gzdoom-gles/src/dobject.cpp
Christoph Oelckers b15767c26f - Fixed: The pointer cleanup code must also check a sector's sky box pointers.
- Fixed: Right after teleporting P_SlideMove could cause player movement.
  Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
  reduces damage when hitting a player.

SVN r555 (trunk)
2007-10-29 20:27:40 +00:00

638 lines
14 KiB
C++

/*
** dobject.cpp
** Implements the base class DObject, which most other classes derive from
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#include <string.h>
#include "cmdlib.h"
#include "actor.h"
#include "dobject.h"
#include "m_alloc.h"
#include "doomstat.h" // Ideally, DObjects can be used independant of Doom.
#include "d_player.h" // See p_user.cpp to find out why this doesn't work.
#include "g_game.h" // Needed for bodyque.
#include "c_dispatch.h"
#include "i_system.h"
#include "r_state.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "autosegs.h"
PClass DObject::_StaticType;
ClassReg DObject::RegistrationInfo =
{
&DObject::_StaticType, // MyClass
"DObject", // Name
NULL, // ParentType
sizeof(DObject), // SizeOf
NULL, // Pointers
&DObject::InPlaceConstructor // ConstructNative
};
_DECLARE_TI(DObject)
static cycle_t StaleCycles;
static int StaleCount;
FMetaTable::~FMetaTable ()
{
FreeMeta ();
}
FMetaTable::FMetaTable (const FMetaTable &other)
{
Meta = NULL;
CopyMeta (&other);
}
FMetaTable &FMetaTable::operator = (const FMetaTable &other)
{
CopyMeta (&other);
return *this;
}
void FMetaTable::FreeMeta ()
{
while (Meta != NULL)
{
FMetaData *meta = Meta;
switch (meta->Type)
{
case META_String:
delete[] meta->Value.String;
break;
default:
break;
}
Meta = meta->Next;
delete meta;
}
}
void FMetaTable::CopyMeta (const FMetaTable *other)
{
const FMetaData *meta_src;
FMetaData **meta_dest;
FreeMeta ();
meta_src = other->Meta;
meta_dest = &Meta;
while (meta_src != NULL)
{
FMetaData *newmeta = new FMetaData (meta_src->Type, meta_src->ID);
switch (meta_src->Type)
{
case META_String:
newmeta->Value.String = copystring (meta_src->Value.String);
break;
default:
newmeta->Value = meta_src->Value;
break;
}
*meta_dest = newmeta;
meta_dest = &newmeta->Next;
meta_src = meta_src->Next;
}
*meta_dest = NULL;
}
FMetaData *FMetaTable::FindMeta (EMetaType type, DWORD id) const
{
FMetaData *meta = Meta;
while (meta != NULL)
{
if (meta->ID == id && meta->Type == type)
{
return meta;
}
meta = meta->Next;
}
return NULL;
}
FMetaData *FMetaTable::FindMetaDef (EMetaType type, DWORD id)
{
FMetaData *meta = FindMeta (type, id);
if (meta == NULL)
{
meta = new FMetaData (type, id);
meta->Next = Meta;
meta->Value.String = NULL;
Meta = meta;
}
return meta;
}
void FMetaTable::SetMetaInt (DWORD id, int parm)
{
FMetaData *meta = FindMetaDef (META_Int, id);
meta->Value.Int = parm;
}
int FMetaTable::GetMetaInt (DWORD id, int def) const
{
FMetaData *meta = FindMeta (META_Int, id);
return meta != NULL ? meta->Value.Int : def;
}
void FMetaTable::SetMetaFixed (DWORD id, fixed_t parm)
{
FMetaData *meta = FindMetaDef (META_Fixed, id);
meta->Value.Fixed = parm;
}
fixed_t FMetaTable::GetMetaFixed (DWORD id, fixed_t def) const
{
FMetaData *meta = FindMeta (META_Fixed, id);
return meta != NULL ? meta->Value.Fixed : def;
}
void FMetaTable::SetMetaString (DWORD id, const char *parm)
{
FMetaData *meta = FindMetaDef (META_String, id);
ReplaceString (&meta->Value.String, parm);
}
const char *FMetaTable::GetMetaString (DWORD id) const
{
FMetaData *meta = FindMeta (META_String, id);
return meta != NULL ? meta->Value.String : NULL;
}
CCMD (dumpclasses)
{
// This is by no means speed-optimized. But it's an informational console
// command that will be executed infrequently, so I don't mind.
struct DumpInfo
{
const PClass *Type;
DumpInfo *Next;
DumpInfo *Children;
static DumpInfo *FindType (DumpInfo *root, const PClass *type)
{
if (root == NULL)
{
return root;
}
if (root->Type == type)
{
return root;
}
if (root->Next != NULL)
{
return FindType (root->Next, type);
}
if (root->Children != NULL)
{
return FindType (root->Children, type);
}
return NULL;
}
static DumpInfo *AddType (DumpInfo **root, const PClass *type)
{
DumpInfo *info, *parentInfo;
if (*root == NULL)
{
info = new DumpInfo;
info->Type = type;
info->Next = NULL;
info->Children = *root;
*root = info;
return info;
}
if (type->ParentClass == (*root)->Type)
{
parentInfo = *root;
}
else if (type == (*root)->Type)
{
return *root;
}
else
{
parentInfo = FindType (*root, type->ParentClass);
if (parentInfo == NULL)
{
parentInfo = AddType (root, type->ParentClass);
}
}
// Has this type already been added?
for (info = parentInfo->Children; info != NULL; info = info->Next)
{
if (info->Type == type)
{
return info;
}
}
info = new DumpInfo;
info->Type = type;
info->Next = parentInfo->Children;
info->Children = NULL;
parentInfo->Children = info;
return info;
}
static void PrintTree (DumpInfo *root, int level)
{
Printf ("%*c%s\n", level, ' ', root->Type->TypeName.GetChars());
if (root->Children != NULL)
{
PrintTree (root->Children, level + 2);
}
if (root->Next != NULL)
{
PrintTree (root->Next, level);
}
}
static void FreeTree (DumpInfo *root)
{
if (root->Children != NULL)
{
FreeTree (root->Children);
}
if (root->Next != NULL)
{
FreeTree (root->Next);
}
delete root;
}
};
unsigned int i;
int shown, omitted;
DumpInfo *tree = NULL;
const PClass *root = NULL;
bool showall = true;
if (argv.argc() > 1)
{
root = PClass::FindClass (argv[1]);
if (root == NULL)
{
Printf ("Class '%s' not found\n", argv[1]);
return;
}
if (stricmp (argv[1], "Actor") == 0)
{
if (argv.argc() < 3 || stricmp (argv[2], "all") != 0)
{
showall = false;
}
}
}
shown = omitted = 0;
DumpInfo::AddType (&tree, root != NULL ? root : RUNTIME_CLASS(DObject));
for (i = 0; i < PClass::m_Types.Size(); i++)
{
PClass *cls = PClass::m_Types[i];
if (root == NULL ||
(cls->IsDescendantOf (root) &&
(showall || cls == root ||
cls->ActorInfo != root->ActorInfo)))
{
DumpInfo::AddType (&tree, cls);
// Printf (" %s\n", PClass::m_Types[i]->Name + 1);
shown++;
}
else
{
omitted++;
}
}
DumpInfo::PrintTree (tree, 2);
DumpInfo::FreeTree (tree);
Printf ("%d classes shown, %d omitted\n", shown, omitted);
}
TArray<DObject *> DObject::Objects (TArray<DObject *>::NoInit);
TArray<unsigned int> DObject::FreeIndices (TArray<unsigned int>::NoInit);
TArray<DObject *> DObject::ToDestroy (TArray<DObject *>::NoInit);
bool DObject::Inactive;
void DObject::InPlaceConstructor (void *mem)
{
new ((EInPlace *)mem) DObject;
}
DObject::DObject ()
: ObjectFlags(0), Class(0)
{
if (FreeIndices.Pop (Index))
Objects[Index] = this;
else
Index = Objects.Push (this);
}
DObject::DObject (PClass *inClass)
: ObjectFlags(0), Class(inClass)
{
if (FreeIndices.Pop (Index))
Objects[Index] = this;
else
Index = Objects.Push (this);
}
DObject::~DObject ()
{
if (!Inactive)
{
if (!(ObjectFlags & OF_MassDestruction))
{
RemoveFromArray ();
DestroyScan (this);
}
else if (!(ObjectFlags & OF_Cleanup))
{
// object is queued for deletion, but is not being deleted
// by the destruction process, so remove it from the
// ToDestroy array and do other necessary stuff.
unsigned int i;
for (i = ToDestroy.Size() - 1; i-- > 0; )
{
if (ToDestroy[i] == this)
{
ToDestroy[i] = NULL;
break;
}
}
DestroyScan (this);
}
}
}
void DObject::Destroy ()
{
if (!Inactive)
{
if (!(ObjectFlags & OF_MassDestruction))
{
RemoveFromArray ();
ObjectFlags |= OF_MassDestruction;
ToDestroy.Push (this);
}
}
else
delete this;
}
void DObject::BeginFrame ()
{
StaleCycles = 0;
StaleCount = 0;
}
void DObject::EndFrame ()
{
clock (StaleCycles);
if (ToDestroy.Size ())
{
StaleCount += (int)ToDestroy.Size ();
DestroyScan ();
//Printf ("Destroyed %d objects\n", ToDestroy.Size());
DObject *obj;
while (ToDestroy.Pop (obj))
{
if (obj)
{
obj->ObjectFlags |= OF_Cleanup;
delete obj;
}
}
}
unclock (StaleCycles);
}
void DObject::RemoveFromArray ()
{
if (Objects.Size() == Index + 1)
{
DObject *dummy;
Objects.Pop (dummy);
}
else if (Objects.Size() > Index)
{
Objects[Index] = NULL;
FreeIndices.Push (Index);
}
}
void DObject::PointerSubstitution (DObject *old, DObject *notOld)
{
unsigned int i, highest;
highest = Objects.Size ();
for (i = 0; i <= highest; i++)
{
DObject *current = i < highest ? Objects[i] : &bglobal;
if (current)
{
const PClass *info = current->GetClass();
const size_t *offsets = info->FlatPointers;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildFlatPointers();
offsets = info->FlatPointers;
}
while (*offsets != ~(size_t)0)
{
if (*(DObject **)((BYTE *)current + *offsets) == old)
{
*(DObject **)((BYTE *)current + *offsets) = notOld;
}
offsets++;
}
}
}
for (i = 0; i < BODYQUESIZE; ++i)
{
if (bodyque[i] == old)
{
bodyque[i] = static_cast<AActor *>(notOld);
}
}
// This is an ugly hack, but it's the best I can do for now.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].FixPointers (old, notOld);
}
if (sectors != NULL)
{
for (i = 0; i < (unsigned int)numsectors; ++i)
{
if (sectors[i].SoundTarget == old)
{
sectors[i].SoundTarget = static_cast<AActor *>(notOld);
}
if (sectors[i].CeilingSkyBox == old)
{
sectors[i].CeilingSkyBox = static_cast<ASkyViewpoint *>(notOld);
}
if (sectors[i].FloorSkyBox == old)
{
sectors[i].FloorSkyBox = static_cast<ASkyViewpoint *>(notOld);
}
}
}
}
// Search for references to a single object and NULL them.
// It should not be listed in ToDestroy.
void DObject::DestroyScan (DObject *obj)
{
PointerSubstitution (obj, NULL);
}
// Search for references to all objects scheduled for
// destruction and NULL them.
void DObject::DestroyScan ()
{
unsigned int i, highest;
int j, destroycount;
DObject **destroybase;
destroycount = (int)ToDestroy.Size ();
if (destroycount == 0)
return;
destroybase = &ToDestroy[0] + destroycount;
destroycount = -destroycount;
highest = Objects.Size ();
for (i = 0; i <= highest; i++)
{
DObject *current = i < highest ? Objects[i] : &bglobal;
if (current)
{
const PClass *info = current->GetClass();
const size_t *offsets = info->FlatPointers;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildFlatPointers();
offsets = info->FlatPointers;
}
while (*offsets != ~(size_t)0)
{
j = destroycount;
do
{
if (*(DObject **)((BYTE *)current + *offsets) == *(destroybase + j))
{
*(DObject **)((BYTE *)current + *offsets) = NULL;
}
} while (++j);
offsets++;
}
}
}
j = destroycount;
do
{
for (i = 0; i < BODYQUESIZE; ++i)
{
if (bodyque[i] == *(destroybase + j))
{
bodyque[i] = NULL;
}
}
} while (++j);
// This is an ugly hack, but it's the best I can do for now.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
j = destroycount;
do
{
players[i].FixPointers (*(destroybase + j), NULL);
} while (++j);
}
}
for (i = 0; i < (unsigned int)numsectors; ++i)
{
j = destroycount;
do
{
if (sectors[i].SoundTarget == *(destroybase + j))
{
sectors[i].SoundTarget = NULL;
}
} while (++j);
}
}
void DObject::StaticShutdown ()
{
Inactive = true;
}
void DObject::Serialize (FArchive &arc)
{
ObjectFlags |= OF_SerialSuccess;
}
void DObject::CheckIfSerialized () const
{
if (!(ObjectFlags & OF_SerialSuccess))
{
I_Error (
"BUG: %s::Serialize\n"
"(or one of its superclasses) needs to call\n"
"Super::Serialize\n",
StaticType()->TypeName.GetChars());
}
}
ADD_STAT (destroys)
{
FString out;
out.Format ("Pointer fixing: %d in %04.1f ms",
StaleCount, SecondsPerCycle * (double)StaleCycles * 1000);
return out;
}