qzdoom-gpl/src/dobjtype.cpp

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#include "dobject.h"
#include "i_system.h"
#include "actor.h"
#include "autosegs.h"
#include "templates.h"
TArray<PClass *> PClass::m_RuntimeActors;
TArray<PClass *> PClass::m_Types;
PClass *PClass::TypeHash[PClass::HASH_SIZE];
// A harmless non_NULL FlatPointer for classes without pointers.
static const size_t TheEnd = ~0u;
static int STACK_ARGS cregcmp (const void *a, const void *b)
{
// VC++ introduces NULLs in the sequence. GCC seems to work as expected and not do it.
const ClassReg *class1 = *(const ClassReg **)a;
const ClassReg *class2 = *(const ClassReg **)b;
if (class1 == NULL) return 1;
if (class2 == NULL) return -1;
return strcmp (class1->Name, class2->Name);
}
void PClass::StaticInit ()
{
atterm (StaticShutdown);
// Sort classes by name to remove dependance on how the compiler ordered them.
REGINFO *head = &CRegHead;
REGINFO *tail = &CRegTail;
// MinGW's linker is linking the object files backwards for me now...
if (head > tail)
{
swap (head, tail);
}
qsort (head + 1, tail - head - 1, sizeof(REGINFO), cregcmp);
TAutoSegIterator<ClassReg *, &CRegHead, &CRegTail> probe;
while (++probe != NULL)
{
probe->RegisterClass ();
}
}
void PClass::StaticShutdown ()
{
TArray<size_t *> uniqueFPs(64);
unsigned int i, j;
for (i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *type = PClass::m_Types[i];
PClass::m_Types[i] = NULL;
if (type->FlatPointers != &TheEnd && type->FlatPointers != type->Pointers)
{
// FlatPointers are shared by many classes, so we must check for
// duplicates and only delete those that are unique.
for (j = 0; j < uniqueFPs.Size(); ++j)
{
if (type->FlatPointers == uniqueFPs[j])
{
break;
}
}
if (j == uniqueFPs.Size())
{
uniqueFPs.Push(const_cast<size_t *>(type->FlatPointers));
}
}
// For runtime classes, this call will also delete the PClass.
PClass::StaticFreeData (type);
}
for (i = 0; i < uniqueFPs.Size(); ++i)
{
delete[] uniqueFPs[i];
}
}
void PClass::StaticFreeData (PClass *type)
{
if (type->Defaults != NULL)
{
delete[] type->Defaults;
type->Defaults = NULL;
}
type->FreeStateList ();
if (type->bRuntimeClass)
{
if (type->ActorInfo != NULL)
{
if (type->ActorInfo->OwnedStates != NULL)
{
delete[] type->ActorInfo->OwnedStates;
type->ActorInfo->OwnedStates = NULL;
}
if (type->ActorInfo->DamageFactors != NULL)
{
delete type->ActorInfo->DamageFactors;
type->ActorInfo->DamageFactors = NULL;
}
if (type->ActorInfo->PainChances != NULL)
{
delete type->ActorInfo->PainChances;
type->ActorInfo->PainChances = NULL;
}
delete type->ActorInfo;
type->ActorInfo = NULL;
}
delete type;
}
}
void ClassReg::RegisterClass ()
{
assert (MyClass != NULL);
// Add type to list
MyClass->ClassIndex = PClass::m_Types.Push (MyClass);
MyClass->TypeName = FName(Name+1);
MyClass->ParentClass = ParentType;
MyClass->Size = SizeOf;
MyClass->Pointers = Pointers;
MyClass->ConstructNative = ConstructNative;
MyClass->InsertIntoHash ();
}
void PClass::InsertIntoHash ()
{
// Add class to hash table. Classes are inserted into each bucket
// in ascending order by name index.
unsigned int bucket = TypeName % HASH_SIZE;
PClass **hashpos = &TypeHash[bucket];
while (*hashpos != NULL)
{
int lexx = int(TypeName) - int((*hashpos)->TypeName);
if (lexx > 0)
{ // This type should come later in the chain
hashpos = &((*hashpos)->HashNext);
}
else if (lexx == 0)
{ // This type has already been inserted
I_FatalError ("Tried to register class '%s' more than once.", TypeName.GetChars());
}
else
{ // Type comes right here
break;
}
}
HashNext = *hashpos;
*hashpos = this;
}
// Find a type, passed the name as a name
const PClass *PClass::FindClass (FName zaname)
{
if (zaname == NAME_None)
{
return NULL;
}
PClass *cls = TypeHash[zaname % HASH_SIZE];
while (cls != 0)
{
int lexx = int(zaname) - int(cls->TypeName);
if (lexx > 0)
{
cls = cls->HashNext;
}
else if (lexx == 0)
{
return cls;
}
else
{
break;
}
}
return NULL;
}
// Create a new object that this class represents
DObject *PClass::CreateNew () const
{
BYTE *mem = (BYTE *)M_Malloc (Size);
assert (mem != NULL);
// Set this object's defaults before constructing it.
if (Defaults!=NULL)
memcpy (mem, Defaults, Size);
else
memset (mem, 0, Size);
ConstructNative (mem);
((DObject *)mem)->SetClass (const_cast<PClass *>(this));
return (DObject *)mem;
}
// Create a new class based on an existing class
PClass *PClass::CreateDerivedClass (FName name, unsigned int size)
{
assert (size >= Size);
PClass *type = new PClass;
type->TypeName = name;
type->ParentClass = this;
type->Size = size;
type->Pointers = NULL;
type->ConstructNative = ConstructNative;
type->ClassIndex = m_Types.Push (type);
type->Meta = Meta;
type->Defaults = new BYTE[size];
memcpy (type->Defaults, Defaults, Size);
if (size > Size)
{
memset (type->Defaults + Size, 0, size - Size);
}
type->FlatPointers = NULL;
type->bRuntimeClass = true;
type->ActorInfo = NULL;
type->Symbols.SetParentTable (&this->Symbols);
type->InsertIntoHash();
// If this class has an actor info, then any classes derived from it
// also need an actor info.
if (this->ActorInfo != NULL)
{
FActorInfo *info = type->ActorInfo = new FActorInfo;
info->Class = type;
info->GameFilter = GAME_Any;
info->SpawnID = 0;
info->DoomEdNum = -1;
info->OwnedStates = NULL;
info->NumOwnedStates = 0;
info->Replacement = NULL;
info->Replacee = NULL;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
info->StateList = NULL;
2007-04-28 22:03:18 +00:00
info->DamageFactors = NULL;
info->PainChances = NULL;
m_RuntimeActors.Push (type);
}
return type;
}
// Create the FlatPointers array, if it doesn't exist already.
// It comprises all the Pointers from superclasses plus this class's own Pointers.
// If this class does not define any new Pointers, then FlatPointers will be set
// to the same array as the super class's.
void PClass::BuildFlatPointers ()
{
if (FlatPointers != NULL)
{ // Already built: Do nothing.
return;
}
else if (ParentClass == NULL)
{ // No parent: FlatPointers is the same as Pointers.
if (Pointers == NULL)
{ // No pointers: Make FlatPointers a harmless non-NULL.
FlatPointers = &TheEnd;
}
else
{
FlatPointers = Pointers;
}
}
else
{
ParentClass->BuildFlatPointers ();
if (Pointers == NULL)
{ // No new pointers: Just use the same FlatPointers as the parent.
FlatPointers = ParentClass->FlatPointers;
}
else
{ // New pointers: Create a new FlatPointers array and add them.
int numPointers, numSuperPointers;
// Count pointers defined by this class.
for (numPointers = 0; Pointers[numPointers] != ~(size_t)0; numPointers++)
{ }
// Count pointers defined by superclasses.
for (numSuperPointers = 0; ParentClass->FlatPointers[numSuperPointers] != ~(size_t)0; numSuperPointers++)
{ }
// Concatenate them into a new array
size_t *flat = new size_t[numPointers + numSuperPointers + 1];
if (numSuperPointers > 0)
{
memcpy (flat, ParentClass->FlatPointers, sizeof(size_t)*numSuperPointers);
}
memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
FlatPointers = flat;
}
}
}
void PClass::FreeStateList ()
{
if (ActorInfo != NULL && ActorInfo->StateList != NULL)
{
ActorInfo->StateList->Destroy();
free (ActorInfo->StateList);
ActorInfo->StateList = NULL;
}
}
// Symbol tables ------------------------------------------------------------
PSymbolTable::~PSymbolTable ()
{
for (unsigned int i = 0; i < Symbols.Size(); ++i)
{
delete Symbols[i];
}
}
void PSymbolTable::SetParentTable (PSymbolTable *parent)
{
ParentSymbolTable = parent;
}
PSymbol *PSymbolTable::FindSymbol (FName symname, bool searchparents) const
{
int min, max;
min = 0;
max = (int)Symbols.Size() - 1;
while (min <= max)
{
unsigned int mid = (min + max) / 2;
PSymbol *sym = Symbols[mid];
if (sym->SymbolName == symname)
{
return sym;
}
else if (sym->SymbolName < symname)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
if (searchparents && ParentSymbolTable != NULL)
{
return ParentSymbolTable->FindSymbol (symname, true);
}
return NULL;
}
PSymbol *PSymbolTable::AddSymbol (PSymbol *sym)
{
// Insert it in sorted order.
int min, max, mid;
min = 0;
max = (int)Symbols.Size() - 1;
while (min <= max)
{
mid = (min + max) / 2;
PSymbol *tsym = Symbols[mid];
if (tsym->SymbolName == sym->SymbolName)
{ // A symbol with this name already exists in the table
return NULL;
}
else if (tsym->SymbolName < sym->SymbolName)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
// Good. The symbol is not in the table yet.
Symbols.Insert (MAX(min, max), sym);
return sym;
}