dxx-rebirth/similar/main/mglobal.cpp

255 lines
9.1 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Global variables for main directory
*
*/
#include "maths.h"
#include "vecmat.h"
#include "inferno.h"
#include "lighting.h"
#include "cntrlcen.h"
#include "effects.h"
#include "fuelcen.h"
#include "segment.h"
#include "switch.h"
#include "object.h"
#include "player.h"
#include "bm.h"
#include "robot.h"
#include "ai.h"
#include "3d.h"
#include "game.h"
#include "textures.h"
#include "valptridx.tcc"
#include "wall.h"
#include "d_levelstate.h"
namespace dcx {
template <typename T>
static void reconstruct_global_variable(T &t)
{
t.~T();
new(&t) T();
}
d_interface_unique_state InterfaceUniqueState;
d_game_view_unique_state GameViewUniqueState;
d_player_unique_endlevel_state PlayerUniqueEndlevelState;
d_level_unique_automap_state LevelUniqueAutomapState;
d_level_unique_fuelcenter_state LevelUniqueFuelcenterState;
d_level_unique_robot_awareness_state LevelUniqueRobotAwarenessState;
d_level_unique_segment_state LevelUniqueSegmentState;
// Global array of vertices, common to one mine.
valptridx<player>::array_managed_type Players;
valptridx<segment>::array_managed_type Segments;
}
enumerated_array<g3s_point, MAX_VERTICES, vertnum_t> Segment_points;
namespace dcx {
fix FrameTime = 0x1000; // Time since last frame, in seconds
fix64 GameTime64 = 0; // Time in game, in seconds
int d_tick_count = 0; // increments every 33.33ms
int d_tick_step = 0; // true once every 33.33ms
// This is the global mine which create_new_mine returns.
//lsegment Lsegments[MAX_SEGMENTS];
// Number of vertices in current mine (ie, Vertices, pointed to by Vp)
// Translate table to get opposite side of a face on a segment.
constexpr per_side_array<sidenum_t> Side_opposite{{{
sidenum_t::WRIGHT,
sidenum_t::WBOTTOM,
sidenum_t::WLEFT,
sidenum_t::WTOP,
sidenum_t::WFRONT,
sidenum_t::WBACK
}}};
#define TOLOWER(c) ((((c)>='A') && ((c)<='Z'))?((c)+('a'-'A')):(c))
const per_side_array<enumerated_array<segment_relative_vertnum, 4, side_relative_vertnum>> Side_to_verts{{{
{{{segment_relative_vertnum::_7, segment_relative_vertnum::_6, segment_relative_vertnum::_2, segment_relative_vertnum::_3}}}, // left
{{{segment_relative_vertnum::_0, segment_relative_vertnum::_4, segment_relative_vertnum::_7, segment_relative_vertnum::_3}}}, // top
{{{segment_relative_vertnum::_0, segment_relative_vertnum::_1, segment_relative_vertnum::_5, segment_relative_vertnum::_4}}}, // right
{{{segment_relative_vertnum::_2, segment_relative_vertnum::_6, segment_relative_vertnum::_5, segment_relative_vertnum::_1}}}, // bottom
{{{segment_relative_vertnum::_4, segment_relative_vertnum::_5, segment_relative_vertnum::_6, segment_relative_vertnum::_7}}}, // back
{{{segment_relative_vertnum::_3, segment_relative_vertnum::_2, segment_relative_vertnum::_1, segment_relative_vertnum::_0}}}, // front
}}};
// Texture map stuff
//--unused-- fix Laser_delay_time = F1_0/6; // Delay between laser fires.
static void reset_globals_for_new_game()
{
reconstruct_global_variable(LevelSharedBossState);
reconstruct_global_variable(LevelUniqueFuelcenterState);
reconstruct_global_variable(LevelUniqueSegmentState);
reconstruct_global_variable(Players);
reconstruct_global_variable(Segments);
}
}
#if DXX_HAVE_POISON_UNDEFINED
template <typename managed_type>
valptridx<managed_type>::array_managed_type::array_managed_type()
{
DXX_MAKE_MEM_UNDEFINED(this->begin(), this->end());
}
#endif
namespace dsx {
d_game_shared_state GameSharedState;
d_game_unique_state GameUniqueState;
d_level_shared_boss_state LevelSharedBossState;
#if defined(DXX_BUILD_DESCENT_II)
d_level_shared_control_center_state LevelSharedControlCenterState;
#endif
d_level_unique_effects_clip_state LevelUniqueEffectsClipState;
d_level_shared_segment_state LevelSharedSegmentState;
d_level_unique_object_state LevelUniqueObjectState;
d_level_unique_light_state LevelUniqueLightState;
d_level_shared_polygon_model_state LevelSharedPolygonModelState;
d_level_shared_robotcenter_state LevelSharedRobotcenterState;
d_level_shared_robot_info_state LevelSharedRobotInfoState;
d_level_shared_robot_joint_state LevelSharedRobotJointState;
d_level_unique_wall_subsystem_state LevelUniqueWallSubsystemState;
d_level_unique_tmap_info_state LevelUniqueTmapInfoState;
#if defined(DXX_BUILD_DESCENT_II)
d_level_shared_seismic_state LevelSharedSeismicState;
d_level_unique_seismic_state LevelUniqueSeismicState;
#endif
void reset_globals_for_new_game()
{
::dcx::reset_globals_for_new_game();
/* Skip LevelUniqueEffectsClipState because it contains some fields
* that are initialized from game data, and those fields should not
* be reconstructed.
*/
reconstruct_global_variable(LevelUniqueObjectState);
reconstruct_global_variable(LevelUniqueLightState);
reconstruct_global_variable(LevelUniqueWallSubsystemState);
/* Same for LevelUniqueTmapInfoState */
}
}
/*
* If not specified otherwise by the user, enable full instantiation if
* the compiler inliner is not enabled. This is required because
* non-inline builds contain link time references to functions that are
* not used.
*
* Force full instantiation for non-inline builds so that these
* references are satisfied. For inline-enabled builds, instantiate
* only the classes that are known to be used.
*
* Force full instantiation for AddressSanitizer builds. In gcc-7 (and
* possibly other versions), AddressSanitizer inhibits an optimization
* that deletes an unnecessary nullptr check, causing references to
* class null_pointer_exception.
*/
#ifndef DXX_VALPTRIDX_ENABLE_FULL_TEMPLATE_INSTANTIATION
#if (defined(__NO_INLINE__) && __NO_INLINE__ > 0) || defined(__SANITIZE_ADDRESS__)
#define DXX_VALPTRIDX_ENABLE_FULL_TEMPLATE_INSTANTIATION 1
#else
#define DXX_VALPTRIDX_ENABLE_FULL_TEMPLATE_INSTANTIATION 0
#endif
#endif
#if DXX_VALPTRIDX_ENABLE_FULL_TEMPLATE_INSTANTIATION
template class valptridx<dcx::active_door>;
template class valptridx<dcx::vertex>;
#if defined(DXX_BUILD_DESCENT_II)
template class valptridx<dsx::cloaking_wall>;
#endif
template class valptridx<dsx::object>;
template class valptridx<dcx::player>;
template class valptridx<dcx::segment>;
template class valptridx<dsx::trigger>;
template class valptridx<dsx::wall>;
#else
namespace {
/* Explicit instantiation cannot be conditional on a truth
* expression, but the exception types only need to be instantiated
* if they are used. To reduce code bloat, use
* `instantiation_guard` to instantiate the real exception class if
* it is used (as reported by
* `valptridx<T>::report_error_uses_exception`), but otherwise
* instantiate a stub class with no members. The stub class must be
* a member of a template that depends on `T` because duplicate
* explicit instantiations are not allowed. If the stub did not
* depend on `T`, each type `T` that used the stubs would
* instantiate the same stub.
*
* Hide `instantiation_guard` in an anonymous namespace to encourage
* the compiler to optimize away any unused pieces of it.
*/
template <typename T, bool = valptridx<T>::report_error_uses_exception::value>
struct instantiation_guard
{
using type = valptridx<T>;
};
template <typename T>
struct instantiation_guard<T, false>
{
struct type
{
class index_mismatch_exception {};
class index_range_exception {};
class null_pointer_exception {};
};
};
}
template class instantiation_guard<dcx::active_door>::type::index_range_exception;
template class instantiation_guard<dcx::vertex>::type::index_range_exception;
#if defined(DXX_BUILD_DESCENT_II)
template class instantiation_guard<dsx::cloaking_wall>::type::index_range_exception;
#endif
template class instantiation_guard<dsx::object>::type::index_mismatch_exception;
template class instantiation_guard<dsx::object>::type::index_range_exception;
template class instantiation_guard<dsx::object>::type::null_pointer_exception;
template class instantiation_guard<dcx::player>::type::index_range_exception;
template class instantiation_guard<dcx::segment>::type::index_mismatch_exception;
template class instantiation_guard<dcx::segment>::type::index_range_exception;
template class instantiation_guard<dcx::segment>::type::null_pointer_exception;
template class instantiation_guard<dsx::trigger>::type::index_range_exception;
template class instantiation_guard<dsx::wall>::type::index_range_exception;
#endif