gzdoom/src/dobject.cpp
Christoph Oelckers 9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00

606 lines
14 KiB
C++

/*
** 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 <stdlib.h>
#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 "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
};
_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.
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<PClass *>(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<PClass *>(info)->BuildArrayPointers();
offsets = info->ArrayPointers;
}
while (*offsets != ~(size_t)0)
{
auto aray = (TArray<DObject*>*)((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<PClass *>(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<PClass *>(info)->BuildArrayPointers();
offsets = info->ArrayPointers;
}
while (*offsets != ~(size_t)0)
{
auto aray = (TArray<DObject*>*)((uint8_t *)this + *offsets);
for (auto &p : *aray)
{
if (p == old)
{
p = notOld;
changed++;
}
}
offsets++;
}
return changed;
}
//==========================================================================
//
// This once was the main method for pointer cleanup, but
// nowadays its only use is swapping out PlayerPawns.
// This requires pointer fixing throughout all objects and a few
// global variables, but it only needs to look at pointers that
// can point to a player.
//
//==========================================================================
void DObject::StaticPointerSubstitution (AActor *old, AActor *notOld)
{
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;
}
// Go through players.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
AActor *replacement = notOld;
auto &p = players[i];
if (p.mo == old) p.mo = replacement, changed++;
if (p.poisoner.pp == old) p.poisoner = replacement, changed++;
if (p.attacker.pp == old) p.attacker = replacement, changed++;
if (p.camera.pp == old) p.camera = replacement, changed++;
if (p.ConversationNPC.pp == old) p.ConversationNPC = replacement, changed++;
if (p.ConversationPC == old) p.ConversationPC = replacement, changed++;
}
}
// Go through sectors.
for (auto &sec : level.sectors)
{
if (sec.SoundTarget == old) sec.SoundTarget = notOld;
}
}
//==========================================================================
//
//
//
//==========================================================================
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<PField>(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;
}