/* ** 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 #include "cmdlib.h" #include "actor.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 "dsectoreffect.h" #include "serializer.h" #include "vm.h" #include "g_levellocals.h" #include "types.h" #include "i_time.h" //========================================================================== // // // //========================================================================== ClassReg DObject::RegistrationInfo = { nullptr, // MyClass "DObject", // Name nullptr, // ParentType nullptr, nullptr, // Pointers &DObject::InPlaceConstructor, // ConstructNative nullptr, sizeof(DObject), // SizeOf CLASSREG_PClass, // MetaClassNum }; _DECLARE_TI(DObject) // This bit is needed in the playsim - but give it a less crappy name. DEFINE_FIELD_BIT(DObject,ObjectFlags, bDestroyed, OF_EuthanizeMe) //========================================================================== // // // //========================================================================== CCMD (dumpactors) { const char *const filters[32] = { "0:All", "1:Doom", "2:Heretic", "3:DoomHeretic", "4:Hexen", "5:DoomHexen", "6:Raven", "7:IdRaven", "8:Strife", "9:DoomStrife", "10:HereticStrife", "11:DoomHereticStrife", "12:HexenStrife", "13:DoomHexenStrife", "14:RavenStrife", "15:NotChex", "16:Chex", "17:DoomChex", "18:HereticChex", "19:DoomHereticChex", "20:HexenChex", "21:DoomHexenChex", "22:RavenChex", "23:NotStrife", "24:StrifeChex", "25:DoomStrifeChex", "26:HereticStrifeChex", "27:NotHexen", "28:HexenStrifeChex", "29:NotHeretic", "30:NotDoom", "31:All", }; Printf("%u object class types total\nActor\tEd Num\tSpawnID\tFilter\tSource\n", PClass::AllClasses.Size()); for (unsigned int i = 0; i < PClass::AllClasses.Size(); i++) { PClass *cls = PClass::AllClasses[i]; PClassActor *acls = ValidateActor(cls); if (acls != NULL) { auto ainfo = acls->ActorInfo(); Printf("%s\t%i\t%i\t%s\t%s\n", acls->TypeName.GetChars(), ainfo->DoomEdNum, ainfo->SpawnID, filters[ainfo->GameFilter & 31], acls->SourceLumpName.GetChars()); } else if (cls != NULL) { Printf("%s\tn/a\tn/a\tn/a\tEngine (not an actor type)\tSource: %s\n", cls->TypeName.GetChars(), cls->SourceLumpName.GetChars()); } else { Printf("Type %i is not an object class\n", i); } } } //========================================================================== // // // //========================================================================== 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; if (argv.argc() > 1) { root = PClass::FindClass (argv[1]); if (root == NULL) { Printf ("Class '%s' not found\n", argv[1]); return; } } shown = omitted = 0; DumpInfo::AddType (&tree, root != NULL ? root : RUNTIME_CLASS(DObject)); for (i = 0; i < PClass::AllClasses.Size(); i++) { PClass *cls = PClass::AllClasses[i]; if (root == NULL || cls == root || cls->IsDescendantOf(root)) { 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); } //========================================================================== // // // //========================================================================== void DObject::InPlaceConstructor (void *mem) { new ((EInPlace *)mem) DObject; } DObject::DObject () : Class(0), ObjectFlags(0) { ObjectFlags = GC::CurrentWhite & OF_WhiteBits; ObjNext = GC::Root; GCNext = nullptr; GC::Root = this; } DObject::DObject (PClass *inClass) : Class(inClass), ObjectFlags(0) { ObjectFlags = GC::CurrentWhite & OF_WhiteBits; ObjNext = GC::Root; GCNext = nullptr; GC::Root = this; } //========================================================================== // // // //========================================================================== DObject::~DObject () { if (!PClass::bShutdown) { PClass *type = GetClass(); if (!(ObjectFlags & OF_Cleanup) && !PClass::bShutdown) { if (!(ObjectFlags & (OF_YesReallyDelete|OF_Released))) { Printf("Warning: '%s' is freed outside the GC process.\n", type != NULL ? type->TypeName.GetChars() : "==some object=="); } if (!(ObjectFlags & OF_Released)) { // Find all pointers that reference this object and NULL them. StaticPointerSubstitution(this, NULL); Release(); } } if (nullptr != type) { type->DestroySpecials(this); } } } void DObject::Release() { DObject **probe; // Unlink this object from the GC list. for (probe = &GC::Root; *probe != NULL; probe = &((*probe)->ObjNext)) { if (*probe == this) { *probe = ObjNext; if (&ObjNext == GC::SweepPos) { GC::SweepPos = probe; } break; } } // If it's gray, also unlink it from the gray list. if (this->IsGray()) { for (probe = &GC::Gray; *probe != NULL; probe = &((*probe)->GCNext)) { if (*probe == this) { *probe = GCNext; break; } } } ObjNext = nullptr; GCNext = nullptr; ObjectFlags |= OF_Released; } //========================================================================== // // // //========================================================================== void DObject:: Destroy () { // We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted. if (PClass::bVMOperational) { IFVIRTUAL(DObject, OnDestroy) { VMValue params[1] = { (DObject*)this }; VMCall(func, params, 1, nullptr, 0); } } OnDestroy(); ObjectFlags = (ObjectFlags & ~OF_Fixed) | OF_EuthanizeMe; } DEFINE_ACTION_FUNCTION(DObject, Destroy) { PARAM_SELF_PROLOGUE(DObject); self->Destroy(); return 0; } //========================================================================== // // // //========================================================================== size_t DObject::PropagateMark() { const PClass *info = GetClass(); if (!PClass::bShutdown) { const size_t *offsets = info->FlatPointers; if (offsets == NULL) { const_cast(info)->BuildFlatPointers(); offsets = info->FlatPointers; } while (*offsets != ~(size_t)0) { GC::Mark((DObject **)((uint8_t *)this + *offsets)); offsets++; } offsets = info->ArrayPointers; if (offsets == NULL) { const_cast(info)->BuildArrayPointers(); offsets = info->ArrayPointers; } while (*offsets != ~(size_t)0) { auto aray = (TArray*)((uint8_t *)this + *offsets); for (auto &p : *aray) { GC::Mark(&p); } offsets++; } return info->Size; } return 0; } //========================================================================== // // // //========================================================================== size_t DObject::PointerSubstitution (DObject *old, DObject *notOld) { const PClass *info = GetClass(); const size_t *offsets = info->FlatPointers; size_t changed = 0; if (offsets == NULL) { const_cast(info)->BuildFlatPointers(); offsets = info->FlatPointers; } while (*offsets != ~(size_t)0) { if (*(DObject **)((uint8_t *)this + *offsets) == old) { *(DObject **)((uint8_t *)this + *offsets) = notOld; changed++; } offsets++; } offsets = info->ArrayPointers; if (offsets == NULL) { const_cast(info)->BuildArrayPointers(); offsets = info->ArrayPointers; } while (*offsets != ~(size_t)0) { auto aray = (TArray*)((uint8_t *)this + *offsets); for (auto &p : *aray) { if (p == old) { p = notOld; changed++; } } offsets++; } return changed; } //========================================================================== // // // //========================================================================== size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld, bool scandefaults) { DObject *probe; size_t changed = 0; int i; // Go through all objects. i = 0;DObject *last=0; for (probe = GC::Root; probe != NULL; probe = probe->ObjNext) { i++; changed += probe->PointerSubstitution(old, notOld); last = probe; } if (scandefaults) { for (auto p : PClassActor::AllActorClasses) { auto def = GetDefaultByType(p); if (def != nullptr) { def->DObject::PointerSubstitution(old, notOld); } } } // Go through the bodyque. for (i = 0; i < BODYQUESIZE; ++i) { if (bodyque[i] == old) { bodyque[i] = static_cast(notOld); changed++; } } // Go through players. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) changed += players[i].FixPointers (old, notOld); } for (auto &s : level.sectorPortals) { if (s.mSkybox == old) { s.mSkybox = static_cast(notOld); changed++; } } // Go through sectors. for (auto &sec : level.sectors) { #define SECTOR_CHECK(f,t) \ if (sec.f.pp == static_cast(old)) { sec.f = static_cast(notOld); changed++; } SECTOR_CHECK( SoundTarget, AActor ); SECTOR_CHECK( SecActTarget, AActor ); SECTOR_CHECK( floordata, DSectorEffect ); SECTOR_CHECK( ceilingdata, DSectorEffect ); SECTOR_CHECK( lightingdata, DSectorEffect ); #undef SECTOR_CHECK } // Go through bot stuff. if (bglobal.firstthing.pp == (AActor *)old) bglobal.firstthing = (AActor *)notOld, ++changed; if (bglobal.body1.pp == (AActor *)old) bglobal.body1 = (AActor *)notOld, ++changed; if (bglobal.body2.pp == (AActor *)old) bglobal.body2 = (AActor *)notOld, ++changed; return changed; } //========================================================================== // // // //========================================================================== void DObject::SerializeUserVars(FSerializer &arc) { if (arc.isWriting()) { // Write all fields that aren't serialized by native code. GetClass()->WriteAllFields(arc, this); } else { GetClass()->ReadAllFields(arc, this); } } //========================================================================== // // // //========================================================================== void DObject::Serialize(FSerializer &arc) { const auto SerializeFlag = [&](const char *const name, const EObjectFlags flag) { int value = ObjectFlags & flag; int defaultvalue = 0; arc(name, value, defaultvalue); if (arc.isReading()) { ObjectFlags |= value; } }; SerializeFlag("justspawned", OF_JustSpawned); SerializeFlag("spawned", OF_Spawned); 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()); } } 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(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; }