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db4aca78d6
Never use the event callbacks with mismatching prototypes.
993 lines
24 KiB
C++
993 lines
24 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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#include "sys/platform.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "Class.h"
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/*
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Base class for all C++ 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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/***********************************************************************
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idTypeInfo
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***********************************************************************/
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// this is the head of a singly linked list of all the idTypes
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static idTypeInfo *typelist = NULL;
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static idHierarchy<idTypeInfo> classHierarchy;
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static int eventCallbackMemory = 0;
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/*
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================
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idTypeInfo::idClassType()
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Constructor for class. Should only be called from CLASS_DECLARATION macro.
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Handles linking class definition into class hierarchy. This should only happen
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at startup as idTypeInfos are statically defined. Since static variables can be
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initialized in any order, the constructor must handle the case that subclasses
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are initialized before superclasses.
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================
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*/
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idTypeInfo::idTypeInfo( const char *classname, const char *superclass, idEventFunc<idClass> *eventCallbacks, idClass *( *CreateInstance )( void ),
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void ( idClass::*Spawn )( void ), void ( idClass::*Save )( idSaveGame *savefile ) const, void ( idClass::*Restore )( idRestoreGame *savefile ) ) {
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idTypeInfo *type;
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idTypeInfo **insert;
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this->classname = classname;
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this->superclass = superclass;
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this->eventCallbacks = eventCallbacks;
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this->eventMap = NULL;
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this->Spawn = Spawn;
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this->Save = Save;
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this->Restore = Restore;
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this->CreateInstance = CreateInstance;
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this->super = idClass::GetClass( superclass );
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this->freeEventMap = false;
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typeNum = 0;
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lastChild = 0;
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// Check if any subclasses were initialized before their superclass
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for( type = typelist; type != NULL; type = type->next ) {
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if ( ( type->super == NULL ) && !idStr::Cmp( type->superclass, this->classname ) &&
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idStr::Cmp( type->classname, "idClass" ) ) {
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type->super = this;
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}
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}
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// Insert sorted
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for ( insert = &typelist; *insert; insert = &(*insert)->next ) {
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assert( idStr::Cmp( classname, (*insert)->classname ) );
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if ( idStr::Cmp( classname, (*insert)->classname ) < 0 ) {
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next = *insert;
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*insert = this;
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break;
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}
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}
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if ( !*insert ) {
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*insert = this;
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next = NULL;
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}
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}
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/*
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================
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idTypeInfo::~idTypeInfo
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================
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*/
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idTypeInfo::~idTypeInfo() {
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Shutdown();
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}
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/*
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================
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idTypeInfo::Init
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Initializes the event callback table for the class. Creates a
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table for fast lookups of event functions. Should only be called once.
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================
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*/
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void idTypeInfo::Init( void ) {
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idTypeInfo *c;
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idEventFunc<idClass> *def;
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int ev;
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int i;
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bool *set;
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int num;
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if ( eventMap ) {
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// we've already been initialized by a subclass
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return;
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}
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// make sure our superclass is initialized first
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if ( super && !super->eventMap ) {
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super->Init();
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}
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// add to our node hierarchy
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if ( super ) {
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node.ParentTo( super->node );
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} else {
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node.ParentTo( classHierarchy );
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}
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node.SetOwner( this );
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// keep track of the number of children below each class
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for( c = super; c != NULL; c = c->super ) {
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c->lastChild++;
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}
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// if we're not adding any new event callbacks, we can just use our superclass's table
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if ( ( !eventCallbacks || !eventCallbacks->event ) && super ) {
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eventMap = super->eventMap;
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return;
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}
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// set a flag so we know to delete the eventMap table
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freeEventMap = true;
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// Allocate our new table. It has to have as many entries as there
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// are events. NOTE: could save some space by keeping track of the maximum
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// event that the class responds to and doing range checking.
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num = idEventDef::NumEventCommands();
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eventMap = new eventCallback_t[ num ];
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memset( eventMap, 0, sizeof( eventCallback_t ) * num );
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eventCallbackMemory += sizeof( eventCallback_t ) * num;
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// allocate temporary memory for flags so that the subclass's event callbacks
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// override the superclass's event callback
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set = new bool[ num ];
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memset( set, 0, sizeof( bool ) * num );
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// go through the inheritence order and copies the event callback function into
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// a list indexed by the event number. This allows fast lookups of
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// event functions.
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for( c = this; c != NULL; c = c->super ) {
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def = c->eventCallbacks;
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if ( !def ) {
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continue;
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}
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// go through each entry until we hit the NULL terminator
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for( i = 0; def[ i ].event != NULL; i++ ) {
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ev = def[ i ].event->GetEventNum();
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if ( set[ ev ] ) {
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continue;
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}
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set[ ev ] = true;
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eventMap[ ev ] = def[ i ].function;
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}
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}
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delete[] set;
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}
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/*
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================
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idTypeInfo::Shutdown
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Should only be called when DLL or EXE is being shutdown.
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Although it cleans up any allocated memory, it doesn't bother to remove itself
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from the class list since the program is shutting down.
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================
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*/
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void idTypeInfo::Shutdown() {
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// free up the memory used for event lookups
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if ( eventMap ) {
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if ( freeEventMap ) {
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delete[] eventMap;
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}
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eventMap = NULL;
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}
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typeNum = 0;
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lastChild = 0;
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}
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/***********************************************************************
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idClass
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***********************************************************************/
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const idEventDef EV_Remove( "<immediateremove>", NULL );
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const idEventDef EV_SafeRemove( "remove", NULL );
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ABSTRACT_DECLARATION( NULL, idClass )
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EVENT( EV_Remove, idClass::Event_Remove )
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EVENT( EV_SafeRemove, idClass::Event_SafeRemove )
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END_CLASS
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// alphabetical order
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idList<idTypeInfo *> idClass::types;
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// typenum order
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idList<idTypeInfo *> idClass::typenums;
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bool idClass::initialized = false;
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int idClass::typeNumBits = 0;
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int idClass::memused = 0;
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int idClass::numobjects = 0;
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/*
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================
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idClass::CallSpawn
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================
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*/
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void idClass::CallSpawn( void ) {
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idTypeInfo *type;
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type = GetType();
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CallSpawnFunc( type );
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}
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/*
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================
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idClass::CallSpawnFunc
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================
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*/
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classSpawnFunc_t idClass::CallSpawnFunc( idTypeInfo *cls ) {
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classSpawnFunc_t func;
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if ( cls->super ) {
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func = CallSpawnFunc( cls->super );
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if ( func == cls->Spawn ) {
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// don't call the same function twice in a row.
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// this can happen when subclasses don't have their own spawn function.
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return func;
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}
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}
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( this->*cls->Spawn )();
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return cls->Spawn;
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}
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/*
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================
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idClass::FindUninitializedMemory
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================
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*/
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void idClass::FindUninitializedMemory( void ) {
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#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
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unsigned long *ptr = ( ( unsigned long * )this ) - 1;
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int size = *ptr;
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assert( ( size & 3 ) == 0 );
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size >>= 2;
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for ( int i = 0; i < size; i++ ) {
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if ( ptr[i] == 0xcdcdcdcd ) {
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const char *varName = GetTypeVariableName( GetClassname(), i << 2 );
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gameLocal.Warning( "type '%s' has uninitialized variable %s (offset %d)", GetClassname(), varName, i << 2 );
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}
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}
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#endif
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}
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/*
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================
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idClass::Spawn
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================
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*/
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void idClass::Spawn( void ) {
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}
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/*
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================
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idClass::~idClass
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Destructor for object. Cancels any events that depend on this object.
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================
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*/
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idClass::~idClass() {
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idEvent::CancelEvents( this );
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}
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/*
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================
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idClass::DisplayInfo_f
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================
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*/
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void idClass::DisplayInfo_f( const idCmdArgs &args ) {
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gameLocal.Printf( "Class memory status: %i bytes allocated in %i objects\n", memused, numobjects );
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}
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/*
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================
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idClass::ListClasses_f
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================
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*/
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void idClass::ListClasses_f( const idCmdArgs &args ) {
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int i;
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idTypeInfo *type;
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gameLocal.Printf( "%-24s %-24s %-6s %-6s\n", "Classname", "Superclass", "Type", "Subclasses" );
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gameLocal.Printf( "----------------------------------------------------------------------\n" );
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for( i = 0; i < types.Num(); i++ ) {
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type = types[ i ];
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gameLocal.Printf( "%-24s %-24s %6d %6d\n", type->classname, type->superclass, type->typeNum, type->lastChild - type->typeNum );
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}
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gameLocal.Printf( "...%d classes", types.Num() );
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}
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/*
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================
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idClass::CreateInstance
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================
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*/
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idClass *idClass::CreateInstance( const char *name ) {
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const idTypeInfo *type;
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idClass *obj;
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type = idClass::GetClass( name );
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if ( !type ) {
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return NULL;
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}
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obj = type->CreateInstance();
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return obj;
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}
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/*
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================
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idClass::Init
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Should be called after all idTypeInfos are initialized, so must be called
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manually upon game code initialization. Tells all the idTypeInfos to initialize
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their event callback table for the associated class. This should only be called
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once during the execution of the program or DLL.
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================
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*/
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void idClass::Init( void ) {
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idTypeInfo *c;
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int num;
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gameLocal.Printf( "Initializing class hierarchy\n" );
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if ( initialized ) {
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gameLocal.Printf( "...already initialized\n" );
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return;
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}
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// init the event callback tables for all the classes
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for( c = typelist; c != NULL; c = c->next ) {
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c->Init();
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}
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// number the types according to the class hierarchy so we can quickly determine if a class
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// is a subclass of another
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num = 0;
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for( c = classHierarchy.GetNext(); c != NULL; c = c->node.GetNext(), num++ ) {
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c->typeNum = num;
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c->lastChild += num;
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}
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// number of bits needed to send types over network
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typeNumBits = idMath::BitsForInteger( num );
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// create a list of the types so we can do quick lookups
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// one list in alphabetical order, one in typenum order
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types.SetGranularity( 1 );
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types.SetNum( num );
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typenums.SetGranularity( 1 );
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typenums.SetNum( num );
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num = 0;
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for( c = typelist; c != NULL; c = c->next, num++ ) {
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types[ num ] = c;
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typenums[ c->typeNum ] = c;
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}
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initialized = true;
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gameLocal.Printf( "...%i classes, %i bytes for event callbacks\n", types.Num(), eventCallbackMemory );
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}
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/*
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================
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idClass::Shutdown
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================
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*/
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void idClass::Shutdown( void ) {
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idTypeInfo *c;
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for( c = typelist; c != NULL; c = c->next ) {
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c->Shutdown();
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}
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types.Clear();
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typenums.Clear();
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initialized = false;
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}
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/*
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================
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idClass::new
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================
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*/
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#ifdef ID_DEBUG_MEMORY
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#undef new
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#endif
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void * idClass::operator new( size_t s ) {
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int *p;
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s += sizeof( int );
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p = (int *)Mem_Alloc( s );
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*p = s;
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memused += s;
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numobjects++;
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#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
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unsigned long *ptr = (unsigned long *)p;
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int size = s;
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assert( ( size & 3 ) == 0 );
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size >>= 3;
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for ( int i = 1; i < size; i++ ) {
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ptr[i] = 0xcdcdcdcd;
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}
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#endif
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return p + 1;
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}
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void * idClass::operator new( size_t s, int, int, char *, int ) {
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int *p;
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s += sizeof( int );
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p = (int *)Mem_Alloc( s );
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*p = s;
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memused += s;
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numobjects++;
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#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
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unsigned long *ptr = (unsigned long *)p;
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int size = s;
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assert( ( size & 3 ) == 0 );
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size >>= 3;
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for ( int i = 1; i < size; i++ ) {
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ptr[i] = 0xcdcdcdcd;
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}
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#endif
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return p + 1;
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}
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#ifdef ID_DEBUG_MEMORY
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#define new ID_DEBUG_NEW
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#endif
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/*
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================
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idClass::delete
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================
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*/
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void idClass::operator delete( void *ptr ) {
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int *p;
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if ( ptr ) {
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p = ( ( int * )ptr ) - 1;
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memused -= *p;
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numobjects--;
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Mem_Free( p );
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}
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}
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void idClass::operator delete( void *ptr, int, int, char *, int ) {
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int *p;
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if ( ptr ) {
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p = ( ( int * )ptr ) - 1;
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memused -= *p;
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numobjects--;
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Mem_Free( p );
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}
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}
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/*
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================
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idClass::GetClass
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Returns the idTypeInfo for the name of the class passed in. This is a static function
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so it must be called as idClass::GetClass( classname )
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================
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*/
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idTypeInfo *idClass::GetClass( const char *name ) {
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idTypeInfo *c;
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int order;
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int mid;
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int min;
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int max;
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if ( !initialized ) {
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// idClass::Init hasn't been called yet, so do a slow lookup
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for( c = typelist; c != NULL; c = c->next ) {
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if ( !idStr::Cmp( c->classname, name ) ) {
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return c;
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}
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}
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} else {
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// do a binary search through the list of types
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min = 0;
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max = types.Num() - 1;
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while( min <= max ) {
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mid = ( min + max ) / 2;
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c = types[ mid ];
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order = idStr::Cmp( c->classname, name );
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if ( !order ) {
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return c;
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} else if ( order > 0 ) {
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max = mid - 1;
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} else {
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min = mid + 1;
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}
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}
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}
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return NULL;
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}
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/*
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================
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idClass::GetType
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================
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*/
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idTypeInfo *idClass::GetType( const int typeNum ) {
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idTypeInfo *c;
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if ( !initialized ) {
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for( c = typelist; c != NULL; c = c->next ) {
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if ( c->typeNum == typeNum ) {
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return c;
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}
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}
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} else if ( ( typeNum >= 0 ) && ( typeNum < types.Num() ) ) {
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return typenums[ typeNum ];
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}
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return NULL;
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}
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|
|
/*
|
|
================
|
|
idClass::GetClassname
|
|
|
|
Returns the text classname of the object.
|
|
================
|
|
*/
|
|
const char *idClass::GetClassname( void ) const {
|
|
idTypeInfo *type;
|
|
|
|
type = GetType();
|
|
return type->classname;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::GetSuperclass
|
|
|
|
Returns the text classname of the superclass.
|
|
================
|
|
*/
|
|
const char *idClass::GetSuperclass( void ) const {
|
|
idTypeInfo *cls;
|
|
|
|
cls = GetType();
|
|
return cls->superclass;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::CancelEvents
|
|
================
|
|
*/
|
|
void idClass::CancelEvents( const idEventDef *ev ) {
|
|
idEvent::CancelEvents( this, ev );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventArgs
|
|
================
|
|
*/
|
|
bool idClass::PostEventArgs( const idEventDef *ev, int time, int numargs, ... ) {
|
|
idTypeInfo *c;
|
|
idEvent *event;
|
|
va_list args;
|
|
|
|
assert( ev );
|
|
|
|
if ( !idEvent::initialized ) {
|
|
return false;
|
|
}
|
|
|
|
c = GetType();
|
|
if ( !c->eventMap[ ev->GetEventNum() ] ) {
|
|
// we don't respond to this event, so ignore it
|
|
return false;
|
|
}
|
|
|
|
// we service events on the client to avoid any bad code filling up the event pool
|
|
// we don't want them processed usually, unless when the map is (re)loading.
|
|
// we allow threads to run fine, though.
|
|
if ( gameLocal.isClient && ( gameLocal.GameState() != GAMESTATE_STARTUP ) && !IsType( idThread::Type ) ) {
|
|
return true;
|
|
}
|
|
|
|
va_start( args, numargs );
|
|
event = idEvent::Alloc( ev, numargs, args );
|
|
va_end( args );
|
|
|
|
event->Schedule( this, c, time );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time ) {
|
|
return PostEventArgs( ev, time, 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1 ) {
|
|
return PostEventArgs( ev, time, 1, &arg1 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2 ) {
|
|
return PostEventArgs( ev, time, 2, &arg1, &arg2 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3 ) {
|
|
return PostEventArgs( ev, time, 3, &arg1, &arg2, &arg3 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 ) {
|
|
return PostEventArgs( ev, time, 4, &arg1, &arg2, &arg3, &arg4 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 ) {
|
|
return PostEventArgs( ev, time, 5, &arg1, &arg2, &arg3, &arg4, &arg5 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 ) {
|
|
return PostEventArgs( ev, time, 6, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 ) {
|
|
return PostEventArgs( ev, time, 7, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6, &arg7 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventMS
|
|
================
|
|
*/
|
|
bool idClass::PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 ) {
|
|
return PostEventArgs( ev, time, 8, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6, &arg7, &arg8 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 1, &arg1 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 2, &arg1, &arg2 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 3, &arg1, &arg2, &arg3 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 4, &arg1, &arg2, &arg3, &arg4 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 5, &arg1, &arg2, &arg3, &arg4, &arg5 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 6, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 7, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6, &arg7 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::PostEventSec
|
|
================
|
|
*/
|
|
bool idClass::PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 ) {
|
|
return PostEventArgs( ev, SEC2MS( time ), 8, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6, &arg7, &arg8 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEventArgs
|
|
================
|
|
*/
|
|
bool idClass::ProcessEventArgs( const idEventDef *ev, int numargs, ... ) {
|
|
idTypeInfo *c;
|
|
int num;
|
|
intptr_t data[ D_EVENT_MAXARGS ];
|
|
va_list args;
|
|
|
|
assert( ev );
|
|
assert( idEvent::initialized );
|
|
|
|
c = GetType();
|
|
num = ev->GetEventNum();
|
|
if ( !c->eventMap[ num ] ) {
|
|
// we don't respond to this event, so ignore it
|
|
return false;
|
|
}
|
|
|
|
va_start( args, numargs );
|
|
idEvent::CopyArgs( ev, numargs, args, data );
|
|
va_end( args );
|
|
|
|
ProcessEventArgPtr( ev, data );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev ) {
|
|
return ProcessEventArgs( ev, 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1 ) {
|
|
return ProcessEventArgs( ev, 1, &arg1 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2 ) {
|
|
return ProcessEventArgs( ev, 2, &arg1, &arg2 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3 ) {
|
|
return ProcessEventArgs( ev, 3, &arg1, &arg2, &arg3 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 ) {
|
|
return ProcessEventArgs( ev, 4, &arg1, &arg2, &arg3, &arg4 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 ) {
|
|
return ProcessEventArgs( ev, 5, &arg1, &arg2, &arg3, &arg4, &arg5 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 ) {
|
|
return ProcessEventArgs( ev, 6, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 ) {
|
|
return ProcessEventArgs( ev, 7, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6, &arg7 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEvent
|
|
================
|
|
*/
|
|
bool idClass::ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 ) {
|
|
return ProcessEventArgs( ev, 8, &arg1, &arg2, &arg3, &arg4, &arg5, &arg6, &arg7, &arg8 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::ProcessEventArgPtr
|
|
================
|
|
*/
|
|
bool idClass::ProcessEventArgPtr( const idEventDef *ev, intptr_t *data ) {
|
|
idTypeInfo *c;
|
|
int num;
|
|
eventCallback_t callback;
|
|
|
|
assert( ev );
|
|
assert( idEvent::initialized );
|
|
|
|
if ( g_debugTriggers.GetBool() && ( ev == &EV_Activate ) && IsType( idEntity::Type ) ) {
|
|
const idEntity *ent = *reinterpret_cast<idEntity **>( data );
|
|
gameLocal.Printf( "%d: '%s' activated by '%s'\n", gameLocal.framenum, static_cast<idEntity *>( this )->GetName(), ent ? ent->GetName() : "NULL" );
|
|
}
|
|
|
|
c = GetType();
|
|
num = ev->GetEventNum();
|
|
if ( !c->eventMap[ num ] ) {
|
|
// we don't respond to this event, so ignore it
|
|
return false;
|
|
}
|
|
|
|
callback = c->eventMap[ num ];
|
|
|
|
switch( ev->GetFormatspecIndex() ) {
|
|
case 1 << D_EVENT_MAXARGS :
|
|
( this->*callback )();
|
|
break;
|
|
|
|
// generated file - see CREATE_EVENT_CODE
|
|
#include "Callbacks.cpp"
|
|
|
|
default:
|
|
gameLocal.Warning( "Invalid formatspec on event '%s'", ev->GetName() );
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::Event_Remove
|
|
================
|
|
*/
|
|
void idClass::Event_Remove( void ) {
|
|
delete this;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idClass::Event_SafeRemove
|
|
================
|
|
*/
|
|
void idClass::Event_SafeRemove( void ) {
|
|
// Forces the remove to be done at a safe time
|
|
PostEventMS( &EV_Remove, 0 );
|
|
}
|