mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
535f209560
- Fixed: Attacking a merchant in Strife didn't alert the enemies. SVN r1121 (trunk)
494 lines
12 KiB
C++
494 lines
12 KiB
C++
/*
|
|
** dobjtype.cpp
|
|
** Implements the type information class
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2008 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 "dobject.h"
|
|
#include "i_system.h"
|
|
#include "actor.h"
|
|
#include "autosegs.h"
|
|
#include "templates.h"
|
|
|
|
TArray<PClass *> PClass::m_RuntimeActors;
|
|
TArray<PClass *> PClass::m_Types;
|
|
PClass *PClass::TypeHash[PClass::HASH_SIZE];
|
|
bool PClass::bShutdown;
|
|
|
|
// A harmless non-NULL FlatPointer for classes without pointers.
|
|
static const size_t TheEnd = ~(size_t)0;
|
|
|
|
static int STACK_ARGS cregcmp (const void *a, const void *b)
|
|
{
|
|
// VC++ introduces NULLs in the sequence. GCC seems to work as expected and not do it.
|
|
const ClassReg *class1 = *(const ClassReg **)a;
|
|
const ClassReg *class2 = *(const ClassReg **)b;
|
|
if (class1 == NULL) return 1;
|
|
if (class2 == NULL) return -1;
|
|
return strcmp (class1->Name, class2->Name);
|
|
}
|
|
|
|
void PClass::StaticInit ()
|
|
{
|
|
atterm (StaticShutdown);
|
|
|
|
// Sort classes by name to remove dependance on how the compiler ordered them.
|
|
REGINFO *head = &CRegHead;
|
|
REGINFO *tail = &CRegTail;
|
|
|
|
// MinGW's linker is linking the object files backwards for me now...
|
|
if (head > tail)
|
|
{
|
|
swap (head, tail);
|
|
}
|
|
qsort (head + 1, tail - head - 1, sizeof(REGINFO), cregcmp);
|
|
|
|
TAutoSegIterator<ClassReg *, &CRegHead, &CRegTail> probe;
|
|
|
|
while (++probe != NULL)
|
|
{
|
|
probe->RegisterClass ();
|
|
}
|
|
}
|
|
|
|
void PClass::StaticShutdown ()
|
|
{
|
|
TArray<size_t *> uniqueFPs(64);
|
|
unsigned int i, j;
|
|
|
|
for (i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
PClass *type = PClass::m_Types[i];
|
|
PClass::m_Types[i] = NULL;
|
|
if (type->FlatPointers != &TheEnd && type->FlatPointers != type->Pointers)
|
|
{
|
|
// FlatPointers are shared by many classes, so we must check for
|
|
// duplicates and only delete those that are unique.
|
|
for (j = 0; j < uniqueFPs.Size(); ++j)
|
|
{
|
|
if (type->FlatPointers == uniqueFPs[j])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (j == uniqueFPs.Size())
|
|
{
|
|
uniqueFPs.Push(const_cast<size_t *>(type->FlatPointers));
|
|
}
|
|
}
|
|
// For runtime classes, this call will also delete the PClass.
|
|
PClass::StaticFreeData (type);
|
|
}
|
|
for (i = 0; i < uniqueFPs.Size(); ++i)
|
|
{
|
|
delete[] uniqueFPs[i];
|
|
}
|
|
bShutdown = true;
|
|
}
|
|
|
|
void PClass::StaticFreeData (PClass *type)
|
|
{
|
|
if (type->Defaults != NULL)
|
|
{
|
|
delete[] type->Defaults;
|
|
type->Defaults = NULL;
|
|
}
|
|
type->FreeStateList ();
|
|
|
|
if (type->bRuntimeClass)
|
|
{
|
|
if (type->ActorInfo != NULL)
|
|
{
|
|
if (type->ActorInfo->OwnedStates != NULL)
|
|
{
|
|
delete[] type->ActorInfo->OwnedStates;
|
|
type->ActorInfo->OwnedStates = NULL;
|
|
}
|
|
if (type->ActorInfo->DamageFactors != NULL)
|
|
{
|
|
delete type->ActorInfo->DamageFactors;
|
|
type->ActorInfo->DamageFactors = NULL;
|
|
}
|
|
if (type->ActorInfo->PainChances != NULL)
|
|
{
|
|
delete type->ActorInfo->PainChances;
|
|
type->ActorInfo->PainChances = NULL;
|
|
}
|
|
delete type->ActorInfo;
|
|
type->ActorInfo = NULL;
|
|
}
|
|
if (type->bRuntimeClass != 2)
|
|
{
|
|
delete type;
|
|
}
|
|
else
|
|
{
|
|
type->Symbols.ReleaseSymbols();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
type->Symbols.ReleaseSymbols();
|
|
}
|
|
}
|
|
|
|
void ClassReg::RegisterClass ()
|
|
{
|
|
assert (MyClass != NULL);
|
|
|
|
// Add type to list
|
|
MyClass->ClassIndex = PClass::m_Types.Push (MyClass);
|
|
|
|
MyClass->TypeName = FName(Name+1);
|
|
MyClass->ParentClass = ParentType;
|
|
MyClass->Size = SizeOf;
|
|
MyClass->Pointers = Pointers;
|
|
MyClass->ConstructNative = ConstructNative;
|
|
MyClass->InsertIntoHash ();
|
|
}
|
|
|
|
void PClass::InsertIntoHash ()
|
|
{
|
|
// Add class to hash table. Classes are inserted into each bucket
|
|
// in ascending order by name index.
|
|
unsigned int bucket = TypeName % HASH_SIZE;
|
|
PClass **hashpos = &TypeHash[bucket];
|
|
while (*hashpos != NULL)
|
|
{
|
|
int lexx = int(TypeName) - int((*hashpos)->TypeName);
|
|
|
|
if (lexx > 0)
|
|
{ // This type should come later in the chain
|
|
hashpos = &((*hashpos)->HashNext);
|
|
}
|
|
else if (lexx == 0)
|
|
{ // This type has already been inserted
|
|
// ... but there is no need whatsoever to make it a fatal error!
|
|
Printf ("Tried to register class '%s' more than once.\n", TypeName.GetChars());
|
|
break;
|
|
}
|
|
else
|
|
{ // Type comes right here
|
|
break;
|
|
}
|
|
}
|
|
HashNext = *hashpos;
|
|
*hashpos = this;
|
|
}
|
|
|
|
// Find a type, passed the name as a name
|
|
const PClass *PClass::FindClass (FName zaname)
|
|
{
|
|
if (zaname == NAME_None)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
PClass *cls = TypeHash[zaname % HASH_SIZE];
|
|
|
|
while (cls != 0)
|
|
{
|
|
int lexx = int(zaname) - int(cls->TypeName);
|
|
if (lexx > 0)
|
|
{
|
|
cls = cls->HashNext;
|
|
}
|
|
else if (lexx == 0)
|
|
{
|
|
return cls;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// Create a new object that this class represents
|
|
DObject *PClass::CreateNew () const
|
|
{
|
|
BYTE *mem = (BYTE *)M_Malloc (Size);
|
|
assert (mem != NULL);
|
|
|
|
// Set this object's defaults before constructing it.
|
|
if (Defaults!=NULL)
|
|
memcpy (mem, Defaults, Size);
|
|
else
|
|
memset (mem, 0, Size);
|
|
|
|
ConstructNative (mem);
|
|
((DObject *)mem)->SetClass (const_cast<PClass *>(this));
|
|
return (DObject *)mem;
|
|
}
|
|
|
|
// Create a new class based on an existing class
|
|
PClass *PClass::CreateDerivedClass (FName name, unsigned int size)
|
|
{
|
|
assert (size >= Size);
|
|
|
|
PClass *type = new PClass;
|
|
|
|
type->TypeName = name;
|
|
type->ParentClass = this;
|
|
type->Size = size;
|
|
type->Pointers = NULL;
|
|
type->ConstructNative = ConstructNative;
|
|
type->ClassIndex = m_Types.Push (type);
|
|
type->Meta = Meta;
|
|
type->Defaults = new BYTE[size];
|
|
memcpy (type->Defaults, Defaults, Size);
|
|
if (size > Size)
|
|
{
|
|
memset (type->Defaults + Size, 0, size - Size);
|
|
}
|
|
type->FlatPointers = NULL;
|
|
type->bRuntimeClass = true;
|
|
type->ActorInfo = NULL;
|
|
type->Symbols.SetParentTable (&this->Symbols);
|
|
type->InsertIntoHash();
|
|
|
|
// If this class has an actor info, then any classes derived from it
|
|
// also need an actor info.
|
|
if (this->ActorInfo != NULL)
|
|
{
|
|
FActorInfo *info = type->ActorInfo = new FActorInfo;
|
|
info->Class = type;
|
|
info->GameFilter = GAME_Any;
|
|
info->SpawnID = 0;
|
|
info->DoomEdNum = -1;
|
|
info->OwnedStates = NULL;
|
|
info->NumOwnedStates = 0;
|
|
info->Replacement = NULL;
|
|
info->Replacee = NULL;
|
|
info->StateList = NULL;
|
|
info->DamageFactors = NULL;
|
|
info->PainChances = NULL;
|
|
m_RuntimeActors.Push (type);
|
|
}
|
|
return type;
|
|
}
|
|
|
|
// This is used by DECORATE to assign ActorInfos to internal classes
|
|
void PClass::InitializeActorInfo ()
|
|
{
|
|
Symbols.SetParentTable (&ParentClass->Symbols);
|
|
Defaults = new BYTE[Size];
|
|
if (ParentClass->Defaults != NULL)
|
|
{
|
|
memcpy (Defaults, ParentClass->Defaults, Size);
|
|
if (Size > ParentClass->Size)
|
|
{
|
|
memset (Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
memset (Defaults, 0, Size);
|
|
}
|
|
|
|
bRuntimeClass = 2; // Class is internal but actor data external
|
|
|
|
FActorInfo *info = ActorInfo = new FActorInfo;
|
|
info->Class = this;
|
|
info->GameFilter = GAME_Any;
|
|
info->SpawnID = 0;
|
|
info->DoomEdNum = -1;
|
|
info->OwnedStates = NULL;
|
|
info->NumOwnedStates = 0;
|
|
info->Replacement = NULL;
|
|
info->Replacee = NULL;
|
|
info->StateList = NULL;
|
|
info->DamageFactors = NULL;
|
|
info->PainChances = NULL;
|
|
m_RuntimeActors.Push (this);
|
|
}
|
|
|
|
|
|
// Create the FlatPointers array, if it doesn't exist already.
|
|
// It comprises all the Pointers from superclasses plus this class's own Pointers.
|
|
// If this class does not define any new Pointers, then FlatPointers will be set
|
|
// to the same array as the super class's.
|
|
void PClass::BuildFlatPointers ()
|
|
{
|
|
if (FlatPointers != NULL)
|
|
{ // Already built: Do nothing.
|
|
return;
|
|
}
|
|
else if (ParentClass == NULL)
|
|
{ // No parent: FlatPointers is the same as Pointers.
|
|
if (Pointers == NULL)
|
|
{ // No pointers: Make FlatPointers a harmless non-NULL.
|
|
FlatPointers = &TheEnd;
|
|
}
|
|
else
|
|
{
|
|
FlatPointers = Pointers;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ParentClass->BuildFlatPointers ();
|
|
if (Pointers == NULL)
|
|
{ // No new pointers: Just use the same FlatPointers as the parent.
|
|
FlatPointers = ParentClass->FlatPointers;
|
|
}
|
|
else
|
|
{ // New pointers: Create a new FlatPointers array and add them.
|
|
int numPointers, numSuperPointers;
|
|
|
|
// Count pointers defined by this class.
|
|
for (numPointers = 0; Pointers[numPointers] != ~(size_t)0; numPointers++)
|
|
{ }
|
|
// Count pointers defined by superclasses.
|
|
for (numSuperPointers = 0; ParentClass->FlatPointers[numSuperPointers] != ~(size_t)0; numSuperPointers++)
|
|
{ }
|
|
|
|
// Concatenate them into a new array
|
|
size_t *flat = new size_t[numPointers + numSuperPointers + 1];
|
|
if (numSuperPointers > 0)
|
|
{
|
|
memcpy (flat, ParentClass->FlatPointers, sizeof(size_t)*numSuperPointers);
|
|
}
|
|
memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
|
|
FlatPointers = flat;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PClass::FreeStateList ()
|
|
{
|
|
if (ActorInfo != NULL && ActorInfo->StateList != NULL)
|
|
{
|
|
ActorInfo->StateList->Destroy();
|
|
M_Free (ActorInfo->StateList);
|
|
ActorInfo->StateList = NULL;
|
|
}
|
|
}
|
|
|
|
const PClass *PClass::NativeClass() const
|
|
{
|
|
const PClass *cls = this;
|
|
|
|
while (cls && cls->bRuntimeClass == 1)
|
|
cls = cls->ParentClass;
|
|
|
|
return cls;
|
|
}
|
|
|
|
// Symbol tables ------------------------------------------------------------
|
|
|
|
PSymbol::~PSymbol()
|
|
{
|
|
}
|
|
|
|
PSymbolTable::~PSymbolTable ()
|
|
{
|
|
ReleaseSymbols();
|
|
}
|
|
|
|
void PSymbolTable::ReleaseSymbols()
|
|
{
|
|
for (unsigned int i = 0; i < Symbols.Size(); ++i)
|
|
{
|
|
delete Symbols[i];
|
|
}
|
|
Symbols.Clear();
|
|
}
|
|
|
|
void PSymbolTable::SetParentTable (PSymbolTable *parent)
|
|
{
|
|
ParentSymbolTable = parent;
|
|
}
|
|
|
|
PSymbol *PSymbolTable::FindSymbol (FName symname, bool searchparents) const
|
|
{
|
|
int min, max;
|
|
|
|
min = 0;
|
|
max = (int)Symbols.Size() - 1;
|
|
|
|
while (min <= max)
|
|
{
|
|
unsigned int mid = (min + max) / 2;
|
|
PSymbol *sym = Symbols[mid];
|
|
|
|
if (sym->SymbolName == symname)
|
|
{
|
|
return sym;
|
|
}
|
|
else if (sym->SymbolName < symname)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
if (searchparents && ParentSymbolTable != NULL)
|
|
{
|
|
return ParentSymbolTable->FindSymbol (symname, true);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PSymbol *PSymbolTable::AddSymbol (PSymbol *sym)
|
|
{
|
|
// Insert it in sorted order.
|
|
int min, max, mid;
|
|
|
|
min = 0;
|
|
max = (int)Symbols.Size() - 1;
|
|
|
|
while (min <= max)
|
|
{
|
|
mid = (min + max) / 2;
|
|
PSymbol *tsym = Symbols[mid];
|
|
|
|
if (tsym->SymbolName == sym->SymbolName)
|
|
{ // A symbol with this name already exists in the table
|
|
return NULL;
|
|
}
|
|
else if (tsym->SymbolName < sym->SymbolName)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
|
|
// Good. The symbol is not in the table yet.
|
|
Symbols.Insert (MAX(min, max), sym);
|
|
return sym;
|
|
}
|