doom3-bfg/neo/d3xp/gamesys/Class.cpp
2012-11-26 12:58:24 -06:00

1025 lines
26 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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 <http://www.gnu.org/licenses/>.
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 C++ objects. Provides fast run-time type checking and run-time
instancing of objects.
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
#include "TypeInfo.h"
/***********************************************************************
idTypeInfo
***********************************************************************/
// this is the head of a singly linked list of all the idTypes
static idTypeInfo *typelist = NULL;
static idHierarchy<idTypeInfo> classHierarchy;
static int eventCallbackMemory = 0;
/*
================
idTypeInfo::idClassType()
Constructor for class. Should only be called from CLASS_DECLARATION macro.
Handles linking class definition into class hierarchy. This should only happen
at startup as idTypeInfos are statically defined. Since static variables can be
initialized in any order, the constructor must handle the case that subclasses
are initialized before superclasses.
================
*/
idTypeInfo::idTypeInfo( const char *classname, const char *superclass, idEventFunc<idClass> *eventCallbacks, idClass *( *CreateInstance )(),
void ( idClass::*Spawn )(), void ( idClass::*Save )( idSaveGame *savefile ) const, void ( idClass::*Restore )( idRestoreGame *savefile ) ) {
idTypeInfo *type;
idTypeInfo **insert;
this->classname = classname;
this->superclass = superclass;
this->eventCallbacks = eventCallbacks;
this->eventMap = NULL;
this->Spawn = Spawn;
this->Save = Save;
this->Restore = Restore;
this->CreateInstance = CreateInstance;
this->super = idClass::GetClass( superclass );
this->freeEventMap = false;
typeNum = 0;
lastChild = 0;
// Check if any subclasses were initialized before their superclass
for( type = typelist; type != NULL; type = type->next ) {
if ( ( type->super == NULL ) && !idStr::Cmp( type->superclass, this->classname ) &&
idStr::Cmp( type->classname, "idClass" ) ) {
type->super = this;
}
}
// Insert sorted
for ( insert = &typelist; *insert; insert = &(*insert)->next ) {
assert( idStr::Cmp( classname, (*insert)->classname ) );
if ( idStr::Cmp( classname, (*insert)->classname ) < 0 ) {
next = *insert;
*insert = this;
break;
}
}
if ( !*insert ) {
*insert = this;
next = NULL;
}
}
/*
================
idTypeInfo::~idTypeInfo
================
*/
idTypeInfo::~idTypeInfo() {
Shutdown();
}
/*
================
idTypeInfo::Init
Initializes the event callback table for the class. Creates a
table for fast lookups of event functions. Should only be called once.
================
*/
void idTypeInfo::Init() {
idTypeInfo *c;
idEventFunc<idClass> *def;
int ev;
int i;
bool *set;
int num;
if ( eventMap ) {
// we've already been initialized by a subclass
return;
}
// make sure our superclass is initialized first
if ( super && !super->eventMap ) {
super->Init();
}
// add to our node hierarchy
if ( super ) {
node.ParentTo( super->node );
} else {
node.ParentTo( classHierarchy );
}
node.SetOwner( this );
// keep track of the number of children below each class
for( c = super; c != NULL; c = c->super ) {
c->lastChild++;
}
// if we're not adding any new event callbacks, we can just use our superclass's table
if ( ( !eventCallbacks || !eventCallbacks->event ) && super ) {
eventMap = super->eventMap;
return;
}
// set a flag so we know to delete the eventMap table
freeEventMap = true;
// Allocate our new table. It has to have as many entries as there
// are events. NOTE: could save some space by keeping track of the maximum
// event that the class responds to and doing range checking.
num = idEventDef::NumEventCommands();
eventMap = new (TAG_SYSTEM) eventCallback_t[ num ];
memset( eventMap, 0, sizeof( eventCallback_t ) * num );
eventCallbackMemory += sizeof( eventCallback_t ) * num;
// allocate temporary memory for flags so that the subclass's event callbacks
// override the superclass's event callback
set = new (TAG_SYSTEM) bool[ num ];
memset( set, 0, sizeof( bool ) * num );
// go through the inheritence order and copies the event callback function into
// a list indexed by the event number. This allows fast lookups of
// event functions.
for( c = this; c != NULL; c = c->super ) {
def = c->eventCallbacks;
if ( !def ) {
continue;
}
// go through each entry until we hit the NULL terminator
for( i = 0; def[ i ].event != NULL; i++ ) {
ev = def[ i ].event->GetEventNum();
if ( set[ ev ] ) {
continue;
}
set[ ev ] = true;
eventMap[ ev ] = def[ i ].function;
}
}
delete[] set;
}
/*
================
idTypeInfo::Shutdown
Should only be called when DLL or EXE is being shutdown.
Although it cleans up any allocated memory, it doesn't bother to remove itself
from the class list since the program is shutting down.
================
*/
void idTypeInfo::Shutdown() {
// free up the memory used for event lookups
if ( eventMap ) {
if ( freeEventMap ) {
delete[] eventMap;
}
eventMap = NULL;
}
typeNum = 0;
lastChild = 0;
}
/***********************************************************************
idClass
***********************************************************************/
const idEventDef EV_Remove( "<immediateremove>", NULL );
const idEventDef EV_SafeRemove( "remove", NULL );
ABSTRACT_DECLARATION( NULL, idClass )
EVENT( EV_Remove, idClass::Event_Remove )
EVENT( EV_SafeRemove, idClass::Event_SafeRemove )
END_CLASS
// alphabetical order
idList<idTypeInfo *, TAG_IDCLASS> idClass::types;
// typenum order
idList<idTypeInfo *, TAG_IDCLASS> idClass::typenums;
bool idClass::initialized = false;
int idClass::typeNumBits = 0;
int idClass::memused = 0;
int idClass::numobjects = 0;
/*
================
idClass::CallSpawn
================
*/
void idClass::CallSpawn() {
idTypeInfo *type;
type = GetType();
CallSpawnFunc( type );
}
/*
================
idClass::CallSpawnFunc
================
*/
classSpawnFunc_t idClass::CallSpawnFunc( idTypeInfo *cls ) {
classSpawnFunc_t func;
if ( cls->super ) {
func = CallSpawnFunc( cls->super );
if ( func == cls->Spawn ) {
// don't call the same function twice in a row.
// this can happen when subclasses don't have their own spawn function.
return func;
}
}
( this->*cls->Spawn )();
return cls->Spawn;
}
/*
================
idClass::FindUninitializedMemory
================
*/
void idClass::FindUninitializedMemory() {
#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
unsigned long *ptr = ( ( unsigned long * )this ) - 1;
int size = *ptr;
assert( ( size & 3 ) == 0 );
size >>= 2;
for ( int i = 0; i < size; i++ ) {
if ( ptr[i] == 0xcdcdcdcd ) {
const char *varName = GetTypeVariableName( GetClassname(), i << 2 );
gameLocal.Warning( "type '%s' has uninitialized variable %s (offset %d)", GetClassname(), varName, i << 2 );
}
}
#endif
}
/*
================
idClass::Spawn
================
*/
void idClass::Spawn() {
}
/*
================
idClass::~idClass
Destructor for object. Cancels any events that depend on this object.
================
*/
idClass::~idClass() {
idEvent::CancelEvents( this );
}
/*
================
idClass::DisplayInfo_f
================
*/
void idClass::DisplayInfo_f( const idCmdArgs &args ) {
gameLocal.Printf( "Class memory status: %i bytes allocated in %i objects\n", memused, numobjects );
}
/*
================
idClass::ListClasses_f
================
*/
void idClass::ListClasses_f( const idCmdArgs &args ) {
int i;
idTypeInfo *type;
gameLocal.Printf( "%-24s %-24s %-6s %-6s\n", "Classname", "Superclass", "Type", "Subclasses" );
gameLocal.Printf( "----------------------------------------------------------------------\n" );
for( i = 0; i < types.Num(); i++ ) {
type = types[ i ];
gameLocal.Printf( "%-24s %-24s %6d %6d\n", type->classname, type->superclass, type->typeNum, type->lastChild - type->typeNum );
}
gameLocal.Printf( "...%d classes", types.Num() );
}
/*
================
idClass::CreateInstance
================
*/
idClass *idClass::CreateInstance( const char *name ) {
const idTypeInfo *type;
idClass *obj;
type = idClass::GetClass( name );
if ( !type ) {
return NULL;
}
obj = type->CreateInstance();
return obj;
}
/*
================
idClass::Init
Should be called after all idTypeInfos are initialized, so must be called
manually upon game code initialization. Tells all the idTypeInfos to initialize
their event callback table for the associated class. This should only be called
once during the execution of the program or DLL.
================
*/
void idClass::Init() {
idTypeInfo *c;
int num;
gameLocal.Printf( "Initializing class hierarchy\n" );
if ( initialized ) {
gameLocal.Printf( "...already initialized\n" );
return;
}
// init the event callback tables for all the classes
for( c = typelist; c != NULL; c = c->next ) {
c->Init();
}
// number the types according to the class hierarchy so we can quickly determine if a class
// is a subclass of another
num = 0;
for( c = classHierarchy.GetNext(); c != NULL; c = c->node.GetNext(), num++ ) {
c->typeNum = num;
c->lastChild += num;
}
// number of bits needed to send types over network
typeNumBits = idMath::BitsForInteger( num );
// create a list of the types so we can do quick lookups
// one list in alphabetical order, one in typenum order
types.SetGranularity( 1 );
types.SetNum( num );
typenums.SetGranularity( 1 );
typenums.SetNum( num );
num = 0;
for( c = typelist; c != NULL; c = c->next, num++ ) {
types[ num ] = c;
typenums[ c->typeNum ] = c;
}
initialized = true;
gameLocal.Printf( "...%i classes, %i bytes for event callbacks\n", types.Num(), eventCallbackMemory );
}
/*
================
idClass::Shutdown
================
*/
void idClass::Shutdown() {
idTypeInfo *c;
for( c = typelist; c != NULL; c = c->next ) {
c->Shutdown();
}
types.Clear();
typenums.Clear();
initialized = false;
}
/*
================
idClass::new
================
*/
void * idClass::operator new( size_t s ) {
int *p;
s += sizeof( int );
p = (int *)Mem_Alloc( s, TAG_IDCLASS );
*p = s;
memused += s;
numobjects++;
return p + 1;
}
/*
================
idClass::delete
================
*/
void idClass::operator delete( void *ptr ) {
int *p;
if ( ptr ) {
p = ( ( int * )ptr ) - 1;
memused -= *p;
numobjects--;
Mem_Free( p );
}
}
/*
================
idClass::GetClass
Returns the idTypeInfo for the name of the class passed in. This is a static function
so it must be called as idClass::GetClass( classname )
================
*/
idTypeInfo *idClass::GetClass( const char *name ) {
idTypeInfo *c;
int order;
int mid;
int min;
int max;
if ( !initialized ) {
// idClass::Init hasn't been called yet, so do a slow lookup
for( c = typelist; c != NULL; c = c->next ) {
if ( !idStr::Cmp( c->classname, name ) ) {
return c;
}
}
} else {
// do a binary search through the list of types
min = 0;
max = types.Num() - 1;
while( min <= max ) {
mid = ( min + max ) / 2;
c = types[ mid ];
order = idStr::Cmp( c->classname, name );
if ( !order ) {
return c;
} else if ( order > 0 ) {
max = mid - 1;
} else {
min = mid + 1;
}
}
}
return NULL;
}
/*
================
idClass::GetType
================
*/
idTypeInfo *idClass::GetType( const int typeNum ) {
idTypeInfo *c;
if ( !initialized ) {
for( c = typelist; c != NULL; c = c->next ) {
if ( c->typeNum == typeNum ) {
return c;
}
}
} else if ( ( typeNum >= 0 ) && ( typeNum < types.Num() ) ) {
return typenums[ typeNum ];
}
return NULL;
}
/*
================
idClass::GetClassname
Returns the text classname of the object.
================
*/
const char *idClass::GetClassname() const {
idTypeInfo *type;
type = GetType();
return type->classname;
}
/*
================
idClass::GetSuperclass
Returns the text classname of the superclass.
================
*/
const char *idClass::GetSuperclass() 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;
}
bool isReplicated = true;
// If this is an entity with skipReplication, we want to process the event normally even on clients.
if ( IsType( idEntity::Type ) ) {
idEntity * thisEnt = static_cast< idEntity * >( this );
if ( thisEnt->fl.skipReplication ) {
isReplicated = 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 ( common->IsClient() && isReplicated && ( 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;
int 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, int *data ) {
idTypeInfo *c;
int num;
eventCallback_t callback;
assert( ev );
assert( idEvent::initialized );
SetTimeState ts;
if ( IsType( idEntity::Type ) ) {
idEntity *ent = (idEntity*)this;
ts.PushState( ent->timeGroup );
}
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 ];
#if !CPU_EASYARGS
/*
on ppc architecture, floats are passed in a seperate set of registers
the function prototypes must have matching float declaration
http://developer.apple.com/documentation/DeveloperTools/Conceptual/MachORuntime/2rt_powerpc_abi/chapter_9_section_5.html
*/
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;
}
#else
assert( D_EVENT_MAXARGS == 8 );
switch( ev->GetNumArgs() ) {
case 0 :
( this->*callback )();
break;
case 1 :
typedef void ( idClass::*eventCallback_1_t )( const int );
( this->*( eventCallback_1_t )callback )( data[ 0 ] );
break;
case 2 :
typedef void ( idClass::*eventCallback_2_t )( const int, const int );
( this->*( eventCallback_2_t )callback )( data[ 0 ], data[ 1 ] );
break;
case 3 :
typedef void ( idClass::*eventCallback_3_t )( const int, const int, const int );
( this->*( eventCallback_3_t )callback )( data[ 0 ], data[ 1 ], data[ 2 ] );
break;
case 4 :
typedef void ( idClass::*eventCallback_4_t )( const int, const int, const int, const int );
( this->*( eventCallback_4_t )callback )( data[ 0 ], data[ 1 ], data[ 2 ], data[ 3 ] );
break;
case 5 :
typedef void ( idClass::*eventCallback_5_t )( const int, const int, const int, const int, const int );
( this->*( eventCallback_5_t )callback )( data[ 0 ], data[ 1 ], data[ 2 ], data[ 3 ], data[ 4 ] );
break;
case 6 :
typedef void ( idClass::*eventCallback_6_t )( const int, const int, const int, const int, const int, const int );
( this->*( eventCallback_6_t )callback )( data[ 0 ], data[ 1 ], data[ 2 ], data[ 3 ], data[ 4 ], data[ 5 ] );
break;
case 7 :
typedef void ( idClass::*eventCallback_7_t )( const int, const int, const int, const int, const int, const int, const int );
( this->*( eventCallback_7_t )callback )( data[ 0 ], data[ 1 ], data[ 2 ], data[ 3 ], data[ 4 ], data[ 5 ], data[ 6 ] );
break;
case 8 :
typedef void ( idClass::*eventCallback_8_t )( const int, const int, const int, const int, const int, const int, const int, const int );
( this->*( eventCallback_8_t )callback )( data[ 0 ], data[ 1 ], data[ 2 ], data[ 3 ], data[ 4 ], data[ 5 ], data[ 6 ], data[ 7 ] );
break;
default:
gameLocal.Warning( "Invalid formatspec on event '%s'", ev->GetName() );
break;
}
#endif
return true;
}
/*
================
idClass::Event_Remove
================
*/
void idClass::Event_Remove() {
delete this;
}
/*
================
idClass::Event_SafeRemove
================
*/
void idClass::Event_SafeRemove() {
// Forces the remove to be done at a safe time
PostEventMS( &EV_Remove, 0 );
}