mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
1c61ef89eb
into different species. SVN r1573 (trunk)
555 lines
14 KiB
C++
555 lines
14 KiB
C++
/*
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** dobjtype.cpp
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** Implements the type information class
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "dobject.h"
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#include "i_system.h"
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#include "actor.h"
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#include "templates.h"
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#include "autosegs.h"
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TArray<PClass *> PClass::m_RuntimeActors;
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TArray<PClass *> PClass::m_Types;
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PClass *PClass::TypeHash[PClass::HASH_SIZE];
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bool PClass::bShutdown;
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// A harmless non-NULL FlatPointer for classes without pointers.
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static const size_t TheEnd = ~(size_t)0;
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static int STACK_ARGS cregcmp (const void *a, const void *b)
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{
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// VC++ introduces NULLs in the sequence. GCC seems to work as expected and not do it.
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const ClassReg *class1 = *(const ClassReg **)a;
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const ClassReg *class2 = *(const ClassReg **)b;
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if (class1 == NULL) return 1;
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if (class2 == NULL) return -1;
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return strcmp (class1->Name, class2->Name);
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}
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void PClass::StaticInit ()
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{
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atterm (StaticShutdown);
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// Sort classes by name to remove dependance on how the compiler ordered them.
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REGINFO *head = &CRegHead;
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REGINFO *tail = &CRegTail;
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// MinGW's linker is linking the object files backwards for me now...
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if (head > tail)
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{
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swap (head, tail);
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}
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qsort (head + 1, tail - head - 1, sizeof(REGINFO), cregcmp);
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TAutoSegIterator<ClassReg *, &CRegHead, &CRegTail> probe;
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while (++probe != NULL)
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{
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probe->RegisterClass ();
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}
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}
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void PClass::StaticShutdown ()
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{
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TArray<size_t *> uniqueFPs(64);
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unsigned int i, j;
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for (i = 0; i < PClass::m_Types.Size(); ++i)
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{
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PClass *type = PClass::m_Types[i];
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PClass::m_Types[i] = NULL;
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if (type->FlatPointers != &TheEnd && type->FlatPointers != type->Pointers)
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{
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// FlatPointers are shared by many classes, so we must check for
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// duplicates and only delete those that are unique.
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for (j = 0; j < uniqueFPs.Size(); ++j)
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{
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if (type->FlatPointers == uniqueFPs[j])
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{
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break;
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}
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}
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if (j == uniqueFPs.Size())
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{
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uniqueFPs.Push(const_cast<size_t *>(type->FlatPointers));
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}
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}
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// For runtime classes, this call will also delete the PClass.
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PClass::StaticFreeData (type);
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}
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for (i = 0; i < uniqueFPs.Size(); ++i)
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{
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delete[] uniqueFPs[i];
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}
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bShutdown = true;
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}
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void PClass::StaticFreeData (PClass *type)
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{
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if (type->Defaults != NULL)
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{
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delete[] type->Defaults;
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type->Defaults = NULL;
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}
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type->FreeStateList ();
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if (type->ActorInfo != NULL)
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{
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if (type->ActorInfo->OwnedStates != NULL)
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{
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delete[] type->ActorInfo->OwnedStates;
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type->ActorInfo->OwnedStates = NULL;
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}
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if (type->ActorInfo->DamageFactors != NULL)
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{
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delete type->ActorInfo->DamageFactors;
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type->ActorInfo->DamageFactors = NULL;
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}
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if (type->ActorInfo->PainChances != NULL)
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{
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delete type->ActorInfo->PainChances;
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type->ActorInfo->PainChances = NULL;
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}
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delete type->ActorInfo;
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type->ActorInfo = NULL;
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}
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if (type->bRuntimeClass)
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{
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delete type;
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}
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else
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{
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type->Symbols.ReleaseSymbols();
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}
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}
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void ClassReg::RegisterClass ()
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{
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assert (MyClass != NULL);
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// Add type to list
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MyClass->ClassIndex = PClass::m_Types.Push (MyClass);
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MyClass->TypeName = FName(Name+1);
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MyClass->ParentClass = ParentType;
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MyClass->Size = SizeOf;
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MyClass->Pointers = Pointers;
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MyClass->ConstructNative = ConstructNative;
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MyClass->InsertIntoHash ();
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}
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void PClass::InsertIntoHash ()
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{
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// Add class to hash table. Classes are inserted into each bucket
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// in ascending order by name index.
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unsigned int bucket = TypeName % HASH_SIZE;
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PClass **hashpos = &TypeHash[bucket];
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while (*hashpos != NULL)
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{
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int lexx = int(TypeName) - int((*hashpos)->TypeName);
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if (lexx > 0)
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{ // This type should come later in the chain
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hashpos = &((*hashpos)->HashNext);
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}
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else if (lexx == 0)
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{ // This type has already been inserted
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// ... but there is no need whatsoever to make it a fatal error!
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Printf ("Tried to register class '%s' more than once.\n", TypeName.GetChars());
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break;
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}
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else
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{ // Type comes right here
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break;
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}
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}
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HashNext = *hashpos;
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*hashpos = this;
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}
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// Find a type, passed the name as a name
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const PClass *PClass::FindClass (FName zaname)
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{
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if (zaname == NAME_None)
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{
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return NULL;
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}
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PClass *cls = TypeHash[zaname % HASH_SIZE];
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while (cls != 0)
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{
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int lexx = int(zaname) - int(cls->TypeName);
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if (lexx > 0)
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{
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cls = cls->HashNext;
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}
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else if (lexx == 0)
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{
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return cls->Size<0? NULL : cls;
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}
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else
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{
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break;
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}
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}
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return NULL;
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}
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// Create a new object that this class represents
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DObject *PClass::CreateNew () const
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{
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BYTE *mem = (BYTE *)M_Malloc (Size);
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assert (mem != NULL);
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// Set this object's defaults before constructing it.
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if (Defaults != NULL)
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memcpy (mem, Defaults, Size);
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else
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memset (mem, 0, Size);
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ConstructNative (mem);
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((DObject *)mem)->SetClass (const_cast<PClass *>(this));
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return (DObject *)mem;
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}
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// Create a new class based on an existing class
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PClass *PClass::CreateDerivedClass (FName name, unsigned int size)
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{
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assert (size >= Size);
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PClass *type;
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bool notnew;
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const PClass *existclass = FindClass(name);
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// This is a placeholder so fill it in
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if (existclass != NULL && existclass->Size == (unsigned)-1)
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{
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type = const_cast<PClass*>(existclass);
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if (!IsDescendantOf(type->ParentClass))
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{
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I_Error("%s must inherit from %s but doesn't.", name.GetChars(), type->ParentClass->TypeName.GetChars());
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}
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DPrintf("Defining placeholder class %s\n", name.GetChars());
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notnew = true;
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}
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else
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{
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type = new PClass;
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notnew = false;
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}
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type->TypeName = name;
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type->ParentClass = this;
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type->Size = size;
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type->Pointers = NULL;
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type->ConstructNative = ConstructNative;
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if (!notnew)
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{
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type->ClassIndex = m_Types.Push (type);
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}
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type->Meta = Meta;
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// Set up default instance of the new class.
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type->Defaults = new BYTE[size];
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memcpy (type->Defaults, Defaults, Size);
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if (size > Size)
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{
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memset (type->Defaults + Size, 0, size - Size);
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}
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type->FlatPointers = NULL;
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type->bRuntimeClass = true;
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type->ActorInfo = NULL;
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type->Symbols.SetParentTable (&this->Symbols);
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if (!notnew) type->InsertIntoHash();
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// If this class has an actor info, then any classes derived from it
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// also need an actor info.
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if (this->ActorInfo != NULL)
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{
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FActorInfo *info = type->ActorInfo = new FActorInfo;
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info->Class = type;
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info->GameFilter = GAME_Any;
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info->SpawnID = 0;
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info->DoomEdNum = -1;
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info->OwnedStates = NULL;
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info->NumOwnedStates = 0;
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info->Replacement = NULL;
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info->Replacee = NULL;
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info->StateList = NULL;
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info->DamageFactors = NULL;
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info->PainChances = NULL;
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m_RuntimeActors.Push (type);
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}
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return type;
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}
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// Like FindClass but creates a placeholder if no class
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// is found. CreateDerivedClass will automatcally fill in
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// the placeholder when the actual class is defined.
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const PClass *PClass::FindClassTentative (FName name)
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{
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if (name == NAME_None)
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{
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return NULL;
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}
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PClass *cls = TypeHash[name % HASH_SIZE];
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while (cls != 0)
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{
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int lexx = int(name) - int(cls->TypeName);
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if (lexx > 0)
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{
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cls = cls->HashNext;
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}
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else if (lexx == 0)
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{
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return cls;
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}
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else
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{
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break;
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}
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}
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PClass *type = new PClass;
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DPrintf("Creating placeholder class %s : %s\n", name.GetChars(), TypeName.GetChars());
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type->TypeName = name;
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type->ParentClass = this;
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type->Size = -1;
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type->Pointers = NULL;
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type->ConstructNative = NULL;
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type->ClassIndex = m_Types.Push (type);
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type->Defaults = NULL;
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type->FlatPointers = NULL;
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type->bRuntimeClass = true;
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type->ActorInfo = NULL;
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type->InsertIntoHash();
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return type;
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}
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// This is used by DECORATE to assign ActorInfos to internal classes
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void PClass::InitializeActorInfo ()
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{
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Symbols.SetParentTable (&ParentClass->Symbols);
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Defaults = new BYTE[Size];
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if (ParentClass->Defaults != NULL)
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{
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memcpy (Defaults, ParentClass->Defaults, ParentClass->Size);
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if (Size > ParentClass->Size)
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{
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memset (Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
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}
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}
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else
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{
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memset (Defaults, 0, Size);
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}
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FActorInfo *info = ActorInfo = new FActorInfo;
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info->Class = this;
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info->GameFilter = GAME_Any;
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info->SpawnID = 0;
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info->DoomEdNum = -1;
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info->OwnedStates = NULL;
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info->NumOwnedStates = 0;
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info->Replacement = NULL;
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info->Replacee = NULL;
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info->StateList = NULL;
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info->DamageFactors = NULL;
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info->PainChances = NULL;
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m_RuntimeActors.Push (this);
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}
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// Create the FlatPointers array, if it doesn't exist already.
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// It comprises all the Pointers from superclasses plus this class's own Pointers.
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// If this class does not define any new Pointers, then FlatPointers will be set
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// to the same array as the super class's.
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void PClass::BuildFlatPointers ()
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{
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if (FlatPointers != NULL)
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{ // Already built: Do nothing.
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return;
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}
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else if (ParentClass == NULL)
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{ // No parent: FlatPointers is the same as Pointers.
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if (Pointers == NULL)
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{ // No pointers: Make FlatPointers a harmless non-NULL.
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FlatPointers = &TheEnd;
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}
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else
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{
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FlatPointers = Pointers;
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}
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}
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else
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{
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ParentClass->BuildFlatPointers ();
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if (Pointers == NULL)
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{ // No new pointers: Just use the same FlatPointers as the parent.
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FlatPointers = ParentClass->FlatPointers;
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}
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else
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{ // New pointers: Create a new FlatPointers array and add them.
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int numPointers, numSuperPointers;
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// Count pointers defined by this class.
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for (numPointers = 0; Pointers[numPointers] != ~(size_t)0; numPointers++)
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{ }
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// Count pointers defined by superclasses.
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for (numSuperPointers = 0; ParentClass->FlatPointers[numSuperPointers] != ~(size_t)0; numSuperPointers++)
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{ }
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// Concatenate them into a new array
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size_t *flat = new size_t[numPointers + numSuperPointers + 1];
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if (numSuperPointers > 0)
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{
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memcpy (flat, ParentClass->FlatPointers, sizeof(size_t)*numSuperPointers);
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}
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memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
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FlatPointers = flat;
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}
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}
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}
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void PClass::FreeStateList ()
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{
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if (ActorInfo != NULL && ActorInfo->StateList != NULL)
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{
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ActorInfo->StateList->Destroy();
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M_Free (ActorInfo->StateList);
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ActorInfo->StateList = NULL;
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}
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}
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const PClass *PClass::NativeClass() const
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{
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const PClass *cls = this;
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while (cls && cls->bRuntimeClass)
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cls = cls->ParentClass;
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return cls;
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}
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// Symbol tables ------------------------------------------------------------
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PSymbol::~PSymbol()
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{
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}
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PSymbolTable::~PSymbolTable ()
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{
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ReleaseSymbols();
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}
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void PSymbolTable::ReleaseSymbols()
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{
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for (unsigned int i = 0; i < Symbols.Size(); ++i)
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{
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delete Symbols[i];
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}
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Symbols.Clear();
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}
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void PSymbolTable::SetParentTable (PSymbolTable *parent)
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{
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ParentSymbolTable = parent;
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}
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PSymbol *PSymbolTable::FindSymbol (FName symname, bool searchparents) const
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{
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int min, max;
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min = 0;
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max = (int)Symbols.Size() - 1;
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while (min <= max)
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{
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unsigned int mid = (min + max) / 2;
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PSymbol *sym = Symbols[mid];
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if (sym->SymbolName == symname)
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{
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return sym;
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}
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else if (sym->SymbolName < symname)
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{
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min = mid + 1;
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}
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else
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{
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max = mid - 1;
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}
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}
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if (searchparents && ParentSymbolTable != NULL)
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{
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return ParentSymbolTable->FindSymbol (symname, true);
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}
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return NULL;
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}
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PSymbol *PSymbolTable::AddSymbol (PSymbol *sym)
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{
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// Insert it in sorted order.
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int min, max, mid;
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min = 0;
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max = (int)Symbols.Size() - 1;
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while (min <= max)
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{
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mid = (min + max) / 2;
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PSymbol *tsym = Symbols[mid];
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if (tsym->SymbolName == sym->SymbolName)
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{ // A symbol with this name already exists in the table
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return NULL;
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}
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else if (tsym->SymbolName < sym->SymbolName)
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{
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min = mid + 1;
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}
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else
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{
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max = mid - 1;
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}
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}
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// Good. The symbol is not in the table yet.
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Symbols.Insert (MAX(min, max), sym);
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return sym;
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}
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