- moved some more code into the gamedata folder.

Two files were split:

g_level.h contained both the game data definitions and some prototypes belonging to the game logic. These were split up.
decallib.cpp contained both the data and the animation thinkers. The thinkers are now in their own file.
This commit is contained in:
Christoph Oelckers 2019-02-01 19:20:58 +01:00
commit a1cc548af4
18 changed files with 912 additions and 856 deletions

View file

@ -0,0 +1,426 @@
/*
** stringtable.cpp
** Implements the FStringTable class
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include "stringtable.h"
#include "cmdlib.h"
#include "w_wad.h"
#include "i_system.h"
#include "sc_man.h"
#include "c_dispatch.h"
#include "v_text.h"
#include "gi.h"
// PassNum identifies which language pass this string is from.
// PassNum 0 is for DeHacked.
// PassNum 1 is for * strings.
// PassNum 2+ are for specific locales.
struct FStringTable::StringEntry
{
StringEntry *Next;
char *Name;
uint8_t PassNum;
char String[];
};
FStringTable::FStringTable ()
{
for (int i = 0; i < HASH_SIZE; ++i)
{
Buckets[i] = NULL;
}
}
FStringTable::~FStringTable ()
{
FreeData ();
}
void FStringTable::FreeData ()
{
for (int i = 0; i < HASH_SIZE; ++i)
{
StringEntry *entry = Buckets[i], *next;
Buckets[i] = NULL;
while (entry != NULL)
{
next = entry->Next;
M_Free (entry);
entry = next;
}
}
}
void FStringTable::FreeNonDehackedStrings ()
{
for (int i = 0; i < HASH_SIZE; ++i)
{
StringEntry *entry, *next, **pentry;
for (pentry = &Buckets[i], entry = *pentry; entry != NULL; )
{
next = entry->Next;
if (entry->PassNum != 0)
{
*pentry = next;
M_Free (entry);
}
else
{
pentry = &entry->Next;
}
entry = next;
}
}
}
void FStringTable::LoadStrings (bool enuOnly)
{
int lastlump, lump;
int i, j;
FreeNonDehackedStrings ();
lastlump = 0;
while ((lump = Wads.FindLump ("LANGUAGE", &lastlump)) != -1)
{
j = 0;
if (!enuOnly)
{
LoadLanguage (lump, MAKE_ID('*',0,0,0), true, ++j);
for (i = 0; i < 4; ++i)
{
LoadLanguage (lump, LanguageIDs[i], true, ++j);
LoadLanguage (lump, LanguageIDs[i] & MAKE_ID(0xff,0xff,0,0), true, ++j);
LoadLanguage (lump, LanguageIDs[i], false, ++j);
}
}
// Fill in any missing strings with the default language
LoadLanguage (lump, MAKE_ID('*','*',0,0), true, ++j);
}
}
void FStringTable::LoadLanguage (int lumpnum, uint32_t code, bool exactMatch, int passnum)
{
static bool errordone = false;
const uint32_t orMask = exactMatch ? 0 : MAKE_ID(0,0,0xff,0);
uint32_t inCode = 0;
StringEntry *entry, **pentry;
uint32_t bucket;
int cmpval;
bool skip = true;
code |= orMask;
FScanner sc(lumpnum);
sc.SetCMode (true);
while (sc.GetString ())
{
if (sc.Compare ("["))
{ // Process language identifiers
bool donot = false;
bool forceskip = false;
skip = true;
sc.MustGetString ();
do
{
size_t len = sc.StringLen;
if (len != 2 && len != 3)
{
if (len == 1 && sc.String[0] == '~')
{
donot = true;
sc.MustGetString ();
continue;
}
if (len == 1 && sc.String[0] == '*')
{
inCode = MAKE_ID('*',0,0,0);
}
else if (len == 7 && stricmp (sc.String, "default") == 0)
{
inCode = MAKE_ID('*','*',0,0);
}
else
{
sc.ScriptError ("The language code must be 2 or 3 characters long.\n'%s' is %lu characters long.",
sc.String, len);
}
}
else
{
inCode = MAKE_ID(tolower(sc.String[0]), tolower(sc.String[1]), tolower(sc.String[2]), 0);
}
if ((inCode | orMask) == code)
{
if (donot)
{
forceskip = true;
donot = false;
}
else
{
skip = false;
}
}
sc.MustGetString ();
} while (!sc.Compare ("]"));
if (donot)
{
sc.ScriptError ("You must specify a language after ~");
}
skip |= forceskip;
}
else
{ // Process string definitions.
if (inCode == 0)
{
// LANGUAGE lump is bad. We need to check if this is an old binary
// lump and if so just skip it to allow old WADs to run which contain
// such a lump.
if (!sc.isText())
{
if (!errordone) Printf("Skipping binary 'LANGUAGE' lump.\n");
errordone = true;
return;
}
sc.ScriptError ("Found a string without a language specified.");
}
bool savedskip = skip;
if (sc.Compare("$"))
{
sc.MustGetStringName("ifgame");
sc.MustGetStringName("(");
sc.MustGetString();
skip |= !sc.Compare(GameTypeName());
sc.MustGetStringName(")");
sc.MustGetString();
}
if (skip)
{ // We're not interested in this language, so skip the string.
sc.MustGetStringName ("=");
sc.MustGetString ();
do
{
sc.MustGetString ();
}
while (!sc.Compare (";"));
skip = savedskip;
continue;
}
FString strName (sc.String);
sc.MustGetStringName ("=");
sc.MustGetString ();
FString strText (sc.String, ProcessEscapes (sc.String));
sc.MustGetString ();
while (!sc.Compare (";"))
{
ProcessEscapes (sc.String);
strText += sc.String;
sc.MustGetString ();
}
// Does this string exist? If so, should we overwrite it?
bucket = MakeKey (strName.GetChars()) & (HASH_SIZE-1);
pentry = &Buckets[bucket];
entry = *pentry;
cmpval = 1;
while (entry != NULL)
{
cmpval = stricmp (entry->Name, strName.GetChars());
if (cmpval >= 0)
break;
pentry = &entry->Next;
entry = *pentry;
}
if (cmpval == 0 && entry->PassNum >= passnum)
{
*pentry = entry->Next;
M_Free (entry);
entry = NULL;
}
if (entry == NULL || cmpval > 0)
{
entry = (StringEntry *)M_Malloc (sizeof(*entry) + strText.Len() + strName.Len() + 2);
entry->Next = *pentry;
*pentry = entry;
strcpy (entry->String, strText.GetChars());
strcpy (entry->Name = entry->String + strText.Len() + 1, strName.GetChars());
entry->PassNum = passnum;
}
}
}
}
// Replace \ escape sequences in a string with the escaped characters.
size_t FStringTable::ProcessEscapes (char *iptr)
{
char *sptr = iptr, *optr = iptr, c;
while ((c = *iptr++) != '\0')
{
if (c == '\\')
{
c = *iptr++;
if (c == 'n')
c = '\n';
else if (c == 'c')
c = TEXTCOLOR_ESCAPE;
else if (c == 'r')
c = '\r';
else if (c == 't')
c = '\t';
else if (c == '\n')
continue;
}
*optr++ = c;
}
*optr = '\0';
return optr - sptr;
}
// Finds a string by name and returns its value
const char *FStringTable::operator[] (const char *name) const
{
if (name == NULL)
{
return NULL;
}
uint32_t bucket = MakeKey (name) & (HASH_SIZE - 1);
StringEntry *entry = Buckets[bucket];
while (entry != NULL)
{
int cmpval = stricmp (entry->Name, name);
if (cmpval == 0)
{
return entry->String;
}
if (cmpval == 1)
{
return NULL;
}
entry = entry->Next;
}
return NULL;
}
// Finds a string by name and returns its value. If the string does
// not exist, returns the passed name instead.
const char *FStringTable::operator() (const char *name) const
{
const char *str = operator[] (name);
return str ? str : name;
}
// Find a string by name. pentry1 is a pointer to a pointer to it, and entry1 is a
// pointer to it. Return NULL for entry1 if it wasn't found.
void FStringTable::FindString (const char *name, StringEntry **&pentry1, StringEntry *&entry1)
{
uint32_t bucket = MakeKey (name) & (HASH_SIZE - 1);
StringEntry **pentry = &Buckets[bucket], *entry = *pentry;
while (entry != NULL)
{
int cmpval = stricmp (entry->Name, name);
if (cmpval == 0)
{
pentry1 = pentry;
entry1 = entry;
return;
}
if (cmpval == 1)
{
pentry1 = pentry;
entry1 = NULL;
return;
}
pentry = &entry->Next;
entry = *pentry;
}
pentry1 = pentry;
entry1 = entry;
}
// Find a string with the same exact text. Returns its name.
const char *FStringTable::MatchString (const char *string) const
{
for (int i = 0; i < HASH_SIZE; ++i)
{
for (StringEntry *entry = Buckets[i]; entry != NULL; entry = entry->Next)
{
if (strcmp (entry->String, string) == 0)
{
return entry->Name;
}
}
}
return NULL;
}
void FStringTable::SetString (const char *name, const char *newString)
{
StringEntry **pentry, *oentry;
FindString (name, pentry, oentry);
size_t newlen = strlen (newString);
size_t namelen = strlen (name);
// Create a new string entry
StringEntry *entry = (StringEntry *)M_Malloc (sizeof(*entry) + newlen + namelen + 2);
strcpy (entry->String, newString);
strcpy (entry->Name = entry->String + newlen + 1, name);
entry->PassNum = 0;
// If this is a new string, insert it. Otherwise, replace the old one.
if (oentry == NULL)
{
entry->Next = *pentry;
*pentry = entry;
}
else
{
*pentry = entry;
entry->Next = oentry->Next;
M_Free (oentry);
}
}