gzdoom/src/dobject.h
Christoph Oelckers d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00

472 lines
13 KiB
C++

/*
** dobject.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 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.
**---------------------------------------------------------------------------
**
*/
#ifndef __DOBJECT_H__
#define __DOBJECT_H__
#include <stdlib.h>
#include <type_traits>
#include "doomtype.h"
#include "i_system.h"
#include "vectors.h"
class PClass;
class PType;
class FSerializer;
class FSoundID;
class DObject;
/*
class DConsoleCommand;
class DConsoleAlias;
class DSeqNode;
class DSeqActorNode;
class DSeqPolyNode;
class DSeqSectorNode;
class DThinker;
class AActor;
class DPolyAction;
class DMovePoly;
class DPolyDoor;
class DRotatePoly;
class DPusher;
class DScroller;
class DSectorEffect;
class DLighting;
class DFireFlicker;
class DFlicker;
class DGlow;
class DGlow2;
class DLightFlash;
class DPhased;
class DStrobe;
class DMover;
class DElevator;
class DMovingCeiling;
class DCeiling;
class DDoor;
class DMovingFloor;
class DFloor;
class DFloorWaggle;
class DPlat;
class DPillar;
*/
class PClassActor;
#define RUNTIME_CLASS_CASTLESS(cls) (cls::RegistrationInfo.MyClass) // Passed a native class name, returns a PClass representing that class
#define RUNTIME_CLASS(cls) ((typename cls::MetaClass *)RUNTIME_CLASS_CASTLESS(cls)) // Like above, but returns the true type of the meta object
#define NATIVE_TYPE(object) (object->StaticType()) // Passed an object, returns the type of the C++ class representing the object
// Enumerations for the meta classes created by ClassReg::RegisterClass()
struct ClassReg
{
PClass *MyClass;
const char *Name;
ClassReg *ParentType;
ClassReg *_VMExport;
const size_t *Pointers;
void (*ConstructNative)(void *);
void(*InitNatives)();
unsigned int SizeOf;
PClass *RegisterClass();
void SetupClass(PClass *cls);
};
enum EInPlace { EC_InPlace };
#define DECLARE_ABSTRACT_CLASS(cls,parent) \
public: \
virtual PClass *StaticType() const; \
static ClassReg RegistrationInfo, * const RegistrationInfoPtr; \
typedef parent Super; \
private: \
typedef cls ThisClass;
#define DECLARE_ABSTRACT_CLASS_WITH_META(cls,parent,meta) \
DECLARE_ABSTRACT_CLASS(cls,parent) \
public: \
typedef meta MetaClass; \
MetaClass *GetClass() const { return static_cast<MetaClass *>(DObject::GetClass()); }
#define DECLARE_CLASS(cls,parent) \
DECLARE_ABSTRACT_CLASS(cls,parent) \
private: static void InPlaceConstructor (void *mem);
#define DECLARE_CLASS_WITH_META(cls,parent,meta) \
DECLARE_ABSTRACT_CLASS_WITH_META(cls,parent,meta) \
private: static void InPlaceConstructor (void *mem);
#define HAS_OBJECT_POINTERS \
static const size_t PointerOffsets[];
#if defined(_MSC_VER)
# pragma section(".creg$u",read)
# define _DECLARE_TI(cls) __declspec(allocate(".creg$u")) ClassReg * const cls::RegistrationInfoPtr = &cls::RegistrationInfo;
#else
# define _DECLARE_TI(cls) ClassReg * const cls::RegistrationInfoPtr __attribute__((section(SECTION_CREG))) = &cls::RegistrationInfo;
#endif
#define _IMP_PCLASS(cls, ptrs, create) \
ClassReg cls::RegistrationInfo = {\
nullptr, \
#cls, \
&cls::Super::RegistrationInfo, \
nullptr, \
ptrs, \
create, \
nullptr, \
sizeof(cls) }; \
_DECLARE_TI(cls) \
PClass *cls::StaticType() const { return RegistrationInfo.MyClass; }
#define IMPLEMENT_CLASS(cls, isabstract, ptrs) \
_X_CONSTRUCTOR_##isabstract(cls) \
_IMP_PCLASS(cls, _X_POINTERS_##ptrs(cls), _X_ABSTRACT_##isabstract(cls))
// Taking the address of a field in an object at address > 0 instead of
// address 0 keeps GCC from complaining about possible misuse of offsetof.
// Using 8 to avoid unaligned pointer use.
#define IMPLEMENT_POINTERS_START(cls) const size_t cls::PointerOffsets[] = {
#define IMPLEMENT_POINTER(field) ((size_t)&((ThisClass*)8)->field) - 8,
#define IMPLEMENT_POINTERS_END ~(size_t)0 };
// Possible arguments for the IMPLEMENT_CLASS macro
#define _X_POINTERS_true(cls) cls::PointerOffsets
#define _X_POINTERS_false(cls) nullptr
#define _X_FIELDS_true(cls) nullptr
#define _X_FIELDS_false(cls) nullptr
#define _X_CONSTRUCTOR_true(cls)
#define _X_CONSTRUCTOR_false(cls) void cls::InPlaceConstructor(void *mem) { new((EInPlace *)mem) cls; }
#define _X_ABSTRACT_true(cls) nullptr
#define _X_ABSTRACT_false(cls) cls::InPlaceConstructor
#define _X_VMEXPORT_true(cls) nullptr
#define _X_VMEXPORT_false(cls) nullptr
#include "dobjgc.h"
class AActor;
class DObject
{
public:
virtual PClass *StaticType() const { return RegistrationInfo.MyClass; }
static ClassReg RegistrationInfo, * const RegistrationInfoPtr;
static void InPlaceConstructor (void *mem);
typedef PClass MetaClass;
private:
typedef DObject ThisClass;
protected:
// Per-instance variables. There are four.
#ifndef NDEBUG
public:
enum
{
MAGIC_ID = 0x1337cafe
};
uint32_t MagicID = MAGIC_ID; // only used by the VM for checking native function parameter types.
#endif
private:
PClass *Class; // This object's type
public:
DObject *ObjNext; // Keep track of all allocated objects
DObject *GCNext; // Next object in this collection list
uint32_t ObjectFlags; // Flags for this object
void *ScriptVar(FName field, PType *type);
protected:
public:
DObject ();
DObject (PClass *inClass);
virtual ~DObject ();
inline bool IsKindOf (const PClass *base) const;
inline bool IsKindOf(FName base) const;
inline bool IsA (const PClass *type) const;
void SerializeUserVars(FSerializer &arc);
virtual void Serialize(FSerializer &arc);
// Releases the object from the GC, letting the caller care of any maintenance.
void Release();
// For catching Serialize functions in derived classes
// that don't call their base class.
void CheckIfSerialized () const;
virtual void OnDestroy() {}
void Destroy();
// Add other types as needed.
inline bool &BoolVar(FName field);
inline int &IntVar(FName field);
inline FTextureID &TextureIDVar(FName field);
inline FSoundID &SoundVar(FName field);
inline PalEntry &ColorVar(FName field);
inline FName &NameVar(FName field);
inline double &FloatVar(FName field);
inline DAngle &AngleVar(FName field);
inline FString &StringVar(FName field);
template<class T> T*& PointerVar(FName field);
// This is only needed for swapping out PlayerPawns and absolutely nothing else!
virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
static void StaticPointerSubstitution (AActor *old, AActor *notOld);
PClass *GetClass() const
{
assert(Class != nullptr);
return Class;
}
void SetClass (PClass *inClass)
{
Class = inClass;
}
private:
struct nonew
{
};
void *operator new(size_t len, nonew&)
{
return M_Malloc(len);
}
public:
void operator delete (void *mem, nonew&)
{
M_Free(mem);
}
void operator delete (void *mem)
{
M_Free(mem);
}
// GC fiddling
// An object is white if either white bit is set.
bool IsWhite() const
{
return !!(ObjectFlags & OF_WhiteBits);
}
bool IsBlack() const
{
return !!(ObjectFlags & OF_Black);
}
// An object is gray if it isn't white or black.
bool IsGray() const
{
return !(ObjectFlags & OF_MarkBits);
}
// An object is dead if it's the other white.
bool IsDead() const
{
return !!(ObjectFlags & GC::OtherWhite() & OF_WhiteBits);
}
void ChangeWhite()
{
ObjectFlags ^= OF_WhiteBits;
}
void MakeWhite()
{
ObjectFlags = (ObjectFlags & ~OF_MarkBits) | (GC::CurrentWhite & OF_WhiteBits);
}
void White2Gray()
{
ObjectFlags &= ~OF_WhiteBits;
}
void Black2Gray()
{
ObjectFlags &= ~OF_Black;
}
void Gray2Black()
{
ObjectFlags |= OF_Black;
}
// Marks all objects pointed to by this one. Returns the (approximate)
// amount of memory used by this object.
virtual size_t PropagateMark();
protected:
// This form of placement new and delete is for use *only* by PClass's
// CreateNew() method. Do not use them for some other purpose.
void *operator new(size_t, EInPlace *mem)
{
return (void *)mem;
}
void operator delete (void *mem, EInPlace *)
{
M_Free (mem);
}
template<typename T, typename... Args>
friend T* Create(Args&&... args);
friend class JitCompiler;
};
// This is the only method aside from calling CreateNew that should be used for creating DObjects
// to ensure that the Class pointer is always set.
template<typename T, typename... Args>
T* Create(Args&&... args)
{
DObject::nonew nono;
T *object = new(nono) T(std::forward<Args>(args)...);
if (object != nullptr)
{
object->SetClass(RUNTIME_CLASS(T));
assert(object->GetClass() != nullptr); // beware of objects that get created before the type system is up.
}
return object;
}
// When you write to a pointer to an Object, you must call this for
// proper bookkeeping in case the Object holding this pointer has
// already been processed by the GC.
static inline void GC::WriteBarrier(DObject *pointing, DObject *pointed)
{
if (pointed != NULL && pointed->IsWhite() && pointing->IsBlack())
{
Barrier(pointing, pointed);
}
}
static inline void GC::WriteBarrier(DObject *pointed)
{
if (pointed != NULL && State == GCS_Propagate && pointed->IsWhite())
{
Barrier(NULL, pointed);
}
}
#include "memarena.h"
extern FMemArena ClassDataAllocator;
#include "symbols.h"
#include "dobjtype.h"
inline bool DObject::IsKindOf (const PClass *base) const
{
return base->IsAncestorOf (GetClass ());
}
inline bool DObject::IsKindOf(FName base) const
{
return GetClass()->IsDescendantOf(base);
}
inline bool DObject::IsA (const PClass *type) const
{
return (type == GetClass());
}
template<class T> T *dyn_cast(DObject *p)
{
if (p != NULL && p->IsKindOf(RUNTIME_CLASS_CASTLESS(T)))
{
return static_cast<T *>(p);
}
return NULL;
}
template<class T> const T *dyn_cast(const DObject *p)
{
return dyn_cast<T>(const_cast<DObject *>(p));
}
inline bool &DObject::BoolVar(FName field)
{
return *(bool*)ScriptVar(field, nullptr);
}
inline int &DObject::IntVar(FName field)
{
return *(int*)ScriptVar(field, nullptr);
}
inline FTextureID &DObject::TextureIDVar(FName field)
{
return *(FTextureID*)ScriptVar(field, nullptr);
}
inline FSoundID &DObject::SoundVar(FName field)
{
return *(FSoundID*)ScriptVar(field, nullptr);
}
inline PalEntry &DObject::ColorVar(FName field)
{
return *(PalEntry*)ScriptVar(field, nullptr);
}
inline FName &DObject::NameVar(FName field)
{
return *(FName*)ScriptVar(field, nullptr);
}
inline double &DObject::FloatVar(FName field)
{
return *(double*)ScriptVar(field, nullptr);
}
inline DAngle &DObject::AngleVar(FName field)
{
return *(DAngle*)ScriptVar(field, nullptr);
}
template<class T>
inline T *&DObject::PointerVar(FName field)
{
return *(T**)ScriptVar(field, nullptr); // pointer check is more tricky and for the handful of uses in the DECORATE parser not worth the hassle.
}
#endif //__DOBJECT_H__