qzdoom-gpl/src/info.cpp

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/*
** info.cpp
** Keeps track of available actors and their states
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
** This is completely different from Doom's info.c.
**
*/
#include "info.h"
#include "m_fixed.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "gi.h"
#include "vm.h"
#include "actor.h"
#include "r_state.h"
#include "i_system.h"
#include "p_local.h"
#include "templates.h"
#include "cmdlib.h"
#include "g_level.h"
extern void LoadActors ();
int CallDecorateAction(VMFrameStack *stack, VMValue *param, int numparam, VMReturn *ret, int numret)
{
assert(numparam == 6);
actionf_p action = (actionf_p)param[5].a;
action((AActor *)param[0].a, (AActor *)param[1].a, (FState *)param[2].a, param[3].i, (StateCallData *)param[4].a);
return 0;
}
void FState::SetAction(PSymbolActionFunction *func, bool setdefaultparams)
{
if (func != NULL)
{
// All generated functions use this code.
static const VM_UBYTE codetemplate[] =
{
OP_PARAM, 0, REGT_POINTER, 0,
OP_PARAM, 0, REGT_POINTER, 1,
OP_PARAM, 0, REGT_POINTER, 2,
OP_PARAM, 0, REGT_INT, 0,
OP_PARAM, 0, REGT_POINTER, 3,
OP_PARAM, 0, REGT_POINTER|REGT_KONST, 0,
OP_CALL_K, 1, 6, 0,
OP_RET, 0, REGT_NIL, 0
};
// Find the CallDecorateAction function. If not found, create it and install it
// in Actor.
VMFunction *callfunc;
PSymbol *sym = RUNTIME_CLASS(AActor)->Symbols.FindSymbol("CallDecorateAction", false);
if (sym == NULL)
{
PSymbolVMFunction *symfunc = new PSymbolVMFunction("CallDecorateAction");
VMNativeFunction *calldec = new VMNativeFunction(CallDecorateAction);
symfunc->Function = calldec;
sym = symfunc;
RUNTIME_CLASS(AActor)->Symbols.AddSymbol(sym);
}
assert(sym->SymbolType == SYM_VMFunction);
assert(((PSymbolVMFunction *)sym)->Function != NULL);
callfunc = ((PSymbolVMFunction *)sym)->Function;
// Create a function for this state.
VMScriptFunction *vmfunc = new VMScriptFunction;
VMOP *code = vmfunc->AllocCode(sizeof(codetemplate)/sizeof(VMOP));
memcpy(code, codetemplate, sizeof(codetemplate));
FVoidObj *konsta = vmfunc->AllocKonstA(2);
VM_ATAG *atag = vmfunc->KonstATags();
konsta[0].v = (void *)func->Function;
konsta[1].o = callfunc;
atag[0] = ATAG_GENERIC;
atag[1] = ATAG_OBJECT;
vmfunc->NumRegA = 4;
vmfunc->NumRegD = 1;
vmfunc->MaxParam = 6;
vmfunc->NumArgs = 5;
ActionFunc = vmfunc;
if (setdefaultparams) ParameterIndex = func->defaultparameterindex+1;
}
else
{
ActionFunc = NULL;
if (setdefaultparams) ParameterIndex = 0;
}
}
bool FState::CallAction(AActor *self, AActor *stateowner, StateCallData *statecall)
{
if (ActionFunc != NULL)
{
//ActionFunc(self, stateowner, this, ParameterIndex-1, statecall);
VMFrameStack stack;
VMValue params[5] = { self, stateowner, this, ParameterIndex - 1, VMValue(statecall, ATAG_STATE) };
stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
return true;
}
else
{
return false;
}
}
//==========================================================================
//
//
//==========================================================================
int GetSpriteIndex(const char * spritename)
{
static char lastsprite[5];
static int lastindex;
// Make sure that the string is upper case and 4 characters long
char upper[5]={0,0,0,0,0};
for (int i = 0; spritename[i] != 0 && i < 4; i++)
{
upper[i] = toupper (spritename[i]);
}
// cache the name so if the next one is the same the function doesn't have to perform a search.
if (!strcmp(upper, lastsprite))
{
return lastindex;
}
strcpy(lastsprite, upper);
for (unsigned i = 0; i < sprites.Size (); ++i)
{
if (strcmp (sprites[i].name, upper) == 0)
{
return (lastindex = (int)i);
}
}
spritedef_t temp;
strcpy (temp.name, upper);
temp.numframes = 0;
temp.spriteframes = 0;
return (lastindex = (int)sprites.Push (temp));
}
//==========================================================================
//
//
//==========================================================================
void FActorInfo::StaticInit ()
{
if (sprites.Size() == 0)
{
spritedef_t temp;
// Sprite 0 is always TNT1
memcpy (temp.name, "TNT1", 5);
temp.numframes = 0;
temp.spriteframes = 0;
sprites.Push (temp);
// Sprite 1 is always ----
memcpy (temp.name, "----", 5);
sprites.Push (temp);
}
Printf ("LoadActors: Load actor definitions.\n");
LoadActors ();
}
//==========================================================================
//
// Called after Dehacked patches are applied
//
//==========================================================================
void FActorInfo::StaticSetActorNums ()
{
memset (SpawnableThings, 0, sizeof(SpawnableThings));
DoomEdMap.Empty ();
for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
{
PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
}
}
//==========================================================================
//
//
//==========================================================================
void FActorInfo::RegisterIDs ()
{
if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
{
if (SpawnID != 0)
{
SpawnableThings[SpawnID] = Class;
}
if (DoomEdNum != -1)
{
DoomEdMap.AddType (DoomEdNum, Class);
}
}
// Fill out the list for Chex Quest with Doom's actors
if (gameinfo.gametype == GAME_Chex && DoomEdMap.FindType(DoomEdNum) == NULL &&
(GameFilter & GAME_Doom))
{
DoomEdMap.AddType (DoomEdNum, Class, true);
}
}
//==========================================================================
//
//
//==========================================================================
FActorInfo *FActorInfo::GetReplacement (bool lookskill)
{
FName skillrepname = AllSkills[gameskill].GetReplacement(this->Class->TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
{
Printf("Warning: incorrect actor name in definition of skill %s: \n\
class %s is replaced by inexistent class %s\n\
Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
this->Class->TypeName.GetChars(), skillrepname.GetChars());
AllSkills[gameskill].SetReplacement(this->Class->TypeName, NAME_None);
AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
lookskill = false; skillrepname = NAME_None;
}
if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
{
return this;
}
// The Replacement field is temporarily NULLed to prevent
// potential infinite recursion.
FActorInfo *savedrep = Replacement;
Replacement = NULL;
FActorInfo *rep = savedrep;
// Handle skill-based replacement here. It has precedence on DECORATE replacement
// in that the skill replacement is applied first, followed by DECORATE replacement
// on the actor indicated by the skill replacement.
if (lookskill && (skillrepname != NAME_None))
{
rep = PClass::FindClass(skillrepname)->ActorInfo;
}
// Now handle DECORATE replacement chain
// Skill replacements are not recursive, contrarily to DECORATE replacements
rep = rep->GetReplacement(false);
// Reset the temporarily NULLed field
Replacement = savedrep;
return rep;
}
//==========================================================================
//
//
//==========================================================================
FActorInfo *FActorInfo::GetReplacee (bool lookskill)
{
FName skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
{
Printf("Warning: incorrect actor name in definition of skill %s: \
inexistent class %s is replaced by class %s\n\
Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
skillrepname.GetChars(), this->Class->TypeName.GetChars());
AllSkills[gameskill].SetReplacedBy(this->Class->TypeName, NAME_None);
AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
lookskill = false;
}
if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
{
return this;
}
// The Replacee field is temporarily NULLed to prevent
// potential infinite recursion.
FActorInfo *savedrep = Replacee;
Replacee = NULL;
FActorInfo *rep = savedrep;
if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
{
rep = PClass::FindClass(skillrepname)->ActorInfo;
}
rep = rep->GetReplacee (false); Replacee = savedrep;
return rep;
}
//==========================================================================
//
//
//==========================================================================
void FActorInfo::SetDamageFactor(FName type, fixed_t factor)
{
if (factor != FRACUNIT)
{
if (DamageFactors == NULL) DamageFactors=new DmgFactors;
DamageFactors->Insert(type, factor);
}
else
{
if (DamageFactors != NULL)
DamageFactors->Remove(type);
}
}
//==========================================================================
//
//
//==========================================================================
void FActorInfo::SetPainChance(FName type, int chance)
{
if (chance >= 0)
{
if (PainChances == NULL) PainChances=new PainChanceList;
PainChances->Insert(type, MIN(chance, 255));
}
else
{
if (PainChances != NULL)
PainChances->Remove(type);
}
}
//==========================================================================
//
//
//==========================================================================
FDoomEdMap DoomEdMap;
FDoomEdMap::FDoomEdEntry *FDoomEdMap::DoomEdHash[DOOMED_HASHSIZE];
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
FDoomEdMap::~FDoomEdMap()
{
Empty();
}
void FDoomEdMap::AddType (int doomednum, const PClass *type, bool temporary)
{
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
FDoomEdEntry *entry = DoomEdHash[hash];
while (entry && entry->DoomEdNum != doomednum)
{
entry = entry->HashNext;
}
if (entry == NULL)
{
entry = new FDoomEdEntry;
entry->HashNext = DoomEdHash[hash];
entry->DoomEdNum = doomednum;
DoomEdHash[hash] = entry;
}
else if (!entry->temp)
{
Printf (PRINT_BOLD, "Warning: %s and %s both have doomednum %d.\n",
type->TypeName.GetChars(), entry->Type->TypeName.GetChars(), doomednum);
}
entry->temp = temporary;
entry->Type = type;
}
void FDoomEdMap::DelType (int doomednum)
{
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
FDoomEdEntry **prev = &DoomEdHash[hash];
FDoomEdEntry *entry = *prev;
while (entry && entry->DoomEdNum != doomednum)
{
prev = &entry->HashNext;
entry = entry->HashNext;
}
if (entry != NULL)
{
*prev = entry->HashNext;
delete entry;
}
}
void FDoomEdMap::Empty ()
{
int bucket;
for (bucket = 0; bucket < DOOMED_HASHSIZE; ++bucket)
{
FDoomEdEntry *probe = DoomEdHash[bucket];
while (probe != NULL)
{
FDoomEdEntry *next = probe->HashNext;
delete probe;
probe = next;
}
DoomEdHash[bucket] = NULL;
}
}
const PClass *FDoomEdMap::FindType (int doomednum) const
{
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
FDoomEdEntry *entry = DoomEdHash[hash];
while (entry && entry->DoomEdNum != doomednum)
entry = entry->HashNext;
return entry ? entry->Type : NULL;
}
struct EdSorting
{
const PClass *Type;
int DoomEdNum;
};
static int STACK_ARGS sortnums (const void *a, const void *b)
{
return ((const EdSorting *)a)->DoomEdNum -
((const EdSorting *)b)->DoomEdNum;
}
void FDoomEdMap::DumpMapThings ()
{
TArray<EdSorting> infos (PClass::m_Types.Size());
int i;
for (i = 0; i < DOOMED_HASHSIZE; ++i)
{
FDoomEdEntry *probe = DoomEdHash[i];
while (probe != NULL)
{
EdSorting sorting = { probe->Type, probe->DoomEdNum };
infos.Push (sorting);
probe = probe->HashNext;
}
}
if (infos.Size () == 0)
{
Printf ("No map things registered\n");
}
else
{
qsort (&infos[0], infos.Size (), sizeof(EdSorting), sortnums);
for (i = 0; i < (int)infos.Size (); ++i)
{
Printf ("%6d %s\n",
infos[i].DoomEdNum, infos[i].Type->TypeName.GetChars());
}
}
}
CCMD (dumpmapthings)
{
FDoomEdMap::DumpMapThings ();
}
bool CheckCheatmode ();
static void SummonActor (int command, int command2, FCommandLine argv)
{
if (CheckCheatmode ())
return;
if (argv.argc() > 1)
{
const PClass *type = PClass::FindClass (argv[1]);
if (type == NULL)
{
Printf ("Unknown class '%s'\n", argv[1]);
return;
}
Net_WriteByte (argv.argc() > 2 ? command2 : command);
Net_WriteString (type->TypeName.GetChars());
if (argv.argc () > 2) {
Net_WriteWord (atoi (argv[2])); // angle
if (argv.argc () > 3) Net_WriteWord (atoi (argv[3])); // TID
else Net_WriteWord (0);
if (argv.argc () > 4) Net_WriteByte (atoi (argv[4])); // special
else Net_WriteByte (0);
for(int i = 5; i < 10; i++) { // args[5]
if(i < argv.argc()) Net_WriteLong (atoi (argv[i]));
else Net_WriteLong (0);
}
}
}
}
CCMD (summon)
{
SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
}
CCMD (summonfriend)
{
SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
}
CCMD (summonmbf)
{
SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
}
CCMD (summonfoe)
{
SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
}