mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 21:21:45 +00:00
b15767c26f
- 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)
638 lines
14 KiB
C++
638 lines
14 KiB
C++
/*
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** dobject.cpp
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** Implements the base class DObject, which most other classes derive from
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "cmdlib.h"
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#include "actor.h"
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#include "dobject.h"
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#include "m_alloc.h"
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#include "doomstat.h" // Ideally, DObjects can be used independant of Doom.
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#include "d_player.h" // See p_user.cpp to find out why this doesn't work.
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#include "g_game.h" // Needed for bodyque.
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "r_state.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "autosegs.h"
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PClass DObject::_StaticType;
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ClassReg DObject::RegistrationInfo =
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{
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&DObject::_StaticType, // MyClass
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"DObject", // Name
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NULL, // ParentType
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sizeof(DObject), // SizeOf
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NULL, // Pointers
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&DObject::InPlaceConstructor // ConstructNative
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};
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_DECLARE_TI(DObject)
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static cycle_t StaleCycles;
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static int StaleCount;
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FMetaTable::~FMetaTable ()
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{
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FreeMeta ();
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}
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FMetaTable::FMetaTable (const FMetaTable &other)
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{
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Meta = NULL;
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CopyMeta (&other);
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}
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FMetaTable &FMetaTable::operator = (const FMetaTable &other)
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{
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CopyMeta (&other);
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return *this;
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}
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void FMetaTable::FreeMeta ()
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{
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while (Meta != NULL)
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{
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FMetaData *meta = Meta;
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switch (meta->Type)
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{
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case META_String:
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delete[] meta->Value.String;
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break;
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default:
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break;
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}
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Meta = meta->Next;
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delete meta;
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}
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}
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void FMetaTable::CopyMeta (const FMetaTable *other)
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{
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const FMetaData *meta_src;
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FMetaData **meta_dest;
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FreeMeta ();
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meta_src = other->Meta;
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meta_dest = &Meta;
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while (meta_src != NULL)
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{
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FMetaData *newmeta = new FMetaData (meta_src->Type, meta_src->ID);
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switch (meta_src->Type)
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{
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case META_String:
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newmeta->Value.String = copystring (meta_src->Value.String);
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break;
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default:
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newmeta->Value = meta_src->Value;
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break;
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}
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*meta_dest = newmeta;
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meta_dest = &newmeta->Next;
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meta_src = meta_src->Next;
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}
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*meta_dest = NULL;
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}
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FMetaData *FMetaTable::FindMeta (EMetaType type, DWORD id) const
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{
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FMetaData *meta = Meta;
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while (meta != NULL)
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{
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if (meta->ID == id && meta->Type == type)
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{
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return meta;
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}
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meta = meta->Next;
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}
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return NULL;
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}
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FMetaData *FMetaTable::FindMetaDef (EMetaType type, DWORD id)
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{
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FMetaData *meta = FindMeta (type, id);
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if (meta == NULL)
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{
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meta = new FMetaData (type, id);
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meta->Next = Meta;
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meta->Value.String = NULL;
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Meta = meta;
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}
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return meta;
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}
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void FMetaTable::SetMetaInt (DWORD id, int parm)
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{
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FMetaData *meta = FindMetaDef (META_Int, id);
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meta->Value.Int = parm;
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}
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int FMetaTable::GetMetaInt (DWORD id, int def) const
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{
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FMetaData *meta = FindMeta (META_Int, id);
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return meta != NULL ? meta->Value.Int : def;
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}
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void FMetaTable::SetMetaFixed (DWORD id, fixed_t parm)
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{
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FMetaData *meta = FindMetaDef (META_Fixed, id);
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meta->Value.Fixed = parm;
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}
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fixed_t FMetaTable::GetMetaFixed (DWORD id, fixed_t def) const
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{
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FMetaData *meta = FindMeta (META_Fixed, id);
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return meta != NULL ? meta->Value.Fixed : def;
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}
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void FMetaTable::SetMetaString (DWORD id, const char *parm)
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{
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FMetaData *meta = FindMetaDef (META_String, id);
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ReplaceString (&meta->Value.String, parm);
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}
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const char *FMetaTable::GetMetaString (DWORD id) const
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{
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FMetaData *meta = FindMeta (META_String, id);
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return meta != NULL ? meta->Value.String : NULL;
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}
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CCMD (dumpclasses)
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{
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// This is by no means speed-optimized. But it's an informational console
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// command that will be executed infrequently, so I don't mind.
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struct DumpInfo
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{
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const PClass *Type;
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DumpInfo *Next;
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DumpInfo *Children;
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static DumpInfo *FindType (DumpInfo *root, const PClass *type)
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{
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if (root == NULL)
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{
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return root;
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}
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if (root->Type == type)
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{
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return root;
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}
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if (root->Next != NULL)
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{
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return FindType (root->Next, type);
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}
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if (root->Children != NULL)
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{
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return FindType (root->Children, type);
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}
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return NULL;
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}
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static DumpInfo *AddType (DumpInfo **root, const PClass *type)
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{
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DumpInfo *info, *parentInfo;
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if (*root == NULL)
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{
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info = new DumpInfo;
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info->Type = type;
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info->Next = NULL;
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info->Children = *root;
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*root = info;
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return info;
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}
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if (type->ParentClass == (*root)->Type)
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{
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parentInfo = *root;
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}
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else if (type == (*root)->Type)
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{
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return *root;
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}
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else
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{
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parentInfo = FindType (*root, type->ParentClass);
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if (parentInfo == NULL)
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{
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parentInfo = AddType (root, type->ParentClass);
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}
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}
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// Has this type already been added?
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for (info = parentInfo->Children; info != NULL; info = info->Next)
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{
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if (info->Type == type)
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{
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return info;
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}
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}
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info = new DumpInfo;
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info->Type = type;
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info->Next = parentInfo->Children;
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info->Children = NULL;
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parentInfo->Children = info;
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return info;
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}
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static void PrintTree (DumpInfo *root, int level)
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{
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Printf ("%*c%s\n", level, ' ', root->Type->TypeName.GetChars());
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if (root->Children != NULL)
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{
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PrintTree (root->Children, level + 2);
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}
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if (root->Next != NULL)
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{
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PrintTree (root->Next, level);
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}
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}
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static void FreeTree (DumpInfo *root)
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{
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if (root->Children != NULL)
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{
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FreeTree (root->Children);
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}
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if (root->Next != NULL)
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{
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FreeTree (root->Next);
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}
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delete root;
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}
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};
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unsigned int i;
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int shown, omitted;
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DumpInfo *tree = NULL;
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const PClass *root = NULL;
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bool showall = true;
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if (argv.argc() > 1)
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{
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root = PClass::FindClass (argv[1]);
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if (root == NULL)
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{
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Printf ("Class '%s' not found\n", argv[1]);
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return;
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}
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if (stricmp (argv[1], "Actor") == 0)
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{
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if (argv.argc() < 3 || stricmp (argv[2], "all") != 0)
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{
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showall = false;
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}
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}
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}
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shown = omitted = 0;
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DumpInfo::AddType (&tree, root != NULL ? root : RUNTIME_CLASS(DObject));
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for (i = 0; i < PClass::m_Types.Size(); i++)
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{
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PClass *cls = PClass::m_Types[i];
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if (root == NULL ||
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(cls->IsDescendantOf (root) &&
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(showall || cls == root ||
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cls->ActorInfo != root->ActorInfo)))
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{
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DumpInfo::AddType (&tree, cls);
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// Printf (" %s\n", PClass::m_Types[i]->Name + 1);
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shown++;
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}
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else
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{
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omitted++;
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}
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}
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DumpInfo::PrintTree (tree, 2);
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DumpInfo::FreeTree (tree);
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Printf ("%d classes shown, %d omitted\n", shown, omitted);
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}
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TArray<DObject *> DObject::Objects (TArray<DObject *>::NoInit);
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TArray<unsigned int> DObject::FreeIndices (TArray<unsigned int>::NoInit);
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TArray<DObject *> DObject::ToDestroy (TArray<DObject *>::NoInit);
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bool DObject::Inactive;
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void DObject::InPlaceConstructor (void *mem)
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{
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new ((EInPlace *)mem) DObject;
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}
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DObject::DObject ()
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: ObjectFlags(0), Class(0)
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{
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if (FreeIndices.Pop (Index))
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Objects[Index] = this;
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else
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Index = Objects.Push (this);
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}
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DObject::DObject (PClass *inClass)
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: ObjectFlags(0), Class(inClass)
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{
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if (FreeIndices.Pop (Index))
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Objects[Index] = this;
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else
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Index = Objects.Push (this);
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}
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DObject::~DObject ()
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{
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if (!Inactive)
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{
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if (!(ObjectFlags & OF_MassDestruction))
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{
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RemoveFromArray ();
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DestroyScan (this);
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}
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else if (!(ObjectFlags & OF_Cleanup))
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{
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// object is queued for deletion, but is not being deleted
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// by the destruction process, so remove it from the
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// ToDestroy array and do other necessary stuff.
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unsigned int i;
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for (i = ToDestroy.Size() - 1; i-- > 0; )
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{
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if (ToDestroy[i] == this)
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{
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ToDestroy[i] = NULL;
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break;
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}
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}
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DestroyScan (this);
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}
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}
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}
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void DObject::Destroy ()
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{
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if (!Inactive)
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{
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if (!(ObjectFlags & OF_MassDestruction))
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{
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RemoveFromArray ();
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ObjectFlags |= OF_MassDestruction;
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ToDestroy.Push (this);
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}
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}
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else
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delete this;
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}
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void DObject::BeginFrame ()
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{
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StaleCycles = 0;
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StaleCount = 0;
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}
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void DObject::EndFrame ()
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{
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clock (StaleCycles);
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if (ToDestroy.Size ())
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{
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StaleCount += (int)ToDestroy.Size ();
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DestroyScan ();
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//Printf ("Destroyed %d objects\n", ToDestroy.Size());
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DObject *obj;
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while (ToDestroy.Pop (obj))
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{
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if (obj)
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{
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obj->ObjectFlags |= OF_Cleanup;
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delete obj;
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}
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}
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}
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unclock (StaleCycles);
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}
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void DObject::RemoveFromArray ()
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{
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if (Objects.Size() == Index + 1)
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{
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DObject *dummy;
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Objects.Pop (dummy);
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}
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else if (Objects.Size() > Index)
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{
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Objects[Index] = NULL;
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FreeIndices.Push (Index);
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}
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}
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void DObject::PointerSubstitution (DObject *old, DObject *notOld)
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{
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unsigned int i, highest;
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highest = Objects.Size ();
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for (i = 0; i <= highest; i++)
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{
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DObject *current = i < highest ? Objects[i] : &bglobal;
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if (current)
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{
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const PClass *info = current->GetClass();
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const size_t *offsets = info->FlatPointers;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildFlatPointers();
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offsets = info->FlatPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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if (*(DObject **)((BYTE *)current + *offsets) == old)
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{
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*(DObject **)((BYTE *)current + *offsets) = notOld;
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}
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offsets++;
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}
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}
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}
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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if (bodyque[i] == old)
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{
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bodyque[i] = static_cast<AActor *>(notOld);
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}
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}
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// This is an ugly hack, but it's the best I can do for now.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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players[i].FixPointers (old, notOld);
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}
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if (sectors != NULL)
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{
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for (i = 0; i < (unsigned int)numsectors; ++i)
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{
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if (sectors[i].SoundTarget == old)
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{
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sectors[i].SoundTarget = static_cast<AActor *>(notOld);
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}
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if (sectors[i].CeilingSkyBox == old)
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{
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sectors[i].CeilingSkyBox = static_cast<ASkyViewpoint *>(notOld);
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}
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if (sectors[i].FloorSkyBox == old)
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{
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sectors[i].FloorSkyBox = static_cast<ASkyViewpoint *>(notOld);
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}
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}
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}
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}
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// Search for references to a single object and NULL them.
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// It should not be listed in ToDestroy.
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void DObject::DestroyScan (DObject *obj)
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{
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PointerSubstitution (obj, NULL);
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}
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// Search for references to all objects scheduled for
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// destruction and NULL them.
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void DObject::DestroyScan ()
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{
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unsigned int i, highest;
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int j, destroycount;
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DObject **destroybase;
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destroycount = (int)ToDestroy.Size ();
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if (destroycount == 0)
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return;
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destroybase = &ToDestroy[0] + destroycount;
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destroycount = -destroycount;
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highest = Objects.Size ();
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for (i = 0; i <= highest; i++)
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{
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DObject *current = i < highest ? Objects[i] : &bglobal;
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if (current)
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{
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const PClass *info = current->GetClass();
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const size_t *offsets = info->FlatPointers;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildFlatPointers();
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offsets = info->FlatPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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j = destroycount;
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do
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{
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if (*(DObject **)((BYTE *)current + *offsets) == *(destroybase + j))
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{
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*(DObject **)((BYTE *)current + *offsets) = NULL;
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}
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} while (++j);
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offsets++;
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}
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}
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}
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j = destroycount;
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do
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{
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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if (bodyque[i] == *(destroybase + j))
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{
|
|
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;
|
|
}
|