Cleanup of object memory system. Remove unused morgue code, and use unused list

checking function in debug mode. Factorise duplicated code. Remove unused defines.


git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1857 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-06-14 19:49:19 +00:00
parent ea325b35ce
commit 9c820a0435
1 changed files with 38 additions and 152 deletions

View File

@ -25,7 +25,6 @@
*/
#include <string.h>
//#define DEBUG_GROUP1
#include "lib/framework/frame.h"
#include "objects.h"
#include "deliverance.h"
@ -39,30 +38,11 @@
#include "scriptcb.h"
#include "mission.h"
/* Allocation sizes for the droid, structure and feature heaps */
static SDWORD factoryDeliveryPointCheck[MAX_PLAYERS][NUM_FLAG_TYPES][MAX_FACTORY];
#define DROID_INIT 400
#define STRUCTURE_INIT 200
#define DROID_EXT 15
#define STRUCTURE_EXT 15
#define STRUCTFUNC_INIT 50
#define STRUCTFUNC_EXT 5
#define FEATURE_INIT 145 // Surely this can be reduced.
#define FEATURE_EXT 15
#define FLAGPOS_INIT 20
#define FLAGPOS_EXT 5
#define TEMPLATE_INIT 120 // was 40 but this there is 116 templates in template.txt alone ... Arse ... 84 bytes each as well ... arse ...
#define TEMPLATE_EXT 10
//SDWORD factoryDeliveryPointCheck[MAX_PLAYERS][NUM_FACTORY_TYPES][MAX_FACTORY];
SDWORD factoryDeliveryPointCheck[MAX_PLAYERS][NUM_FLAG_TYPES][MAX_FACTORY];
// the initial value for the object ID
#define OBJ_ID_INIT 20000
/* The id number for the next object allocated
* Each object will have a unique id number irrespective of type
*/
@ -74,100 +54,15 @@ DROID *apsDroidLists[MAX_PLAYERS];
STRUCTURE *apsStructLists[MAX_PLAYERS];
FEATURE *apsFeatureLists[MAX_PLAYERS]; // Only player zero is valid for
// features
/* The list of structure functionality's required*/
FUNCTIONALITY *apsStructFuncLists[MAX_PLAYERS];
/*The list of Flag Positions allocated */
FLAG_POSITION *apsFlagPosLists[MAX_PLAYERS];
/* The list of destroyed objects */
BASE_OBJECT *psDestroyedObj=NULL;
/* Forward function declarations */
static void objListIntegCheck(void);
#if defined(DEBUG)
// store a record of units that recently died
typedef struct _morgue
{
BASE_OBJECT *pMem;
SDWORD type;
UDWORD id;
UDWORD player;
char aName[50];
UDWORD died;
} MORGUE;
#define MAX_MORGUE 150
MORGUE asMorgue[MAX_MORGUE];
SDWORD morgueEnd;
void initMorgue(void)
{
memset(asMorgue, 0, sizeof(asMorgue));
morgueEnd = 0;
}
void embalm(BASE_OBJECT *psDead)
{
MORGUE *psSlot;
char *pName;
psSlot = asMorgue + morgueEnd;
memset(psSlot, 0, sizeof(MORGUE));
psSlot->pMem = psDead;
psSlot->type = psDead->type;
psSlot->id = psDead->id;
psSlot->player = psDead->player;
psSlot->died = psDead->died;
pName = NULL;
switch (psDead->type)
{
case OBJ_BULLET:
case OBJ_TARGET:
/* Was originally not handled */
debug(LOG_ERROR, "src/objmem.c:embalm(): Unhandled dead object type");
break;
case OBJ_DROID:
pName = ((DROID *)psDead)->aName;
break;
case OBJ_STRUCTURE:
pName = ((STRUCTURE *)psDead)->pStructureType->pName;
break;
case OBJ_FEATURE:
pName = ((FEATURE *)psDead)->psStats->pName;
break;
}
if (pName != NULL)
{
strncpy(psSlot->aName, pName, 50);
psSlot->aName[50] = 0;
}
else
{
psSlot->aName[0] = 0;
}
morgueEnd += 1;
if (morgueEnd >= MAX_MORGUE)
{
morgueEnd = 0;
}
}
#define INIT_MORGUE() initMorgue()
#define EMBALM(x) embalm(x)
#else
#define INIT_MORGUE()
#define EMBALM(x)
#endif
void objListIntegCheck(void);
/* Initialise the object heaps */
BOOL objmemInitialise(void)
@ -175,8 +70,6 @@ BOOL objmemInitialise(void)
// reset the object ID number
objID = OBJ_ID_INIT;
INIT_MORGUE();
return TRUE;
}
@ -185,11 +78,43 @@ void objmemShutdown(void)
{
}
/* Remove an object from the destroyed list, finally freeing its memory
* Hopefully by this time, no pointers still refer to it! */
static void objmemDestroy(BASE_OBJECT *psObj)
{
switch (psObj->type)
{
case OBJ_DROID:
debug(LOG_MEMORY, "objmemUpdate: freeing droid at %p", psObj);
droidRelease((DROID *)psObj);
break;
case OBJ_STRUCTURE:
debug(LOG_MEMORY, "objmemUpdate: freeing structure at %p", psObj);
structureRelease((STRUCTURE *)psObj);
break;
case OBJ_FEATURE:
debug(LOG_MEMORY, "objmemUpdate: freeing feature at %p", psObj);
featureRelease((FEATURE *)psObj);
break;
default:
ASSERT(FALSE, "objmemUpdate: unknown object type in destroyed list at %p", psObj);
}
free(psObj);
}
/* General housekeeping for the object system */
void objmemUpdate(void)
{
BASE_OBJECT *psCurr, *psNext, *psPrev;
#ifdef DEBUG
// do a general validity check first
objListIntegCheck();
#endif
// tell the script system about any destroyed objects
if (psDestroyedObj != NULL)
{
@ -203,30 +128,7 @@ void objmemUpdate(void)
while (psDestroyedObj != NULL && psDestroyedObj->died != gameTime)
{
psNext = psDestroyedObj->psNext;
EMBALM(psDestroyedObj);
switch (psDestroyedObj->type)
{
case OBJ_DROID:
debug( LOG_MEMORY, "objmemUpdate: freeing droid\n");
droidRelease((DROID *)psDestroyedObj);
break;
case OBJ_STRUCTURE:
debug( LOG_MEMORY, "objmemUpdate: freeing structure\n");
structureRelease((STRUCTURE *)psDestroyedObj);
break;
case OBJ_FEATURE:
featureRelease((FEATURE *)psDestroyedObj);
break;
default:
ASSERT(!"unknown object type", "objmemUpdate: unknown object type in destroyed list");
}
free(psDestroyedObj);
objmemDestroy(psDestroyedObj);
psDestroyedObj = psNext;
}
@ -237,23 +139,7 @@ void objmemUpdate(void)
psNext = psCurr->psNext;
if (psCurr->died != gameTime)
{
EMBALM(psCurr);
switch (psCurr->type)
{
case OBJ_DROID:
droidRelease((DROID *)psCurr);
break;
case OBJ_STRUCTURE:
structureRelease((STRUCTURE *)psCurr);
break;
case OBJ_FEATURE:
featureRelease((FEATURE *)psDestroyedObj);
break;
default:
ASSERT(!"unknown object type", "objmemUpdate: unknown object type in destroyed list");
}
free(psCurr);
objmemDestroy(psCurr);
/*set the linked list up - you will never be deleting the top
of the list, so don't have to check*/
@ -1010,7 +896,7 @@ BOOL checkValidId(UDWORD id)
// integrity check the lists
void objListIntegCheck(void)
static void objListIntegCheck(void)
{
SDWORD player;
BASE_OBJECT *psCurr;