mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +00:00
d941dea005
Since currently there is only one level, this will obvciously only run once on that level for the time being. This is mainly used for CCMDs and CVARs which either print some diagnostics or change some user-settable configuration.
608 lines
14 KiB
C++
608 lines
14 KiB
C++
/*
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** dobject.cpp
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** Implements the base class DObject, which most other classes derive from
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 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 <stdlib.h>
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#include "cmdlib.h"
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#include "actor.h"
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#include "doomstat.h" // Ideally, DObjects can be used independant of Doom.
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#include "d_player.h" // See p_user.cpp to find out why this doesn't work.
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#include "c_dispatch.h"
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#include "dsectoreffect.h"
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#include "serializer.h"
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#include "vm.h"
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#include "g_levellocals.h"
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#include "types.h"
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#include "i_time.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ClassReg DObject::RegistrationInfo =
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{
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nullptr, // MyClass
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"DObject", // Name
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nullptr, // ParentType
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nullptr,
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nullptr, // Pointers
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&DObject::InPlaceConstructor, // ConstructNative
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nullptr,
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sizeof(DObject), // SizeOf
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};
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_DECLARE_TI(DObject)
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// This bit is needed in the playsim - but give it a less crappy name.
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DEFINE_FIELD_BIT(DObject,ObjectFlags, bDestroyed, OF_EuthanizeMe)
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CCMD (dumpactors)
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{
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const char *const filters[32] =
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{
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"0:All", "1:Doom", "2:Heretic", "3:DoomHeretic", "4:Hexen", "5:DoomHexen", "6:Raven", "7:IdRaven",
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"8:Strife", "9:DoomStrife", "10:HereticStrife", "11:DoomHereticStrife", "12:HexenStrife",
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"13:DoomHexenStrife", "14:RavenStrife", "15:NotChex", "16:Chex", "17:DoomChex", "18:HereticChex",
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"19:DoomHereticChex", "20:HexenChex", "21:DoomHexenChex", "22:RavenChex", "23:NotStrife", "24:StrifeChex",
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"25:DoomStrifeChex", "26:HereticStrifeChex", "27:NotHexen", "28:HexenStrifeChex", "29:NotHeretic",
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"30:NotDoom", "31:All",
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};
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Printf("%u object class types total\nActor\tEd Num\tSpawnID\tFilter\tSource\n", PClass::AllClasses.Size());
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for (unsigned int i = 0; i < PClass::AllClasses.Size(); i++)
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{
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PClass *cls = PClass::AllClasses[i];
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PClassActor *acls = ValidateActor(cls);
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if (acls != NULL)
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{
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auto ainfo = acls->ActorInfo();
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Printf("%s\t%i\t%i\t%s\t%s\n",
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acls->TypeName.GetChars(), ainfo->DoomEdNum,
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ainfo->SpawnID, filters[ainfo->GameFilter & 31],
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acls->SourceLumpName.GetChars());
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}
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else if (cls != NULL)
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{
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Printf("%s\tn/a\tn/a\tn/a\tEngine (not an actor type)\tSource: %s\n", cls->TypeName.GetChars(), cls->SourceLumpName.GetChars());
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}
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else
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{
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Printf("Type %i is not an object class\n", i);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CCMD (dumpclasses)
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{
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// This is by no means speed-optimized. But it's an informational console
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// command that will be executed infrequently, so I don't mind.
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struct DumpInfo
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{
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const PClass *Type;
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DumpInfo *Next;
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DumpInfo *Children;
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static DumpInfo *FindType (DumpInfo *root, const PClass *type)
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{
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if (root == NULL)
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{
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return root;
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}
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if (root->Type == type)
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{
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return root;
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}
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if (root->Next != NULL)
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{
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return FindType (root->Next, type);
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}
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if (root->Children != NULL)
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{
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return FindType (root->Children, type);
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}
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return NULL;
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}
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static DumpInfo *AddType (DumpInfo **root, const PClass *type)
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{
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DumpInfo *info, *parentInfo;
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if (*root == NULL)
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{
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info = new DumpInfo;
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info->Type = type;
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info->Next = NULL;
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info->Children = *root;
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*root = info;
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return info;
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}
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if (type->ParentClass == (*root)->Type)
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{
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parentInfo = *root;
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}
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else if (type == (*root)->Type)
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{
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return *root;
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}
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else
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{
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parentInfo = FindType (*root, type->ParentClass);
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if (parentInfo == NULL)
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{
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parentInfo = AddType (root, type->ParentClass);
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}
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}
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// Has this type already been added?
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for (info = parentInfo->Children; info != NULL; info = info->Next)
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{
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if (info->Type == type)
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{
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return info;
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}
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}
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info = new DumpInfo;
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info->Type = type;
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info->Next = parentInfo->Children;
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info->Children = NULL;
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parentInfo->Children = info;
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return info;
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}
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static void PrintTree (DumpInfo *root, int level)
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{
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Printf ("%*c%s\n", level, ' ', root->Type->TypeName.GetChars());
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if (root->Children != NULL)
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{
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PrintTree (root->Children, level + 2);
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}
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if (root->Next != NULL)
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{
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PrintTree (root->Next, level);
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}
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}
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static void FreeTree (DumpInfo *root)
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{
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if (root->Children != NULL)
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{
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FreeTree (root->Children);
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}
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if (root->Next != NULL)
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{
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FreeTree (root->Next);
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}
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delete root;
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}
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};
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unsigned int i;
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int shown, omitted;
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DumpInfo *tree = NULL;
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const PClass *root = NULL;
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if (argv.argc() > 1)
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{
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root = PClass::FindClass (argv[1]);
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if (root == NULL)
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{
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Printf ("Class '%s' not found\n", argv[1]);
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return;
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}
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}
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shown = omitted = 0;
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DumpInfo::AddType (&tree, root != NULL ? root : RUNTIME_CLASS(DObject));
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for (i = 0; i < PClass::AllClasses.Size(); i++)
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{
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PClass *cls = PClass::AllClasses[i];
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if (root == NULL || cls == root || cls->IsDescendantOf(root))
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{
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DumpInfo::AddType (&tree, cls);
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// Printf (" %s\n", PClass::m_Types[i]->Name + 1);
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shown++;
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}
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else
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{
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omitted++;
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}
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}
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DumpInfo::PrintTree (tree, 2);
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DumpInfo::FreeTree (tree);
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Printf ("%d classes shown, %d omitted\n", shown, omitted);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DObject::InPlaceConstructor (void *mem)
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{
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new ((EInPlace *)mem) DObject;
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}
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DObject::DObject ()
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: Class(0), ObjectFlags(0)
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{
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ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
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ObjNext = GC::Root;
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GCNext = nullptr;
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GC::Root = this;
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}
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DObject::DObject (PClass *inClass)
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: Class(inClass), ObjectFlags(0)
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{
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ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
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ObjNext = GC::Root;
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GCNext = nullptr;
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GC::Root = this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DObject::~DObject ()
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{
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if (!PClass::bShutdown)
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{
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PClass *type = GetClass();
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if (!(ObjectFlags & OF_Cleanup) && !PClass::bShutdown)
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{
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if (!(ObjectFlags & (OF_YesReallyDelete|OF_Released)))
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{
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Printf("Warning: '%s' is freed outside the GC process.\n",
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type != NULL ? type->TypeName.GetChars() : "==some object==");
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}
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if (!(ObjectFlags & OF_Released))
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{
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// Find all pointers that reference this object and NULL them.
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Release();
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}
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}
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if (nullptr != type)
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{
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type->DestroySpecials(this);
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}
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}
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}
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void DObject::Release()
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{
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DObject **probe;
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// Unlink this object from the GC list.
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for (probe = &GC::Root; *probe != NULL; probe = &((*probe)->ObjNext))
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{
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if (*probe == this)
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{
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*probe = ObjNext;
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if (&ObjNext == GC::SweepPos)
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{
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GC::SweepPos = probe;
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}
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break;
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}
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}
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// If it's gray, also unlink it from the gray list.
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if (this->IsGray())
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{
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for (probe = &GC::Gray; *probe != NULL; probe = &((*probe)->GCNext))
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{
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if (*probe == this)
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{
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*probe = GCNext;
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break;
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}
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}
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}
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ObjNext = nullptr;
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GCNext = nullptr;
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ObjectFlags |= OF_Released;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DObject:: Destroy ()
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{
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// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
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if (PClass::bVMOperational)
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{
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IFVIRTUAL(DObject, OnDestroy)
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{
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VMValue params[1] = { (DObject*)this };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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OnDestroy();
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ObjectFlags = (ObjectFlags & ~OF_Fixed) | OF_EuthanizeMe;
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}
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DEFINE_ACTION_FUNCTION(DObject, Destroy)
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{
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PARAM_SELF_PROLOGUE(DObject);
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self->Destroy();
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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size_t DObject::PropagateMark()
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{
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const PClass *info = GetClass();
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if (!PClass::bShutdown)
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{
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const size_t *offsets = info->FlatPointers;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildFlatPointers();
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offsets = info->FlatPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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GC::Mark((DObject **)((uint8_t *)this + *offsets));
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offsets++;
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}
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offsets = info->ArrayPointers;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildArrayPointers();
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offsets = info->ArrayPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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auto aray = (TArray<DObject*>*)((uint8_t *)this + *offsets);
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for (auto &p : *aray)
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{
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GC::Mark(&p);
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}
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offsets++;
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}
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return info->Size;
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}
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
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{
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const PClass *info = GetClass();
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const size_t *offsets = info->FlatPointers;
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size_t changed = 0;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildFlatPointers();
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offsets = info->FlatPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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if (*(DObject **)((uint8_t *)this + *offsets) == old)
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{
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*(DObject **)((uint8_t *)this + *offsets) = notOld;
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changed++;
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}
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offsets++;
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}
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offsets = info->ArrayPointers;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildArrayPointers();
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offsets = info->ArrayPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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auto aray = (TArray<DObject*>*)((uint8_t *)this + *offsets);
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for (auto &p : *aray)
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{
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if (p == old)
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{
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p = notOld;
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changed++;
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}
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}
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offsets++;
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}
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return changed;
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}
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//==========================================================================
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//
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// This once was the main method for pointer cleanup, but
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// nowadays its only use is swapping out PlayerPawns.
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// This requires pointer fixing throughout all objects and a few
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// global variables, but it only needs to look at pointers that
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// can point to a player.
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//
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//==========================================================================
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void DObject::StaticPointerSubstitution (AActor *old, AActor *notOld)
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{
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DObject *probe;
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size_t changed = 0;
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int i;
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if (old == nullptr) return;
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// Go through all objects.
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i = 0;DObject *last=0;
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for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
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{
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i++;
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changed += probe->PointerSubstitution(old, notOld);
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last = probe;
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}
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// Go through players.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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AActor *replacement = notOld;
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auto &p = players[i];
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if (p.mo == old) p.mo = replacement, changed++;
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if (p.poisoner.pp == old) p.poisoner = replacement, changed++;
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if (p.attacker.pp == old) p.attacker = replacement, changed++;
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if (p.camera.pp == old) p.camera = replacement, changed++;
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if (p.ConversationNPC.pp == old) p.ConversationNPC = replacement, changed++;
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if (p.ConversationPC == old) p.ConversationPC = replacement, changed++;
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}
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}
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// Go through sectors. Only the level this actor belongs to is relevant.
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for (auto &sec : old->Level->sectors)
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{
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if (sec.SoundTarget == old) sec.SoundTarget = notOld;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DObject::SerializeUserVars(FSerializer &arc)
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{
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if (arc.isWriting())
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{
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// Write all fields that aren't serialized by native code.
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GetClass()->WriteAllFields(arc, this);
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}
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else
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{
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GetClass()->ReadAllFields(arc, this);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DObject::Serialize(FSerializer &arc)
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{
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const auto SerializeFlag = [&](const char *const name, const EObjectFlags flag)
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{
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int value = ObjectFlags & flag;
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int defaultvalue = 0;
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arc(name, value, defaultvalue);
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if (arc.isReading())
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{
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ObjectFlags |= value;
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}
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};
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SerializeFlag("justspawned", OF_JustSpawned);
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SerializeFlag("spawned", OF_Spawned);
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ObjectFlags |= OF_SerialSuccess;
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}
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void DObject::CheckIfSerialized () const
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|
{
|
|
if (!(ObjectFlags & OF_SerialSuccess))
|
|
{
|
|
I_Error (
|
|
"BUG: %s::Serialize\n"
|
|
"(or one of its superclasses) needs to call\n"
|
|
"Super::Serialize\n",
|
|
StaticType()->TypeName.GetChars());
|
|
}
|
|
}
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, MSTime)
|
|
{
|
|
ACTION_RETURN_INT((uint32_t)I_msTime());
|
|
}
|
|
|
|
void *DObject::ScriptVar(FName field, PType *type)
|
|
{
|
|
auto cls = GetClass();
|
|
auto sym = dyn_cast<PField>(cls->FindSymbol(field, true));
|
|
if (sym && (sym->Type == type || type == nullptr))
|
|
{
|
|
if (!(sym->Flags & VARF_Meta))
|
|
{
|
|
return (((char*)this) + sym->Offset);
|
|
}
|
|
else
|
|
{
|
|
return (cls->Meta + sym->Offset);
|
|
}
|
|
}
|
|
// This is only for internal use so I_Error is fine.
|
|
I_Error("Variable %s not found in %s\n", field.GetChars(), cls->TypeName.GetChars());
|
|
return nullptr;
|
|
}
|