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506ea7b316
Fix remaining event related code for the new intptr_t value type. Regenerated game/gamesys/Callbacks.cpp via CREATE_EVENT_CODE.
357 lines
14 KiB
C++
357 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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/*
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Base class for all game objects. Provides fast run-time type checking and run-time
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instancing of objects.
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*/
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#ifndef __SYS_CLASS_H__
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#define __SYS_CLASS_H__
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class idClass;
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class idTypeInfo;
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extern const idEventDef EV_Remove;
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extern const idEventDef EV_SafeRemove;
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typedef void ( idClass::*eventCallback_t )( void );
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template< class Type >
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struct idEventFunc {
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const idEventDef *event;
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eventCallback_t function;
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};
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// added & so gcc could compile this
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#define EVENT( event, function ) { &( event ), ( void ( idClass::* )( void ) )( &function ) },
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#define END_CLASS { NULL, NULL } };
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class idEventArg {
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public:
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int type;
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intptr_t value;
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idEventArg() { type = D_EVENT_INTEGER; value = 0; };
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idEventArg( int data ) { type = D_EVENT_INTEGER; value = data; };
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idEventArg( float data ) { type = D_EVENT_FLOAT; value = *reinterpret_cast<int *>( &data ); };
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idEventArg( idVec3 &data ) { type = D_EVENT_VECTOR; value = reinterpret_cast<intptr_t>( &data ); };
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idEventArg( const idStr &data ) { type = D_EVENT_STRING; value = reinterpret_cast<intptr_t>( data.c_str() ); };
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idEventArg( const char *data ) { type = D_EVENT_STRING; value = reinterpret_cast<intptr_t>( data ); };
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idEventArg( const class idEntity *data ) { type = D_EVENT_ENTITY; value = reinterpret_cast<intptr_t>( data ); };
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idEventArg( const struct trace_s *data ) { type = D_EVENT_TRACE; value = reinterpret_cast<intptr_t>( data ); };
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};
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class idAllocError : public idException {
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public:
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idAllocError( const char *text = "" ) : idException( text ) {}
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};
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/***********************************************************************
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idClass
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***********************************************************************/
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/*
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================
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CLASS_PROTOTYPE
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This macro must be included in the definition of any subclass of idClass.
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It prototypes variables used in class instanciation and type checking.
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Use this on single inheritance concrete classes only.
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================
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*/
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#define CLASS_PROTOTYPE( nameofclass ) \
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public: \
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static idTypeInfo Type; \
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static idClass *CreateInstance( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idEventFunc<nameofclass> eventCallbacks[]
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/*
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================
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CLASS_DECLARATION
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This macro must be included in the code to properly initialize variables
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used in type checking and run-time instanciation. It also defines the list
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of events that the class responds to. Take special care to ensure that the
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proper superclass is indicated or the run-time type information will be
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incorrect. Use this on concrete classes only.
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================
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*/
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#define CLASS_DECLARATION( nameofsuperclass, nameofclass ) \
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idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \
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( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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idClass *nameofclass::CreateInstance( void ) { \
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try { \
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nameofclass *ptr = new nameofclass; \
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ptr->FindUninitializedMemory(); \
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return ptr; \
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} \
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catch( idAllocError & ) { \
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return NULL; \
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} \
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} \
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idTypeInfo *nameofclass::GetType( void ) const { \
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return &( nameofclass::Type ); \
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} \
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idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
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/*
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================
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ABSTRACT_PROTOTYPE
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This macro must be included in the definition of any abstract subclass of idClass.
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It prototypes variables used in class instanciation and type checking.
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Use this on single inheritance abstract classes only.
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================
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*/
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#define ABSTRACT_PROTOTYPE( nameofclass ) \
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public: \
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static idTypeInfo Type; \
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static idClass *CreateInstance( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idEventFunc<nameofclass> eventCallbacks[]
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/*
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================
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ABSTRACT_DECLARATION
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This macro must be included in the code to properly initialize variables
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used in type checking. It also defines the list of events that the class
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responds to. Take special care to ensure that the proper superclass is
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indicated or the run-time tyep information will be incorrect. Use this
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on abstract classes only.
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================
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*/
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#define ABSTRACT_DECLARATION( nameofsuperclass, nameofclass ) \
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idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \
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( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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idClass *nameofclass::CreateInstance( void ) { \
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gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass ); \
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return NULL; \
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} \
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idTypeInfo *nameofclass::GetType( void ) const { \
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return &( nameofclass::Type ); \
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} \
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idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
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typedef void ( idClass::*classSpawnFunc_t )( void );
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class idSaveGame;
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class idRestoreGame;
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class idClass {
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public:
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ABSTRACT_PROTOTYPE( idClass );
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#ifdef ID_REDIRECT_NEWDELETE
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#undef new
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#endif
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void * operator new( size_t );
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void * operator new( size_t s, int, int, char *, int );
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void operator delete( void * );
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void operator delete( void *, int, int, char *, int );
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#ifdef ID_REDIRECT_NEWDELETE
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#define new ID_DEBUG_NEW
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#endif
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virtual ~idClass();
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void Spawn( void );
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void CallSpawn( void );
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bool IsType( const idTypeInfo &c ) const;
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const char * GetClassname( void ) const;
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const char * GetSuperclass( void ) const;
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void FindUninitializedMemory( void );
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void Save( idSaveGame *savefile ) const {};
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void Restore( idRestoreGame *savefile ) {};
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bool RespondsTo( const idEventDef &ev ) const;
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bool PostEventMS( const idEventDef *ev, int time );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
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bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
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bool PostEventSec( const idEventDef *ev, float time );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
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bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
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bool ProcessEvent( const idEventDef *ev );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
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bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
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bool ProcessEventArgPtr( const idEventDef *ev, intptr_t *data );
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void CancelEvents( const idEventDef *ev );
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void Event_Remove( void );
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// Static functions
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static void Init( void );
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static void Shutdown( void );
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static idTypeInfo * GetClass( const char *name );
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static void DisplayInfo_f( const idCmdArgs &args );
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static void ListClasses_f( const idCmdArgs &args );
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static idClass * CreateInstance( const char *name );
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static int GetNumTypes( void ) { return types.Num(); }
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static int GetTypeNumBits( void ) { return typeNumBits; }
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static idTypeInfo * GetType( int num );
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private:
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classSpawnFunc_t CallSpawnFunc( idTypeInfo *cls );
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bool PostEventArgs( const idEventDef *ev, int time, int numargs, ... );
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bool ProcessEventArgs( const idEventDef *ev, int numargs, ... );
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void Event_SafeRemove( void );
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static bool initialized;
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static idList<idTypeInfo *> types;
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static idList<idTypeInfo *> typenums;
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static int typeNumBits;
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static int memused;
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static int numobjects;
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};
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/***********************************************************************
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idTypeInfo
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***********************************************************************/
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class idTypeInfo {
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public:
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const char * classname;
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const char * superclass;
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idClass * ( *CreateInstance )( void );
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void ( idClass::*Spawn )( void );
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void ( idClass::*Save )( idSaveGame *savefile ) const;
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void ( idClass::*Restore )( idRestoreGame *savefile );
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idEventFunc<idClass> * eventCallbacks;
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eventCallback_t * eventMap;
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idTypeInfo * super;
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idTypeInfo * next;
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bool freeEventMap;
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int typeNum;
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int lastChild;
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idHierarchy<idTypeInfo> node;
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idTypeInfo( const char *classname, const char *superclass,
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idEventFunc<idClass> *eventCallbacks, idClass *( *CreateInstance )( void ), void ( idClass::*Spawn )( void ),
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void ( idClass::*Save )( idSaveGame *savefile ) const, void ( idClass::*Restore )( idRestoreGame *savefile ) );
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~idTypeInfo();
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void Init( void );
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void Shutdown( void );
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bool IsType( const idTypeInfo &superclass ) const;
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bool RespondsTo( const idEventDef &ev ) const;
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};
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/*
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================
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idTypeInfo::IsType
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Checks if the object's class is a subclass of the class defined by the
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passed in idTypeInfo.
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================
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*/
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ID_INLINE bool idTypeInfo::IsType( const idTypeInfo &type ) const {
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return ( ( typeNum >= type.typeNum ) && ( typeNum <= type.lastChild ) );
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}
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/*
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================
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idTypeInfo::RespondsTo
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================
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*/
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ID_INLINE bool idTypeInfo::RespondsTo( const idEventDef &ev ) const {
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assert( idEvent::initialized );
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if ( !eventMap[ ev.GetEventNum() ] ) {
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// we don't respond to this event
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return false;
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}
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return true;
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}
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/*
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================
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idClass::IsType
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Checks if the object's class is a subclass of the class defined by the
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passed in idTypeInfo.
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================
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*/
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ID_INLINE bool idClass::IsType( const idTypeInfo &superclass ) const {
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idTypeInfo *subclass;
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subclass = GetType();
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return subclass->IsType( superclass );
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}
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/*
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================
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idClass::RespondsTo
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================
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*/
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ID_INLINE bool idClass::RespondsTo( const idEventDef &ev ) const {
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const idTypeInfo *c;
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assert( idEvent::initialized );
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c = GetType();
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return c->RespondsTo( ev );
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}
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#endif /* !__SYS_CLASS_H__ */
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