- Changed state label storage so that each actor owns all the state labels itself

and doesn't have to traverse parent lists to find them. This is required for
  Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
  makes the data much easier to handle.


SVN r413 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-16 12:50:36 +00:00
parent 638526946b
commit 979dfdf4cf
6 changed files with 92 additions and 131 deletions

View file

@ -1,4 +1,8 @@
December 16, 2006 (Changes by Graf Zahl)
- Changed state label storage so that each actor owns all the state labels itself
and doesn't have to traverse parent lists to find them. This is required for
Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
makes the data much easier to handle.
- Merged the fallingdamage setting into one menu item and added Strife damage to it.
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming

View file

@ -357,7 +357,7 @@ static void ParseDecorate (void (*process)(FState *, int))
info = type->ActorInfo;
info->GameFilter = 0x80;
Decorations.Push (info);
ClearStateLabels();
MakeStateDefines(parent->ActorInfo->StateList);
SC_MustGetString ();
while (!SC_Compare ("{"))

View file

@ -432,20 +432,15 @@ void FStateLabels::Destroy ()
FState *AActor::FindState (FName label) const
{
const FActorInfo *info = GetClass()->ActorInfo;
FStateLabel *slabel;
while (info != NULL)
{
if (info->StateList != NULL)
{
slabel = info->StateList->FindLabel (label);
if (slabel != NULL && slabel->valid)
FStateLabel *slabel = info->StateList->FindLabel (label);
if (slabel != NULL)
{
return slabel->State;
}
}
info = info->Class->ParentClass->ActorInfo;
}
return NULL;
}
@ -460,34 +455,18 @@ FState *AActor::FindState (FName label) const
bool AActor::HasSpecialDeathStates () const
{
const FActorInfo *info = GetClass()->ActorInfo;
FStateLabel *slabel;
TArray<FName> checkedTypes;
while (info != NULL)
{
if (info->StateList != NULL)
{
slabel = info->StateList->FindLabel (NAME_Death);
FStateLabel *slabel = info->StateList->FindLabel (NAME_Death);
if (slabel != NULL && slabel->Children != NULL)
{
for(int i=0;i<slabel->Children->NumLabels;i++)
{
unsigned int j;
for(j=0;j<checkedTypes.Size();j++)
{
if (slabel->Children->Labels[i].Label == checkedTypes[j]) break;
}
// Only check if this damage type hasn't been checked by another class with higher priority.
if (j==checkedTypes.Size())
{
if (slabel->Children->Labels[i].State != NULL) return true;
else if (slabel->Children->Labels[i].valid) checkedTypes.Push(slabel->Children->Labels[i].Label);
}
}
}
}
info = info->Class->ParentClass->ActorInfo;
}
return false;
}
@ -504,8 +483,6 @@ bool AActor::HasSpecialDeathStates () const
// names until there are no more. If both the argument list and the state
// are out of names, it's an exact match, so return it. If the state still
// has names, ignore it. If the argument list still has names, remember it.
// Repeat with each successive ancestor class. The state with the longest
// match not exceeding the supplied number of names is returned.
//
//===========================================================================
@ -533,14 +510,8 @@ FState *AActor::FindState (int numnames, va_list arglist) const
FState *FActorInfo::FindState (int numnames, va_list arglist) const
{
const FActorInfo *info = this;
FStateLabels *labels = StateList;
FState *best = NULL;
int bestcount = 0;
// Search this actor's class, plus all its ancestors for a match.
while (info != NULL && bestcount < numnames)
{
FStateLabels *labels = info->StateList;
if (labels != NULL)
{
@ -559,28 +530,14 @@ FState *FActorInfo::FindState (int numnames, va_list arglist) const
{
count++;
labels = slabel->Children;
// Labels that are more specific than what we want do not match.
// Less specific labels do match.
if (slabel->valid && count > bestcount)
{
if (count == numnames)
{
return slabel->State;
}
bestcount = count;
best = slabel->State;
}
}
else
{
break;
}
}
}
// Walk up the class hierarchy and repeat.
info = info->Class->ParentClass->ActorInfo;
}
return best;
}
@ -602,12 +559,7 @@ FState *FActorInfo::FindStateExact (int numnames, ...) const
FState *FActorInfo::FindStateExact (int numnames, va_list arglist) const
{
const FActorInfo *info = this;
// Search this actor's class, plus all its ancestors for a match.
while (info != NULL)
{
FStateLabels *labels = info->StateList;
FStateLabels *labels = StateList;
if (labels != NULL)
{
@ -633,14 +585,11 @@ FState *FActorInfo::FindStateExact (int numnames, va_list arglist) const
}
}
// Only exact matches count.
if (slabel != NULL && slabel->valid && count == numnames)
if (slabel != NULL && count == numnames)
{
return slabel->State;
}
}
// Walk up the class hierarchy and repeat.
info = info->Class->ParentClass->ActorInfo;
}
return NULL;
}

View file

@ -153,7 +153,6 @@ struct FStateLabels;
struct FStateLabel
{
FName Label;
bool valid; // needed to recognize genuine NULL states
FState *State;
FStateLabels *Children;
};

View file

@ -70,12 +70,6 @@ void FActorInfo::BuildDefaults ()
{
memset (Class->Defaults + parent->Size, 0, Class->Size - parent->Size);
}
if (parent == RUNTIME_CLASS(AActor) && OwnedStates == NULL)
{ // Stateless actors that are direct subclasses of AActor
// have their spawnstate default to something that won't
// immediately destroy them.
((AActor *)(Class->Defaults))->SpawnState = &AActor::States[0];
}
}
ApplyDefaults (Class->Defaults);
}
@ -358,7 +352,14 @@ void FActorInfo::ApplyDefaults (BYTE *defaults)
sgClass = Class;
sgDefaults = defaults;
if (Class != RUNTIME_CLASS(AActor))
{
MakeStateDefines(Class->ParentClass->ActorInfo->StateList);
}
else
{
ClearStateLabels();
}
#if _MSC_VER
const BYTE *parser = DefaultList;

View file

@ -774,7 +774,6 @@ static const ActorProps *is_actorprop (const char *str);
struct FStateDefine
{
FName Label;
bool valid;
TArray<FStateDefine> Children;
FState *State;
};
@ -803,7 +802,6 @@ static FStateDefine * FindStateLabelInList(TArray<FStateDefine> & list, FName na
FStateDefine def;
def.Label=name;
def.State=NULL;
def.valid=false;
return &list[list.Push(def)];
}
return NULL;
@ -882,7 +880,6 @@ void AddState (const char * statename, FState * state)
{
FStateDefine * std = FindStateAddress(statename);
std->State = state;
std->valid = true;
}
//==========================================================================
@ -902,12 +899,7 @@ FState * FindState(AActor * actor, const PClass * type, const char * name)
for(unsigned i=0;i<namelist.Size();i++)
{
statedef = FindStateLabelInList(*statelist, namelist[i], false);
if (statedef == NULL)
{
FActorInfo * parentinfo = type->ParentClass->ActorInfo;
if (parentinfo) return parentinfo->FindStateExact(namelist.Size(), (va_list)&namelist[0]);
else return NULL;
}
if (statedef == NULL) return NULL;
statelist = &statedef->Children;
}
return statedef? statedef->State : NULL;
@ -961,6 +953,15 @@ static int STACK_ARGS labelcmp(const void * a, const void * b)
static FStateLabels * CreateStateLabelList(TArray<FStateDefine> & statelist)
{
// First delete all empty labels from the list
for (int i=statelist.Size()-1;i>=0;i--)
{
if (statelist[i].Label == NAME_None || (statelist[i].State == NULL && statelist[i].Children.Size() == 0))
{
statelist.Delete(i);
}
}
int count=statelist.Size();
if (count == 0) return NULL;
@ -968,17 +969,11 @@ static FStateLabels * CreateStateLabelList(TArray<FStateDefine> & statelist)
FStateLabels * list = (FStateLabels*)M_Malloc(sizeof(FStateLabels)+(count-1)*sizeof(FStateLabel));
list->NumLabels = count;
int j=0;
for (unsigned i=0;i<statelist.Size();i++)
for (int i=0;i<count;i++)
{
if (statelist[i].Label != NAME_None)
{
list->Labels[j].Label = statelist[i].Label;
list->Labels[j].State = statelist[i].State;
list->Labels[j].valid = statelist[i].valid;
list->Labels[j].Children = CreateStateLabelList(statelist[i].Children);
j++;
}
list->Labels[i].Label = statelist[i].Label;
list->Labels[i].State = statelist[i].State;
list->Labels[i].Children = CreateStateLabelList(statelist[i].Children);
}
qsort(list->Labels, count, sizeof(FStateLabel), labelcmp);
return list;
@ -994,14 +989,28 @@ static FStateLabels * CreateStateLabelList(TArray<FStateDefine> & statelist)
void InstallStates(FActorInfo *info, AActor *defaults)
{
// First ensure we have a valid spawn state.
FState * state = FindState(defaults, info->Class, "Spawn");
// If the actor doesn't provide a valid spawn state we have to substutute it
// with the default.
if (state == &AActor::States[2] || state == NULL)
// Stateless actors that are direct subclasses of AActor
// have their spawnstate default to something that won't
// immediately destroy them.
if (state == &AActor::States[2] && info->Class->ParentClass == RUNTIME_CLASS(AActor))
{
AddState("Spawn", &AActor::States[0]);
}
else if (state == NULL)
{
// A NULL spawn state will crash the engine so set it to something that will make
// the actor disappear as quickly as possible.
AddState("Spawn", &AActor::States[2]);
}
if (info->StateList != NULL)
{
info->StateList->Destroy();
free(info->StateList);
}
info->StateList = CreateStateLabelList(StateLabels);
// Cache these states as member veriables.
@ -1032,7 +1041,6 @@ static void MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest)
def.Label = list->Labels[i].Label;
def.State = list->Labels[i].State;
def.valid = list->Labels[i].valid;
dest.Push(def);
if (list->Labels[i].Children != NULL)
{
@ -1150,7 +1158,7 @@ static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
FActorInfo * info = ti->ActorInfo;
Decorations.Push (info);
ClearStateLabels();
MakeStateDefines(parent->ActorInfo->StateList);
info->NumOwnedStates = 0;
info->OwnedStates = NULL;
info->SpawnID = 0;