gzdoom-gles/src/dobject.cpp

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/*
** dobject.cpp
** Implements the base class DObject, which most other classes derive from
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#include <string.h>
#include "cmdlib.h"
#include "actor.h"
#include "dobject.h"
#include "m_alloc.h"
#include "doomstat.h" // Ideally, DObjects can be used independant of Doom.
#include "d_player.h" // See p_user.cpp to find out why this doesn't work.
#include "g_game.h" // Needed for bodyque.
#include "c_dispatch.h"
#include "i_system.h"
#include "r_state.h"
#include "stats.h"
TArray<TypeInfo *> TypeInfo::m_RuntimeActors;
TypeInfo **TypeInfo::m_Types;
unsigned short TypeInfo::m_NumTypes;
unsigned short TypeInfo::m_MaxTypes;
unsigned int TypeInfo::TypeHash[256]; // Why can't I use TypeInfo::HASH_SIZE?
#if defined(_MSC_VER) || defined(__GNUC__)
#include "autosegs.h"
TypeInfo DObject::_StaticType =
{
"DObject",
NULL,
sizeof(DObject),
};
void TypeInfo::StaticInit ()
{
TAutoSegIterator<TypeInfo *, &CRegHead, &CRegTail> probe;
while (++probe != NULL)
{
probe->RegisterType ();
}
}
#else
TypeInfo DObject::_StaticType(NULL, "DObject", NULL, sizeof(DObject));
#endif
static cycle_t StaleCycles;
static int StaleCount;
void TypeInfo::RegisterType ()
{
// Add type to list
if (m_NumTypes == m_MaxTypes)
{
m_MaxTypes = m_MaxTypes ? m_MaxTypes*2 : 256;
m_Types = (TypeInfo **)Realloc (m_Types, m_MaxTypes * sizeof(*m_Types));
}
m_Types[m_NumTypes] = this;
TypeIndex = m_NumTypes;
m_NumTypes++;
// Add type to hash table. Types are inserted into each bucket
// lexicographically, and the prefix character is ignored.
unsigned int bucket = MakeKey (Name+1) % HASH_SIZE;
unsigned int *hashpos = &TypeHash[bucket];
while (*hashpos != 0)
{
int lexx = strcmp (Name+1, m_Types[*hashpos-1]->Name+1);
// (The Lexx is the most powerful weapon of destruction
// in the two universes.)
if (lexx > 0)
{ // This type should come later in the chain
hashpos = &m_Types[*hashpos-1]->HashNext;
}
else if (lexx == 0)
{ // This type has already been inserted
I_FatalError ("Class %s already registered", Name);
}
else
{ // Type comes right here
break;
}
}
HashNext = *hashpos;
*hashpos = TypeIndex + 1;
}
// Case-sensitive search (preferred)
const TypeInfo *TypeInfo::FindType (const char *name)
{
if (name != NULL)
{
unsigned int index = TypeHash[MakeKey (name) % HASH_SIZE];
while (index != 0)
{
int lexx = strcmp (name, m_Types[index-1]->Name + 1);
if (lexx > 0)
{
index = m_Types[index-1]->HashNext;
}
else if (lexx == 0)
{
return m_Types[index-1];
}
else
{
break;
}
}
}
return NULL;
}
// Case-insensitive search
const TypeInfo *TypeInfo::IFindType (const char *name)
{
if (name != NULL)
{
for (int i = 0; i < TypeInfo::m_NumTypes; i++)
{
if (stricmp (TypeInfo::m_Types[i]->Name + 1, name) == 0)
return TypeInfo::m_Types[i];
}
}
return NULL;
}
// Create a new object that this type represents
DObject *TypeInfo::CreateNew () const
{
BYTE *mem = (BYTE *)Malloc (SizeOf);
ConstructNative (mem);
((DObject *)mem)->SetClass (const_cast<TypeInfo *>(this));
// If this is a scripted extension of a class but not an actor,
// initialize any extended space to zero. Actors have defaults, so
// we can initialize them better
if (ActorInfo != NULL)
{
AActor *actor = (AActor *)mem;
memcpy (&(actor->x), &(((AActor *)ActorInfo->Defaults)->x), SizeOf - ((BYTE *)&actor->x - (BYTE *)actor));
}
else if (ParentType != 0 &&
ConstructNative == ParentType->ConstructNative &&
SizeOf > ParentType->SizeOf)
{
memset (mem + ParentType->SizeOf, 0, SizeOf - ParentType->SizeOf);
}
return (DObject *)mem;
}
// Create a new type based on an existing type
TypeInfo *TypeInfo::CreateDerivedClass (char *name, unsigned int size)
{
TypeInfo *type = new TypeInfo;
type->Name = name;
type->ParentType = this;
type->SizeOf = size;
type->Pointers = NULL;
type->ConstructNative = ConstructNative;
type->RegisterType();
type->Meta = Meta;
type->FlatPointers = NULL;
// If this class has an actor info, then any classes derived from it
// also need an actor info.
if (this->ActorInfo != NULL)
{
FActorInfo *info = type->ActorInfo = new FActorInfo;
info->Class = type;
info->Defaults = new BYTE[size];
info->GameFilter = GAME_Any;
info->SpawnID = 0;
info->DoomEdNum = -1;
info->OwnedStates = NULL;
info->NumOwnedStates = 0;
memcpy (info->Defaults, ActorInfo->Defaults, SizeOf);
if (size > SizeOf)
{
memset (info->Defaults + SizeOf, 0, size - SizeOf);
}
m_RuntimeActors.Push (type);
}
else
{
type->ActorInfo = NULL;
}
return type;
}
// Create the FlatPointers array, if it doesn't exist already.
// It comprises all the Pointers from superclasses plus this class's own Pointers.
// If this class does not define any new Pointers, then FlatPointers will be set
// to the same array as the super class's.
void TypeInfo::BuildFlatPointers ()
{
static const size_t TheEnd = ~0;
if (FlatPointers != NULL)
{ // Already built: Do nothing.
return;
}
else if (ParentType == NULL)
{ // No parent: FlatPointers is the same as Pointers.
if (Pointers == NULL)
{ // No pointers: Make FlatPointers a harmless non-NULL.
FlatPointers = &TheEnd;
}
else
{
FlatPointers = Pointers;
}
}
else
{
ParentType->BuildFlatPointers ();
if (Pointers == NULL)
{ // No new pointers: Just use the same FlatPointers as the parent.
FlatPointers = ParentType->FlatPointers;
}
else
{ // New pointers: Create a new FlatPointers array and add them.
int numPointers, numSuperPointers;
// Count pointers defined by this class.
for (numPointers = 0; Pointers[numPointers] != ~(size_t)0; numPointers++)
{ }
// Count pointers defined by superclasses.
for (numSuperPointers = 0; ParentType->FlatPointers[numSuperPointers] != ~(size_t)0; numSuperPointers++)
{ }
// Concatenate them into a new array
size_t *flat = new size_t[numPointers + numSuperPointers + 1];
if (numSuperPointers > 0)
{
memcpy (flat, ParentType->FlatPointers, sizeof(size_t)*numSuperPointers);
}
memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
FlatPointers = flat;
}
}
}
FMetaTable::~FMetaTable ()
{
FreeMeta ();
}
FMetaTable::FMetaTable (const FMetaTable &other)
{
Meta = NULL;
CopyMeta (&other);
}
FMetaTable &FMetaTable::operator = (const FMetaTable &other)
{
CopyMeta (&other);
return *this;
}
void FMetaTable::FreeMeta ()
{
while (Meta != NULL)
{
FMetaData *meta = Meta;
switch (meta->Type)
{
case META_String:
delete meta->Value.String;
break;
default:
break;
}
Meta = meta->Next;
delete meta;
}
}
void FMetaTable::CopyMeta (const FMetaTable *other)
{
const FMetaData *meta_src;
FMetaData **meta_dest;
FreeMeta ();
meta_src = other->Meta;
meta_dest = &Meta;
while (meta_src != NULL)
{
FMetaData *newmeta = new FMetaData (meta_src->Type, meta_src->ID);
switch (meta_src->Type)
{
case META_String:
newmeta->Value.String = copystring (meta_src->Value.String);
break;
default:
newmeta->Value = meta_src->Value;
break;
}
*meta_dest = newmeta;
meta_dest = &newmeta->Next;
meta_src = meta_src->Next;
}
*meta_dest = NULL;
}
FMetaData *FMetaTable::FindMeta (EMetaType type, DWORD id) const
{
FMetaData *meta = Meta;
while (meta != NULL)
{
if (meta->ID == id && meta->Type == type)
{
return meta;
}
meta = meta->Next;
}
return NULL;
}
FMetaData *FMetaTable::FindMetaDef (EMetaType type, DWORD id)
{
FMetaData *meta = FindMeta (type, id);
if (meta == NULL)
{
meta = new FMetaData (type, id);
meta->Next = Meta;
meta->Value.String = NULL;
Meta = meta;
}
return meta;
}
void FMetaTable::SetMetaInt (DWORD id, int parm)
{
FMetaData *meta = FindMetaDef (META_Int, id);
meta->Value.Int = parm;
}
int FMetaTable::GetMetaInt (DWORD id, int def) const
{
FMetaData *meta = FindMeta (META_Int, id);
return meta != NULL ? meta->Value.Int : def;
}
void FMetaTable::SetMetaFixed (DWORD id, fixed_t parm)
{
FMetaData *meta = FindMetaDef (META_Fixed, id);
meta->Value.Fixed = parm;
}
fixed_t FMetaTable::GetMetaFixed (DWORD id, fixed_t def) const
{
FMetaData *meta = FindMeta (META_Fixed, id);
return meta != NULL ? meta->Value.Fixed : def;
}
void FMetaTable::SetMetaString (DWORD id, const char *parm)
{
FMetaData *meta = FindMetaDef (META_String, id);
ReplaceString (&meta->Value.String, parm);
}
const char *FMetaTable::GetMetaString (DWORD id) const
{
FMetaData *meta = FindMeta (META_String, id);
return meta != NULL ? meta->Value.String : NULL;
}
CCMD (dumpclasses)
{
const TypeInfo *root;
int i;
int shown, omitted;
bool showall = true;
if (argv.argc() > 1)
{
root = TypeInfo::IFindType (argv[1]);
if (root == NULL)
{
Printf ("Class '%s' not found\n", argv[1]);
return;
}
if (stricmp (argv[1], "Actor") == 0)
{
if (argv.argc() < 3 || stricmp (argv[2], "all") != 0)
{
showall = false;
}
}
}
else
{
root = NULL;
}
shown = omitted = 0;
for (i = 0; i < TypeInfo::m_NumTypes; i++)
{
if (root == NULL ||
(TypeInfo::m_Types[i]->IsDescendantOf (root) &&
(showall || TypeInfo::m_Types[i] == root ||
TypeInfo::m_Types[i]->ActorInfo != root->ActorInfo)))
{
Printf (" %s\n", TypeInfo::m_Types[i]->Name + 1);
shown++;
}
else
{
omitted++;
}
}
Printf ("%d classes shown, %d omitted\n", shown, omitted);
}
TArray<DObject *> DObject::Objects;
TArray<size_t> DObject::FreeIndices;
TArray<DObject *> DObject::ToDestroy;
bool DObject::Inactive;
DObject::DObject ()
: ObjectFlags(0), Class(0)
{
if (FreeIndices.Pop (Index))
Objects[Index] = this;
else
Index = Objects.Push (this);
}
DObject::DObject (TypeInfo *inClass)
: ObjectFlags(0), Class(inClass)
{
if (FreeIndices.Pop (Index))
Objects[Index] = this;
else
Index = Objects.Push (this);
}
DObject::~DObject ()
{
if (!Inactive)
{
if (!(ObjectFlags & OF_MassDestruction))
{
RemoveFromArray ();
DestroyScan (this);
}
else if (!(ObjectFlags & OF_Cleanup))
{
// object is queued for deletion, but is not being deleted
// by the destruction process, so remove it from the
// ToDestroy array and do other necessary stuff.
unsigned int i;
for (i = ToDestroy.Size() - 1; i-- > 0; )
{
if (ToDestroy[i] == this)
{
ToDestroy[i] = NULL;
break;
}
}
DestroyScan (this);
}
}
}
void DObject::Destroy ()
{
if (!Inactive)
{
if (!(ObjectFlags & OF_MassDestruction))
{
RemoveFromArray ();
ObjectFlags |= OF_MassDestruction;
ToDestroy.Push (this);
}
}
else
delete this;
}
void DObject::BeginFrame ()
{
StaleCycles = 0;
StaleCount = 0;
}
void DObject::EndFrame ()
{
clock (StaleCycles);
if (ToDestroy.Size ())
{
StaleCount += (int)ToDestroy.Size ();
DestroyScan ();
//Printf ("Destroyed %d objects\n", ToDestroy.Size());
DObject *obj;
while (ToDestroy.Pop (obj))
{
if (obj)
{
obj->ObjectFlags |= OF_Cleanup;
delete obj;
}
}
}
unclock (StaleCycles);
}
void DObject::RemoveFromArray ()
{
if (Objects.Size() == Index + 1)
{
DObject *dummy;
Objects.Pop (dummy);
}
else if (Objects.Size() > Index)
{
Objects[Index] = NULL;
FreeIndices.Push (Index);
}
}
void DObject::PointerSubstitution (DObject *old, DObject *notOld)
{
unsigned int i, highest;
highest = Objects.Size ();
for (i = 0; i <= highest; i++)
{
DObject *current = i < highest ? Objects[i] : &bglobal;
if (current)
{
const TypeInfo *info = current->GetClass();
const size_t *offsets = info->FlatPointers;
if (offsets == NULL)
{
const_cast<TypeInfo *>(info)->BuildFlatPointers();
offsets = info->FlatPointers;
}
while (*offsets != ~(size_t)0)
{
if (*(DObject **)((BYTE *)current + *offsets) == old)
{
*(DObject **)((BYTE *)current + *offsets) = notOld;
}
offsets++;
}
}
}
for (i = 0; i < BODYQUESIZE; ++i)
{
if (bodyque[i] == old)
{
bodyque[i] = static_cast<AActor *>(notOld);
}
}
// This is an ugly hack, but it's the best I can do for now.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].FixPointers (old, notOld);
}
}
// Search for references to a single object and NULL them.
// It should not be listed in ToDestroy.
void DObject::DestroyScan (DObject *obj)
{
PointerSubstitution (obj, NULL);
}
// Search for references to all objects scheduled for
// destruction and NULL them.
void DObject::DestroyScan ()
{
unsigned int i, highest;
int j, destroycount;
DObject **destroybase;
destroycount = (int)ToDestroy.Size ();
if (destroycount == 0)
return;
destroybase = &ToDestroy[0] + destroycount;
destroycount = -destroycount;
highest = Objects.Size ();
for (i = 0; i <= highest; i++)
{
DObject *current = i < highest ? Objects[i] : &bglobal;
if (current)
{
const TypeInfo *info = current->GetClass();
const size_t *offsets = info->FlatPointers;
if (offsets == NULL)
{
const_cast<TypeInfo *>(info)->BuildFlatPointers();
offsets = info->FlatPointers;
}
while (*offsets != ~(size_t)0)
{
j = destroycount;
do
{
if (*(DObject **)((BYTE *)current + *offsets) == *(destroybase + j))
{
*(DObject **)((BYTE *)current + *offsets) = NULL;
}
} while (++j);
offsets++;
}
}
}
j = destroycount;
do
{
for (i = 0; i < BODYQUESIZE; ++i)
{
if (bodyque[i] == *(destroybase + j))
{
bodyque[i] = NULL;
}
}
} while (++j);
// This is an ugly hack, but it's the best I can do for now.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
j = destroycount;
do
{
players[i].FixPointers (*(destroybase + j), NULL);
} while (++j);
}
}
}
void STACK_ARGS DObject::StaticShutdown ()
{
Inactive = true;
}
void DObject::Serialize (FArchive &arc)
{
ObjectFlags |= OF_SerialSuccess;
}
void DObject::CheckIfSerialized () const
{
if (!(ObjectFlags & OF_SerialSuccess))
{
I_Error (
"BUG: %s::Serialize\n"
"(or one of its superclasses) needs to call\n"
"Super::Serialize\n",
StaticType ()->Name);
}
}
ADD_STAT (destroys, out)
{
sprintf (out, "Pointer fixing: %d in %04.1f ms",
StaleCount, SecondsPerCycle * (double)StaleCycles * 1000);
}