qzdoom/src/dobjtype.cpp
Randy Heit 6695e255ce - Added actor replacement for DECORATE. This works at a higher level than
using duplicate DoomEdNums and will affect all attempts to spawn the
  replaced actor. However, because this happens for all spawns and not just
  at map load, the replacing actor must be compatible with the replaced
  actor, which means that an actor can only serve as a replacement for one
  of its baseclasses. For example, if you want to use a modified imp, you can
  use this DECORATE:
      actor MyImp : DoomImp replaces DoompImp
      {
          // Put changed properties here
      }
- New: The IWAD dialog now remembers the last IWAD you picked and
  automatically highlights it the next time you run the game. This also
  applies if you check "Don't ask me this again": The IWAD selected will be
  the one that gets automatically loaded, not the one located first. (Using
  the -iwad parameter will not change the default IWAD.) In addition, you
  can now bring the dialog up even if you disable it by holding down SHIFT
  during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
  of writing to a provided output buffer. ExtractFileBase() can also
  optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
  no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
  the demo buffer grows automatically.


SVN r238 (trunk)
2006-07-08 02:17:35 +00:00

270 lines
6.4 KiB
C++

#include "dobject.h"
#include "i_system.h"
#include "actor.h"
#include "autosegs.h"
TArray<PClass *> PClass::m_RuntimeActors;
TArray<PClass *> PClass::m_Types;
PClass *PClass::TypeHash[PClass::HASH_SIZE];
// A harmless non_NULL FlatPointer for classes without pointers.
static const size_t TheEnd = ~0;
void PClass::StaticInit ()
{
atterm (StaticShutdown);
TAutoSegIterator<ClassReg *, &CRegHead, &CRegTail> probe;
while (++probe != NULL)
{
probe->RegisterClass ();
}
}
void PClass::StaticShutdown ()
{
TArray<size_t *> uniqueFPs(64);
unsigned int i, j;
for (i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *type = PClass::m_Types[i];
PClass::m_Types[i] = NULL;
if (type->FlatPointers != &TheEnd && type->FlatPointers != type->Pointers)
{
// FlatPointers are shared by many classes, so we must check for
// duplicates and only delete those that are unique.
for (j = 0; j < uniqueFPs.Size(); ++j)
{
if (type->FlatPointers == uniqueFPs[j])
{
break;
}
}
if (j == uniqueFPs.Size())
{
uniqueFPs.Push(const_cast<size_t *>(type->FlatPointers));
}
}
// For runtime classes, this call will also delete the PClass.
PClass::StaticFreeData (type);
}
for (i = 0; i < uniqueFPs.Size(); ++i)
{
delete[] uniqueFPs[i];
}
}
void PClass::StaticFreeData (PClass *type)
{
if (type->Defaults != NULL)
{
delete[] type->Defaults;
type->Defaults = NULL;
}
if (type->bRuntimeClass)
{
if (type->ActorInfo != NULL)
{
if (type->ActorInfo->OwnedStates != NULL)
{
delete[] type->ActorInfo->OwnedStates;
type->ActorInfo->OwnedStates = NULL;
}
delete type->ActorInfo;
type->ActorInfo = NULL;
}
delete type;
}
}
void ClassReg::RegisterClass ()
{
assert (MyClass != NULL);
// Add type to list
MyClass->ClassIndex = PClass::m_Types.Push (MyClass);
MyClass->TypeName = FName(Name+1);
MyClass->ParentClass = ParentType;
MyClass->Size = SizeOf;
MyClass->Pointers = Pointers;
MyClass->ConstructNative = ConstructNative;
MyClass->InsertIntoHash ();
}
void PClass::InsertIntoHash ()
{
// Add class to hash table. Classes are inserted into each bucket
// in ascending order by name index.
unsigned int bucket = TypeName % HASH_SIZE;
PClass **hashpos = &TypeHash[bucket];
while (*hashpos != NULL)
{
int lexx = int(TypeName) - int((*hashpos)->TypeName);
if (lexx > 0)
{ // This type should come later in the chain
hashpos = &((*hashpos)->HashNext);
}
else if (lexx == 0)
{ // This type has already been inserted
I_FatalError ("Tried to register class '%s' more than once.", TypeName.GetChars());
}
else
{ // Type comes right here
break;
}
}
HashNext = *hashpos;
*hashpos = this;
}
// Find a type, passed the name as a string
const PClass *PClass::FindClass (const char *zaname)
{
FName namename (zaname, true);
if (namename == NAME_None)
{
return NULL;
}
return FindClass (namename);
}
// Find a type, passed the name as a name
const PClass *PClass::FindClass (FName zaname)
{
PClass *cls = TypeHash[zaname % HASH_SIZE];
while (cls != 0)
{
int lexx = int(zaname) - int(cls->TypeName);
if (lexx > 0)
{
cls = cls->HashNext;
}
else if (lexx == 0)
{
return cls;
}
else
{
break;
}
}
return NULL;
}
// Create a new object that this class represents
DObject *PClass::CreateNew () const
{
BYTE *mem = (BYTE *)M_Malloc (Size);
// Set this object's defaults before constructing it.
if (Defaults!=NULL)
memcpy (mem, Defaults, Size);
else
memset (mem, 0, Size);
ConstructNative (mem);
((DObject *)mem)->SetClass (const_cast<PClass *>(this));
return (DObject *)mem;
}
// Create a new class based on an existing class
PClass *PClass::CreateDerivedClass (FName name, unsigned int size)
{
assert (size >= Size);
PClass *type = new PClass;
type->TypeName = name;
type->ParentClass = this;
type->Size = size;
type->Pointers = NULL;
type->ConstructNative = ConstructNative;
type->ClassIndex = m_Types.Push (type);
type->InsertIntoHash();
type->Meta = Meta;
type->Defaults = new BYTE[size];
memcpy (type->Defaults, Defaults, Size);
if (size > Size)
{
memset (type->Defaults + Size, 0, size - Size);
}
type->FlatPointers = NULL;
type->bRuntimeClass = true;
// 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->GameFilter = GAME_Any;
info->SpawnID = 0;
info->DoomEdNum = -1;
info->OwnedStates = NULL;
info->NumOwnedStates = 0;
info->Replacement = NULL;
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 PClass::BuildFlatPointers ()
{
if (FlatPointers != NULL)
{ // Already built: Do nothing.
return;
}
else if (ParentClass == 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
{
ParentClass->BuildFlatPointers ();
if (Pointers == NULL)
{ // No new pointers: Just use the same FlatPointers as the parent.
FlatPointers = ParentClass->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; ParentClass->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, ParentClass->FlatPointers, sizeof(size_t)*numSuperPointers);
}
memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
FlatPointers = flat;
}
}
}