Serious-Engine/Sources/Engine/Entities/EntityClass.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

591 lines
16 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Base/Stream.h>
#include <Engine/Entities/EntityClass.h>
#include <Engine/Entities/EntityProperties.h>
#include <Engine/Base/ErrorReporting.h>
#include <Engine/Entities/Precaching.h>
#include <Engine/Base/Translation.h>
#include <Engine/Base/CRCTable.h>
#include <Engine/Templates/Stock_CAnimData.h>
#include <Engine/Templates/Stock_CTextureData.h>
#include <Engine/Templates/Stock_CModelData.h>
#include <Engine/Templates/Stock_CSoundData.h>
#include <Engine/Templates/Stock_CEntityClass.h>
#include <Engine/Templates/Stock_CEntityClass.h>
/////////////////////////////////////////////////////////////////////
// CEntityClass
/*
* Default constructor.
*/
CEntityClass::CEntityClass(void)
{
ec_fnmClassDLL.Clear();
ec_hiClassDLL = NULL;
ec_pdecDLLClass = NULL;
}
/*
* Constructor for a fixed class.
*/
CEntityClass::CEntityClass(class CDLLEntityClass *pdecDLLClass)
{
ec_pdecDLLClass = pdecDLLClass;
ec_hiClassDLL = NULL;
ec_fnmClassDLL.Clear();
}
/*
* Destructor.
*/
CEntityClass::~CEntityClass(void)
{
Clear();
}
/////////////////////////////////////////////////////////////////////
// Reference counting functions
void CEntityClass::AddReference(void) {
if (this!=NULL) {
MarkUsed();
}
};
void CEntityClass::RemReference(void) {
if (this!=NULL) {
_pEntityClassStock->Release(this);
}
};
/*
* Clear the object.
*/
void CEntityClass::Clear(void)
{
// if the DLL is loaded
if (ec_hiClassDLL != NULL) {
// detach the DLL
ec_pdecDLLClass->dec_OnEndClass();
// release all components needed by the DLL
ReleaseComponents();
/* The dll is never released from memory, because declared shell symbols
* must stay avaliable, since they cannot be undeclared.
*/
// free it
//BOOL bSuccess = FreeLibrary(ec_hiClassDLL);
//ASSERT(bSuccess);
}
ec_pdecDLLClass = NULL;
ec_hiClassDLL = NULL;
ec_fnmClassDLL.Clear();
}
/* Check that all properties have been properly declared. */
void CEntityClass::CheckClassProperties(void)
{
// do nothing in release version
#ifndef NDEBUG
// for all classes in hierarchy of this entity
{for(CDLLEntityClass *pdecDLLClass1 = ec_pdecDLLClass;
pdecDLLClass1!=NULL;
pdecDLLClass1 = pdecDLLClass1->dec_pdecBase) {
// for all properties
for(INDEX iProperty1=0; iProperty1<pdecDLLClass1->dec_ctProperties; iProperty1++) {
CEntityProperty &epProperty1 = pdecDLLClass1->dec_aepProperties[iProperty1];
// for all classes in hierarchy of this entity
for(CDLLEntityClass *pdecDLLClass2 = ec_pdecDLLClass;
pdecDLLClass2!=NULL;
pdecDLLClass2 = pdecDLLClass2->dec_pdecBase) {
// for all properties
for(INDEX iProperty2=0; iProperty2<pdecDLLClass2->dec_ctProperties; iProperty2++) {
CEntityProperty &epProperty2 = pdecDLLClass2->dec_aepProperties[iProperty2];
// the two properties must not have same id unless they are same property
ASSERTMSG(&epProperty1==&epProperty2 || epProperty1.ep_ulID!=epProperty2.ep_ulID,
"No two properties may have same id!");
}
}
}
}}
// for all classes in hierarchy of this entity
{for(CDLLEntityClass *pdecDLLClass1 = ec_pdecDLLClass;
pdecDLLClass1!=NULL;
pdecDLLClass1 = pdecDLLClass1->dec_pdecBase) {
// for all components
for(INDEX iComponent1=0; iComponent1<pdecDLLClass1->dec_ctComponents; iComponent1++) {
CEntityComponent &ecComponent1 = pdecDLLClass1->dec_aecComponents[iComponent1];
// for all classes in hierarchy of this entity
for(CDLLEntityClass *pdecDLLClass2 = ec_pdecDLLClass;
pdecDLLClass2!=NULL;
pdecDLLClass2 = pdecDLLClass2->dec_pdecBase) {
// for all components
for(INDEX iComponent2=0; iComponent2<pdecDLLClass2->dec_ctComponents; iComponent2++) {
CEntityComponent &ecComponent2 = pdecDLLClass2->dec_aecComponents[iComponent2];
// the two components must not have same id unless they are same component
ASSERTMSG(&ecComponent1==&ecComponent2 || ecComponent1.ec_slID!=ecComponent2.ec_slID,
"No two components may have same id!");
}
}
}
}}
#endif
}
/*
* Construct a new member of the class.
*/
CEntity *CEntityClass::New(void)
{
// the DLL must be loaded
ASSERT(ec_pdecDLLClass!= NULL);
// ask the DLL class to call the 'operator new' in the scope where the class is declared
CEntity *penNew = ec_pdecDLLClass->dec_New();
// remember this class as class of the entity
AddReference();
penNew->en_pecClass = this;
// set all properties to default
penNew->SetDefaultProperties();
// return it
return penNew;
}
/*
* Obtain all components from component table.
*/
void CEntityClass::ObtainComponents_t(void)
{
// for each component
for (INDEX iComponent=0; iComponent<ec_pdecDLLClass->dec_ctComponents; iComponent++) {
// if not precaching all
if( gam_iPrecachePolicy<PRECACHE_ALL) {
// if component is not class
CEntityComponent &ec = ec_pdecDLLClass->dec_aecComponents[iComponent];
if (ec.ec_ectType!=ECT_CLASS) {
// skip it
continue;
}
}
// try to
try {
// obtain the component
ec_pdecDLLClass->dec_aecComponents[iComponent].Obtain_t();
// if failed
} catch (char *) {
// if in paranoia mode
if( gam_iPrecachePolicy==PRECACHE_PARANOIA) {
// fail
throw;
// if not in paranoia mode
} else {
// ignore all errors
NOTHING;
}
}
}
}
/*
* Release all components from component table.
*/
void CEntityClass::ReleaseComponents(void)
{
// for each component
for (INDEX iComponent=0; iComponent<ec_pdecDLLClass->dec_ctComponents; iComponent++) {
// release the component
ec_pdecDLLClass->dec_aecComponents[iComponent].Release();
}
}
// overrides from CSerial /////////////////////////////////////////////////////
/*
* Read from stream.
*/
void CEntityClass::Read_t( CTStream *istr) // throw char *
{
// read the dll filename and class name from the stream
CTFileName fnmDLL;
fnmDLL.ReadFromText_t(*istr, "Package: ");
CTString strClassName;
strClassName.ReadFromText_t(*istr, "Class: ");
const char *dllName = NULL;
// load the DLL
#ifdef STATICALLY_LINKED
ec_hiClassDLL = CDynamicLoader::GetInstance(NULL);
dllName = "(statically linked)";
#else
// create name of dll
#ifndef NDEBUG
fnmDLL = fnmDLL.FileDir()+"Debug\\"+fnmDLL.FileName()+_strModExt+"D"+fnmDLL.FileExt();
#else
fnmDLL = fnmDLL.FileDir()+fnmDLL.FileName()+_strModExt+fnmDLL.FileExt();
#endif
fnmDLL = CDynamicLoader::ConvertLibNameToPlatform(fnmDLL);
CTFileName fnmExpanded;
ExpandFilePath(EFP_READ, fnmDLL, fnmExpanded);
dllName = fnmExpanded;
ec_hiClassDLL = CDynamicLoader::GetInstance(fnmExpanded);
#endif
if (ec_hiClassDLL->GetError() != NULL)
{
CTString err(ec_hiClassDLL->GetError());
delete ec_hiClassDLL;
ec_hiClassDLL = NULL;
ThrowF_t(TRANS("Cannot load DLL file '%s':\n%s"),
(const char *) dllName, (const char *) err);
}
ec_fnmClassDLL = fnmDLL;
// get the pointer to the DLL class structure
ec_pdecDLLClass = (CDLLEntityClass *) ec_hiClassDLL->FindSymbol(strClassName+"_DLLClass");
// if class structure is not found
if (ec_pdecDLLClass == NULL) {
// free the library
delete ec_hiClassDLL;
ec_hiClassDLL = NULL;
ec_fnmClassDLL.Clear();
// report error
ThrowF_t(TRANS("Class '%s' not found in entity class package file '%s'"), (const char *) strClassName, dllName);
}
// obtain all components needed by the DLL
{
CTmpPrecachingNow tpn;
ObtainComponents_t();
}
// attach the DLL
ec_pdecDLLClass->dec_OnInitClass();
// check that the class properties have been properly declared
CheckClassProperties();
}
/*
* Write to stream.
*/
void CEntityClass::Write_t( CTStream *ostr) // throw char *
{
ASSERTALWAYS("Do not write CEntityClass objects!");
}
// get amount of memory used by this object
SLONG CEntityClass::GetUsedMemory(void)
{
// we don't know exact memory used, but we want to enumerate them
return 0;
}
// check if this kind of objects is auto-freed
BOOL CEntityClass::IsAutoFreed(void)
{
return FALSE;
};
// gather the CRC of the file
void CEntityClass::AddToCRCTable(void)
{
const CTFileName &fnm = GetName();
// if already added
if (CRCT_IsFileAdded(fnm)) {
// do nothing
return;
}
// add the file itself
CRCT_AddFile_t(fnm);
// add its DLL
CRCT_AddFile_t(ec_fnmClassDLL);
}
/* Get pointer to entity property from its name. */
class CEntityProperty *CEntityClass::PropertyForName(const CTString &strPropertyName) {
return ec_pdecDLLClass->PropertyForName(strPropertyName);
};
/* Get pointer to entity property from its packed identifier. */
class CEntityProperty *CEntityClass::PropertyForTypeAndID(
ULONG ulType, ULONG ulID) {
return ec_pdecDLLClass->PropertyForTypeAndID((CEntityProperty::PropertyType)ulType, ulID);
};
/* Get event handler for given state and event code. */
CEntity::pEventHandler CEntityClass::HandlerForStateAndEvent(SLONG slState, SLONG slEvent) {
return ec_pdecDLLClass->HandlerForStateAndEvent(slState, slEvent);
}
/* Get pointer to component from its identifier. */
class CEntityComponent *CEntityClass::ComponentForTypeAndID(
enum EntityComponentType ectType, SLONG slID) {
return ec_pdecDLLClass->ComponentForTypeAndID(ectType, slID);
}
/* Get pointer to component from the component. */
class CEntityComponent *CEntityClass::ComponentForPointer(void *pv) {
return ec_pdecDLLClass->ComponentForPointer(pv);
}
// convert value of an enum to its name
const char *CEntityPropertyEnumType::NameForValue(INDEX iValue)
{
for(INDEX i=0; i<epet_ctValues; i++) {
if (epet_aepevValues[i].epev_iValue==iValue) {
return epet_aepevValues[i].epev_strName;
}
}
return "";
}
/*
* Get pointer to entity property from its name.
*/
class CEntityProperty *CDLLEntityClass::PropertyForName(const CTString &strPropertyName)
{
// for each property
for (INDEX iProperty=0; iProperty<dec_ctProperties; iProperty++) {
// if it has that name
if (dec_aepProperties[iProperty].ep_strName==strPropertyName) {
// return it
return &dec_aepProperties[iProperty];
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->PropertyForName(strPropertyName);
// otherwise
} else {
// none found
return NULL;
}
}
/*
* Get pointer to entity property from its packed identifier.
*/
class CEntityProperty *CDLLEntityClass::PropertyForTypeAndID(
CEntityProperty::PropertyType eptType, ULONG ulID)
{
// for each property
for (INDEX iProperty=0; iProperty<dec_ctProperties; iProperty++) {
// if it has that same identifier
if (dec_aepProperties[iProperty].ep_ulID==ulID) {
// if it also has same type
if (dec_aepProperties[iProperty].ep_eptType==eptType) {
// return it
return &dec_aepProperties[iProperty];
// if it has different type
} else {
// return that it was not found, this makes the whole thing much safer
return NULL;
}
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->PropertyForTypeAndID(eptType, ulID);
// otherwise
} else {
// none found
return NULL;
}
};
/*
* Get pointer to component from its identifier.
*/
class CEntityComponent *CDLLEntityClass::ComponentForTypeAndID(
EntityComponentType ectType, SLONG slID)
{
// for each component
for (INDEX iComponent=0; iComponent<dec_ctComponents; iComponent++) {
// if it has that same identifier
if (dec_aecComponents[iComponent].ec_slID==slID) {
// if it also has same type
if (dec_aecComponents[iComponent].ec_ectType==ectType) {
// obtain it
dec_aecComponents[iComponent].ObtainWithCheck();
// return it
return &dec_aecComponents[iComponent];
// if it has different type
} else {
// return that it was not found, this makes the whole thing much safer
return NULL;
}
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->ComponentForTypeAndID(ectType, slID);
// otherwise
} else {
// none found
return NULL;
}
}
/*
* Get pointer to component from the component.
*/
class CEntityComponent *CDLLEntityClass::ComponentForPointer(void *pv)
{
// for each component
for (INDEX iComponent=0; iComponent<dec_ctComponents; iComponent++) {
// if it has that same pointer
if (dec_aecComponents[iComponent].ec_pvPointer==pv) {
// obtain it
dec_aecComponents[iComponent].ObtainWithCheck();
// return it
return &dec_aecComponents[iComponent];
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->ComponentForPointer(pv);
// otherwise
} else {
// none found
return NULL;
}
}
// precache given component
void CDLLEntityClass::PrecacheModel(SLONG slID)
{
CTmpPrecachingNow tpn;
CEntityComponent *pecModel = ComponentForTypeAndID(ECT_MODEL, slID);
ASSERT(pecModel!=NULL);
pecModel->ObtainWithCheck();
}
void CDLLEntityClass::PrecacheTexture(SLONG slID)
{
CTmpPrecachingNow tpn;
CEntityComponent *pecTexture = ComponentForTypeAndID(ECT_TEXTURE, slID);
ASSERT(pecTexture!=NULL);
pecTexture->ObtainWithCheck();
}
void CDLLEntityClass::PrecacheSound(SLONG slID)
{
CTmpPrecachingNow tpn;
CEntityComponent *pecSound = ComponentForTypeAndID(ECT_SOUND, slID);
ASSERT(pecSound!=NULL);
pecSound->ObtainWithCheck();
}
void CDLLEntityClass::PrecacheClass(SLONG slID, INDEX iUser /* = -1 */)
{
CTmpPrecachingNow tpn;
CEntityComponent *pecClass = ComponentForTypeAndID(ECT_CLASS, slID);
ASSERT(pecClass!=NULL);
pecClass->ObtainWithCheck();
pecClass->ec_pecEntityClass->ec_pdecDLLClass->dec_OnPrecache(
pecClass->ec_pecEntityClass->ec_pdecDLLClass, iUser);
}
/*
* Get event handler given state and event code.
*/
CEntity::pEventHandler CDLLEntityClass::HandlerForStateAndEvent(SLONG slState, SLONG slEvent)
{
// we ignore the event code here
(void) slEvent;
// for each handler
for (INDEX iHandler=0; iHandler<dec_ctHandlers; iHandler++) {
// if it has that same state
if (dec_aeheHandlers[iHandler].ehe_slState==slState) {
// return it
return dec_aeheHandlers[iHandler].ehe_pEventHandler;
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->HandlerForStateAndEvent(slState, slEvent);
// otherwise
} else {
// none found
return NULL;
}
}
/* Get event handler name for given state. */
const char *CDLLEntityClass::HandlerNameForState(SLONG slState)
{
// for each handler
for (INDEX iHandler=0; iHandler<dec_ctHandlers; iHandler++) {
// if it has that same state
if (dec_aeheHandlers[iHandler].ehe_slState==slState) {
// return its name
return dec_aeheHandlers[iHandler].ehe_strName;
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->HandlerNameForState(slState);
// otherwise
} else {
// none found
return "no handler!?";
}
}
/* Get derived class override for given state. */
SLONG CDLLEntityClass::GetOverridenState(SLONG slState)
{
// for each handler
for (INDEX iHandler=0; iHandler<dec_ctHandlers; iHandler++) {
// if it has that same base state
if (dec_aeheHandlers[iHandler].ehe_slBaseState>=0 &&
dec_aeheHandlers[iHandler].ehe_slBaseState==slState) {
// return overriden state with possible recursive overriding
return GetOverridenState(dec_aeheHandlers[iHandler].ehe_slState);
}
}
// if base class exists
if (dec_pdecBase!=NULL) {
// look in the base class
return dec_pdecBase->GetOverridenState(slState);
// otherwise
} else {
// none found
return slState;
}
}