mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-02 08:53:29 +00:00
1000 lines
27 KiB
C++
1000 lines
27 KiB
C++
/*
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** p_states.cpp
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** state management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** Copyright 2006-2008 Christoph Oelckers
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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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*/
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#include "actor.h"
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#include "farchive.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "v_text.h"
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#include "thingdef/thingdef.h"
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// Each state is owned by an actor. Actors can own any number of
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// states, but a single state cannot be owned by more than one
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// actor. States are archived by recording the actor they belong
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// to and the index into that actor's list of states.
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// For NULL states, which aren't owned by any actor, the owner
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// is recorded as AActor with the following state. AActor should
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// never actually have this many states of its own, so this
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// is (relatively) safe.
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#define NULL_STATE_INDEX 127
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//==========================================================================
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//
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//
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//==========================================================================
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FArchive &operator<< (FArchive &arc, FState *&state)
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{
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const PClass *info;
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if (arc.IsStoring ())
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{
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if (state == NULL)
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{
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arc.UserWriteClass (RUNTIME_CLASS(AActor));
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arc.WriteCount (NULL_STATE_INDEX);
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return arc;
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}
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info = FState::StaticFindStateOwner (state);
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if (info != NULL)
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{
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arc.UserWriteClass (info);
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arc.WriteCount ((DWORD)(state - info->ActorInfo->OwnedStates));
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}
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else
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{
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/* this was never working as intended.
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I_Error ("Cannot find owner for state %p:\n"
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"%s %c%c %3d [%p] -> %p", state,
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sprites[state->sprite].name,
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state->GetFrame() + 'A',
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state->GetFullbright() ? '*' : ' ',
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state->GetTics(),
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state->GetAction(),
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state->GetNextState());
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*/
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}
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}
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else
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{
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const PClass *info;
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DWORD ofs;
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arc.UserReadClass (info);
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ofs = arc.ReadCount ();
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if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor))
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{
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state = NULL;
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}
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else if (info->ActorInfo != NULL)
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{
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state = info->ActorInfo->OwnedStates + ofs;
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}
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else
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{
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state = NULL;
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}
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}
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return arc;
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}
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//==========================================================================
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//
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// Find the actor that a state belongs to.
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//
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//==========================================================================
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const PClass *FState::StaticFindStateOwner (const FState *state)
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{
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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FActorInfo *info = PClass::m_RuntimeActors[i]->ActorInfo;
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return info->Class;
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}
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}
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return NULL;
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}
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//==========================================================================
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//
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// Find the actor that a state belongs to, but restrict the search to
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// the specified type and its ancestors.
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//
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//==========================================================================
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const PClass *FState::StaticFindStateOwner (const FState *state, const FActorInfo *info)
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{
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while (info != NULL)
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{
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return info->Class;
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}
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info = info->Class->ParentClass->ActorInfo;
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}
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return NULL;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FStateLabel *FStateLabels::FindLabel (FName label)
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{
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return const_cast<FStateLabel *>(BinarySearch<FStateLabel, FName> (Labels, NumLabels, &FStateLabel::Label, label));
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}
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void FStateLabels::Destroy ()
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{
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for(int i=0; i<NumLabels;i++)
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{
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if (Labels[i].Children != NULL)
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{
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Labels[i].Children->Destroy();
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free (Labels[i].Children); // These are malloc'd, not new'd!
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Labels[i].Children=NULL;
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}
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}
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}
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//===========================================================================
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//
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// HasStates
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//
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// Checks whether the actor has special death states.
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//
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//===========================================================================
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bool AActor::HasSpecialDeathStates () const
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{
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const FActorInfo *info = GetClass()->ActorInfo;
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if (info->StateList != NULL)
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{
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FStateLabel *slabel = info->StateList->FindLabel (NAME_Death);
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if (slabel != NULL && slabel->Children != NULL)
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{
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for(int i=0;i<slabel->Children->NumLabels;i++)
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{
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if (slabel->Children->Labels[i].State != NULL) return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// Creates a list of names from a string. Dots are used as separator
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//
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//==========================================================================
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TArray<FName> &MakeStateNameList(const char * fname)
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{
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static TArray<FName> namelist(3);
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FName firstpart, secondpart;
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char * c;
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// Handle the old names for the existing death states
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char * name = copystring(fname);
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firstpart = strtok(name, ".");
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switch (firstpart)
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{
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case NAME_Burn:
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firstpart = NAME_Death;
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secondpart = NAME_Fire;
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break;
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case NAME_Ice:
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firstpart = NAME_Death;
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secondpart = NAME_Ice;
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break;
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case NAME_Disintegrate:
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firstpart = NAME_Death;
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secondpart = NAME_Disintegrate;
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break;
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case NAME_XDeath:
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firstpart = NAME_Death;
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secondpart = NAME_Extreme;
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break;
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}
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namelist.Clear();
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namelist.Push(firstpart);
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if (secondpart!=NAME_None) namelist.Push(secondpart);
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while ((c = strtok(NULL, "."))!=NULL)
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{
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FName cc = c;
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namelist.Push(cc);
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}
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delete [] name;
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return namelist;
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}
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//===========================================================================
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//
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// FindState (multiple names version)
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//
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// Finds a state that matches as many of the supplied names as possible.
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// A state with more names than those provided does not match.
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// A state with fewer names can match if there are no states with the exact
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// same number of names.
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//
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// The search proceeds like this. For the current class, keeping matching
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// names until there are no more. If both the argument list and the state
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// are out of names, it's an exact match, so return it. If the state still
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// has names, ignore it. If the argument list still has names, remember it.
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//
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//===========================================================================
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FState *FActorInfo::FindState (int numnames, FName *names, bool exact) const
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{
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FStateLabels *labels = StateList;
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FState *best = NULL;
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if (labels != NULL)
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{
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int count = 0;
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FStateLabel *slabel = NULL;
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FName label;
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// Find the best-matching label for this class.
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while (labels != NULL && count < numnames)
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{
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label = *names++;
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slabel = labels->FindLabel (label);
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if (slabel != NULL)
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{
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count++;
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labels = slabel->Children;
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best = slabel->State;
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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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if (count < numnames && exact) return NULL;
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}
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return best;
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}
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//==========================================================================
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//
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// Finds the state associated with the given string
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//
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//==========================================================================
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FState *FActorInfo::FindStateByString(const char *name, bool exact)
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{
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TArray<FName> &namelist = MakeStateNameList(name);
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return FindState(namelist.Size(), &namelist[0], exact);
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}
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//==========================================================================
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//
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// Search one list of state definitions for the given name
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//
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//==========================================================================
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FStateDefine *FStateDefinitions::FindStateLabelInList(TArray<FStateDefine> & list, FName name, bool create)
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{
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for(unsigned i = 0; i<list.Size(); i++)
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{
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if (list[i].Label == name) return &list[i];
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}
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if (create)
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{
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FStateDefine def;
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def.Label = name;
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def.State = NULL;
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def.DefineFlags = SDF_NEXT;
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return &list[list.Push(def)];
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}
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return NULL;
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}
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//==========================================================================
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//
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// Finds the address of a state label given by name.
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// Adds the state label if it doesn't exist
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//
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//==========================================================================
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FStateDefine * FStateDefinitions::FindStateAddress(const char *name)
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{
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FStateDefine *statedef = NULL;
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TArray<FName> &namelist = MakeStateNameList(name);
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TArray<FStateDefine> *statelist = &StateLabels;
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for(unsigned i = 0; i < namelist.Size(); i++)
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{
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statedef = FindStateLabelInList(*statelist, namelist[i], true);
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statelist = &statedef->Children;
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}
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return statedef;
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}
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//==========================================================================
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//
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// Adds a new state to the curremt list
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//
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//==========================================================================
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void FStateDefinitions::SetStateLabel (const char *statename, FState *state, BYTE defflags)
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{
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FStateDefine *std = FindStateAddress(statename);
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std->State = state;
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std->DefineFlags = defflags;
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}
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//==========================================================================
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//
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// Adds a new state to the current list
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//
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//==========================================================================
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void FStateDefinitions::AddStateLabel (const char *statename)
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{
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intptr_t index = StateArray.Size();
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FStateDefine *std = FindStateAddress(statename);
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std->State = (FState *)(index+1);
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std->DefineFlags = SDF_INDEX;
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laststate = NULL;
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lastlabel = index;
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}
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//==========================================================================
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//
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// Returns the index a state label points to. May only be called before
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// installing states.
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//
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//==========================================================================
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int FStateDefinitions::GetStateLabelIndex (FName statename)
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{
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FStateDefine *std = FindStateLabelInList(StateLabels, statename, false);
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if (std == NULL)
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{
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return -1;
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}
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assert((size_t)std->State <= StateArray.Size() + 1);
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return (int)((ptrdiff_t)std->State - 1);
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}
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//==========================================================================
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//
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// Finds the state associated with the given name
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// returns NULL if none found
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//
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//==========================================================================
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FState * FStateDefinitions::FindState(const char * name)
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{
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FStateDefine * statedef=NULL;
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TArray<FName> &namelist = MakeStateNameList(name);
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TArray<FStateDefine> * statelist = &StateLabels;
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for(unsigned i=0;i<namelist.Size();i++)
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{
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statedef = FindStateLabelInList(*statelist, namelist[i], false);
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if (statedef == NULL) return NULL;
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statelist = &statedef->Children;
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}
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return statedef? statedef->State : NULL;
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}
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//==========================================================================
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//
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// Creates the final list of states from the state definitions
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//
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//==========================================================================
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static int STACK_ARGS labelcmp(const void * a, const void * b)
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{
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FStateLabel * A = (FStateLabel *)a;
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FStateLabel * B = (FStateLabel *)b;
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return ((int)A->Label - (int)B->Label);
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}
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FStateLabels * FStateDefinitions::CreateStateLabelList(TArray<FStateDefine> & statelist)
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{
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// First delete all empty labels from the list
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for (int i=statelist.Size()-1;i>=0;i--)
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{
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if (statelist[i].Label == NAME_None || (statelist[i].State == NULL && statelist[i].Children.Size() == 0))
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{
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statelist.Delete(i);
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}
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}
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int count=statelist.Size();
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if (count == 0) return NULL;
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FStateLabels * list = (FStateLabels*)M_Malloc(sizeof(FStateLabels)+(count-1)*sizeof(FStateLabel));
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list->NumLabels = count;
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for (int i=0;i<count;i++)
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{
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list->Labels[i].Label = statelist[i].Label;
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list->Labels[i].State = statelist[i].State;
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list->Labels[i].Children = CreateStateLabelList(statelist[i].Children);
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}
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qsort(list->Labels, count, sizeof(FStateLabel), labelcmp);
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return list;
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}
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//===========================================================================
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//
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// InstallStates
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//
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// Creates the actor's state list from the current definition
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//
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//===========================================================================
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void FStateDefinitions::InstallStates(FActorInfo *info, AActor *defaults)
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{
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// First ensure we have a valid spawn state.
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FState *state = FindState("Spawn");
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if (state == NULL)
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{
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// A NULL spawn state will crash the engine so set it to something valid.
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SetStateLabel("Spawn", GetDefault<AActor>()->SpawnState);
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}
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if (info->StateList != NULL)
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{
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info->StateList->Destroy();
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M_Free(info->StateList);
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}
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info->StateList = CreateStateLabelList(StateLabels);
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// Cache these states as member veriables.
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defaults->SpawnState = info->FindState(NAME_Spawn);
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defaults->SeeState = info->FindState(NAME_See);
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// Melee and Missile states are manipulated by the scripted marines so they
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// have to be stored locally
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defaults->MeleeState = info->FindState(NAME_Melee);
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defaults->MissileState = info->FindState(NAME_Missile);
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}
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//===========================================================================
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//
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// MakeStateDefines
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//
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// Creates a list of state definitions from an existing actor
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// Used by Dehacked to modify an actor's state list
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//
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//===========================================================================
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void FStateDefinitions::MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest)
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{
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dest.Clear();
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if (list != NULL) for(int i=0;i<list->NumLabels;i++)
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{
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FStateDefine def;
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def.Label = list->Labels[i].Label;
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def.State = list->Labels[i].State;
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def.DefineFlags = SDF_STATE;
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dest.Push(def);
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if (list->Labels[i].Children != NULL)
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{
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MakeStateList(list->Labels[i].Children, dest[dest.Size()-1].Children);
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}
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}
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}
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void FStateDefinitions::MakeStateDefines(const PClass *cls)
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{
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StateArray.Clear();
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laststate = NULL;
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laststatebeforelabel = NULL;
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lastlabel = -1;
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if (cls != NULL && cls->ActorInfo != NULL && cls->ActorInfo->StateList != NULL)
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{
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MakeStateList(cls->ActorInfo->StateList, StateLabels);
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}
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else
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{
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StateLabels.Clear();
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}
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}
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//===========================================================================
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//
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// AddStateDefines
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//
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// Adds a list of states to the current definitions
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//
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//===========================================================================
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void FStateDefinitions::AddStateDefines(const FStateLabels *list)
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{
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if (list != NULL) for(int i=0;i<list->NumLabels;i++)
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{
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if (list->Labels[i].Children == NULL)
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{
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if (!FindStateLabelInList(StateLabels, list->Labels[i].Label, false))
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{
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FStateDefine def;
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def.Label = list->Labels[i].Label;
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def.State = list->Labels[i].State;
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def.DefineFlags = SDF_STATE;
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StateLabels.Push(def);
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}
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|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RetargetState(Pointer)s
|
|
//
|
|
// These functions are used when a goto follows one or more labels.
|
|
// Because multiple labels are permitted to occur consecutively with no
|
|
// intervening states, it is not enough to remember the last label defined
|
|
// and adjust it. So these functions search for all labels that point to
|
|
// the current position in the state array and give them a copy of the
|
|
// target string instead.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStateDefinitions::RetargetStatePointers (intptr_t count, const char *target, TArray<FStateDefine> & statelist)
|
|
{
|
|
for(unsigned i = 0;i<statelist.Size(); i++)
|
|
{
|
|
if (statelist[i].State == (FState*)count && statelist[i].DefineFlags == SDF_INDEX)
|
|
{
|
|
if (target == NULL)
|
|
{
|
|
statelist[i].State = NULL;
|
|
statelist[i].DefineFlags = SDF_STOP;
|
|
}
|
|
else
|
|
{
|
|
statelist[i].State = (FState *)copystring (target);
|
|
statelist[i].DefineFlags = SDF_LABEL;
|
|
}
|
|
}
|
|
if (statelist[i].Children.Size() > 0)
|
|
{
|
|
RetargetStatePointers(count, target, statelist[i].Children);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FStateDefinitions::RetargetStates (intptr_t count, const char *target)
|
|
{
|
|
RetargetStatePointers(count, target, StateLabels);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// ResolveGotoLabel
|
|
//
|
|
// Resolves any strings being stored in a state's NextState field
|
|
//
|
|
//==========================================================================
|
|
|
|
FState *FStateDefinitions::ResolveGotoLabel (AActor *actor, const PClass *mytype, char *name)
|
|
{
|
|
const PClass *type=mytype;
|
|
FState *state;
|
|
char *namestart = name;
|
|
char *label, *offset, *pt;
|
|
int v;
|
|
|
|
// Check for classname
|
|
if ((pt = strstr (name, "::")) != NULL)
|
|
{
|
|
const char *classname = name;
|
|
*pt = '\0';
|
|
name = pt + 2;
|
|
|
|
// The classname may either be "Super" to identify this class's immediate
|
|
// superclass, or it may be the name of any class that this one derives from.
|
|
if (stricmp (classname, "Super") == 0)
|
|
{
|
|
type = type->ParentClass;
|
|
actor = GetDefaultByType (type);
|
|
}
|
|
else
|
|
{
|
|
// first check whether a state of the desired name exists
|
|
const PClass *stype = PClass::FindClass (classname);
|
|
if (stype == NULL)
|
|
{
|
|
I_Error ("%s is an unknown class.", classname);
|
|
}
|
|
if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor)))
|
|
{
|
|
I_Error ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars());
|
|
}
|
|
if (!stype->IsAncestorOf (type))
|
|
{
|
|
I_Error ("%s is not derived from %s so cannot access its states.",
|
|
type->TypeName.GetChars(), stype->TypeName.GetChars());
|
|
}
|
|
if (type != stype)
|
|
{
|
|
type = stype;
|
|
actor = GetDefaultByType (type);
|
|
}
|
|
}
|
|
}
|
|
label = name;
|
|
// Check for offset
|
|
offset = NULL;
|
|
if ((pt = strchr (name, '+')) != NULL)
|
|
{
|
|
*pt = '\0';
|
|
offset = pt + 1;
|
|
}
|
|
v = offset ? strtol (offset, NULL, 0) : 0;
|
|
|
|
// Get the state's address.
|
|
if (type==mytype) state = FindState (label);
|
|
else state = type->ActorInfo->FindStateByString(label, true);
|
|
|
|
if (state != NULL)
|
|
{
|
|
state += v;
|
|
}
|
|
else if (v != 0)
|
|
{
|
|
I_Error ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars());
|
|
}
|
|
else
|
|
{
|
|
Printf (TEXTCOLOR_RED "Attempt to get invalid state %s from actor %s.\n", label, type->TypeName.GetChars());
|
|
}
|
|
delete[] namestart; // free the allocated string buffer
|
|
return state;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FixStatePointers
|
|
//
|
|
// Fixes an actor's default state pointers.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStateDefinitions::FixStatePointers (FActorInfo *actor, TArray<FStateDefine> & list)
|
|
{
|
|
for(unsigned i=0;i<list.Size(); i++)
|
|
{
|
|
if (list[i].DefineFlags == SDF_INDEX)
|
|
{
|
|
size_t v=(size_t)list[i].State;
|
|
list[i].State = actor->OwnedStates + v - 1;
|
|
list[i].DefineFlags = SDF_STATE;
|
|
}
|
|
if (list[i].Children.Size() > 0) FixStatePointers(actor, list[i].Children);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ResolveGotoLabels
|
|
//
|
|
// Resolves an actor's state pointers that were specified as jumps.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStateDefinitions::ResolveGotoLabels (FActorInfo *actor, AActor *defaults, TArray<FStateDefine> & list)
|
|
{
|
|
for(unsigned i=0;i<list.Size(); i++)
|
|
{
|
|
if (list[i].State != NULL && list[i].DefineFlags == SDF_LABEL)
|
|
{ // It's not a valid state, so it must be a label string. Resolve it.
|
|
list[i].State = ResolveGotoLabel (defaults, actor->Class, (char *)list[i].State);
|
|
list[i].DefineFlags = SDF_STATE;
|
|
}
|
|
if (list[i].Children.Size() > 0) ResolveGotoLabels(actor, defaults, list[i].Children);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetGotoLabel
|
|
//
|
|
// sets a jump at the current state or retargets a label
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FStateDefinitions::SetGotoLabel(const char *string)
|
|
{
|
|
// copy the text - this must be resolved later!
|
|
if (laststate != NULL)
|
|
{ // Following a state definition: Modify it.
|
|
laststate->NextState = (FState*)copystring(string);
|
|
laststate->DefineFlags = SDF_LABEL;
|
|
laststatebeforelabel = NULL;
|
|
return true;
|
|
}
|
|
else if (lastlabel >= 0)
|
|
{ // Following a label: Retarget it.
|
|
RetargetStates (lastlabel+1, string);
|
|
if (laststatebeforelabel != NULL)
|
|
{
|
|
laststatebeforelabel->NextState = (FState*)copystring(string);
|
|
laststatebeforelabel->DefineFlags = SDF_LABEL;
|
|
laststatebeforelabel = NULL;
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetStop
|
|
//
|
|
// sets a stop operation
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FStateDefinitions::SetStop()
|
|
{
|
|
if (laststate != NULL)
|
|
{
|
|
laststate->DefineFlags = SDF_STOP;
|
|
laststatebeforelabel = NULL;
|
|
return true;
|
|
}
|
|
else if (lastlabel >=0)
|
|
{
|
|
RetargetStates (lastlabel+1, NULL);
|
|
if (laststatebeforelabel != NULL)
|
|
{
|
|
laststatebeforelabel->DefineFlags = SDF_STOP;
|
|
laststatebeforelabel = NULL;
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetWait
|
|
//
|
|
// sets a wait or fail operation
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FStateDefinitions::SetWait()
|
|
{
|
|
if (laststate != NULL)
|
|
{
|
|
laststate->DefineFlags = SDF_WAIT;
|
|
laststatebeforelabel = NULL;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetLoop
|
|
//
|
|
// sets a loop operation
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FStateDefinitions::SetLoop()
|
|
{
|
|
if (laststate != NULL)
|
|
{
|
|
laststate->DefineFlags = SDF_INDEX;
|
|
laststate->NextState = (FState*)(lastlabel+1);
|
|
laststatebeforelabel = NULL;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AddStates
|
|
// adds some state to the current definition set
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FStateDefinitions::AddStates(FState *state, const char *framechars)
|
|
{
|
|
bool error = false;
|
|
int frame = 0;
|
|
|
|
while (*framechars)
|
|
{
|
|
bool noframe = false;
|
|
|
|
if (*framechars == '#')
|
|
noframe = true;
|
|
else if (*framechars == '^')
|
|
frame = '\\' - 'A';
|
|
else
|
|
frame = (*framechars & 223) - 'A';
|
|
|
|
framechars++;
|
|
if (frame < 0 || frame > 28)
|
|
{
|
|
frame = 0;
|
|
error = true;
|
|
}
|
|
|
|
state->Frame = frame;
|
|
state->SameFrame = noframe;
|
|
StateArray.Push(*state);
|
|
|
|
// NODELAY flag is not carried past the first state
|
|
state->NoDelay = false;
|
|
}
|
|
laststate = &StateArray[StateArray.Size() - 1];
|
|
laststatebeforelabel = laststate;
|
|
return !error;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FinishStates
|
|
// copies a state block and fixes all state links using the current list of labels
|
|
//
|
|
//==========================================================================
|
|
|
|
int FStateDefinitions::FinishStates (FActorInfo *actor, AActor *defaults)
|
|
{
|
|
int count = StateArray.Size();
|
|
|
|
if (count > 0)
|
|
{
|
|
FState *realstates = new FState[count];
|
|
int i;
|
|
|
|
memcpy(realstates, &StateArray[0], count*sizeof(FState));
|
|
actor->OwnedStates = realstates;
|
|
actor->NumOwnedStates = count;
|
|
|
|
// adjust the state pointers
|
|
// In the case new states are added these must be adjusted, too!
|
|
FixStatePointers(actor, StateLabels);
|
|
|
|
// Fix state pointers that are gotos
|
|
ResolveGotoLabels(actor, defaults, StateLabels);
|
|
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
// resolve labels and jumps
|
|
switch (realstates[i].DefineFlags)
|
|
{
|
|
case SDF_STOP: // stop
|
|
realstates[i].NextState = NULL;
|
|
break;
|
|
|
|
case SDF_WAIT: // wait
|
|
realstates[i].NextState = &realstates[i];
|
|
break;
|
|
|
|
case SDF_NEXT: // next
|
|
realstates[i].NextState = (i < count-1 ? &realstates[i+1] : &realstates[0]);
|
|
break;
|
|
|
|
case SDF_INDEX: // loop
|
|
realstates[i].NextState = &realstates[(size_t)realstates[i].NextState-1];
|
|
break;
|
|
|
|
case SDF_LABEL:
|
|
realstates[i].NextState = ResolveGotoLabel(defaults, actor->Class, (char *)realstates[i].NextState);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Fix state pointers that are gotos
|
|
ResolveGotoLabels(actor, defaults, StateLabels);
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Prints all state label info to the logfile
|
|
//
|
|
//==========================================================================
|
|
|
|
void DumpStateHelper(FStateLabels *StateList, const FString &prefix)
|
|
{
|
|
for (int i = 0; i < StateList->NumLabels; i++)
|
|
{
|
|
if (StateList->Labels[i].State != NULL)
|
|
{
|
|
const PClass *owner = FState::StaticFindStateOwner(StateList->Labels[i].State);
|
|
if (owner == NULL)
|
|
{
|
|
Printf(PRINT_LOG, "%s%s: invalid\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars());
|
|
}
|
|
else
|
|
{
|
|
Printf(PRINT_LOG, "%s%s: %s.%d\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(),
|
|
owner->TypeName.GetChars(), int(StateList->Labels[i].State - owner->ActorInfo->OwnedStates));
|
|
}
|
|
}
|
|
if (StateList->Labels[i].Children != NULL)
|
|
{
|
|
DumpStateHelper(StateList->Labels[i].Children, prefix + '.' + StateList->Labels[i].Label.GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
CCMD(dumpstates)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
|
|
{
|
|
FActorInfo *info = PClass::m_RuntimeActors[i]->ActorInfo;
|
|
Printf(PRINT_LOG, "State labels for %s\n", info->Class->TypeName.GetChars());
|
|
DumpStateHelper(info->StateList, "");
|
|
Printf(PRINT_LOG, "----------------------------\n");
|
|
}
|
|
}
|