/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2012 Robert Beckebans This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ /* Base class for all game objects. Provides fast run-time type checking and run-time instancing of objects. */ #ifndef __SYS_CLASS_H__ #define __SYS_CLASS_H__ class idClass; class idTypeInfo; extern const idEventDef EV_Remove; extern const idEventDef EV_SafeRemove; typedef void ( idClass::*eventCallback_t )(); template< class Type > struct idEventFunc { const idEventDef* event; eventCallback_t function; }; // added & so gcc could compile this #define EVENT( event, function ) { &( event ), ( void ( idClass::* )() )( &function ) }, #define END_CLASS { NULL, NULL } }; class idEventArg { public: int type; // RB: 64 bit fix, changed int to intptr_t intptr_t value; // RB end idEventArg() { type = D_EVENT_INTEGER; value = 0; }; idEventArg( int data ) { type = D_EVENT_INTEGER; value = data; }; idEventArg( float data ) { type = D_EVENT_FLOAT; value = *reinterpret_cast( &data ); }; // RB: 64 bit fixes, changed int to intptr_t idEventArg( idVec3& data ) { type = D_EVENT_VECTOR; value = reinterpret_cast( &data ); }; idEventArg( const idStr& data ) { type = D_EVENT_STRING; value = reinterpret_cast( data.c_str() ); }; idEventArg( const char* data ) { type = D_EVENT_STRING; value = reinterpret_cast( data ); }; idEventArg( const class idEntity* data ) { type = D_EVENT_ENTITY; value = reinterpret_cast( data ); }; idEventArg( const struct trace_s* data ) { type = D_EVENT_TRACE; value = reinterpret_cast( data ); }; // RB end }; class idAllocError : public idException { public: idAllocError( const char* text = "" ) : idException( text ) {} }; /*********************************************************************** idClass ***********************************************************************/ /* ================ CLASS_PROTOTYPE This macro must be included in the definition of any subclass of idClass. It prototypes variables used in class instanciation and type checking. Use this on single inheritance concrete classes only. ================ */ #define CLASS_PROTOTYPE( nameofclass ) \ public: \ static idTypeInfo Type; \ static idClass *CreateInstance(); \ virtual idTypeInfo *GetType() const; \ static idEventFunc eventCallbacks[] /* ================ CLASS_DECLARATION This macro must be included in the code to properly initialize variables used in type checking and run-time instanciation. It also defines the list of events that the class responds to. Take special care to ensure that the proper superclass is indicated or the run-time type information will be incorrect. Use this on concrete classes only. ================ */ // RB: made exceptions optional #if defined(USE_EXCEPTIONS) #define CLASS_DECLARATION( nameofsuperclass, nameofclass ) \ idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \ ( idEventFunc * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )() )&nameofclass::Spawn, \ ( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \ idClass *nameofclass::CreateInstance() { \ try { \ nameofclass *ptr = new nameofclass; \ ptr->FindUninitializedMemory(); \ return ptr; \ } \ catch( idAllocError & ) { \ return NULL; \ } \ } \ idTypeInfo *nameofclass::GetType() const { \ return &( nameofclass::Type ); \ } \ idEventFunc nameofclass::eventCallbacks[] = { #else #define CLASS_DECLARATION( nameofsuperclass, nameofclass ) \ idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \ ( idEventFunc * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )() )&nameofclass::Spawn, \ ( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \ idClass *nameofclass::CreateInstance() { \ nameofclass *ptr = new nameofclass; \ ptr->FindUninitializedMemory(); \ return ptr; \ } \ idTypeInfo *nameofclass::GetType() const { \ return &( nameofclass::Type ); \ } \ idEventFunc nameofclass::eventCallbacks[] = { #endif // RB end /* ================ ABSTRACT_PROTOTYPE This macro must be included in the definition of any abstract subclass of idClass. It prototypes variables used in class instanciation and type checking. Use this on single inheritance abstract classes only. ================ */ #define ABSTRACT_PROTOTYPE( nameofclass ) \ public: \ static idTypeInfo Type; \ static idClass *CreateInstance(); \ virtual idTypeInfo *GetType() const; \ static idEventFunc eventCallbacks[] /* ================ ABSTRACT_DECLARATION This macro must be included in the code to properly initialize variables used in type checking. It also defines the list of events that the class responds to. Take special care to ensure that the proper superclass is indicated or the run-time tyep information will be incorrect. Use this on abstract classes only. ================ */ #define ABSTRACT_DECLARATION( nameofsuperclass, nameofclass ) \ idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \ ( idEventFunc * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )() )&nameofclass::Spawn, \ ( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \ idClass *nameofclass::CreateInstance() { \ gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass ); \ return NULL; \ } \ idTypeInfo *nameofclass::GetType() const { \ return &( nameofclass::Type ); \ } \ idEventFunc nameofclass::eventCallbacks[] = { typedef void ( idClass::*classSpawnFunc_t )(); class idSaveGame; class idRestoreGame; class idClass { public: ABSTRACT_PROTOTYPE( idClass ); void* operator new( size_t ); void operator delete( void* ); virtual ~idClass(); void Spawn(); void CallSpawn(); bool IsType( const idTypeInfo& c ) const; const char* GetClassname() const; const char* GetSuperclass() const; void FindUninitializedMemory(); void Save( idSaveGame* savefile ) const {}; void Restore( idRestoreGame* savefile ) {}; bool RespondsTo( const idEventDef& ev ) const; bool PostEventMS( const idEventDef* ev, int time ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 ); bool PostEventMS( const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 ); bool PostEventSec( const idEventDef* ev, float time ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 ); bool PostEventSec( const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 ); bool ProcessEvent( const idEventDef* ev ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 ); bool ProcessEvent( const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 ); // RB: 64 bit fix, changed int to intptr_t bool ProcessEventArgPtr( const idEventDef* ev, intptr_t* data ); // RB end void CancelEvents( const idEventDef* ev ); void Event_Remove(); // Static functions static void Init(); static void Shutdown(); static idTypeInfo* GetClass( const char* name ); static void DisplayInfo_f( const idCmdArgs& args ); static void ListClasses_f( const idCmdArgs& args ); // RB begin static void ExportScriptEvents_f( const idCmdArgs& args ); // RB end static idClass* CreateInstance( const char* name ); static int GetNumTypes() { return types.Num(); } static int GetTypeNumBits() { return typeNumBits; } static idTypeInfo* GetType( int num ); private: classSpawnFunc_t CallSpawnFunc( idTypeInfo* cls ); bool PostEventArgs( const idEventDef* ev, int time, int numargs, ... ); bool ProcessEventArgs( const idEventDef* ev, int numargs, ... ); void Event_SafeRemove(); static bool initialized; static idList types; static idList typenums; static int typeNumBits; static int memused; static int numobjects; }; /*********************************************************************** idTypeInfo ***********************************************************************/ class idTypeInfo { public: const char* classname; const char* superclass; idClass* ( *CreateInstance )(); void ( idClass::*Spawn )(); void ( idClass::*Save )( idSaveGame* savefile ) const; void ( idClass::*Restore )( idRestoreGame* savefile ); idEventFunc* eventCallbacks; eventCallback_t* eventMap; idTypeInfo* super; idTypeInfo* next; bool freeEventMap; int typeNum; int lastChild; idHierarchy node; idTypeInfo( const char* classname, const char* superclass, idEventFunc* eventCallbacks, idClass * ( *CreateInstance )(), void ( idClass::*Spawn )(), void ( idClass::*Save )( idSaveGame* savefile ) const, void ( idClass::*Restore )( idRestoreGame* savefile ) ); ~idTypeInfo(); void Init(); void Shutdown(); bool IsType( const idTypeInfo& superclass ) const; bool RespondsTo( const idEventDef& ev ) const; }; /* ================ idTypeInfo::IsType Checks if the object's class is a subclass of the class defined by the passed in idTypeInfo. ================ */ ID_INLINE bool idTypeInfo::IsType( const idTypeInfo& type ) const { return ( ( typeNum >= type.typeNum ) && ( typeNum <= type.lastChild ) ); } /* ================ idTypeInfo::RespondsTo ================ */ ID_INLINE bool idTypeInfo::RespondsTo( const idEventDef& ev ) const { assert( idEvent::initialized ); if( !eventMap[ ev.GetEventNum() ] ) { // we don't respond to this event return false; } return true; } /* ================ idClass::IsType Checks if the object's class is a subclass of the class defined by the passed in idTypeInfo. ================ */ ID_INLINE bool idClass::IsType( const idTypeInfo& superclass ) const { idTypeInfo* subclass; subclass = GetType(); return subclass->IsType( superclass ); } /* ================ idClass::RespondsTo ================ */ ID_INLINE bool idClass::RespondsTo( const idEventDef& ev ) const { const idTypeInfo* c; assert( idEvent::initialized ); c = GetType(); return c->RespondsTo( ev ); } #endif /* !__SYS_CLASS_H__ */