mirror of
https://github.com/ZDoom/Raze.git
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264 lines
7.5 KiB
C++
264 lines
7.5 KiB
C++
/*
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** actorinfo.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 1998-2006 Randy Heit
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** Copyright 2005-2022 Christoph Oelckers
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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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*/
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#include "vectors.h"
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#include "actorinfo.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "v_text.h"
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#include "gi.h"
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#include "coreactor.h"
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#include "stats.h"
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#include "types.h"
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#include "filesystem.h"
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#include "texturemanager.h"
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#include "texinfo.h"
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#include "buildtiles.h"
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extern void LoadActors ();
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cycle_t ActionCycles;
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//==========================================================================
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//
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// special type for the native ActorInfo. This allows to let this struct
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// be handled by the generic object constructors for the VM.
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//
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//==========================================================================
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class PActorInfo : public PCompoundType
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{
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public:
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PActorInfo()
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:PCompoundType(sizeof(FActorInfo), alignof(FActorInfo))
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{
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}
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void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special) override
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{
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if (base != nullptr) new((uint8_t *)base + offset) FActorInfo;
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if (special != nullptr)
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{
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special->Push(std::make_pair(this, offset));
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}
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}
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void InitializeValue(void *addr, const void *def) const override
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{
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if (def == nullptr)
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{
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new(addr) FActorInfo;
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}
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else
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{
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new(addr) FActorInfo(*(const FActorInfo*)def);
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}
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}
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void DestroyValue(void *addr) const override
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{
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FActorInfo *self = (FActorInfo*)addr;
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self->~FActorInfo();
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}
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};
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void AddActorInfo(PClass *cls)
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{
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auto type = new PActorInfo;
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TypeTable.AddType(type, NAME_Actor);
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cls->AddField("*", type, VARF_Meta);
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}
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//==========================================================================
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//
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// PClassActor :: StaticInit STATIC
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//
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//==========================================================================
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void PClassActor::StaticInit()
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{
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for (auto cls : AllClasses)
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{
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if (cls->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
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{
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AllActorClasses.Push(static_cast<PClassActor*>(cls));
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static_cast<PClassActor*>(cls)->ActorInfo()->ResolveTextures(cls->TypeName.GetChars(), GetDefaultByType(cls));
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}
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}
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}
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//==========================================================================
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//
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// PClassActor :: SetReplacement
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//
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// Sets as a replacement class for another class.
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//
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//==========================================================================
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bool PClassActor::SetReplacement(FName replaceName)
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{
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// Check for "replaces"
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if (replaceName != NAME_None)
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{
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// Get actor name
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PClassActor *replacee = PClass::FindActor(replaceName);
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if (replacee == nullptr)
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{
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return false;
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}
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if (replacee != nullptr)
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{
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replacee->ActorInfo()->Replacement = this;
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ActorInfo()->Replacee = replacee;
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}
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}
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return true;
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}
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//==========================================================================
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//
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// PClassActor :: InitializeNativeDefaults
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//
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//==========================================================================
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void PClassActor::InitializeDefaults()
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{
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if (IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
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{
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assert(Defaults == nullptr);
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Defaults = (uint8_t*)M_Malloc(Size);
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ConstructNative(Defaults);
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// We must unlink the defaults from the class list because it's just a static block of data to the engine.
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DObject* optr = (DObject*)Defaults;
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GC::Root = optr->ObjNext;
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optr->ObjNext = nullptr;
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optr->SetClass(this);
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// Copy the defaults from the parent but leave the DObject part alone because it contains important data.
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if (ParentClass->Defaults != nullptr)
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{
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memcpy(Defaults + sizeof(DObject), ParentClass->Defaults + sizeof(DObject), ParentClass->Size - sizeof(DObject));
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if (Size > ParentClass->Size)
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{
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memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
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}
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}
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else
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{
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memset(Defaults + sizeof(DObject), 0, Size - sizeof(DObject));
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}
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assert(MetaSize >= ParentClass->MetaSize);
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if (MetaSize != 0)
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{
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Meta = (uint8_t*)M_Malloc(MetaSize);
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// Copy the defaults from the parent but leave the DObject part alone because it contains important data.
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if (ParentClass->Meta != nullptr)
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{
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memcpy(Meta, ParentClass->Meta, ParentClass->MetaSize);
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if (MetaSize > ParentClass->MetaSize)
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{
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memset(Meta + ParentClass->MetaSize, 0, MetaSize - ParentClass->MetaSize);
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}
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}
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else
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{
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memset(Meta, 0, MetaSize);
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}
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if (MetaSize > 0) memcpy(Meta, ParentClass->Meta, ParentClass->MetaSize);
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else memset(Meta, 0, MetaSize);
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}
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}
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PClass::InitializeDefaults();
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacement
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//
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//==========================================================================
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PClassActor *PClassActor::GetReplacement()
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{
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PClassActor *Replacement = ActorInfo()->Replacement;
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if (Replacement == nullptr) return this;
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return Replacement;
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacee
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//
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//==========================================================================
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PClassActor *PClassActor::GetReplacee()
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{
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PClassActor *Replacee = ActorInfo()->Replacee;
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if (Replacee == nullptr) return this;
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return Replacee;
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}
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//==========================================================================
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//
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// This can only be done after all data has been set up.
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//
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//==========================================================================
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void FActorInfo::ResolveTextures(const char* clsname, DCoreActor* defaults)
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{
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SpriteSet.Resize(SpriteSetNames.Size());
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for (unsigned i = 0; i < SpriteSet.Size(); i++)
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{
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SpriteSet[i] = TexMan.CheckForTexture(SpriteSetNames[i].GetChars(), ETextureType::Any);
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// This should later be enabled to user content.
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//if (SpriteSet[i] == -1) Printf(TEXTCOLOR_RED "Unknown texture '%s' in sprite set for class %s\n", SpriteSetNames[i].GetChars(), clsname);
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}
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if (SpriteSet.Size() > 0)
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{
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if (defaults->spritesetindex < 0 || defaults->spritesetindex >= (int)SpriteSet.Size()) defaults->spritesetindex = 0;
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defaults->spr.setspritetexture(SpriteSet[defaults->spritesetindex]);
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}
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SpriteSetNames.Reset();
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}
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