mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
649 lines
18 KiB
C++
649 lines
18 KiB
C++
/*
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** actorlist.cpp
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** Implements the linked stat/sector actor lists
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "build.h"
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#include "coreactor.h"
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#include "gamefuncs.h"
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#include "raze_sound.h"
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#include "vm.h"
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// Doubly linked ring list of Actors
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ActorStatList statList[MAXSTATUS];
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CVAR(Bool, safe_spritelist, false, CVAR_ARCHIVE)
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static bool isSafe()
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{
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return isBlood() || safe_spritelist;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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TArray<DCoreActor*> checked;
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static bool ValidateStatList(int statnum)
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{
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#if 0
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checked.Clear();
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for (auto entry = statList[statnum].firstEntry; entry; entry = entry->nextStat)
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{
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assert(!checked.Contains(entry));
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checked.Push(entry);
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assert(entry->prevStat != nullptr || statList[statnum].firstEntry == entry);
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assert(entry->nextStat != nullptr || statList[statnum].lastEntry == entry);
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assert(entry->prevStat == nullptr || entry->prevStat->nextStat == entry);
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assert(entry->nextStat == nullptr || entry->nextStat->prevStat == entry);
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}
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#endif
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddStatTail(DCoreActor* actor, int statnum)
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{
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assert(actor->prevStat == nullptr && actor->nextStat == nullptr);
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auto tail = statList[statnum].lastEntry;
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assert(tail == nullptr || tail->nextStat == nullptr);
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assert(ValidateStatList(statnum));
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actor->prevStat = tail;
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if (tail) tail->nextStat = actor;
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else statList[statnum].firstEntry = actor;
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statList[statnum].lastEntry = actor;
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assert(ValidateStatList(statnum));
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actor->spr.statnum = statnum;
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actor->link_stat = statnum;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(tail);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddStatHead(DCoreActor* actor, int statnum)
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{
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assert(actor->prevStat == nullptr && actor->nextStat == nullptr);
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auto head = statList[statnum].firstEntry;
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assert(head == nullptr || head->prevStat == nullptr);
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assert(ValidateStatList(statnum));
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actor->nextStat = head;
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if (head) head->prevStat = actor;
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else statList[statnum].lastEntry = actor;
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assert(ValidateStatList(statnum));
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statList[statnum].firstEntry = actor;
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actor->spr.statnum = statnum;
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actor->link_stat = statnum;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(head);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void RemoveActorStat(DCoreActor* actor)
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{
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DCoreActor* prev = actor->prevStat;
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DCoreActor* next = actor->nextStat;
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auto& firstEntry = statList[actor->link_stat].firstEntry;
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auto& lastEntry = statList[actor->link_stat].lastEntry;
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auto prevp = prev ? &prev->nextStat : &firstEntry;
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auto nextp = next ? &next->prevStat : &lastEntry;
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if (*prevp == nullptr && *nextp == nullptr) return; // can happen during an aborted savegame load.
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assert(*prevp == actor);
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assert(*nextp == actor);
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assert(ValidateStatList(actor->link_stat));
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*prevp = next;
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*nextp = prev;
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assert(ValidateStatList(actor->link_stat));
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actor->nextStat = actor->prevStat = nullptr;
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actor->spr.statnum = MAXSTATUS;
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actor->link_stat = MAXSTATUS;
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GC::WriteBarrier(prev);
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GC::WriteBarrier(next);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void InsertActorStat(DCoreActor* actor, int stat, bool tail)
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{
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assert(actor->prevStat == nullptr && actor->nextStat == nullptr);
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assert(stat >= 0 && stat <= MAXSTATUS);
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if (isSafe() || tail) AddStatTail(actor, stat);
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else AddStatHead(actor, stat);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int ChangeActorStat(DCoreActor* actor, int statnum, bool tail)
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{
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int oldstat = actor->link_stat;
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assert(statnum >= 0 && statnum < MAXSTATUS);
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assert(actor->spr.statnum >= 0 && actor->spr.statnum < MAXSTATUS);
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RemoveActorStat(actor);
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InsertActorStat(actor, statnum, tail);
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool ValidateSectList(sectortype* sect, DCoreActor *checkme = nullptr)
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{
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#if 0
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assert(sect);
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checked.Clear();
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assert(sect->firstEntry == nullptr || sect->firstEntry->prevSect == nullptr);
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assert(sect->lastEntry == nullptr || sect->lastEntry->nextSect == nullptr);
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for (auto entry = sect->firstEntry; entry; entry = entry->nextSect)
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{
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assert(entry != checkme);
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assert(!checked.Contains(entry));
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checked.Push(entry);
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assert(entry->prevSect != nullptr || sect->firstEntry == entry);
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assert(entry->nextSect != nullptr || sect->lastEntry == entry);
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assert(entry->prevSect == nullptr || entry->prevSect->nextSect == entry);
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assert(entry->nextSect == nullptr || entry->nextSect->prevSect == entry);
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}
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#endif
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddSectTail(DCoreActor *actor, sectortype* sect)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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auto tail = sect->lastEntry;
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assert(tail == nullptr || tail->nextSect == nullptr);
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assert(ValidateSectList(sect));
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actor->prevSect = tail;
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if (tail) tail->nextSect = actor;
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else sect->firstEntry = actor;
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sect->lastEntry = actor;
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assert(ValidateSectList(sect));
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actor->setsector(sect);
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actor->link_sector = sect;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(tail);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddSectHead(DCoreActor *actor, sectortype* sect)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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auto head = sect->firstEntry;
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assert(head == nullptr || head->prevSect == nullptr);
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assert(ValidateSectList(sect));
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actor->nextSect = head;
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if (head) head->prevSect = actor;
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else sect->lastEntry = actor;
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sect->firstEntry = actor;
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assert(ValidateSectList(sect));
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actor->setsector(sect);
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actor->link_sector = sect;
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GC::WriteBarrier(actor);
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GC::WriteBarrier(head);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void RemoveActorSect(DCoreActor* actor)
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{
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if (actor->link_sector == nullptr)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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return;
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}
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DCoreActor *prev = actor->prevSect;
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DCoreActor *next = actor->nextSect;
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auto& firstEntry = actor->link_sector->firstEntry;
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auto& lastEntry = actor->link_sector->lastEntry;
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auto prevp = prev ? &prev->nextSect : &firstEntry;
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auto nextp = next ? &next->prevSect : &lastEntry;
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if (*prevp == nullptr && *nextp == nullptr) return; // can happen during an aborted savegame load.
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assert(*prevp == actor);
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assert(*nextp == actor);
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assert(ValidateSectList(actor->link_sector));
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*prevp = next;
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*nextp = prev;
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assert(ValidateSectList(actor->link_sector, actor));
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actor->nextSect = actor->prevSect = nullptr;
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actor->setsector(nullptr);
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actor->link_sector = nullptr;
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GC::WriteBarrier(prev);
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GC::WriteBarrier(next);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void InsertActorSect(DCoreActor* actor, sectortype* sector, bool tail)
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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if (!sector)
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{
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actor->link_sector = nullptr;
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actor->setsector(nullptr);
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return;
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}
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if (isSafe() || tail) AddSectTail(actor, sector);
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else AddSectHead(actor, sector);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void ChangeActorSect(DCoreActor* actor, sectortype* sect, bool tail)
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{
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if (sect == nullptr) return;
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RemoveActorSect(actor);
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InsertActorSect(actor, sect, tail);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail)
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{
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assert(type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)));
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auto actor = static_cast<DCoreActor*>(type->CreateNew());
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GC::WriteBarrier(actor);
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InsertActorStat(actor, stat, tail);
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InsertActorSect(actor, sector, tail);
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Numsprites++;
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actor->time = leveltimer++;
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return actor;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DCoreActor::OnDestroy()
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{
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FVector3 pos = GetSoundPos(&spr.pos);
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soundEngine->RelinkSound(SOURCE_Actor, this, nullptr, &pos);
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// also scan all other sounds if they have this actor as source. If so, null the source and stop looped sounds.
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soundEngine->EnumerateChannels([=](FSoundChan* chan)
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{
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if (chan->Source == this)
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{
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if (chan->ChanFlags & CHANF_LOOP) soundEngine->StopChannel(chan);
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else chan->Source = nullptr;
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}
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return 0;
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});
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if(link_stat == INT_MAX) return;
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int stat = link_stat;
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RemoveActorStat(this);
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auto sect = link_sector;
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if (sect)
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{
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RemoveActorSect(this);
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}
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else
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{
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assert(prevSect == nullptr && nextSect == nullptr);
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}
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Numsprites--;
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}
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//==========================================================================
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//
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// code below will go away or be changed once
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// we can use real DObject life cycle management.
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//
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//==========================================================================
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void InitSpriteLists()
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{
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// Do not mass-destroy from the iterator. This may fail if destroying one actor results in further destructions.
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TArray<DCoreActor*> allActors;
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TSpriteIterator<DCoreActor> it;
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while (auto actor = it.Next())
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allActors.Push(actor);
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// clear all lists manually before doing any mass destruction.
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// This may also be called in error situations where the list has become corrupted,
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// so we should not depend on its consistency anymore.
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for (auto& stat : statList)
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{
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stat.firstEntry = stat.lastEntry = nullptr;
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}
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for (auto& sect: sector)
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{
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sect.firstEntry = sect.lastEntry = nullptr;
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}
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for (auto& act : allActors)
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{
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if (!(act->ObjectFlags & OF_EuthanizeMe))
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{
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act->link_stat = INT_MAX;
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act->prevStat = act->nextStat = act->prevSect = act->nextSect = nullptr;
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act->Destroy();
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}
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}
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Numsprites = 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SetActor(DCoreActor* actor, const vec3_t* newpos)
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{
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auto tempsector = actor->sector();
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actor->spr.pos = *newpos;
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updatesector(newpos->X, newpos->Y, &tempsector);
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if (tempsector && tempsector != actor->sector())
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ChangeActorSect(actor, tempsector);
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}
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void SetActorZ(DCoreActor* actor, const vec3_t* newpos)
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{
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auto tempsector = actor->sector();
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actor->spr.pos = *newpos;
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updatesectorz(newpos->X, newpos->Y, newpos->Z, &tempsector);
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if (tempsector && tempsector != actor->sector())
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ChangeActorSect(actor, tempsector);
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}
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IMPLEMENT_CLASS(DCoreActor, false, false)
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size_t DCoreActor::PropagateMark()
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{
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GC::Mark(prevStat);
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GC::Mark(nextStat);
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GC::Mark(prevSect);
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GC::Mark(nextSect);
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return Super::PropagateMark();
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}
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DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sector)
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DEFINE_FIELD_NAMED(DCoreActor, spr.cstat, cstat)
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DEFINE_FIELD_NAMED(DCoreActor, spr.cstat2, cstat2)
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DEFINE_FIELD_NAMED(DCoreActor, spr.picnum, picnum)
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DEFINE_FIELD_NAMED(DCoreActor, spr.statnum, statnum)
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DEFINE_FIELD_NAMED(DCoreActor, spr.ang, ang)
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DEFINE_FIELD_NAMED(DCoreActor, spr.xvel, xvel)
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DEFINE_FIELD_NAMED(DCoreActor, spr.yvel, yvel)
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DEFINE_FIELD_NAMED(DCoreActor, spr.zvel, zvel)
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DEFINE_FIELD_NAMED(DCoreActor, spr.inittype, inittype)
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DEFINE_FIELD_NAMED(DCoreActor, spr.hitag, hitag)
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DEFINE_FIELD_NAMED(DCoreActor, spr.lotag, lotag)
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DEFINE_FIELD_NAMED(DCoreActor, spr.type, type)
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DEFINE_FIELD_NAMED(DCoreActor, spr.flags, flags) // need to be careful with this!
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DEFINE_FIELD_NAMED(DCoreActor, spr.extra, extra)
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DEFINE_FIELD_NAMED(DCoreActor, spr.detail, detail)
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DEFINE_FIELD_NAMED(DCoreActor, spr.shade, shade)
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DEFINE_FIELD_NAMED(DCoreActor, spr.pal, pal)
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DEFINE_FIELD_NAMED(DCoreActor, spr.clipdist, clipdist)
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DEFINE_FIELD_NAMED(DCoreActor, spr.blend, blend)
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DEFINE_FIELD_NAMED(DCoreActor, spr.xrepeat, xrepeat)
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DEFINE_FIELD_NAMED(DCoreActor, spr.yrepeat, yrepeat)
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DEFINE_FIELD_NAMED(DCoreActor, spr.xoffset, xoffset)
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DEFINE_FIELD_NAMED(DCoreActor, spr.yoffset, yoffset)
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DEFINE_FIELD_NAMED(DCoreActor, spr.owner, owner)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimtims, mdanimtims)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimcur, mdanimcur)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.angoff, angoff)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.pitch, pitch)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.roll, roll)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.renderflags, renderflags)
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DEFINE_FIELD_NAMED(DCoreActor, sprext.alpha, alpha)
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DEFINE_FIELD_NAMED(DCoreActor, time, spawnindex)
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DEFINE_FIELD_NAMED(DCoreActor, spritesetindex, spritesetpic)
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DEFINE_ACTION_FUNCTION(DCoreActor, pos)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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ACTION_RETURN_VEC3(DVector3(self->spr.pos.X * (1 / 16.), self->spr.pos.Y * (1 / 16.), self->spr.pos.Z * (1 / 256.)));
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}
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DEFINE_ACTION_FUNCTION(DCoreActor, xy)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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ACTION_RETURN_VEC2(DVector2(self->spr.pos.X * (1 / 16.), self->spr.pos.Y * (1 / 16.)));
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}
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double coreactor_z(DCoreActor* self)
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{
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return self->spr.zvel * zinttoworld;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, z, coreactor_z)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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ACTION_RETURN_FLOAT(coreactor_z(self));
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}
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void coreactor_setpos(DCoreActor* self, double x, double y, double z, int relink)
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{
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self->spr.pos.X = int(x * worldtoint);
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self->spr.pos.Y = int(y * worldtoint);
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self->spr.pos.Z = int(z * zworldtoint);
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// todo: SW needs to call updatesectorz here or have a separate function.
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if (relink) SetActor(self, self->spr.pos);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setpos, coreactor_setpos)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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PARAM_BOOL(relink);
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coreactor_setpos(self, x, y, z, relink);
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return 0;
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}
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void coreactor_copypos(DCoreActor* self, DCoreActor* other, int relink)
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{
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if (!other) return;
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self->spr.pos = other->spr.pos;
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// todo: SW needs to call updatesectorz here or have a separate function.
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if (relink) SetActor(self, self->spr.pos);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, copypos, coreactor_setpos)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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PARAM_POINTER(other, DCoreActor);
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PARAM_BOOL(relink);
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coreactor_copypos(self, other, relink);
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return 0;
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}
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void coreactor_move(DCoreActor* self, double x, double y, double z, int relink)
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{
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self->spr.pos.X += int(x * 16);
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self->spr.pos.Y += int(y * 16);
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self->spr.pos.Z += int(z * 256);
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// todo: SW needs to call updatesectorz here or have a separate function.
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if (relink) SetActor(self, self->spr.pos);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, move, coreactor_move)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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PARAM_BOOL(relink);
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coreactor_move(self, x, y, z, relink);
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return 0;
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}
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void coreactor_setz(DCoreActor* self, double z)
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{
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self->spr.pos.Z = int(z * 256);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setz, coreactor_setz)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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PARAM_FLOAT(z);
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self->spr.pos.Z = int(z * 256);
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return 0;
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}
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void coreactor_addz(DCoreActor* self, double z)
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{
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self->spr.pos.Z += int(z * 256);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, addz, coreactor_addz)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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PARAM_FLOAT(z);
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self->spr.pos.Z = int(z * 256);
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return 0;
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}
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void coreactor_setSpritePic(DCoreActor* self, unsigned z)
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{
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auto &spriteset = static_cast<PClassActor*>(self->GetClass())->ActorInfo()->SpriteSet;
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if (z < spriteset.Size())
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{
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self->spritesetindex = z;
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self->spr.picnum = spriteset[z];
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setSpritePic, coreactor_setSpritePic)
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{
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PARAM_SELF_PROLOGUE(DCoreActor);
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PARAM_INT(z);
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coreactor_setSpritePic(self, z);
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return 0;
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}
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void coreactor_backuppos(DCoreActor* self)
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|
{
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|
self->backuppos();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, backuppos, coreactor_backuppos)
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|
{
|
|
PARAM_SELF_PROLOGUE(DCoreActor);
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|
coreactor_backuppos(self);
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return 0;
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}
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