text: /*
  ** dobject.cpp
  ** Implements the base class DObject, which most other classes derive from
  **
  **---------------------------------------------------------------------------
  ** 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 <stdlib.h>
  #include <string.h>
  
  #include "cmdlib.h"
  #include "actor.h"
  #include "dobject.h"
  #include "doomstat.h"		// Ideally, DObjects can be used independant of Doom.
  #include "d_player.h"		// See p_user.cpp to find out why this doesn't work.
  #include "c_dispatch.h"
  #include "i_system.h"
  #include "r_state.h"
  #include "stats.h"
  #include "a_sharedglobal.h"
  #include "dsectoreffect.h"
  #include "serializer.h"
  #include "vm.h"
  #include "g_levellocals.h"
  #include "types.h"
  #include "i_time.h"
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  ClassReg DObject::RegistrationInfo =
  {
  	nullptr,								// MyClass
  	"DObject",								// Name
  	nullptr,								// ParentType
  	nullptr,								
  	nullptr,								// Pointers
  	&DObject::InPlaceConstructor,			// ConstructNative
  	nullptr,
  	sizeof(DObject),						// SizeOf
  };
  _DECLARE_TI(DObject)
  
  // This bit is needed in the playsim - but give it a less crappy name.
  DEFINE_FIELD_BIT(DObject,ObjectFlags, bDestroyed, OF_EuthanizeMe)
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  CCMD (dumpactors)
  {
  	const char *const filters[32] =
  	{
  		"0:All", "1:Doom", "2:Heretic", "3:DoomHeretic", "4:Hexen", "5:DoomHexen", "6:Raven", "7:IdRaven",
  		"8:Strife", "9:DoomStrife", "10:HereticStrife", "11:DoomHereticStrife", "12:HexenStrife", 
  		"13:DoomHexenStrife", "14:RavenStrife", "15:NotChex", "16:Chex", "17:DoomChex", "18:HereticChex",
  		"19:DoomHereticChex", "20:HexenChex", "21:DoomHexenChex", "22:RavenChex", "23:NotStrife", "24:StrifeChex",
  		"25:DoomStrifeChex", "26:HereticStrifeChex", "27:NotHexen",	"28:HexenStrifeChex", "29:NotHeretic",
  		"30:NotDoom", "31:All",
  	};
  	Printf("%u object class types total\nActor\tEd Num\tSpawnID\tFilter\tSource\n", PClass::AllClasses.Size());
  	for (unsigned int i = 0; i < PClass::AllClasses.Size(); i++)
  	{
  		PClass *cls = PClass::AllClasses[i];
  		PClassActor *acls = ValidateActor(cls);
  		if (acls != NULL)
  		{
  			auto ainfo = acls->ActorInfo();
  			Printf("%s\t%i\t%i\t%s\t%s\n",
  				acls->TypeName.GetChars(), ainfo->DoomEdNum,
  				ainfo->SpawnID, filters[ainfo->GameFilter & 31],
  				acls->SourceLumpName.GetChars());
  		}
  		else if (cls != NULL)
  		{
  			Printf("%s\tn/a\tn/a\tn/a\tEngine (not an actor type)\tSource: %s\n", cls->TypeName.GetChars(), cls->SourceLumpName.GetChars());
  		}
  		else
  		{
  			Printf("Type %i is not an object class\n", i);
  		}
  	}
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  CCMD (dumpclasses)
  {
  	// This is by no means speed-optimized. But it's an informational console
  	// command that will be executed infrequently, so I don't mind.
  	struct DumpInfo
  	{
  		const PClass *Type;
  		DumpInfo *Next;
  		DumpInfo *Children;
  
  		static DumpInfo *FindType (DumpInfo *root, const PClass *type)
  		{
  			if (root == NULL)
  			{
  				return root;
  			}
  			if (root->Type == type)
  			{
  				return root;
  			}
  			if (root->Next != NULL)
  			{
  				return FindType (root->Next, type);
  			}
  			if (root->Children != NULL)
  			{
  				return FindType (root->Children, type);
  			}
  			return NULL;
  		}
  
  		static DumpInfo *AddType (DumpInfo **root, const PClass *type)
  		{
  			DumpInfo *info, *parentInfo;
  
  			if (*root == NULL)
  			{
  				info = new DumpInfo;
  				info->Type = type;
  				info->Next = NULL;
  				info->Children = *root;
  				*root = info;
  				return info;
  			}
  			if (type->ParentClass == (*root)->Type)
  			{
  				parentInfo = *root;
  			}
  			else if (type == (*root)->Type)
  			{
  				return *root;
  			}
  			else
  			{
  				parentInfo = FindType (*root, type->ParentClass);
  				if (parentInfo == NULL)
  				{
  					parentInfo = AddType (root, type->ParentClass);
  				}
  			}
  			// Has this type already been added?
  			for (info = parentInfo->Children; info != NULL; info = info->Next)
  			{
  				if (info->Type == type)
  				{
  					return info;
  				}
  			}
  			info = new DumpInfo;
  			info->Type = type;
  			info->Next = parentInfo->Children;
  			info->Children = NULL;
  			parentInfo->Children = info;
  			return info;
  		}
  
  		static void PrintTree (DumpInfo *root, int level)
  		{
  			Printf ("%*c%s\n", level, ' ', root->Type->TypeName.GetChars());
  			if (root->Children != NULL)
  			{
  				PrintTree (root->Children, level + 2);
  			}
  			if (root->Next != NULL)
  			{
  				PrintTree (root->Next, level);
  			}
  		}
  
  		static void FreeTree (DumpInfo *root)
  		{
  			if (root->Children != NULL)
  			{
  				FreeTree (root->Children);
  			}
  			if (root->Next != NULL)
  			{
  				FreeTree (root->Next);
  			}
  			delete root;
  		}
  	};
  
  	unsigned int i;
  	int shown, omitted;
  	DumpInfo *tree = NULL;
  	const PClass *root = NULL;
  
  	if (argv.argc() > 1)
  	{
  		root = PClass::FindClass (argv[1]);
  		if (root == NULL)
  		{
  			Printf ("Class '%s' not found\n", argv[1]);
  			return;
  		}
  	}
  
  	shown = omitted = 0;
  	DumpInfo::AddType (&tree, root != NULL ? root : RUNTIME_CLASS(DObject));
  	for (i = 0; i < PClass::AllClasses.Size(); i++)
  	{
  		PClass *cls = PClass::AllClasses[i];
  		if (root == NULL || cls == root || cls->IsDescendantOf(root))
  		{
  			DumpInfo::AddType (&tree, cls);
  //			Printf (" %s\n", PClass::m_Types[i]->Name + 1);
  			shown++;
  		}
  		else
  		{
  			omitted++;
  		}
  	}
  	DumpInfo::PrintTree (tree, 2);
  	DumpInfo::FreeTree (tree);
  	Printf ("%d classes shown, %d omitted\n", shown, omitted);
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  void DObject::InPlaceConstructor (void *mem)
  {
  	new ((EInPlace *)mem) DObject;
  }
  
  DObject::DObject ()
  : Class(0), ObjectFlags(0)
  {
  	ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
  	ObjNext = GC::Root;
  	GCNext = nullptr;
  	GC::Root = this;
  }
  
  DObject::DObject (PClass *inClass)
  : Class(inClass), ObjectFlags(0)
  {
  	ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
  	ObjNext = GC::Root;
  	GCNext = nullptr;
  	GC::Root = this;
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  DObject::~DObject ()
  {
  	if (!PClass::bShutdown)
  	{
  		PClass *type = GetClass();
  		if (!(ObjectFlags & OF_Cleanup) && !PClass::bShutdown)
  		{
  			if (!(ObjectFlags & (OF_YesReallyDelete|OF_Released)))
  			{
  				Printf("Warning: '%s' is freed outside the GC process.\n",
  					type != NULL ? type->TypeName.GetChars() : "==some object==");
  			}
  
  			if (!(ObjectFlags & OF_Released))
  			{
  				// Find all pointers that reference this object and NULL them.
  				Release();
  			}
  		}
  		
  		if (nullptr != type)
  		{
  			type->DestroySpecials(this);
  		}
  	}
  }
  
  void DObject::Release()
  {
  	DObject **probe;
  
  	// Unlink this object from the GC list.
  	for (probe = &GC::Root; *probe != NULL; probe = &((*probe)->ObjNext))
  	{
  		if (*probe == this)
  		{
  			*probe = ObjNext;
  			if (&ObjNext == GC::SweepPos)
  			{
  				GC::SweepPos = probe;
  			}
  			break;
  		}
  	}
  
  	// If it's gray, also unlink it from the gray list.
  	if (this->IsGray())
  	{
  		for (probe = &GC::Gray; *probe != NULL; probe = &((*probe)->GCNext))
  		{
  			if (*probe == this)
  			{
  				*probe = GCNext;
  				break;
  			}
  		}
  	}
  	ObjNext = nullptr;
  	GCNext = nullptr;
  	ObjectFlags |= OF_Released;
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  void DObject:: Destroy ()
  {
  	// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
  	if (PClass::bVMOperational)
  	{
  		IFVIRTUAL(DObject, OnDestroy)
  		{
  			VMValue params[1] = { (DObject*)this };
  			VMCall(func, params, 1, nullptr, 0);
  		}
  	}
  	OnDestroy();
  	ObjectFlags = (ObjectFlags & ~OF_Fixed) | OF_EuthanizeMe;
  }
  
  DEFINE_ACTION_FUNCTION(DObject, Destroy)
  {
  	PARAM_SELF_PROLOGUE(DObject);
  	self->Destroy();
  	return 0;	
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  size_t DObject::PropagateMark()
  {
  	const PClass *info = GetClass();
  	if (!PClass::bShutdown)
  	{
  		const size_t *offsets = info->FlatPointers;
  		if (offsets == NULL)
  		{
  			const_cast<PClass *>(info)->BuildFlatPointers();
  			offsets = info->FlatPointers;
  		}
  		while (*offsets != ~(size_t)0)
  		{
  			GC::Mark((DObject **)((uint8_t *)this + *offsets));
  			offsets++;
  		}
  
  		offsets = info->ArrayPointers;
  		if (offsets == NULL)
  		{
  			const_cast<PClass *>(info)->BuildArrayPointers();
  			offsets = info->ArrayPointers;
  		}
  		while (*offsets != ~(size_t)0)
  		{
  			auto aray = (TArray<DObject*>*)((uint8_t *)this + *offsets);
  			for (auto &p : *aray)
  			{
  				GC::Mark(&p);
  			}
  			offsets++;
  		}
  
  		return info->Size;
  	}
  	return 0;
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
  {
  	const PClass *info = GetClass();
  	const size_t *offsets = info->FlatPointers;
  	size_t changed = 0;
  	if (offsets == NULL)
  	{
  		const_cast<PClass *>(info)->BuildFlatPointers();
  		offsets = info->FlatPointers;
  	}
  	while (*offsets != ~(size_t)0)
  	{
  		if (*(DObject **)((uint8_t *)this + *offsets) == old)
  		{
  			*(DObject **)((uint8_t *)this + *offsets) = notOld;
  			changed++;
  		}
  		offsets++;
  	}
  
  	offsets = info->ArrayPointers;
  	if (offsets == NULL)
  	{
  		const_cast<PClass *>(info)->BuildArrayPointers();
  		offsets = info->ArrayPointers;
  	}
  	while (*offsets != ~(size_t)0)
  	{
  		auto aray = (TArray<DObject*>*)((uint8_t *)this + *offsets);
  		for (auto &p : *aray)
  		{
  			if (p == old)
  			{
  				p = notOld;
  				changed++;
  			}
  		}
  		offsets++;
  	}
  
  
  	return changed;
  }
  
  //==========================================================================
  //
  // This once was the main method for pointer cleanup, but
  // nowadays its only use is swapping out PlayerPawns.
  // This requires pointer fixing throughout all objects and a few
  // global variables, but it only needs to look at pointers that
  // can point to a player.
  //
  //==========================================================================
  
  void DObject::StaticPointerSubstitution (AActor *old, AActor *notOld)
  {
  	DObject *probe;
  	size_t changed = 0;
  	int i;
  
  	// This is only allowed to replace players or swap out morphed monsters
  	if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn)))
  	{
  		if (notOld == nullptr) return;
  		if (!old->IsKindOf(NAME_MorphedMonster) && !notOld->IsKindOf(NAME_MorphedMonster)) return;
  	}
  
  	// Go through all objects.
  	i = 0;DObject *last=0;
  	for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
  	{
  		i++;
  		changed += probe->PointerSubstitution(old, notOld);
  		last = probe;
  	}
  
  	// Go through players.
  	for (i = 0; i < MAXPLAYERS; i++)
  	{
  		if (playeringame[i])
  		{
  			AActor *replacement = notOld;
  			auto &p = players[i];
  			
  			if (p.mo == old)					p.mo = replacement, changed++;
  			if (p.poisoner.pp == old)			p.poisoner = replacement, changed++;
  			if (p.attacker.pp == old)			p.attacker = replacement, changed++;
  			if (p.camera.pp == old)				p.camera = replacement, changed++;
  			if (p.ConversationNPC.pp == old)	p.ConversationNPC = replacement, changed++;
  			if (p.ConversationPC == old)		p.ConversationPC = replacement, changed++;
  		}
  	}
  
  	// Go through sectors.
  	for (auto &sec : level.sectors)
  	{
  		if (sec.SoundTarget == old) sec.SoundTarget = notOld;
  	}
  }
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  void DObject::SerializeUserVars(FSerializer &arc)
  {
  	if (arc.isWriting())
  	{
  		// Write all fields that aren't serialized by native code.
  		GetClass()->WriteAllFields(arc, this);
  	}
  	else
  	{
  		GetClass()->ReadAllFields(arc, this);
  	}
  }
  
  
  //==========================================================================
  //
  //
  //
  //==========================================================================
  
  void DObject::Serialize(FSerializer &arc)
  {
  	const auto SerializeFlag = [&](const char *const name, const EObjectFlags flag)
  	{
  		int value = ObjectFlags & flag;
  		int defaultvalue = 0;
  		arc(name, value, defaultvalue);
  		if (arc.isReading())
  		{
  			ObjectFlags |= value;
  		}
  	};
  
  	SerializeFlag("justspawned", OF_JustSpawned);
  	SerializeFlag("spawned", OF_Spawned);
  
  	ObjectFlags |= OF_SerialSuccess;
  }
  
  void DObject::CheckIfSerialized () const
  {
  	if (!(ObjectFlags & OF_SerialSuccess))
  	{
  		I_Error (
  			"BUG: %s::Serialize\n"
  			"(or one of its superclasses) needs to call\n"
  			"Super::Serialize\n",
  			StaticType()->TypeName.GetChars());
  	}
  }
  
  
  DEFINE_ACTION_FUNCTION(DObject, MSTime)
  {
  	ACTION_RETURN_INT((uint32_t)I_msTime());
  }
  
  void *DObject::ScriptVar(FName field, PType *type)
  {
  	auto cls = GetClass();
  	auto sym = dyn_cast<PField>(cls->FindSymbol(field, true));
  	if (sym && (sym->Type == type || type == nullptr))
  	{
  		if (!(sym->Flags & VARF_Meta))
  		{
  			return (((char*)this) + sym->Offset);
  		}
  		else
  		{
  			return (cls->Meta + sym->Offset);
  		}
  	}
  	// This is only for internal use so I_Error is fine.
  	I_Error("Variable %s not found in %s\n", field.GetChars(), cls->TypeName.GetChars());
  	return nullptr;
  }
  