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