mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-16 01:12:03 +00:00
8fcf93d65a
functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. - Fixed: DCajunMaster did not free its getspawned. - Fixed: P_FreeLevelData() did not free ACS scripts. - Fixed: Level snapshots were not freed at exit. - Fixed: The save/load menu list was not freed at exit. - Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer. - Fixed: G_DoLoadGame() did not free the engine string. - Fixed: M_ReadSaveStrings() did not free the engine string. - Fixed: Processing DEM_SAVEGAME did not free the pathname string. - Added a check for truncated flats to FFlatTexture::MakeTexture() because Heretic's F_SKY1 is only four bytes long. - Added a dump of the offending state to the "Cannot find state..." diagnostic. - Fixed: FCompressedFile did not initialize m_Mode in its default constructor. - Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh. - Fixed: PNGHandle destructor should use delete[] to free TextChunks. SVN r111 (trunk)
471 lines
11 KiB
C++
471 lines
11 KiB
C++
/*
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** info.cpp
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** Keeps track of available actors and their states
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This is completely different from Doom's info.c.
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**
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** The primary advancement over Doom's system is that actors can be defined
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** across multiple files without having to recompile most of the source
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** whenever one changes.
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*/
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#include "info.h"
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#include "m_fixed.h"
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#include "c_dispatch.h"
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#include "autosegs.h"
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#include "gi.h"
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#include "actor.h"
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#include "r_state.h"
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#include "i_system.h"
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#include "p_local.h"
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extern void LoadDecorations (void (*process)(FState *, int));
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// Each state is owned by an actor. Actors can own any number of
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// states, but a single state cannot be owned by more than one
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// actor. States are archived by recording the actor they belong
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// to and the index into that actor's list of states.
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// For NULL states, which aren't owned by any actor, the owner
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// is recorded as AActor with the following state. AActor should
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// never actually have this many states of its own, so this
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// is (relatively) safe.
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#define NULL_STATE_INDEX 127
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FArchive &operator<< (FArchive &arc, FState *&state)
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{
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const PClass *info;
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if (arc.IsStoring ())
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{
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if (state == NULL)
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{
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arc.UserWriteClass (RUNTIME_CLASS(AActor));
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arc.WriteCount (NULL_STATE_INDEX);
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return arc;
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}
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info = FState::StaticFindStateOwner (state);
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if (info != NULL)
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{
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arc.UserWriteClass (info);
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arc.WriteCount ((DWORD)(state - info->ActorInfo->OwnedStates));
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}
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else
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{
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I_Error ("Cannot find owner for state %p:\n"
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"%s %c%c %3d [%p] -> %p", state,
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sprites[state->sprite.index].name,
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state->GetFrame() + 'A',
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state->GetFullbright() ? '*' : ' ',
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state->GetTics(),
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state->GetAction(),
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state->GetNextState());
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}
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}
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else
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{
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const PClass *info;
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DWORD ofs;
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arc.UserReadClass (info);
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ofs = arc.ReadCount ();
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if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor))
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{
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state = NULL;
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}
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else if (info->ActorInfo != NULL)
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{
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state = info->ActorInfo->OwnedStates + ofs;
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}
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else
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{
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state = NULL;
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}
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}
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return arc;
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}
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// Find the actor that a state belongs to.
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const PClass *FState::StaticFindStateOwner (const FState *state)
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{
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const FActorInfo *info = RUNTIME_CLASS(AActor)->ActorInfo;
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return RUNTIME_CLASS(AActor);
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}
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TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
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while (++reg != NULL)
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{
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if (state >= reg->OwnedStates &&
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state < reg->OwnedStates + reg->NumOwnedStates)
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{
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return reg->Class;
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}
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}
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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info = PClass::m_RuntimeActors[i]->ActorInfo;
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return info->Class;
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}
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}
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return NULL;
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}
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// Find the actor that a state belongs to, but restrict the search to
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// the specified type and its ancestors.
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const PClass *FState::StaticFindStateOwner (const FState *state, const FActorInfo *info)
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{
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while (info != NULL)
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{
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return info->Class;
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}
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info = info->Class->ParentClass->ActorInfo;
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}
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return NULL;
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}
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// Change sprite names to indices
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static void ProcessStates (FState *states, int numstates)
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{
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int sprite = -1;
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if (states == NULL)
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return;
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while (--numstates >= 0)
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{
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if (sprite == -1 || strncmp (sprites[sprite].name, states->sprite.name, 4) != 0)
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{
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unsigned int i;
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sprite = -1;
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for (i = 0; i < sprites.Size (); ++i)
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{
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if (strncmp (sprites[i].name, states->sprite.name, 4) == 0)
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{
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sprite = (int)i;
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break;
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}
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}
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if (sprite == -1)
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{
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spritedef_t temp;
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strncpy (temp.name, states->sprite.name, 4);
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temp.name[4] = 0;
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temp.numframes = 0;
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temp.spriteframes = 0;
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sprite = (int)sprites.Push (temp);
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}
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}
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states->sprite.index = sprite;
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states++;
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}
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}
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void FActorInfo::StaticInit ()
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{
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TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
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if (sprites.Size() == 0)
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{
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spritedef_t temp;
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// Sprite 0 is always TNT1
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memcpy (temp.name, "TNT1", 5);
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temp.numframes = 0;
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temp.spriteframes = 0;
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sprites.Push (temp);
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// Sprite 1 is always ----
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memcpy (temp.name, "----", 5);
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sprites.Push (temp);
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}
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// Attach FActorInfo structures to every actor's PClass
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while (++reg != NULL)
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{
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reg->Class->ActorInfo = reg;
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if (reg->OwnedStates &&
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(unsigned)reg->OwnedStates->sprite.index < sprites.Size ())
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{
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Printf ("\x1c+%s is stateless. Fix its default list.\n",
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reg->Class->TypeName.GetChars());
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}
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ProcessStates (reg->OwnedStates, reg->NumOwnedStates);
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}
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// Now build default instances of every actor
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reg.Reset ();
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while (++reg != NULL)
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{
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reg->BuildDefaults ();
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}
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LoadDecorations (ProcessStates);
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}
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// Called after the IWAD has been identified
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void FActorInfo::StaticGameSet ()
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{
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// Run every AT_GAME_SET function
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TAutoSegIteratorNoArrow<void (*)(), &GRegHead, &GRegTail> setters;
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while (++setters != NULL)
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{
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((void (*)())setters) ();
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}
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}
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// Called after Dehacked patches are applied
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void FActorInfo::StaticSetActorNums ()
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{
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memset (SpawnableThings, 0, sizeof(SpawnableThings));
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DoomEdMap.Empty ();
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// For every actor valid for this game, add it to the
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// SpawnableThings array and DoomEdMap
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TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
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while (++reg != NULL)
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{
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reg->RegisterIDs ();
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}
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
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}
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}
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void FActorInfo::RegisterIDs ()
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{
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if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
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{
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if (SpawnID != 0)
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{
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SpawnableThings[SpawnID] = Class;
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}
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if (DoomEdNum != -1)
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{
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DoomEdMap.AddType (DoomEdNum, Class);
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}
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}
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}
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// Called when a new game is started, but only if the game
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// speed has changed.
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void FActorInfo::StaticSpeedSet ()
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{
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TAutoSegIteratorNoArrow<void (*)(int), &SRegHead, &SRegTail> setters;
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while (++setters != NULL)
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{
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((void (*)(int))setters) (GameSpeed);
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}
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}
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FDoomEdMap DoomEdMap;
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FDoomEdMap::FDoomEdEntry *FDoomEdMap::DoomEdHash[DOOMED_HASHSIZE];
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FDoomEdMap::~FDoomEdMap()
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{
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Empty();
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}
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void FDoomEdMap::AddType (int doomednum, const PClass *type)
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry *entry = DoomEdHash[hash];
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while (entry && entry->DoomEdNum != doomednum)
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{
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entry = entry->HashNext;
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}
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if (entry == NULL)
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{
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entry = new FDoomEdEntry;
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entry->HashNext = DoomEdHash[hash];
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entry->DoomEdNum = doomednum;
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DoomEdHash[hash] = entry;
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}
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else
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{
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Printf (PRINT_BOLD, "Warning: %s and %s both have doomednum %d.\n",
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type->TypeName.GetChars(), entry->Type->TypeName.GetChars(), doomednum);
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}
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entry->Type = type;
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}
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void FDoomEdMap::DelType (int doomednum)
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry **prev = &DoomEdHash[hash];
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FDoomEdEntry *entry = *prev;
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while (entry && entry->DoomEdNum != doomednum)
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{
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prev = &entry->HashNext;
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entry = entry->HashNext;
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}
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if (entry != NULL)
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{
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*prev = entry->HashNext;
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delete entry;
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}
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}
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void FDoomEdMap::Empty ()
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{
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int bucket;
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for (bucket = 0; bucket < DOOMED_HASHSIZE; ++bucket)
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{
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FDoomEdEntry *probe = DoomEdHash[bucket];
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while (probe != NULL)
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{
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FDoomEdEntry *next = probe->HashNext;
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delete probe;
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probe = next;
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}
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DoomEdHash[bucket] = NULL;
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}
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}
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const PClass *FDoomEdMap::FindType (int doomednum) const
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry *entry = DoomEdHash[hash];
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while (entry && entry->DoomEdNum != doomednum)
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entry = entry->HashNext;
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return entry ? entry->Type : NULL;
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}
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struct EdSorting
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{
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const PClass *Type;
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int DoomEdNum;
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};
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static int STACK_ARGS sortnums (const void *a, const void *b)
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{
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return ((const EdSorting *)a)->DoomEdNum -
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((const EdSorting *)b)->DoomEdNum;
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}
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void FDoomEdMap::DumpMapThings ()
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{
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TArray<EdSorting> infos (PClass::m_Types.Size());
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int i;
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for (i = 0; i < DOOMED_HASHSIZE; ++i)
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{
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FDoomEdEntry *probe = DoomEdHash[i];
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while (probe != NULL)
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{
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EdSorting sorting = { probe->Type, probe->DoomEdNum };
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infos.Push (sorting);
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probe = probe->HashNext;
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}
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}
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if (infos.Size () == 0)
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{
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Printf ("No map things registered\n");
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}
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else
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{
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qsort (&infos[0], infos.Size (), sizeof(EdSorting), sortnums);
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for (i = 0; i < (int)infos.Size (); ++i)
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{
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Printf ("%6d %s\n",
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infos[i].DoomEdNum, infos[i].Type->TypeName.GetChars());
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}
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}
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}
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CCMD (dumpmapthings)
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{
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FDoomEdMap::DumpMapThings ();
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}
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BOOL CheckCheatmode ();
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CCMD (summon)
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{
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if (CheckCheatmode ())
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return;
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if (argv.argc() > 1)
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{
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const PClass *type = PClass::FindClass (argv[1]);
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if (type == NULL)
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{
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Printf ("Unknown class '%s'\n", argv[1]);
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return;
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}
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Net_WriteByte (DEM_SUMMON);
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Net_WriteString (type->TypeName.GetChars());
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}
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}
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CCMD (summonfriend)
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{
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if (CheckCheatmode ())
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return;
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if (argv.argc() > 1)
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{
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const PClass *type = PClass::FindClass (argv[1]);
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if (type == NULL)
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{
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Printf ("Unknown class '%s'\n", argv[1]);
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return;
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}
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Net_WriteByte (DEM_SUMMONFRIEND);
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Net_WriteString (type->TypeName.GetChars());
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}
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}
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