- reimplemented Duke's scripted actor iterators in a more lightweight fashion.

This now works without allocating garbage collected objects.
This commit is contained in:
Christoph Oelckers 2022-11-12 19:09:38 +01:00
parent c32a695384
commit de51b65ead
4 changed files with 83 additions and 206 deletions

View file

@ -20,4 +20,3 @@
#include "src/sectors.cpp"
#include "src/spawn.cpp"
#include "src/vmexports.cpp"
#include "src/vmiterators.cpp"

View file

@ -411,4 +411,77 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setpos, dukeplayer_setpos)
}
static DDukeActor* duke_firstStat(DukeStatIterator* it, int statnum)
{
it->Reset(statnum);
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeStatIterator, First, duke_firstStat)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeStatIterator);
PARAM_INT(Sect);
ACTION_RETURN_POINTER(duke_firstStat(self, Sect));
}
static DDukeActor* duke_nextStat(DukeStatIterator* it)
{
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeStatIterator, Next, duke_nextStat)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeStatIterator);
ACTION_RETURN_POINTER(duke_nextStat(self));
}
static DDukeActor* duke_firstSect(DukeSectIterator* it, sectortype* sect)
{
if (sect == nullptr) return nullptr;
it->Reset(sect);
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSectIterator, First, duke_firstSect)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSectIterator);
PARAM_POINTER(sect, sectortype);
ACTION_RETURN_POINTER(duke_firstSect(self, sect));
}
static DDukeActor* duke_nextSect(DukeSectIterator* it)
{
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSectIterator, Next, duke_nextSect)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSectIterator);
ACTION_RETURN_POINTER(duke_nextSect(self));
}
static DDukeActor* duke_firstSprite(DukeSpriteIterator* it)
{
it->Reset();
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSpriteIterator, First, duke_firstSprite)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSpriteIterator);
ACTION_RETURN_POINTER(duke_firstSprite(self));
}
static DDukeActor* duke_nextSprite(DukeSpriteIterator* it)
{
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSpriteIterator, Next, duke_nextSprite)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSpriteIterator);
ACTION_RETURN_POINTER(duke_nextSprite(self));
}
END_DUKE_NS

View file

@ -1,196 +0,0 @@
//-----------------------------------------------------------------------------
//
// Copyright 2016-2022 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// VM iterators
//
// These classes are thin wrappers which wrap the standard iterators into a DObject
// so that the VM can use them
//
//-----------------------------------------------------------------------------
BEGIN_DUKE_NS
//==========================================================================
//
// scriptable stat iterator
//
//==========================================================================
class DDukeStatIterator : public DObject
{
DECLARE_ABSTRACT_CLASS(DDukeStatIterator, DObject)
public:
DukeStatIterator it;
DDukeStatIterator(int statnum)
: it(statnum)
{
}
};
IMPLEMENT_CLASS(DDukeStatIterator, true, false);
static DDukeStatIterator *CreateStatIterator(int statnum)
{
return Create<DDukeStatIterator>(statnum);
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, CreateStatIterator, CreateStatIterator)
{
PARAM_PROLOGUE;
PARAM_INT(statnum);
ACTION_RETURN_OBJECT(CreateStatIterator(statnum));
}
static DDukeActor *NextStat(DDukeStatIterator *self)
{
return self->it.Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeStatIterator, Next, NextStat)
{
PARAM_SELF_PROLOGUE(DDukeStatIterator);
ACTION_RETURN_OBJECT(NextStat(self));
}
static void ResetStat(DDukeStatIterator *self, int stat)
{
self->it.Reset(stat);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeStatIterator, Reset, ResetStat)
{
PARAM_SELF_PROLOGUE(DDukeStatIterator);
PARAM_INT(stat);
ResetStat(self, stat);
return 0;
}
//==========================================================================
//
// scriptable sector iterator
//
//==========================================================================
class DDukeSectIterator : public DObject
{
DECLARE_ABSTRACT_CLASS(DDukeSectIterator, DObject)
public:
DukeSectIterator it;
DDukeSectIterator(sectortype* Sectnum)
: it(Sectnum)
{
}
};
IMPLEMENT_CLASS(DDukeSectIterator, true, false);
static DDukeSectIterator *CreateSectIterator(sectortype* Sectnum)
{
return Create<DDukeSectIterator>(Sectnum);
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, CreateSectorIterator, CreateSectIterator)
{
PARAM_PROLOGUE;
PARAM_POINTER(Sectnum, sectortype);
ACTION_RETURN_OBJECT(CreateSectIterator(Sectnum));
}
static DDukeActor *NextSect(DDukeSectIterator *self)
{
return self->it.Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeSectIterator, Next, NextSect)
{
PARAM_SELF_PROLOGUE(DDukeSectIterator);
ACTION_RETURN_OBJECT(NextSect(self));
}
static void ResetSect(DDukeSectIterator *self, int Sect)
{
self->it.Reset(Sect);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeSectIterator, Reset, ResetSect)
{
PARAM_SELF_PROLOGUE(DDukeSectIterator);
PARAM_INT(Sect);
ResetSect(self, Sect);
return 0;
}
//==========================================================================
//
// scriptable sprite iterator
//
//==========================================================================
class DDukeSpriteIterator : public DObject
{
DECLARE_ABSTRACT_CLASS(DDukeSpriteIterator, DObject)
public:
DukeSpriteIterator it;
};
IMPLEMENT_CLASS(DDukeSpriteIterator, true, false);
static DDukeSpriteIterator *CreateSpriteIterator()
{
return Create<DDukeSpriteIterator>();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, CreateSpriteIterator, CreateSpriteIterator)
{
PARAM_PROLOGUE;
ACTION_RETURN_OBJECT(CreateSpriteIterator());
}
static DDukeActor *NextSprite(DDukeSpriteIterator *self)
{
return self->it.Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeSpriteIterator, Next, NextSprite)
{
PARAM_SELF_PROLOGUE(DDukeSpriteIterator);
ACTION_RETURN_OBJECT(NextSprite(self));
}
static void ResetSprite(DDukeSpriteIterator *self)
{
self->it.Reset();
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeSpriteIterator, Reset, ResetSprite)
{
PARAM_SELF_PROLOGUE(DDukeSpriteIterator);
ResetSprite(self);
return 0;
}
END_DUKE_NS

View file

@ -86,25 +86,26 @@ extend struct _
// On the script side we do not really want scattered global data that is publicly accessible.
struct DukeLevel
{
native static DukeStatIterator CreateStatIterator(int stat);
native static DukeSectIterator CreateSectorIterator(sectortype sect);
native static DukeSpriteIterator CreateSpriteIterator();
}
class DukeStatIterator native
struct DukeStatIterator
{
private DukeActor nextp;
native DukeActor Next();
native void Reset(int stat);
native DukeActor First(int stat);
}
class DukeSectIterator native
struct DukeSectIterator
{
private DukeActor nextp;
native DukeActor Next();
native void Reset(int sect);
native DukeActor First(sectortype sect);
}
class DukeSpriteIterator native
struct DukeSpriteIterator
{
private DukeActor nextp;
private int stat;
native DukeActor Next();
native void Reset();
native DukeActor First();
}