- started moving stuff out of PClassActor into meta data.

This reinstates the old FActorInfo as part of the meta data a class can have so that the class descriptor itself can be freed from any data not directly relevant for managing the class's type information.
This commit is contained in:
Christoph Oelckers 2017-04-11 19:37:56 +02:00
commit 311ce2362a
8 changed files with 106 additions and 25 deletions

View file

@ -65,6 +65,62 @@ FRandom FState::pr_statetics("StateTics");
cycle_t ActionCycles;
//==========================================================================
//
// special type for the native ActorInfo. This allows to let this struct
// be handled by the generic object constructors for the VM.
//
//==========================================================================
class PActorInfo : public PBasicType
{
DECLARE_CLASS(PActorInfo, PBasicType);
public:
PActorInfo()
:PBasicType(sizeof(FActorInfo), alignof(FActorInfo))
{
}
void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special) const override
{
if (base != nullptr) new((uint8_t *)base + offset) FActorInfo;
if (special != nullptr)
{
special->Push(std::make_pair(this, offset));
}
}
void InitializeValue(void *addr, const void *def) const override
{
if (def == nullptr)
{
new(addr) FActorInfo;
}
else
{
new(addr) FActorInfo(*(const FActorInfo*)def);
}
}
void DestroyValue(void *addr) const override
{
FActorInfo *self = (FActorInfo*)addr;
self->~FActorInfo();
}
};
IMPLEMENT_CLASS(PActorInfo, false, false)
void AddActorInfo(PClass *cls)
{
auto type = new PActorInfo;
TypeTable.AddType(type);
cls->AddField("*", type, VARF_Meta);
}
void FState::SetAction(const char *name)
{
ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
@ -245,8 +301,6 @@ PClassActor::PClassActor()
DoomEdNum = -1;
OwnedStates = NULL;
NumOwnedStates = 0;
Replacement = NULL;
Replacee = NULL;
StateList = NULL;
DamageFactors = NULL;
PainChances = NULL;
@ -339,8 +393,8 @@ bool PClassActor::SetReplacement(FName replaceName)
}
if (replacee != nullptr)
{
replacee->Replacement = this;
Replacee = replacee;
replacee->ActorInfo()->Replacement = this;
ActorInfo()->Replacee = replacee;
}
}
return true;
@ -467,15 +521,15 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
lookskill = false; skillrepname = NAME_None;
}
}
if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
auto Replacement = ActorInfo()->Replacement;
if (Replacement == nullptr && (!lookskill || skillrepname == NAME_None))
{
return this;
}
// The Replacement field is temporarily NULLed to prevent
// potential infinite recursion.
PClassActor *savedrep = Replacement;
Replacement = NULL;
PClassActor *rep = savedrep;
ActorInfo()->Replacement = nullptr;
PClassActor *rep = Replacement;
// Handle skill-based replacement here. It has precedence on DECORATE replacement
// in that the skill replacement is applied first, followed by DECORATE replacement
// on the actor indicated by the skill replacement.
@ -487,7 +541,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
// Skill replacements are not recursive, contrarily to DECORATE replacements
rep = rep->GetReplacement(false);
// Reset the temporarily NULLed field
Replacement = savedrep;
ActorInfo()->Replacement = Replacement;
return rep;
}
@ -523,21 +577,21 @@ PClassActor *PClassActor::GetReplacee(bool lookskill)
lookskill = false;
}
}
if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
PClassActor *savedrep = ActorInfo()->Replacee;
if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
{
return this;
}
// The Replacee field is temporarily NULLed to prevent
// potential infinite recursion.
PClassActor *savedrep = Replacee;
Replacee = NULL;
ActorInfo()->Replacee = nullptr;
PClassActor *rep = savedrep;
if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
{
rep = PClass::FindActor(skillrepname);
}
rep = rep->GetReplacee(false);
Replacee = savedrep;
ActorInfo()->Replacee = savedrep;
return rep;
}