- moved around some pieces of code to make sharing with Raze easier.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:22:16 +02:00
parent f8ac9a2662
commit cf51508ce6
21 changed files with 96 additions and 74 deletions

View file

@ -473,60 +473,6 @@ size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
return changed;
}
//==========================================================================
//
// This once was the main method for pointer cleanup, but
// nowadays its only use is swapping out PlayerPawns.
// This requires pointer fixing throughout all objects and a few
// global variables, but it only needs to look at pointers that
// can point to a player.
//
//==========================================================================
void DObject::StaticPointerSubstitution (AActor *old, AActor *notOld)
{
DObject *probe;
size_t changed = 0;
int i;
if (old == nullptr) return;
// This is only allowed to replace players. For everything else the results are undefined.
if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn))) return;
// Go through all objects.
i = 0;DObject *last=0;
for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
{
i++;
changed += probe->PointerSubstitution(old, notOld);
last = probe;
}
// Go through players.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
AActor *replacement = notOld;
auto &p = players[i];
if (p.mo == old) p.mo = replacement, changed++;
if (p.poisoner.pp == old) p.poisoner = replacement, changed++;
if (p.attacker.pp == old) p.attacker = replacement, changed++;
if (p.camera.pp == old) p.camera = replacement, changed++;
if (p.ConversationNPC.pp == old) p.ConversationNPC = replacement, changed++;
if (p.ConversationPC == old) p.ConversationPC = replacement, changed++;
}
}
// Go through sectors. Only the level this actor belongs to is relevant.
for (auto &sec : old->Level->sectors)
{
if (sec.SoundTarget == old) sec.SoundTarget = notOld;
}
}
//==========================================================================
//
//

View file

@ -247,7 +247,6 @@ public:
// This is only needed for swapping out PlayerPawns and absolutely nothing else!
virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
static void StaticPointerSubstitution (AActor *old, AActor *notOld);
PClass *GetClass() const
{

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@ -276,8 +276,6 @@ void MarkArray(DObject **obj, size_t count)
static void MarkRoot()
{
int i;
Gray = NULL;
Mark(StatusBar);
M_MarkMenus();
@ -288,7 +286,7 @@ static void MarkRoot()
Level->Mark();
// Mark players.
for (i = 0; i < MAXPLAYERS; i++)
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].PropagateMark();

View file

@ -208,6 +208,11 @@ public:
return GC::ReadBarrier(pp);
}
T ForceGet() throw() //for situations where the read barrier needs to be skipped.
{
return pp;
}
operator T() throw()
{
return GC::ReadBarrier(pp);

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@ -77,7 +77,7 @@ bool PClass::bVMOperational;
// that does not work anymore. WP_NOCHANGE needs to point to a vaild object to work as intended.
// This Object does not need to be garbage collected, though, but it needs to provide the proper structure so that the
// GC can process it.
AActor *WP_NOCHANGE;
DObject *WP_NOCHANGE;
DEFINE_GLOBAL(WP_NOCHANGE);
@ -231,7 +231,7 @@ void PClass::StaticInit ()
// WP_NOCHANGE must point to a valid object, although it does not need to be a weapon.
// A simple DObject is enough to give the GC the ability to deal with it, if subjected to it.
WP_NOCHANGE = (AActor*)Create<DObject>();
WP_NOCHANGE = Create<DObject>();
WP_NOCHANGE->Release();
}

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@ -17,14 +17,14 @@ class VMException : public DObject
// An action function -------------------------------------------------------
struct FState;
struct StateCallData;
class VMFrameStack;
struct VMValue;
struct VMReturn;
class VMFunction;
class PClassType;
struct FNamespaceManager;
class PSymbol;
class PField;
enum
{

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@ -39,6 +39,7 @@
#include "serializer.h"
#include "types.h"
#include "vm.h"
#include "printf.h"
// PUBLIC DATA DEFINITIONS -------------------------------------------------

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@ -34,9 +34,10 @@
*/
#include "vmintern.h"
#include "s_sound.h"
#include "dthinker.h"
#include "s_soundinternal.h"
#include "types.h"
#include "printf.h"
#include "textureid.h"
FTypeTable TypeTable;
@ -1101,7 +1102,9 @@ PSpriteID::PSpriteID()
void PSpriteID::WriteValue(FSerializer &ar, const char *key, const void *addr) const
{
int32_t val = *(int*)addr;
#ifdef GZDOOM
ar.Sprite(key, val, nullptr);
#endif
}
//==========================================================================
@ -1113,7 +1116,9 @@ void PSpriteID::WriteValue(FSerializer &ar, const char *key, const void *addr) c
bool PSpriteID::ReadValue(FSerializer &ar, const char *key, void *addr) const
{
int32_t val;
#ifdef GZDOOM
ar.Sprite(key, val, nullptr);
#endif
*(int*)addr = val;
return true;
}
@ -1184,7 +1189,7 @@ PSound::PSound()
void PSound::WriteValue(FSerializer &ar, const char *key,const void *addr) const
{
const char *cptr = S_GetSoundName(*(const FSoundID *)addr);
const char *cptr = soundEngine->GetSoundName(*(const FSoundID *)addr);
ar.StringPtr(key, cptr);
}
@ -1358,7 +1363,7 @@ PObjectPointer::PObjectPointer(PClass *cls, bool isconst)
loadOp = OP_LO;
Flags |= TYPE_ObjectPointer;
// Non-destroyed thinkers are always guaranteed to be linked into the thinker chain so we don't need the write barrier for them.
if (cls && !cls->IsDescendantOf(RUNTIME_CLASS(DThinker))) storeOp = OP_SO;
if (cls && !cls->IsDescendantOf(NAME_Thinker)) storeOp = OP_SO;
}
//==========================================================================
@ -1458,7 +1463,9 @@ PStatePointer::PStatePointer()
void PStatePointer::WriteValue(FSerializer &ar, const char *key, const void *addr) const
{
#ifdef GZDOOM
ar(key, *(FState **)addr);
#endif
}
//==========================================================================
@ -1470,7 +1477,9 @@ void PStatePointer::WriteValue(FSerializer &ar, const char *key, const void *add
bool PStatePointer::ReadValue(FSerializer &ar, const char *key, void *addr) const
{
bool res = false;
#ifdef GZDOOM
::Serialize(ar, key, *(FState **)addr, nullptr, &res);
#endif
return res;
}
@ -1700,7 +1709,7 @@ bool PArray::ReadValue(FSerializer &ar, const char *key, void *addr) const
{
bool readsomething = false;
unsigned count = ar.ArraySize();
unsigned loop = MIN(count, ElementCount);
unsigned loop = std::min(count, ElementCount);
uint8_t *addrb = (uint8_t *)addr;
for(unsigned i=0;i<loop;i++)
{

View file

@ -2,6 +2,7 @@
#include "dobject.h"
#include "serializer.h"
#include "symbols.h"
#include "scopebarrier.h"
// Variable/parameter/field flags -------------------------------------------

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@ -1515,7 +1515,7 @@ int FLevelLocals::FinishTravel ()
pawn->flags2 &= ~MF2_BLASTED;
if (oldpawn != nullptr)
{
DObject::StaticPointerSubstitution (oldpawn, pawn);
StaticPointerSubstitution (oldpawn, pawn);
oldpawn->Destroy();
}
if (pawndup != NULL)

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@ -50,6 +50,7 @@ struct FActorInfo;
class FIntCVar;
class FStateDefinitions;
class FInternalLightAssociation;
struct FState;
enum EStateDefineFlags
{

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@ -11,6 +11,7 @@
#include "v_text.h"
struct event_t;
struct FState;
#define DECLARE_SUPER_CLASS(cls,parent) \
private: \

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@ -1558,6 +1558,8 @@ struct FTranslatedLineTarget
};
void StaticPointerSubstitution(AActor* old, AActor* notOld);
#define S_FREETARGMOBJ 1
#endif // __P_MOBJ_H__

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@ -148,7 +148,7 @@ enum
// The VM cannot deal with this as an invalid pointer because it performs a read barrier on every object pointer read.
// This doesn't have to point to a valid weapon, though, because WP_NOCHANGE is never dereferenced, but it must point to a valid object
// and the class descriptor just works fine for that.
extern AActor *WP_NOCHANGE;
extern DObject *WP_NOCHANGE;
// [GRB] Custom player classes

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@ -2523,7 +2523,7 @@ void FParser::SF_PlayerWeapon()
{
wp->Destroy();
// If the weapon is active pick a replacement. Legacy didn't do this!
if (Level->Players[playernum]->PendingWeapon==wp) Level->Players[playernum]->PendingWeapon=WP_NOCHANGE;
if (Level->Players[playernum]->PendingWeapon==wp) Level->Players[playernum]->PendingWeapon=(AActor*)WP_NOCHANGE;
if (Level->Players[playernum]->ReadyWeapon==wp)
{
Level->Players[playernum]->ReadyWeapon=nullptr;

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@ -7,6 +7,7 @@
struct sector_t;
class AActor;
class PClass;
struct FState;
enum dirtype_t

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@ -4922,6 +4922,62 @@ EXTERN_CVAR(Float, fov)
extern bool demonew;
//==========================================================================
//
// This once was the main method for pointer cleanup, but
// nowadays its only use is swapping out PlayerPawns.
// This requires pointer fixing throughout all objects and a few
// global variables, but it only needs to look at pointers that
// can point to a player.
//
//==========================================================================
void StaticPointerSubstitution(AActor* old, AActor* notOld)
{
DObject* probe;
size_t changed = 0;
int i;
if (old == nullptr) return;
// This is only allowed to replace players. For everything else the results are undefined.
if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn))) return;
// Go through all objects.
i = 0; DObject* last = 0;
for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
{
i++;
changed += probe->PointerSubstitution(old, notOld);
last = probe;
}
// Go through players.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
AActor* replacement = notOld;
auto& p = players[i];
if (p.mo == old) p.mo = replacement, changed++;
if (p.poisoner.ForceGet() == old) p.poisoner = replacement, changed++;
if (p.attacker.ForceGet() == old) p.attacker = replacement, changed++;
if (p.camera.ForceGet() == old) p.camera = replacement, changed++;
if (p.ConversationNPC.ForceGet() == old) p.ConversationNPC = replacement, changed++;
if (p.ConversationPC.ForceGet() == old) p.ConversationPC = replacement, changed++;
}
}
// Go through sectors. Only the level this actor belongs to is relevant.
for (auto& sec : old->Level->sectors)
{
if (sec.SoundTarget == old) sec.SoundTarget = notOld;
}
}
AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{
player_t *p;
@ -5184,7 +5240,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
}
DObject::StaticPointerSubstitution (oldactor, p->mo);
StaticPointerSubstitution (oldactor, p->mo);
localEventManager->PlayerRespawned(PlayerNum(p));
Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);

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@ -996,7 +996,7 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
player->DestroyPSprites();
// Spawn the ready weapon
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : (AActor*)WP_NOCHANGE;
P_BringUpWeapon (player);
}

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@ -40,6 +40,7 @@
#define WEAPONTOP 32.
#define WEAPON_FUDGE_Y 0.375
struct FTranslatedLineTarget;
struct FState;
//
// Overlay psprites are scaled shapes

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@ -1606,11 +1606,11 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_BossDeath, A_BossDeath)
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, Substitute, DObject::StaticPointerSubstitution)
DEFINE_ACTION_FUNCTION_NATIVE(AActor, Substitute, StaticPointerSubstitution)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(replace, AActor);
DObject::StaticPointerSubstitution(self, replace);
StaticPointerSubstitution(self, replace);
return 0;
}

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@ -94,6 +94,7 @@ const char *GetVersionString();
#define GAMESIG "GZDOOM"
#define BASEWAD "gzdoom.pk3"
#define OPTIONALWAD "game_support.pk3"
#define GZDOOM 1
// More stuff that needs to be different for derivatives.
#define GAMENAME "GZDoom"