mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- started moving stuff out of PClassActor into meta data.
This reinstates the old FActorInfo as part of the meta data a class can have so that the class descriptor itself can be freed from any data not directly relevant for managing the class's type information.
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6a3ddaa8fa
commit
311ce2362a
8 changed files with 106 additions and 25 deletions
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@ -612,6 +612,12 @@ public:
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return (AActor *)(this->GetClass()->Defaults);
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}
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FActorInfo *GetInfo() const
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{
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return ((PClassActor*)GetClass())->ActorInfo();
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}
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FDropItem *GetDropItems() const;
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// Return true if the monster should use a missile attack, false for melee
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@ -3051,15 +3051,15 @@ void FinishDehPatch ()
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// Use the DECORATE replacement feature to redirect all spawns
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// of the original class to the new one.
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PClassActor *old_replacement = type->Replacement;
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PClassActor *old_replacement = type->ActorInfo()->Replacement;
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type->Replacement = subclass;
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subclass->Replacee = type;
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type->ActorInfo()->Replacement = subclass;
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subclass->ActorInfo()->Replacee = type;
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// If this actor was already replaced by another actor, copy that
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// replacement over to this item.
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if (old_replacement != NULL)
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{
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subclass->Replacement = old_replacement;
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subclass->ActorInfo()->Replacement = old_replacement;
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}
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DPrintf (DMSG_NOTIFY, "%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
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@ -986,7 +986,7 @@ void FWeaponSlots::AddExtraWeapons()
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}
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auto weapdef = ((AWeapon*)GetDefaultByType(cls));
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if ((cls->GameFilter == GAME_Any || (cls->GameFilter & gameinfo.gametype)) &&
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cls->Replacement == nullptr && // Replaced weapons don't get slotted.
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cls->ActorInfo()->Replacement == nullptr && // Replaced weapons don't get slotted.
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!(weapdef->WeaponFlags & WIF_POWERED_UP) &&
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!LocateWeapon(cls, nullptr, nullptr) // Don't duplicate it if it's already present.
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)
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@ -1058,7 +1058,7 @@ void InitializeActorLights()
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void *mem = ClassDataAllocator.Alloc(sizeof(FInternalLightAssociation));
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FInternalLightAssociation * iasso = new(mem) FInternalLightAssociation(&LightAssociations[i]);
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if (iasso->Light() != nullptr)
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ti->LightAssociations.Push(iasso);
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ti->ActorInfo()->LightAssociations.Push(iasso);
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}
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}
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// we don't need the parser data for the light associations anymore
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@ -1124,7 +1124,7 @@ void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
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void AActor::SetDynamicLights()
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{
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TArray<FInternalLightAssociation *> & LightAssociations = GetClass()->LightAssociations;
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TArray<FInternalLightAssociation *> & LightAssociations = GetInfo()->LightAssociations;
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unsigned int count = 0;
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if (state == NULL) return;
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80
src/info.cpp
80
src/info.cpp
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@ -65,6 +65,62 @@ FRandom FState::pr_statetics("StateTics");
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cycle_t ActionCycles;
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//==========================================================================
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//
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// special type for the native ActorInfo. This allows to let this struct
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// be handled by the generic object constructors for the VM.
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//
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//==========================================================================
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class PActorInfo : public PBasicType
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{
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DECLARE_CLASS(PActorInfo, PBasicType);
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public:
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PActorInfo()
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:PBasicType(sizeof(FActorInfo), alignof(FActorInfo))
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{
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}
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void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special) const override
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{
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if (base != nullptr) new((uint8_t *)base + offset) FActorInfo;
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if (special != nullptr)
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{
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special->Push(std::make_pair(this, offset));
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}
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}
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void InitializeValue(void *addr, const void *def) const override
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{
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if (def == nullptr)
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{
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new(addr) FActorInfo;
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}
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else
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{
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new(addr) FActorInfo(*(const FActorInfo*)def);
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}
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}
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void DestroyValue(void *addr) const override
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{
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FActorInfo *self = (FActorInfo*)addr;
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self->~FActorInfo();
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}
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};
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IMPLEMENT_CLASS(PActorInfo, false, false)
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void AddActorInfo(PClass *cls)
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{
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auto type = new PActorInfo;
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TypeTable.AddType(type);
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cls->AddField("*", type, VARF_Meta);
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}
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void FState::SetAction(const char *name)
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{
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ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
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@ -245,8 +301,6 @@ PClassActor::PClassActor()
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DoomEdNum = -1;
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OwnedStates = NULL;
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NumOwnedStates = 0;
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Replacement = NULL;
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Replacee = NULL;
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StateList = NULL;
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DamageFactors = NULL;
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PainChances = NULL;
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@ -339,8 +393,8 @@ bool PClassActor::SetReplacement(FName replaceName)
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}
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if (replacee != nullptr)
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{
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replacee->Replacement = this;
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Replacee = replacee;
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replacee->ActorInfo()->Replacement = this;
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ActorInfo()->Replacee = replacee;
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}
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}
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return true;
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@ -467,15 +521,15 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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lookskill = false; skillrepname = NAME_None;
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}
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}
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if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
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auto Replacement = ActorInfo()->Replacement;
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if (Replacement == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacement field is temporarily NULLed to prevent
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// potential infinite recursion.
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PClassActor *savedrep = Replacement;
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Replacement = NULL;
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PClassActor *rep = savedrep;
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ActorInfo()->Replacement = nullptr;
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PClassActor *rep = Replacement;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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// in that the skill replacement is applied first, followed by DECORATE replacement
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// on the actor indicated by the skill replacement.
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@ -487,7 +541,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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Replacement = savedrep;
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ActorInfo()->Replacement = Replacement;
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return rep;
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}
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@ -523,21 +577,21 @@ PClassActor *PClassActor::GetReplacee(bool lookskill)
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lookskill = false;
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}
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}
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if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
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PClassActor *savedrep = ActorInfo()->Replacee;
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if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacee field is temporarily NULLed to prevent
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// potential infinite recursion.
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PClassActor *savedrep = Replacee;
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Replacee = NULL;
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ActorInfo()->Replacee = nullptr;
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PClassActor *rep = savedrep;
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if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
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{
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rep = PClass::FindActor(skillrepname);
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}
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rep = rep->GetReplacee(false);
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Replacee = savedrep;
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ActorInfo()->Replacee = savedrep;
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return rep;
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}
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21
src/info.h
21
src/info.h
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@ -236,6 +236,19 @@ private:
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struct FDropItem;
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struct FActorInfo
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{
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TArray<FInternalLightAssociation *> LightAssociations;
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PClassActor *Replacement = nullptr;
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PClassActor *Replacee = nullptr;
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FActorInfo() {}
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FActorInfo(const FActorInfo & other)
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{
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LightAssociations = other.LightAssociations;
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}
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};
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class PClassActor : public PClass
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{
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DECLARE_CLASS(PClassActor, PClass);
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@ -256,6 +269,11 @@ public:
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bool SetReplacement(FName replaceName);
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void SetDropItems(FDropItem *drops);
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FActorInfo *ActorInfo() const
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{
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return (FActorInfo*)Meta;
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}
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FState *FindState(int numnames, FName *names, bool exact=false) const;
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FState *FindStateByString(const char *name, bool exact=false);
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FState *FindState(FName name) const
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@ -271,10 +289,7 @@ public:
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PClassActor *GetReplacement(bool lookskill=true);
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PClassActor *GetReplacee(bool lookskill=true);
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TArray<FInternalLightAssociation *> LightAssociations;
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FState *OwnedStates;
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PClassActor *Replacement;
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PClassActor *Replacee;
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int NumOwnedStates;
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uint8_t GameFilter;
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uint8_t DefaultStateUsage; // state flag defaults for blocks without a qualifier.
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@ -1016,7 +1016,6 @@ PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName par
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ti = DecoDerivedClass(sc, parent, typeName);
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ti->bDecorateClass = true; // we only set this for 'modern' DECORATE. The original stuff is so limited that it cannot do anything that may require flagging.
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ti->Replacee = ti->Replacement = NULL;
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ti->DoomEdNum = -1;
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return ti;
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}
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@ -1112,6 +1112,7 @@ ZCC_ExprTypeRef *ZCCCompiler::NodeFromSymbolType(PSymbolType *sym, ZCC_Expressio
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// builds the internal structure of all classes and structs
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//
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//==========================================================================
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void AddActorInfo(PClass *cls);
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void ZCCCompiler::CompileAllFields()
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{
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@ -1156,6 +1157,7 @@ void ZCCCompiler::CompileAllFields()
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for (unsigned i = 0; i < Classes.Size(); i++)
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{
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auto type = Classes[i]->Type();
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if (type->Size == TentativeClass)
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{
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if (type->ParentClass->Size == TentativeClass)
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type->Size = Classes[i]->Type()->ParentClass->Size;
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}
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}
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if (Classes[i]->Type()->ParentClass)
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if (type->TypeName == NAME_Actor)
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{
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assert(type->MetaSize == 0);
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AddActorInfo(type); // AActor needs the actor info manually added to its meta data before adding any scripted fields.
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}
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else if (Classes[i]->Type()->ParentClass)
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type->MetaSize = Classes[i]->Type()->ParentClass->MetaSize;
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else
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type->MetaSize = 0;
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