- redirect most references to the global players array through FLevelLocals.

The Map loader may not access any global state at all - everything it can touch must be exchangable.
Furthermore, if we want to sandbox each level, there may be no direct access to any kind of global state whatsoever from the play code.
This commit is contained in:
Christoph Oelckers 2019-01-30 01:15:32 +01:00
commit 8bbdee5c28
19 changed files with 259 additions and 189 deletions

View file

@ -1005,12 +1005,12 @@ void P_RandomChaseDir (AActor *actor)
{
i = 0;
}
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !playeringame[i]; i = (i+1) & (MAXPLAYERS-1))
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !actor->Level->PlayerInGame(i); i = (i+1) & (MAXPLAYERS-1))
{
}
player = players[i].mo;
player = actor->Level->Players[i]->mo;
}
if (player != NULL && playeringame[i])
if (player != NULL && actor->Level->PlayerInGame(i))
{
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
{
@ -1203,7 +1203,7 @@ int P_LookForMonsters (AActor *actor)
AActor *mo;
auto iterator = actor->Level->GetThinkerIterator<AActor>();
if (!P_CheckSight (players[0].mo, actor, SF_SEEPASTBLOCKEVERYTHING))
if (!P_CheckSight (actor->Level->Players[0]->mo, actor, SF_SEEPASTBLOCKEVERYTHING))
{ // Player can't see monster
return false;
}
@ -1592,11 +1592,13 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
// Go back to a player, no matter whether it's visible or not
for (int anyone=0; anyone<=1; anyone++)
{
auto Level = actor->Level;
for (int c=0; c<MAXPLAYERS; c++)
{
if (playeringame[c] && players[c].playerstate==PST_LIVE &&
actor->IsFriend(players[c].mo) &&
(anyone || P_IsVisible(actor, players[c].mo, allaround)))
auto p = Level->Players[i];
if (Level->PlayerInGame(c) && p->playerstate==PST_LIVE &&
actor->IsFriend(p->mo) &&
(anyone || P_IsVisible(actor, p->mo, allaround)))
{
actor->target = players[c].mo;
@ -1623,8 +1625,9 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
} // [SP] if false, and in deathmatch, intentional fall-through
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
actor->Level->isPrimaryLevel() &&
!multiplayer &&
players[0].health <= 0 &&
actor->Level->Players[0]->health <= 0 &&
actor->goal == NULL &&
gamestate != GS_TITLELEVEL
)
@ -1648,7 +1651,7 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
if (c++ < MAXPLAYERS)
{
pnum = (pnum + 1) & (MAXPLAYERS - 1);
if (!playeringame[pnum])
if (!actor->Level->PlayerInGame(pnum))
continue;
if (actor->TIDtoHate == 0)
@ -1686,12 +1689,12 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
return actor->target == actor->goal && actor->goal != NULL;
}
player = &players[pnum];
player = actor->Level->Players[pnum];
if (!(player->mo->flags & MF_SHOOTABLE))
continue; // not shootable (observer or dead)
if (!((actor->flags ^ player->mo->flags) & MF_FRIENDLY))
if (actor->IsFriend(player->mo))
continue; // same +MF_FRIENDLY, ignore
if (player->cheats & CF_NOTARGET)
@ -2284,7 +2287,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
if (actor->FriendPlayer != 0)
{
player = &players[actor->FriendPlayer - 1];
player = actor->Level->Players[actor->FriendPlayer - 1];
}
else
{
@ -2293,10 +2296,10 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
{
i = 0;
}
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !playeringame[i]; i = (i+1) & (MAXPLAYERS-1))
else for (i = pr_newchasedir() & (MAXPLAYERS-1); !actor->Level->PlayerInGame(i); i = (i+1) & (MAXPLAYERS-1))
{
}
player = &players[i];
player = actor->Level->Players[i];
}
if (player->attacker && player->attacker->health > 0 && player->attacker->flags & MF_SHOOTABLE && pr_newchasedir() < 80)
{
@ -3037,7 +3040,7 @@ int CheckBossDeath (AActor *actor)
// make sure there is a player alive for victory
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].health > 0)
if (actor->Level->PlayerInGame(i) && actor->Level->Players[i]->health > 0)
break;
if (i == MAXPLAYERS)