/* ** 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 #include "build.h" #include "coreactor.h" #include "gamefuncs.h" // Doubly linked ring list of Actors std::deque freeList; // only needed until we can get rid of the sprite array. ActorStatList statList[MAXSTATUS]; //========================================================================== // // // //========================================================================== CVAR(Bool, safe_spritelist, false, CVAR_ARCHIVE) static bool isSafe() { return isBlood() || safe_spritelist; } //========================================================================== // // // //========================================================================== TArray checked; static bool ValidateStatList(int statnum) { 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); } 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->s().statnum = statnum; actor->link_stat = statnum; //GC::WriteBarrier(tail); //GC::WriteBarrier(actor); } //========================================================================== // // // //========================================================================== 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->s().statnum = statnum; actor->link_stat = statnum; //GC::WriteBarrier(head); //GC::WriteBarrier(actor); } //========================================================================== // // // //========================================================================== 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; 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->s().statnum = MAXSTATUS; actor->link_stat = MAXSTATUS; /* GC::WriteBarrier(prev, next); GC::WriteBarrier(next, prev); */ } //========================================================================== // // // //========================================================================== 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->s().statnum >= 0 && actor->s().statnum < MAXSTATUS); RemoveActorStat(actor); InsertActorStat(actor, statnum, tail); return 0; } //========================================================================== // // // //========================================================================== static bool ValidateSectList(sectortype* sect, DCoreActor *checkme = nullptr) { 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); } 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->s().setsector(sect); actor->link_sector = sect; //GC::WriteBarrier(tail); //GC::WriteBarrier(actor); } //========================================================================== // // // //========================================================================== 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->s().sectnum = sectnum(sect); actor->link_sector = sect; //GC::WriteBarrier(head); //GC::WriteBarrier(actor); } //========================================================================== // // // //========================================================================== 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; 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->s().setsector(nullptr); actor->link_sector = nullptr; /* GC::WriteBarrier(prev, next); GC::WriteBarrier(next, prev); */ } //========================================================================== // // // //========================================================================== static void InsertActorSect(DCoreActor* actor, sectortype* sector, bool tail) { assert(actor->prevSect == nullptr && actor->nextSect == nullptr); if (!sector) { actor->link_sector = nullptr; actor->s().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; auto old_sect = actor->link_sector; assert(actor->s().insector()); RemoveActorSect(actor); InsertActorSect(actor, sect, tail); } //========================================================================== // // // //========================================================================== DCoreActor* InsertActor(sectortype* sector, int stat, bool tail) { if (freeList.empty()) { I_Error("Out of sprites!"); // we cannot deal with this - and most of the calling code never checks... return nullptr; } auto actor = freeList.back(); freeList.pop_back(); spritetype* pSprite = &actor->s(); pSprite->clear(); InsertActorStat(actor, stat, tail); InsertActorSect(actor, sector, tail); Numsprites++; actor->s().time = leveltimer++; return actor; } //========================================================================== // // // //========================================================================== int DeleteActor(DCoreActor* actor) { auto sp = &actor->s(); assert(sp->statnum >= 0 && sp->statnum < MAXSTATUS); int stat = actor->link_stat; RemoveActorStat(actor); auto sect = actor->link_sector; if (sect) { RemoveActorSect(actor); } else { assert(actor->prevSect == nullptr && actor->nextSect == nullptr); } Numsprites--; actor->ClearContent(); freeList.push_front(actor); return 0; } //========================================================================== // // // //========================================================================== void InitSpriteLists() { for (auto& stat : statList) { stat.firstEntry = stat.lastEntry = nullptr; } for (auto& sect : sectors()) { sect.firstEntry = sect.lastEntry = nullptr; } freeList.clear(); for(auto& actor : actorArray) { actor->ClearContent(); freeList.push_front(actor); } Numsprites = 0; } //========================================================================== // // // //========================================================================== void SetActor(DCoreActor* actor, const vec3_t* newpos) { auto tempsector = actor->sector(); actor->s().setpos(*newpos); updatesector(newpos->x, newpos->y, &tempsector); if (tempsector && tempsector != actor->sector()) ChangeActorSect(actor, tempsector); } void SetActorZ(DCoreActor* actor, const vec3_t* newpos) { auto tempsector = actor->sector(); actor->s().setpos(*newpos); updatesectorz(newpos->x, newpos->y, newpos->z, &tempsector); if (tempsector && tempsector != actor->sector()) ChangeActorSect(actor, tempsector); }