- Used the one unused byte in the state structure as a flag to tell what type

the NextState parameter is. The code did some rather unsafe checks with it
  to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
  and call the same function to do the real work.


SVN r1243 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-22 18:55:29 +00:00
commit 954955c5a5
16 changed files with 1001 additions and 904 deletions

View file

@ -51,122 +51,6 @@
extern void LoadDecorations ();
// Each state is owned by an actor. Actors can own any number of
// states, but a single state cannot be owned by more than one
// actor. States are archived by recording the actor they belong
// to and the index into that actor's list of states.
// For NULL states, which aren't owned by any actor, the owner
// is recorded as AActor with the following state. AActor should
// never actually have this many states of its own, so this
// is (relatively) safe.
#define NULL_STATE_INDEX 127
//==========================================================================
//
//
//==========================================================================
FArchive &operator<< (FArchive &arc, FState *&state)
{
const PClass *info;
if (arc.IsStoring ())
{
if (state == NULL)
{
arc.UserWriteClass (RUNTIME_CLASS(AActor));
arc.WriteCount (NULL_STATE_INDEX);
return arc;
}
info = FState::StaticFindStateOwner (state);
if (info != NULL)
{
arc.UserWriteClass (info);
arc.WriteCount ((DWORD)(state - info->ActorInfo->OwnedStates));
}
else
{
/* this was never working as intended.
I_Error ("Cannot find owner for state %p:\n"
"%s %c%c %3d [%p] -> %p", state,
sprites[state->sprite].name,
state->GetFrame() + 'A',
state->GetFullbright() ? '*' : ' ',
state->GetTics(),
state->GetAction(),
state->GetNextState());
*/
}
}
else
{
const PClass *info;
DWORD ofs;
arc.UserReadClass (info);
ofs = arc.ReadCount ();
if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor))
{
state = NULL;
}
else if (info->ActorInfo != NULL)
{
state = info->ActorInfo->OwnedStates + ofs;
}
else
{
state = NULL;
}
}
return arc;
}
//==========================================================================
//
// Find the actor that a state belongs to.
//
//==========================================================================
const PClass *FState::StaticFindStateOwner (const FState *state)
{
for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
{
FActorInfo *info = PClass::m_RuntimeActors[i]->ActorInfo;
if (state >= info->OwnedStates &&
state < info->OwnedStates + info->NumOwnedStates)
{
return info->Class;
}
}
return NULL;
}
//==========================================================================
//
// Find the actor that a state belongs to, but restrict the search to
// the specified type and its ancestors.
//
//==========================================================================
const PClass *FState::StaticFindStateOwner (const FState *state, const FActorInfo *info)
{
while (info != NULL)
{
if (state >= info->OwnedStates &&
state < info->OwnedStates + info->NumOwnedStates)
{
return info->Class;
}
info = info->Class->ParentClass->ActorInfo;
}
return NULL;
}
//==========================================================================
//
//
@ -344,209 +228,6 @@ void FActorInfo::SetPainChance(FName type, int chance)
}
}
//==========================================================================
//
//
//==========================================================================
FStateLabel *FStateLabels::FindLabel (FName label)
{
return const_cast<FStateLabel *>(BinarySearch<FStateLabel, FName> (Labels, NumLabels, &FStateLabel::Label, label));
}
void FStateLabels::Destroy ()
{
for(int i=0; i<NumLabels;i++)
{
if (Labels[i].Children != NULL)
{
Labels[i].Children->Destroy();
free (Labels[i].Children); // These are malloc'd, not new'd!
Labels[i].Children=NULL;
}
}
}
//===========================================================================
//
// HasStates
//
// Checks whether the actor has special death states.
//
//===========================================================================
bool AActor::HasSpecialDeathStates () const
{
const FActorInfo *info = GetClass()->ActorInfo;
if (info->StateList != NULL)
{
FStateLabel *slabel = info->StateList->FindLabel (NAME_Death);
if (slabel != NULL && slabel->Children != NULL)
{
for(int i=0;i<slabel->Children->NumLabels;i++)
{
if (slabel->Children->Labels[i].State != NULL) return true;
}
}
}
return false;
}
//===========================================================================
//
// FindState (one name version)
//
// Finds a state with the exact specified name.
//
//===========================================================================
FState *AActor::FindState (FName label) const
{
const FActorInfo *info = GetClass()->ActorInfo;
if (info->StateList != NULL)
{
FStateLabel *slabel = info->StateList->FindLabel (label);
if (slabel != NULL)
{
return slabel->State;
}
}
return NULL;
}
//===========================================================================
//
// FindState (two name version)
//
//===========================================================================
FState *AActor::FindState (FName label, FName sublabel, bool exact) const
{
const FActorInfo *info = GetClass()->ActorInfo;
if (info->StateList != NULL)
{
FStateLabel *slabel = info->StateList->FindLabel (label);
if (slabel != NULL)
{
if (slabel->Children != NULL)
{
FStateLabel *slabel2 = slabel->Children->FindLabel(sublabel);
if (slabel2 != NULL)
{
return slabel2->State;
}
}
if (!exact) return slabel->State;
}
}
return NULL;
}
//===========================================================================
//
// FindState (multiple names version)
//
// Finds a state that matches as many of the supplied names as possible.
// A state with more names than those provided does not match.
// A state with fewer names can match if there are no states with the exact
// same number of names.
//
// The search proceeds like this. For the current class, keeping matching
// names until there are no more. If both the argument list and the state
// are out of names, it's an exact match, so return it. If the state still
// has names, ignore it. If the argument list still has names, remember it.
//
//===========================================================================
FState *FActorInfo::FindState (FName name) const
{
return FindState(1, &name);
}
FState *FActorInfo::FindState (int numnames, FName *names, bool exact) const
{
FStateLabels *labels = StateList;
FState *best = NULL;
if (labels != NULL)
{
int count = 0;
FStateLabel *slabel = NULL;
FName label;
// Find the best-matching label for this class.
while (labels != NULL && count < numnames)
{
label = *names++;
slabel = labels->FindLabel (label);
if (slabel != NULL)
{
count++;
labels = slabel->Children;
best = slabel->State;
}
else
{
break;
}
}
if (count < numnames && exact) return NULL;
}
return best;
}
//==========================================================================
//
// Creates a list of names from a string. Dots are used as separator
//
//==========================================================================
void MakeStateNameList(const char * fname, TArray<FName> * out)
{
FName firstpart, secondpart;
char * c;
// Handle the old names for the existing death states
char * name = copystring(fname);
firstpart = strtok(name, ".");
switch (firstpart)
{
case NAME_Burn:
firstpart = NAME_Death;
secondpart = NAME_Fire;
break;
case NAME_Ice:
firstpart = NAME_Death;
secondpart = NAME_Ice;
break;
case NAME_Disintegrate:
firstpart = NAME_Death;
secondpart = NAME_Disintegrate;
break;
case NAME_XDeath:
firstpart = NAME_Death;
secondpart = NAME_Extreme;
break;
}
out->Clear();
out->Push(firstpart);
if (secondpart!=NAME_None) out->Push(secondpart);
while ((c = strtok(NULL, "."))!=NULL)
{
FName cc = c;
out->Push(cc);
}
delete [] name;
}
//==========================================================================
//
//