additions and 49 deletions
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@ -903,7 +903,7 @@ static spriteext_t spriteext_s[MAXSPRITES+MAXUNIQHUDID];
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static spritesmooth_t spritesmooth_s[MAXSPRITES+MAXUNIQHUDID];
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static sectortype sector_s[MAXSECTORS];
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static walltype wall_s[MAXWALLS];
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static spritetype sprite_s[MAXSPRITES];
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spritetype sprite_s[MAXSPRITES];
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static tspritetype tsprite_s[MAXSPRITESONSCREEN];
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int32_t enginePreInit(void)
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@ -73,7 +73,7 @@ uint8_t sectorextra[MAXSECTORS]; // move these back into the base structs!
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int rtsplaying;
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int tempwallptr;
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weaponhit hittype[MAXSPRITES];
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weaponhit hittype[MAXSPRITES+1]; // +1 to have a blank entry for serialization.
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bool sound445done; // this was local state inside a function, but this must be maintained globally and serialized
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uint16_t frags[MAXPLAYERS][MAXPLAYERS];
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player_struct ps[MAXPLAYERS];
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@ -59,7 +59,7 @@ extern uint8_t sectorextra[MAXSECTORS]; // these hold fields that were formerly
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extern int rtsplaying;
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extern int tempwallptr;
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extern weaponhit hittype[MAXSPRITES];
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extern bool sound445done;
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extern uint16_t frags[MAXPLAYERS][MAXPLAYERS];
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extern player_struct ps[MAXPLAYERS];
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@ -684,7 +684,7 @@ void prelevel_common(int g)
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resetprestat(0, g);
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numclouds = 0;
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memset(hittype, 0, sizeof(hittype));
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for (auto& h : hittype) h.clear();
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memset(sectorextra, 0, sizeof(sectorextra));
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memset(shadedsector, 0, sizeof(shadedsector));
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memset(geosectorwarp, -1, sizeof(geosectorwarp));
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@ -31,6 +31,8 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "duke3d.h"
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#include "gamestate.h"
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extern FixedBitArray<MAXSPRITES> activeSprites;
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BEGIN_DUKE_NS
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@ -293,8 +295,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weaponhit* def)
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{
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if (!def) def = &hittype[MAXSPRITES];
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if (arc.BeginObject(keyname))
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{
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arc("cgg", w.cgg, def->cgg)
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@ -327,7 +331,7 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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{
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if (arc.isReading())
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{
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memset(hittype, 0, sizeof(hittype));
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for (auto& h : hittype) h.clear();
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memset(sectorextra, 0, sizeof(sectorextra));
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memset(shadedsector, 0, sizeof(shadedsector));
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memset(geosectorwarp, -1, sizeof(geosectorwarp));
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@ -340,42 +344,8 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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arc("multimode", ud.multimode);
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if (ud.multimode > 1) arc.Array("frags", &frags[0][0], MAXPLAYERS * MAXPLAYERS);
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// Here we must only save the used entries, otherwise the savegame would get too large.
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weaponhit def = {};
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if (arc.isWriting())
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{
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if (arc.BeginArray("weaponhit"))
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{
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// Save this in a way that's easy to read out again. RapidJSON sucks at iterating over objects. :(
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum != MAXSTATUS)
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{
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arc(nullptr, i);
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arc(nullptr, hittype[i], def);
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}
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}
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}
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arc.EndArray();
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}
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else
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{
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if (arc.BeginArray("weaponhit"))
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{
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auto s = arc.ArraySize()/2;
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for (unsigned i = 0; i < s; i++)
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{
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int ii;
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arc(nullptr, ii);
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arc(nullptr, hittype[ii], def);
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}
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arc.EndArray();
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}
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}
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arc("skill", ud.player_skill)
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arc.SparseArray("actors", hittype, MAXSPRITES, activeSprites)
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("skill", ud.player_skill)
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("from_bonus", ud.from_bonus)
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("secretlevel", ud.secretlevel)
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("respawn_monsters", ud.respawn_monsters)
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@ -4,6 +4,8 @@
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#include "d_net.h"
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#include "gameinput.h"
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extern spritetype sprite_s[];
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BEGIN_DUKE_NS
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// all the struct types from JFDuke's duke3d.h
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@ -28,16 +30,25 @@ struct weaponhit
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short timetosleep;
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int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
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int temp_data[6];
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};
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spritetype& s; // direct reference to the corresponding sprite.
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// This is how a Duke actor should later be exposed to scripting. The object definition parts are disabled for now so that this can be used already to transition the code.
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class DDukeActor //: public DBuildActor
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static weaponhit* array(); // this is necessary to allow define inline functions referencing the global array inside the definition itself.
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weaponhit() : s(sprite_s[this - array()]) {} // little trick to initialize the reference automatically. ;)
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weaponhit(const weaponhit& other) = delete; // we also do not want to allow copies.
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weaponhit& operator=(const weaponhit& other) = delete;
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void clear()
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{
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public:
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//DECLARE_CLASS(DDukeActor, DBuildActor)
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spritetype s;
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weaponhit h;
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cgg = spriteextra = 0;
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picnum = ang = extra = owner = movflag = tempang = actorstayput = dispicnum = timetosleep = 0;
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floorz = ceilingz = lastvx = lastvy = bposx = bposy = bposz = aflags = 0;
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memset(temp_data, 0, sizeof(temp_data));
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}
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};
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extern weaponhit hittype[MAXSPRITES + 1];
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inline weaponhit* weaponhit::array() { return hittype; }
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using DDukeActor = weaponhit; // we do not really want that stupid name in our interface (but also not rename the struct yet.)
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struct animwalltype
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{
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