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