qzdoom-gpl/src/name.h

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#ifndef NAME_H
#define NAME_H
#include "zstring.h"
#include "tarray.h"
enum ENamedName
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
#define xx(n) NAME_##n,
#include "namedef.h"
#undef xx
};
class name
{
public:
name () : Index(0) {}
name (const char *text) { Index = FindName (text, false); }
name (const string &text) { Index = FindName (text.GetChars(), false); }
name (const char *text, bool noCreate) { Index = FindName (text, noCreate); }
name (const string &text, bool noCreate) { Index = FindName (text.GetChars(), noCreate); }
name (const name &other) { Index = other.Index; }
name (ENamedName index) { Index = index; }
// ~name () {} // Names can be added but never removed.
int GetIndex() const { return Index; }
operator int() const { return Index; }
const string &GetText() const { return NameArray[Index].Text; }
const char *GetChars() const { return NameArray[Index].Text.GetChars(); }
name &operator = (const char *text) { Index = FindName (text, false); return *this; }
name &operator = (const string &text) { Index = FindName (text.GetChars(), false); return *this; }
name &operator = (const name &other) { Index = other.Index; return *this; }
name &operator = (ENamedName index) { Index = index; return *this; }
int SetName (const char *text, bool noCreate) { return Index = FindName (text, false); }
int SetName (const string &text, bool noCreate) { return Index = FindName (text.GetChars(), false); }
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from 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)
2006-03-14 06:11:39 +00:00
bool IsValidName() const { return (unsigned int)Index < NameArray.Size(); }
// Note that the comparison operators compare the names' indices, not
// their text, so they cannot be used to do a lexicographical sort.
bool operator == (const name &other) const { return Index == other.Index; }
bool operator != (const name &other) const { return Index != other.Index; }
bool operator < (const name &other) const { return Index < other.Index; }
bool operator <= (const name &other) const { return Index <= other.Index; }
bool operator > (const name &other) const { return Index > other.Index; }
bool operator >= (const name &other) const { return Index >= other.Index; }
bool operator == (ENamedName index) const { return Index == index; }
bool operator != (ENamedName index) const { return Index != index; }
bool operator < (ENamedName index) const { return Index < index; }
bool operator <= (ENamedName index) const { return Index <= index; }
bool operator > (ENamedName index) const { return Index > index; }
bool operator >= (ENamedName index) const { return Index >= index; }
private:
int Index;
enum { HASH_SIZE = 256 };
struct MainName
{
MainName (int next);
MainName (const MainName &other) : Text(other.Text), NextHash(other.NextHash) {}
MainName () {}
string Text;
int NextHash;
void *operator new (size_t size, MainName *addr)
{
return addr;
}
void operator delete (void *, MainName *)
{
}
};
static TArray<MainName> NameArray;
static int Buckets[HASH_SIZE];
static int FindName (const char *text, bool noCreate);
static void InitBuckets ();
static bool Inited;
#ifndef __GNUC__
template<> friend bool NeedsDestructor<MainName> () { return true; }
template<> friend void CopyForTArray<MainName> (MainName &dst, MainName &src)
{
dst.NextHash = src.NextHash;
CopyForTArray (dst.Text, src.Text);
}
template<> friend void ConstructInTArray<MainName> (MainName *dst, const MainName &src)
{
new (dst) name::MainName(src);
}
template<> friend void ConstructEmptyInTArray<MainName> (MainName *dst)
{
new (dst) name::MainName;
}
#else
template<class MainName> friend inline bool NeedsDestructor ();
template<class MainName> friend inline void CopyForTArray (MainName &dst, MainName &src);
template<class MainName> friend inline void ConstructInTArray (MainName *dst, const MainName &src);
template<class MainName> friend inline void ConstructEmptyInTArray (MainName *dst);
#endif
};
#ifdef __GNUC__
template<> inline bool NeedsDestructor<name::MainName> () { return true; }
template<> inline void CopyForTArray<name::MainName> (name::MainName &dst, name::MainName &src)
{
dst.NextHash = src.NextHash;
CopyForTArray (dst.Text, src.Text);
}
template<> inline void ConstructInTArray<name::MainName> (name::MainName *dst, const name::MainName &src)
{
new (dst) name::MainName(src);
}
template<> inline void ConstructEmptyInTArray<name::MainName> (name::MainName *dst)
{
new (dst) name::MainName;
}
#endif
#endif