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f467e72ac2
Otherwise this will print warnings when resolving content for different games. Needs to be done differently later, but right now the messages are needed for debugging.
271 lines
7.8 KiB
C++
271 lines
7.8 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 "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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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] = TileFiles.tileForName(SpriteSetNames[i]);
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// This will print some noise in RR. Should later be restricted to user content.
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#ifdef _DEBUG
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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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#endif
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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.picnum = SpriteSet[defaults->spritesetindex]; // Unless picnum is specified it will be set to the given image of the sprite set.
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}
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if (PicName.IsNotEmpty())
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{
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defaults->spr.picnum = TileFiles.tileForName(PicName);
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#ifdef _DEBUG
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if (defaults->spr.picnum == -1) Printf(TEXTCOLOR_RED "Unknown texture '%s' in pic for class %s\n", PicName.GetChars(), clsname);
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#endif
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}
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SpriteSetNames.Reset();
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PicName = "";
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}
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