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physloop.cpp
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/*
@Copyright Looking Glass Studios, Inc.
1996,1997,1998,1999,2000 Unpublished Work.
*/
// $Header: r:/t2repos/thief2/src/physics/physloop.cpp,v 1.50 2000/02/19 12:32:27 toml Exp $
#include <lg.h>
#include <loopapi.h>
#include <loopmsg.h>
#include <dispbase.h>
#include <dbasemsg.h>
#include <idispatc.h>
#include <simman.h>
#include <dspchdef.h>
#include <simdef.h>
#include <physloop.h>
#include <ailoop.h>
#include <simloop.h>
#include <plyrloop.h>
#include <objloop.h>
#include <brloop.h>
#include <linkloop.h>
#include <wrloop.h>
#include <roomloop.h>
#include <simstate.h>
#include <simflags.h>
#include <simtime.h>
#include <particle.h>
#include <texprop.h> // for terrainprop_load which we database message here...
#include <schloop.h> // to constrain db messages after schemas
#include <objtype.h>
#include <objdef.h>
#include <objnotif.h>
#include <iobjsys.h>
#include <appagg.h>
#include <phcontct.h>
#include <physapi.h>
#include <phmoapi.h>
#include <phmterr.h>
#include <phref.h>
#include <phnet.h>
#include <tagfile.h>
#include <vernum.h>
#include <memall.h>
#include <dbmem.h> // must be last header!
/////////////////////////////////////////////////////////////
// PHYSICS LOOP CLIENT
////////////////////////////////////////////////////////////
// I weep openly.
EXTERN void ParticleGroupUpdate(void);
//////////////////
// SIMULATION
//
static void sim_msg(const sDispatchMsg* msg, const sDispatchListenerDesc* )
{
switch (msg->kind)
{
case kSimSuspend:
break;
}
}
static sDispatchListenerDesc sim_listen =
{
&LOOPID_Physics, // my guid
kSimInit|kSimResume, // interests
sim_msg,
};
static void init_sim_message()
{
AutoAppIPtr_(SimManager,pSimMan);
pSimMan->Listen(&sim_listen);
}
//////////////////
// CONSTANTS
//
// These are just here to separate out boiler-plate code and leave it untouched
//
#define MY_GUID LOOPID_Physics
//
// My context data
typedef void Context;
//
// My state
typedef struct _StateRecord
{
Context *context; // a pointer to the context data I got.
// State fields go here
} StateRecord;
////////////////////////////////////////
// DATABASE MESSAGE HANDLER
//
static void db_message(DispatchData * msg)
{
msgDatabaseData data;
data.raw = msg->data;
switch (DB_MSG(msg->subtype))
{
case kDatabaseReset:
PhysDeregisterAllModels();
ParticlesInit();
PhysRefSystemClear();
ResetPlayerMotion();
g_PhysContactLinks.Reset();
PhysResetListeners();
break;
case kDatabasePostLoad:
if (msg->subtype & kObjPartConcrete)
{
if (msg->subtype & kDBMap)
terrainprop_load();
PhysRefSystemRebuild();
PhysUpdateProperties();
PhysInitializeContacts();
PhysPostLoad();
#ifdef NEW_NETWORK_ENABLED
PhysNetPostLoad();
#endif
}
break;
}
}
////////////////////////////////////////
//
// OBJECT MESSAGE HANDLER
//
#pragma off(unreferenced)
static void obj_message(ObjID obj, eObjNotifyMsg msg, void* data)
{
switch (msg)
{
case kObjNotifyDelete:
ParticlesInformOfDeletion(obj);
PhysDeregisterModel(obj);
break;
}
}
#pragma on(unreferenced)
static void init_obj_message(void)
{
IObjectSystem* pObjSys = AppGetObj(IObjectSystem);
sObjListenerDesc desc = { obj_message, NULL };
IObjectSystem_Listen(pObjSys,&desc);
SafeRelease(pObjSys);
}
////////////////////////////////////////
//
// LOOP/DISPATCH callback
// Here's where we do the dirty work.
//
#pragma off(unreferenced)
static eLoopMessageResult LGAPI _LoopFunc(void *data, eLoopMessage msg, tLoopMessageData hdata)
{
// useful stuff for most clients
eLoopMessageResult result = kLoopDispatchContinue;
StateRecord *state = (StateRecord *) data;
LoopMsg info;
info.raw = hdata;
switch (msg)
{
case kMsgAppInit:
ParticlesInit();
PhysInit();
PhysRefSystemInit();
InitPlayerMotion();
init_obj_message();
init_sim_message();
break;
case kMsgAppTerm:
TermPlayerMotion();
PhysRefSystemTerm();
PhysTerm();
break;
case kMsgEnterMode:
break;
case kMsgDatabase:
db_message(info.dispatch);
break;
case kMsgNormalFrame:
if (SimStateCheckFlags(kSimPhysics))
{
PlayerMotionUpdate(GetSimFrameTime());
PhysUpdate(GetSimFrameTime());
ParticlesUpdate(GetSimFrameTime());
UpdateMovingTerrain(GetSimFrameTime());
ParticleGroupUpdate();
PhysNetFrame();
}
break;
case kMsgEnd:
Free(state);
break;
}
return result;
}
////////////////////////////////////////////////////////////
//
// Loop client factory function.
//
#pragma off(unreferenced)
static ILoopClient *LGAPI _CreateClient(sLoopClientDesc * pDesc, tLoopClientData data)
{
StateRecord *state;
// allocate space for our state, and fill out the fields
state = (StateRecord *) Malloc(sizeof(StateRecord));
state->context = (Context *) data;
return CreateSimpleLoopClient(_LoopFunc, state, pDesc);
}
#pragma on(unreferenced)
///////////////
// DESCRIPTOR
//
sLoopClientDesc PhysicsLoopClientDesc =
{
&MY_GUID, // GUID
"Physics Client", // NAME
kPriorityNormal, // PRIORITY
kMsgEnd | kMsgsFrameMid | kMsgsAppOuter | kMsgDatabase | kMsgsMode,
kLCF_Callback,
_CreateClient,
NO_LC_DATA,
{
{kConstrainAfter, &LOOPID_AI, kMsgsFrame},
{kConstrainAfter, &LOOPID_LinkMan, kMsgsAppOuter},
{kConstrainAfter, &LOOPID_ObjSys, kMsgsAppOuter},
{kConstrainAfter, &LOOPID_Wr, kMsgsAppOuter},
{kConstrainAfter, &LOOPID_Room, kMsgsAppOuter},
{kConstrainBefore, &LOOPID_ObjSys, kMsgDatabase},
{kConstrainBefore, &LOOPID_Player, kMsgsFrame},
{kConstrainBefore, &LOOPID_SimFinish, kMsgsFrame},
{kConstrainBefore, &LOOPID_ObjSys, kMsgsFrame},
{kConstrainBefore, &LOOPID_BrushList, kMsgDatabase},
{kNullConstraint} // terminator
}
};
//
// Base mode client, just database messages
//
sLoopClientDesc PhysicsBaseClientDesc =
{
&LOOPID_PhysicsBase, // GUID
"Physics Base Client", // NAME
kPriorityNormal, // PRIORITY
kMsgEnd | kMsgDatabase ,
kLCF_Callback,
_CreateClient,
NO_LC_DATA,
{
{kConstrainBefore, &LOOPID_ObjSys, kMsgDatabase},
{kConstrainBefore, &LOOPID_BrushList, kMsgDatabase},
{kNullConstraint} // terminator
}
};