qzdoom-gpl/src/dobject.cpp

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/*
** dobject.cpp
** Implements the base class DObject, which most other classes derive from
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 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 <string.h>
#include "cmdlib.h"
#include "actor.h"
#include "dobject.h"
#include "m_alloc.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 "g_game.h" // Needed for bodyque.
#include "c_dispatch.h"
#include "i_system.h"
#include "r_state.h"
#include "stats.h"
TypeInfo::DeletingArray TypeInfo::m_RuntimeActors;
TArray<TypeInfo *> TypeInfo::m_Types (256);
unsigned int TypeInfo::TypeHash[256]; // Why can't I use TypeInfo::HASH_SIZE?
#if defined(_MSC_VER) || defined(__GNUC__)
#include "autosegs.h"
TypeInfo DObject::_StaticType =
{
"DObject",
NULL,
sizeof(DObject),
};
void TypeInfo::StaticInit ()
{
TAutoSegIterator<TypeInfo *, &CRegHead, &CRegTail> probe;
while (++probe != NULL)
{
probe->RegisterType ();
}
}
#else
TypeInfo DObject::_StaticType(NULL, "DObject", NULL, sizeof(DObject));
#endif
static cycle_t StaleCycles;
static int StaleCount;
TypeInfo::DeletingArray::~DeletingArray()
{
for (unsigned int i = 0; i < Size(); ++i)
{
if ((*this)[i] != NULL)
{
delete (*this)[i];
(*this)[i] = NULL;
}
}
}
void TypeInfo::RegisterType ()
{
// Add type to list
TypeIndex = m_Types.Push (this);
// Add type to hash table. Types are inserted into each bucket
// lexicographically, and the prefix character is ignored.
unsigned int bucket = MakeKey (Name+1) % HASH_SIZE;
unsigned int *hashpos = &TypeHash[bucket];
while (*hashpos != 0)
{
int lexx = strcmp (Name+1, m_Types[*hashpos-1]->Name+1);
// (The Lexx is the most powerful weapon of destruction
// in the two universes.)
if (lexx > 0)
{ // This type should come later in the chain
hashpos = &m_Types[*hashpos-1]->HashNext;
}
else if (lexx == 0)
{ // This type has already been inserted
I_FatalError ("Class %s already registered", Name);
}
else
{ // Type comes right here
break;
}
}
HashNext = *hashpos;
*hashpos = TypeIndex + 1;
}
// Case-sensitive search (preferred)
const TypeInfo *TypeInfo::FindType (const char *name)
{
if (name != NULL)
{
unsigned int index = TypeHash[MakeKey (name) % HASH_SIZE];
while (index != 0)
{
int lexx = strcmp (name, m_Types[index-1]->Name + 1);
if (lexx > 0)
{
index = m_Types[index-1]->HashNext;
}
else if (lexx == 0)
{
return m_Types[index-1];
}
else
{
break;
}
}
}
return NULL;
}
// Case-insensitive search
const TypeInfo *TypeInfo::IFindType (const char *name)
{
if (name != NULL)
{
for (int i = 0; i < TypeInfo::m_Types.Size(); i++)
{
if (stricmp (TypeInfo::m_Types[i]->Name + 1, name) == 0)
return TypeInfo::m_Types[i];
}
}
return NULL;
}
// Create a new object that this type represents
DObject *TypeInfo::CreateNew () const
{
BYTE *mem = (BYTE *)M_Malloc (SizeOf);
ConstructNative (mem);
((DObject *)mem)->SetClass (const_cast<TypeInfo *>(this));
// If this is a scripted extension of a class but not an actor,
// initialize any extended space to zero. Actors have defaults, so
// we can initialize them better
if (ActorInfo != NULL)
{
AActor *actor = (AActor *)mem;
memcpy (&(actor->x), &(((AActor *)ActorInfo->Defaults)->x), SizeOf - ((BYTE *)&actor->x - (BYTE *)actor));
}
else if (ParentType != 0 &&
ConstructNative == ParentType->ConstructNative &&
SizeOf > ParentType->SizeOf)
{
memset (mem + ParentType->SizeOf, 0, SizeOf - ParentType->SizeOf);
}
return (DObject *)mem;
}
// Create a new type based on an existing type
TypeInfo *TypeInfo::CreateDerivedClass (char *name, unsigned int size)
{
TypeInfo *type = new TypeInfo;
type->Name = name;
type->ParentType = this;
type->SizeOf = size;
type->Pointers = NULL;
type->ConstructNative = ConstructNative;
type->RegisterType();
type->Meta = Meta;
type->FlatPointers = NULL;
// 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->Defaults = new BYTE[size];
info->GameFilter = GAME_Any;
info->SpawnID = 0;
info->DoomEdNum = -1;
info->OwnedStates = NULL;
info->NumOwnedStates = 0;
memcpy (info->Defaults, ActorInfo->Defaults, SizeOf);
if (size > SizeOf)
{
memset (info->Defaults + SizeOf, 0, size - SizeOf);
}
m_RuntimeActors.Push (type);
}
else
{
type->ActorInfo = NULL;
}
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 TypeInfo::BuildFlatPointers ()
{
static const size_t TheEnd = ~0;
if (FlatPointers != NULL)
{ // Already built: Do nothing.
return;
}
else if (ParentType == 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
{
ParentType->BuildFlatPointers ();
if (Pointers == NULL)
{ // No new pointers: Just use the same FlatPointers as the parent.
FlatPointers = ParentType->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; ParentType->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, ParentType->FlatPointers, sizeof(size_t)*numSuperPointers);
}
memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
FlatPointers = flat;
}
}
}
FMetaTable::~FMetaTable ()
{
FreeMeta ();
}
FMetaTable::FMetaTable (const FMetaTable &other)
{
Meta = NULL;
CopyMeta (&other);
}
FMetaTable &FMetaTable::operator = (const FMetaTable &other)
{
CopyMeta (&other);
return *this;
}
void FMetaTable::FreeMeta ()
{
while (Meta != NULL)
{
FMetaData *meta = Meta;
switch (meta->Type)
{
case META_String:
delete meta->Value.String;
break;
default:
break;
}
Meta = meta->Next;
delete meta;
}
}
void FMetaTable::CopyMeta (const FMetaTable *other)
{
const FMetaData *meta_src;
FMetaData **meta_dest;
FreeMeta ();
meta_src = other->Meta;
meta_dest = &Meta;
while (meta_src != NULL)
{
FMetaData *newmeta = new FMetaData (meta_src->Type, meta_src->ID);
switch (meta_src->Type)
{
case META_String:
newmeta->Value.String = copystring (meta_src->Value.String);
break;
default:
newmeta->Value = meta_src->Value;
break;
}
*meta_dest = newmeta;
meta_dest = &newmeta->Next;
meta_src = meta_src->Next;
}
*meta_dest = NULL;
}
FMetaData *FMetaTable::FindMeta (EMetaType type, DWORD id) const
{
FMetaData *meta = Meta;
while (meta != NULL)
{
if (meta->ID == id && meta->Type == type)
{
return meta;
}
meta = meta->Next;
}
return NULL;
}
FMetaData *FMetaTable::FindMetaDef (EMetaType type, DWORD id)
{
FMetaData *meta = FindMeta (type, id);
if (meta == NULL)
{
meta = new FMetaData (type, id);
meta->Next = Meta;
meta->Value.String = NULL;
Meta = meta;
}
return meta;
}
void FMetaTable::SetMetaInt (DWORD id, int parm)
{
FMetaData *meta = FindMetaDef (META_Int, id);
meta->Value.Int = parm;
}
int FMetaTable::GetMetaInt (DWORD id, int def) const
{
FMetaData *meta = FindMeta (META_Int, id);
return meta != NULL ? meta->Value.Int : def;
}
void FMetaTable::SetMetaFixed (DWORD id, fixed_t parm)
{
FMetaData *meta = FindMetaDef (META_Fixed, id);
meta->Value.Fixed = parm;
}
fixed_t FMetaTable::GetMetaFixed (DWORD id, fixed_t def) const
{
FMetaData *meta = FindMeta (META_Fixed, id);
return meta != NULL ? meta->Value.Fixed : def;
}
void FMetaTable::SetMetaString (DWORD id, const char *parm)
{
FMetaData *meta = FindMetaDef (META_String, id);
ReplaceString (&meta->Value.String, parm);
}
const char *FMetaTable::GetMetaString (DWORD id) const
{
FMetaData *meta = FindMeta (META_String, id);
return meta != NULL ? meta->Value.String : NULL;
}
CCMD (dumpclasses)
{
const TypeInfo *root;
int i;
int shown, omitted;
bool showall = true;
if (argv.argc() > 1)
{
root = TypeInfo::IFindType (argv[1]);
if (root == NULL)
{
Printf ("Class '%s' not found\n", argv[1]);
return;
}
if (stricmp (argv[1], "Actor") == 0)
{
if (argv.argc() < 3 || stricmp (argv[2], "all") != 0)
{
showall = false;
}
}
}
else
{
root = NULL;
}
shown = omitted = 0;
for (i = 0; i < TypeInfo::m_Types.Size(); i++)
{
if (root == NULL ||
(TypeInfo::m_Types[i]->IsDescendantOf (root) &&
(showall || TypeInfo::m_Types[i] == root ||
TypeInfo::m_Types[i]->ActorInfo != root->ActorInfo)))
{
Printf (" %s\n", TypeInfo::m_Types[i]->Name + 1);
shown++;
}
else
{
omitted++;
}
}
Printf ("%d classes shown, %d omitted\n", shown, omitted);
}
TArray<DObject *> DObject::Objects (TArray<DObject *>::NoInit);
TArray<size_t> DObject::FreeIndices (TArray<size_t>::NoInit);
TArray<DObject *> DObject::ToDestroy (TArray<DObject *>::NoInit);
bool DObject::Inactive;
DObject::DObject ()
: ObjectFlags(0), Class(0)
{
if (FreeIndices.Pop (Index))
Objects[(unsigned int)Index] = this;
else
Index = Objects.Push (this);
}
DObject::DObject (TypeInfo *inClass)
: ObjectFlags(0), Class(inClass)
{
if (FreeIndices.Pop (Index))
Objects[(unsigned int)Index] = this;
else
Index = Objects.Push (this);
}
DObject::~DObject ()
{
if (!Inactive)
{
if (!(ObjectFlags & OF_MassDestruction))
{
RemoveFromArray ();
DestroyScan (this);
}
else if (!(ObjectFlags & OF_Cleanup))
{
// object is queued for deletion, but is not being deleted
// by the destruction process, so remove it from the
// ToDestroy array and do other necessary stuff.
unsigned int i;
for (i = ToDestroy.Size() - 1; i-- > 0; )
{
if (ToDestroy[i] == this)
{
ToDestroy[i] = NULL;
break;
}
}
DestroyScan (this);
}
}
}
void DObject::Destroy ()
{
if (!Inactive)
{
if (!(ObjectFlags & OF_MassDestruction))
{
RemoveFromArray ();
ObjectFlags |= OF_MassDestruction;
ToDestroy.Push (this);
}
}
else
delete this;
}
void DObject::BeginFrame ()
{
StaleCycles = 0;
StaleCount = 0;
}
void DObject::EndFrame ()
{
clock (StaleCycles);
if (ToDestroy.Size ())
{
StaleCount += (int)ToDestroy.Size ();
DestroyScan ();
//Printf ("Destroyed %d objects\n", ToDestroy.Size());
DObject *obj;
while (ToDestroy.Pop (obj))
{
if (obj)
{
obj->ObjectFlags |= OF_Cleanup;
delete obj;
}
}
}
unclock (StaleCycles);
}
void DObject::RemoveFromArray ()
{
if (Objects.Size() == Index + 1)
{
DObject *dummy;
Objects.Pop (dummy);
}
else if (Objects.Size() > Index)
{
Objects[(unsigned int)Index] = NULL;
FreeIndices.Push (Index);
}
}
void DObject::PointerSubstitution (DObject *old, DObject *notOld)
{
unsigned int i, highest;
highest = Objects.Size ();
for (i = 0; i <= highest; i++)
{
DObject *current = i < highest ? Objects[i] : &bglobal;
if (current)
{
const TypeInfo *info = current->GetClass();
const size_t *offsets = info->FlatPointers;
if (offsets == NULL)
{
const_cast<TypeInfo *>(info)->BuildFlatPointers();
offsets = info->FlatPointers;
}
while (*offsets != ~(size_t)0)
{
if (*(DObject **)((BYTE *)current + *offsets) == old)
{
*(DObject **)((BYTE *)current + *offsets) = notOld;
}
offsets++;
}
}
}
for (i = 0; i < BODYQUESIZE; ++i)
{
if (bodyque[i] == old)
{
bodyque[i] = static_cast<AActor *>(notOld);
}
}
// This is an ugly hack, but it's the best I can do for now.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].FixPointers (old, notOld);
}
- 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
for (i = 0; i < numsectors; ++i)
{
if (sectors[i].SoundTarget == old)
{
sectors[i].SoundTarget = static_cast<AActor *>(notOld);
}
}
}
// Search for references to a single object and NULL them.
// It should not be listed in ToDestroy.
void DObject::DestroyScan (DObject *obj)
{
PointerSubstitution (obj, NULL);
}
// Search for references to all objects scheduled for
// destruction and NULL them.
void DObject::DestroyScan ()
{
unsigned int i, highest;
int j, destroycount;
DObject **destroybase;
destroycount = (int)ToDestroy.Size ();
if (destroycount == 0)
return;
destroybase = &ToDestroy[0] + destroycount;
destroycount = -destroycount;
highest = Objects.Size ();
for (i = 0; i <= highest; i++)
{
DObject *current = i < highest ? Objects[i] : &bglobal;
if (current)
{
const TypeInfo *info = current->GetClass();
const size_t *offsets = info->FlatPointers;
if (offsets == NULL)
{
const_cast<TypeInfo *>(info)->BuildFlatPointers();
offsets = info->FlatPointers;
}
while (*offsets != ~(size_t)0)
{
j = destroycount;
do
{
if (*(DObject **)((BYTE *)current + *offsets) == *(destroybase + j))
{
*(DObject **)((BYTE *)current + *offsets) = NULL;
}
} while (++j);
offsets++;
}
}
}
j = destroycount;
do
{
for (i = 0; i < BODYQUESIZE; ++i)
{
if (bodyque[i] == *(destroybase + j))
{
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);
}
}
- 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
for (i = 0; i < numsectors; ++i)
{
j = destroycount;
do
{
if (sectors[i].SoundTarget == *(destroybase + j))
{
sectors[i].SoundTarget = NULL;
}
} while (++j);
}
}
void STACK_ARGS 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 ()->Name);
}
}
ADD_STAT (destroys, out)
{
sprintf (out, "Pointer fixing: %d in %04.1f ms",
StaleCount, SecondsPerCycle * (double)StaleCycles * 1000);
}