/* ** p_states.cpp ** state management ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** Copyright 2006-2008 Christoph Oelckers ** 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 "actor.h" #include "farchive.h" #include "templates.h" #include "cmdlib.h" #include "i_system.h" #include "c_dispatch.h" #include "thingdef/thingdef.h" // Each state is owned by an actor. Actors can own any number of // states, but a single state cannot be owned by more than one // actor. States are archived by recording the actor they belong // to and the index into that actor's list of states. // For NULL states, which aren't owned by any actor, the owner // is recorded as AActor with the following state. AActor should // never actually have this many states of its own, so this // is (relatively) safe. #define NULL_STATE_INDEX 127 //========================================================================== // // //========================================================================== FArchive &operator<< (FArchive &arc, FState *&state) { const PClass *info; if (arc.IsStoring ()) { if (state == NULL) { arc.UserWriteClass (RUNTIME_CLASS(AActor)); arc.WriteCount (NULL_STATE_INDEX); return arc; } info = FState::StaticFindStateOwner (state); if (info != NULL) { arc.UserWriteClass (info); arc.WriteCount ((DWORD)(state - info->ActorInfo->OwnedStates)); } else { /* this was never working as intended. I_Error ("Cannot find owner for state %p:\n" "%s %c%c %3d [%p] -> %p", state, sprites[state->sprite].name, state->GetFrame() + 'A', state->GetFullbright() ? '*' : ' ', state->GetTics(), state->GetAction(), state->GetNextState()); */ } } else { const PClass *info; DWORD ofs; arc.UserReadClass (info); ofs = arc.ReadCount (); if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor)) { state = NULL; } else if (info->ActorInfo != NULL) { state = info->ActorInfo->OwnedStates + ofs; } else { state = NULL; } } return arc; } //========================================================================== // // Find the actor that a state belongs to. // //========================================================================== const PClass *FState::StaticFindStateOwner (const FState *state) { for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i) { FActorInfo *info = PClass::m_RuntimeActors[i]->ActorInfo; if (state >= info->OwnedStates && state < info->OwnedStates + info->NumOwnedStates) { return info->Class; } } return NULL; } //========================================================================== // // Find the actor that a state belongs to, but restrict the search to // the specified type and its ancestors. // //========================================================================== const PClass *FState::StaticFindStateOwner (const FState *state, const FActorInfo *info) { while (info != NULL) { if (state >= info->OwnedStates && state < info->OwnedStates + info->NumOwnedStates) { return info->Class; } info = info->Class->ParentClass->ActorInfo; } return NULL; } //========================================================================== // // //========================================================================== FStateLabel *FStateLabels::FindLabel (FName label) { return const_cast(BinarySearch (Labels, NumLabels, &FStateLabel::Label, label)); } void FStateLabels::Destroy () { for(int i=0; iDestroy(); free (Labels[i].Children); // These are malloc'd, not new'd! Labels[i].Children=NULL; } } } //=========================================================================== // // HasStates // // Checks whether the actor has special death states. // //=========================================================================== bool AActor::HasSpecialDeathStates () const { const FActorInfo *info = GetClass()->ActorInfo; if (info->StateList != NULL) { FStateLabel *slabel = info->StateList->FindLabel (NAME_Death); if (slabel != NULL && slabel->Children != NULL) { for(int i=0;iChildren->NumLabels;i++) { if (slabel->Children->Labels[i].State != NULL) return true; } } } return false; } //========================================================================== // // Creates a list of names from a string. Dots are used as separator // //========================================================================== TArray &MakeStateNameList(const char * fname) { static TArray namelist(3); FName firstpart, secondpart; char * c; // Handle the old names for the existing death states char * name = copystring(fname); firstpart = strtok(name, "."); switch (firstpart) { case NAME_Burn: firstpart = NAME_Death; secondpart = NAME_Fire; break; case NAME_Ice: firstpart = NAME_Death; secondpart = NAME_Ice; break; case NAME_Disintegrate: firstpart = NAME_Death; secondpart = NAME_Disintegrate; break; case NAME_XDeath: firstpart = NAME_Death; secondpart = NAME_Extreme; break; } namelist.Clear(); namelist.Push(firstpart); if (secondpart!=NAME_None) namelist.Push(secondpart); while ((c = strtok(NULL, "."))!=NULL) { FName cc = c; namelist.Push(cc); } delete [] name; return namelist; } //=========================================================================== // // FindState (multiple names version) // // Finds a state that matches as many of the supplied names as possible. // A state with more names than those provided does not match. // A state with fewer names can match if there are no states with the exact // same number of names. // // The search proceeds like this. For the current class, keeping matching // names until there are no more. If both the argument list and the state // are out of names, it's an exact match, so return it. If the state still // has names, ignore it. If the argument list still has names, remember it. // //=========================================================================== FState *FActorInfo::FindState (int numnames, FName *names, bool exact) const { FStateLabels *labels = StateList; FState *best = NULL; if (labels != NULL) { int count = 0; FStateLabel *slabel = NULL; FName label; // Find the best-matching label for this class. while (labels != NULL && count < numnames) { label = *names++; slabel = labels->FindLabel (label); if (slabel != NULL) { count++; labels = slabel->Children; best = slabel->State; } else { break; } } if (count < numnames && exact) return NULL; } return best; } //========================================================================== // // Finds the state associated with the given string // //========================================================================== FState *FActorInfo::FindStateByString(const char *name, bool exact) { TArray &namelist = MakeStateNameList(name); return FindState(namelist.Size(), &namelist[0], exact); } //========================================================================== // // Search one list of state definitions for the given name // //========================================================================== FStateDefine *FStateDefinitions::FindStateLabelInList(TArray & list, FName name, bool create) { for(unsigned i = 0; i &namelist = MakeStateNameList(name); TArray * statelist = &StateLabels; for(unsigned i=0;iChildren; } return statedef; } //========================================================================== // // Adds a new state to the curremt list // //========================================================================== void FStateDefinitions::SetStateLabel (const char *statename, FState *state, BYTE defflags) { FStateDefine *std = FindStateAddress(statename); std->State = state; std->DefineFlags = defflags; } //========================================================================== // // Adds a new state to the curremt list // //========================================================================== void FStateDefinitions::AddStateLabel (const char *statename) { intptr_t index = StateArray.Size(); FStateDefine *std = FindStateAddress(statename); std->State = (FState *)(index+1); std->DefineFlags = SDF_INDEX; laststate = NULL; lastlabel = index; } //========================================================================== // // Finds the state associated with the given name // returns NULL if none found // //========================================================================== FState * FStateDefinitions::FindState(const char * name) { FStateDefine * statedef=NULL; TArray &namelist = MakeStateNameList(name); TArray * statelist = &StateLabels; for(unsigned i=0;iChildren; } return statedef? statedef->State : NULL; } //========================================================================== // // Creates the final list of states from the state definitions // //========================================================================== static int STACK_ARGS labelcmp(const void * a, const void * b) { FStateLabel * A = (FStateLabel *)a; FStateLabel * B = (FStateLabel *)b; return ((int)A->Label - (int)B->Label); } FStateLabels * FStateDefinitions::CreateStateLabelList(TArray & statelist) { // First delete all empty labels from the list for (int i=statelist.Size()-1;i>=0;i--) { if (statelist[i].Label == NAME_None || (statelist[i].State == NULL && statelist[i].Children.Size() == 0)) { statelist.Delete(i); } } int count=statelist.Size(); if (count == 0) return NULL; FStateLabels * list = (FStateLabels*)M_Malloc(sizeof(FStateLabels)+(count-1)*sizeof(FStateLabel)); list->NumLabels = count; for (int i=0;iLabels[i].Label = statelist[i].Label; list->Labels[i].State = statelist[i].State; list->Labels[i].Children = CreateStateLabelList(statelist[i].Children); } qsort(list->Labels, count, sizeof(FStateLabel), labelcmp); return list; } //=========================================================================== // // InstallStates // // Creates the actor's state list from the current definition // //=========================================================================== void FStateDefinitions::InstallStates(FActorInfo *info, AActor *defaults) { // First ensure we have a valid spawn state. FState *state = FindState("Spawn"); if (state == NULL) { // A NULL spawn state will crash the engine so set it to something valid. SetStateLabel("Spawn", GetDefault()->SpawnState); } if (info->StateList != NULL) { info->StateList->Destroy(); M_Free(info->StateList); } info->StateList = CreateStateLabelList(StateLabels); // Cache these states as member veriables. defaults->SpawnState = info->FindState(NAME_Spawn); defaults->SeeState = info->FindState(NAME_See); // Melee and Missile states are manipulated by the scripted marines so they // have to be stored locally defaults->MeleeState = info->FindState(NAME_Melee); defaults->MissileState = info->FindState(NAME_Missile); } //=========================================================================== // // MakeStateDefines // // Creates a list of state definitions from an existing actor // Used by Dehacked to modify an actor's state list // //=========================================================================== void FStateDefinitions::MakeStateList(const FStateLabels *list, TArray &dest) { dest.Clear(); if (list != NULL) for(int i=0;iNumLabels;i++) { FStateDefine def; def.Label = list->Labels[i].Label; def.State = list->Labels[i].State; def.DefineFlags = SDF_STATE; dest.Push(def); if (list->Labels[i].Children != NULL) { MakeStateList(list->Labels[i].Children, dest[dest.Size()-1].Children); } } } void FStateDefinitions::MakeStateDefines(const PClass *cls) { StateArray.Clear(); laststate = NULL; lastlabel = -1; if (cls != NULL && cls->ActorInfo != NULL && cls->ActorInfo->StateList != NULL) { MakeStateList(cls->ActorInfo->StateList, StateLabels); } else { StateLabels.Clear(); } } //=========================================================================== // // AddStateDefines // // Adds a list of states to the current definitions // //=========================================================================== void FStateDefinitions::AddStateDefines(const FStateLabels *list) { if (list != NULL) for(int i=0;iNumLabels;i++) { if (list->Labels[i].Children == NULL) { if (!FindStateLabelInList(StateLabels, list->Labels[i].Label, false)) { FStateDefine def; def.Label = list->Labels[i].Label; def.State = list->Labels[i].State; def.DefineFlags = SDF_STATE; StateLabels.Push(def); } } } } //========================================================================== // // 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 & statelist) { for(unsigned i = 0;i 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()); } delete[] namestart; // free the allocated string buffer return state; } //========================================================================== // // FixStatePointers // // Fixes an actor's default state pointers. // //========================================================================== void FStateDefinitions::FixStatePointers (FActorInfo *actor, TArray & list) { for(unsigned i=0;iOwnedStates + 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 & list) { for(unsigned i=0;iClass, (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; return true; } else if (lastlabel >= 0) { // Following a label: Retarget it. RetargetStates (lastlabel+1, string); return true; } return false; } //========================================================================== // // SetStop // // sets a stop operation // //========================================================================== bool FStateDefinitions::SetStop() { if (laststate != NULL) { laststate->DefineFlags = SDF_STOP; return true; } else if (lastlabel >=0) { RetargetStates (lastlabel+1, NULL); return true; } return false; } //========================================================================== // // SetWait // // sets a wait or fail operation // //========================================================================== bool FStateDefinitions::SetWait() { if (laststate != NULL) { laststate->DefineFlags = SDF_WAIT; return true; } return false; } //========================================================================== // // SetLoop // // sets a loop operation // //========================================================================== bool FStateDefinitions::SetLoop() { if (laststate != NULL) { laststate->DefineFlags = SDF_INDEX; laststate->NextState = (FState*)(lastlabel+1); return true; } return false; } //========================================================================== // // AddStates // adds some state to the current definition set // //========================================================================== bool FStateDefinitions::AddStates(FState *state, const char *framechars) { bool error = false; while (*framechars) { int frame=((*framechars++)&223)-'A'; if (frame<0 || frame>28) { frame = 0; error = true; } state->Frame=(state->Frame&(SF_FULLBRIGHT))|frame; StateArray.Push(*state); } laststate = &StateArray[StateArray.Size() - 1]; 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) { static int c=0; int count = StateArray.Size(); if (count > 0) { FState *realstates = new FState[count]; int i; int currange; 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); for(i = currange = 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; } } } // 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(), 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"); } }