#pragma once #include #include "build.h" class DCoreActor : public DObject { DECLARE_CLASS(DCoreActor, DObject) HAS_OBJECT_POINTERS // common part of the game actors public: // These two are needed because we cannot rely on the ones in the sprites for unlinking. int link_stat; sectortype* link_sector; DCoreActor* prevStat, * nextStat; DCoreActor* prevSect, * nextSect; spritetype spr; spriteext_t sprext; spritesmooth_t spsmooth; DCoreActor() = default; virtual ~DCoreActor() = default; DCoreActor(const DCoreActor& other) = delete; // we also do not want to allow copies. DCoreActor& operator=(const DCoreActor& other) = delete; virtual void Serialize(FSerializer& arc); // This may only be called when all actor lists are clean. virtual void ClearContent() { link_stat = MAXSTATUS; link_sector = nullptr; prevStat = nextStat = prevSect = nextSect = nullptr; spr = {}; } virtual void BeginPlay() {} void OnDestroy() override; size_t PropagateMark() override; bool exists() const { return (unsigned)s().statnum < MAXSTATUS; } const spritetype& s() const { return spr; } spritetype& s() { return spr; } int GetIndex() const { // This is only identical with the sprite index for items spawned at map start. return s().time; } sectortype* sector() const { return s().sector(); } bool insector() const { return s().insector(); } }; // holds pointers to the game-side actors. extern TArray sector; extern TArray wall; // Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did. // Gonna be fun to globally replace these to finally lift the limit this imposes on map size. // Names taken from DukeGDX enum EHitBits { kHitNone = 0, kHitTypeMask = 0xC000, kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit kHitIndexMask = 0x3FFF, kHitSector = 0x4000, kHitWall = 0x8000, kHitSprite = 0xC000, kHitVoid = 0x10000, // SW only }; // This serves as input/output for all functions dealing with collisions, hits, etc. // Not all utilities use all variables. struct HitInfoBase { vec3_t hitpos; sectortype* hitSector; walltype* hitWall; DCoreActor* hitActor; void clearObj() { hitSector = nullptr; hitWall = nullptr; hitActor = nullptr; } }; template struct THitInfo : public HitInfoBase { T* actor() const { return static_cast(hitActor); } }; struct CollisionBase { int type; int exbits; // extended game-side info (only used by Exhumed) union { // can only have one at a time sectortype* hitSector; walltype* hitWall; DCoreActor* hitActor; }; void invalidate() { type = -1; // something invalid that's not a valid hit type. hitSector = nullptr; } int setNone() { *this = {}; return kHitNone; } int setSector(int num) { *this = {}; type = kHitSector; hitSector = §or[num]; return kHitSector; } int setSector(sectortype* num) { *this = {}; type = kHitSector; hitSector = num; return kHitSector; } int setWall(int num) { *this = {}; type = kHitWall; hitWall = &wall[num]; return kHitWall; } int setWall(walltype* num) { *this = {}; type = kHitWall; hitWall = num; return kHitWall; } int setSprite(DCoreActor* num) { *this = {}; type = kHitSprite; hitActor = num; return kHitSprite; } int setVoid() { hitSector = nullptr; type = kHitVoid; return kHitVoid; } }; template struct TCollision : public CollisionBase { T* actor() const { return static_cast(hitActor); } // normally collision data is short lived, this is only needed in some very rare circumstances. T* safeActor() { return static_cast(GC::ReadBarrier(hitActor)); } auto operator=(const CollisionBase& other) { *(CollisionBase*)this = other; return *this; } }; struct ActorStatList { DCoreActor* firstEntry, * lastEntry; }; extern ActorStatList statList[MAXSTATUS]; // Iterator wrappers that return an actor pointer, not an index. template class TStatIterator { DCoreActor* next; public: TStatIterator(int stat) { next = statList[stat].firstEntry; } void Reset(int stat) { next = statList[stat].firstEntry; } TActor* Next() { auto n = next; if (next) next = next->nextStat; return static_cast(n); } TActor* Peek() { return static_cast(next); } }; template class TSectIterator { DCoreActor* next; public: //[[deprecated]] TSectIterator(int stat) { next = sector[stat].firstEntry; } TSectIterator(sectortype* stat) { next = stat->firstEntry; } //[[deprecated]] void Reset(int stat) { next = sector[stat].firstEntry; } void Reset(sectortype* stat) { next = stat->firstEntry; } TActor* Next() { auto n = next; if (next) next = next->nextSect; return static_cast(n); } TActor* Peek() { return static_cast(next); } }; // An iterator to iterate over all sprites. template class TSpriteIterator { TStatIterator it; int stat = 0; public: TSpriteIterator() : it(0) {} TActor* Next() { while (stat < MAXSTATUS) { auto ac = it.Next(); if (ac) return ac; stat++; if (stat < MAXSTATUS) it.Reset(stat); } return nullptr; } void Reset() { stat = 0; it.Reset(0); } }; using CoreSectIterator = TSectIterator; DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool forcetail = false); void ChangeActorSect(DCoreActor* actor, sectortype* sector, bool forcetail = false); int ChangeActorStat(DCoreActor* actor, int nStatus, bool forcetail = false); void InitSpriteLists(); void SetActorZ(DCoreActor* actor, const vec3_t* newpos); void SetActor(DCoreActor* actor, const vec3_t* newpos); inline void SetActor(DCoreActor* actor, const vec3_t& newpos) { SetActor(actor, &newpos); } inline int clipmove(vec3_t& pos, sectortype** const sect, int xvect, int yvect, int const walldist, int const ceildist, int const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3) { int sectno = *sect ? sector.IndexOf(*sect) : -1; result = clipmove_(&pos, §no, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum); *sect = sectno == -1 ? nullptr : §or[sectno]; return result.type; } inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist, uint32_t const cliptype, bool clear = true) { int sectno = *sect ? sector.IndexOf(*sect) : -1; int res = pushmove_(vect, §no, walldist, ceildist, flordist, cliptype, clear); *sect = sectno == -1 ? nullptr : §or[sectno]; return res; } inline tspriteptr_t renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor) { if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr; auto tspr = &tsprite[spritesortcnt++]; tspr->copyfrom(&actor->s()); tspr->clipdist = 0; tspr->ownerActor = actor; return tspr; }