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https://github.com/ZDoom/gzdoom.git
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09c28e5bf9
ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
124 lines
4.4 KiB
C++
124 lines
4.4 KiB
C++
#ifndef NAME_H
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#define NAME_H
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#include "zstring.h"
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#include "tarray.h"
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enum ENamedName
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{
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NAME_None
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};
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class name
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{
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public:
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name () : Index(0) {}
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name (const char *text) { Index = FindName (text, false); }
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name (const string &text) { Index = FindName (text.GetChars(), false); }
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name (const char *text, bool noCreate) { Index = FindName (text, noCreate); }
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name (const string &text, bool noCreate) { Index = FindName (text.GetChars(), noCreate); }
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name (const name &other) { Index = other.Index; }
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name (ENamedName index) { Index = index; }
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// ~name () {} // Names can be added but never removed.
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int GetIndex() const { return Index; }
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operator int() const { return Index; }
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const string &GetText() const { return NameArray[Index].Text; }
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const char *GetChars() const { return NameArray[Index].Text.GetChars(); }
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name &operator = (const char *text) { Index = FindName (text, false); return *this; }
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name &operator = (const string &text) { Index = FindName (text.GetChars(), false); return *this; }
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name &operator = (const name &other) { Index = other.Index; return *this; }
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name &operator = (ENamedName index) { Index = index; return *this; }
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int SetName (const char *text, bool noCreate) { return Index = FindName (text, false); }
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int SetName (const string &text, bool noCreate) { return Index = FindName (text.GetChars(), false); }
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bool IsValidName() const { return (unsigned int)Index < NameArray.Size(); }
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// Note that the comparison operators compare the names' indices, not
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// their text, so they cannot be used to do a lexicographical sort.
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bool operator == (const name &other) const { return Index == other.Index; }
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bool operator != (const name &other) const { return Index != other.Index; }
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bool operator < (const name &other) const { return Index < other.Index; }
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bool operator <= (const name &other) const { return Index <= other.Index; }
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bool operator > (const name &other) const { return Index > other.Index; }
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bool operator >= (const name &other) const { return Index >= other.Index; }
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bool operator == (ENamedName index) const { return Index == index; }
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bool operator != (ENamedName index) const { return Index != index; }
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bool operator < (ENamedName index) const { return Index < index; }
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bool operator <= (ENamedName index) const { return Index <= index; }
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bool operator > (ENamedName index) const { return Index > index; }
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bool operator >= (ENamedName index) const { return Index >= index; }
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private:
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int Index;
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enum { HASH_SIZE = 256 };
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struct MainName
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{
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MainName (int next);
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MainName (const MainName &other) : Text(other.Text), NextHash(other.NextHash) {}
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MainName () {}
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string Text;
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int NextHash;
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void *operator new (size_t size, MainName *addr)
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{
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return addr;
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}
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void operator delete (void *, MainName *)
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{
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}
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};
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static TArray<MainName> NameArray;
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static int Buckets[HASH_SIZE];
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static int FindName (const char *text, bool noCreate);
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static void InitBuckets ();
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static bool Inited;
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#ifndef __GNUC__
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template<> friend bool NeedsDestructor<MainName> () { return true; }
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template<> friend void CopyForTArray<MainName> (MainName &dst, MainName &src)
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{
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dst.NextHash = src.NextHash;
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CopyForTArray (dst.Text, src.Text);
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}
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template<> friend void ConstructInTArray<MainName> (MainName *dst, const MainName &src)
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{
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new (dst) name::MainName(src);
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}
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template<> friend void ConstructEmptyInTArray<MainName> (MainName *dst)
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{
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new (dst) name::MainName;
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}
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#else
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template<class MainName> friend inline bool NeedsDestructor ();
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template<class MainName> friend inline void CopyForTArray (MainName &dst, MainName &src);
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template<class MainName> friend inline void ConstructInTArray (MainName *dst, const MainName &src);
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template<class MainName> friend inline void ConstructEmptyInTArray (MainName *dst);
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#endif
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};
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#ifdef __GNUC__
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template<> inline bool NeedsDestructor<name::MainName> () { return true; }
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template<> inline void CopyForTArray<name::MainName> (name::MainName &dst, name::MainName &src)
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{
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dst.NextHash = src.NextHash;
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CopyForTArray (dst.Text, src.Text);
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}
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template<> inline void ConstructInTArray<name::MainName> (name::MainName *dst, const name::MainName &src)
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{
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new (dst) name::MainName(src);
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}
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template<> inline void ConstructEmptyInTArray<name::MainName> (name::MainName *dst)
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{
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new (dst) name::MainName;
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}
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#endif
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#endif
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