gzdoom/src/dobjtype.h
Christoph Oelckers 694b48423a - fixed initialization of classes so that AllActorClasses only gets initialized when the game knows what is an actor and what is not.
This could result in lost states for weapons because the weapon class did not get added to the array.
2017-04-27 10:52:00 +02:00

142 lines
4.3 KiB
C++

#ifndef DOBJTYPE_H
#define DOBJTYPE_H
#ifndef __DOBJECT_H__
#error You must #include "dobject.h" to get dobjtype.h
#endif
typedef std::pair<const class PType *, unsigned> FTypeAndOffset;
#if 0
// This is intentionally not in vm.h so that this file remains free of DObject pollution.
class VMException : public DObject
{
DECLARE_CLASS(VMException, DObject);
};
#endif
// An action function -------------------------------------------------------
struct FState;
struct StateCallData;
class VMFrameStack;
struct VMValue;
struct VMReturn;
class VMFunction;
class PClassType;
struct FNamespaceManager;
enum
{
TentativeClass = UINT_MAX,
};
class PClass
{
protected:
void Derive(PClass *newclass, FName name);
void InitializeSpecials(void *addr, void *defaults, TArray<FTypeAndOffset> PClass::*Inits);
void SetSuper();
public:
void WriteAllFields(FSerializer &ar, const void *addr) const;
bool ReadAllFields(FSerializer &ar, void *addr) const;
void InitializeDefaults();
int FindVirtualIndex(FName name, PPrototype *proto);
PSymbol *FindSymbol(FName symname, bool searchparents) const;
PField *AddField(FName name, PType *type, uint32_t flags);
static void StaticInit();
static void StaticShutdown();
// Per-class information -------------------------------------
PClass *ParentClass = nullptr; // the class this class derives from
const size_t *Pointers = nullptr; // object pointers defined by this class *only*
const size_t *FlatPointers = nullptr; // object pointers defined by this class and all its superclasses; not initialized by default
const size_t *ArrayPointers = nullptr; // dynamic arrays containing object pointers.
uint8_t *Defaults = nullptr;
uint8_t *Meta = nullptr; // Per-class static script data
unsigned Size = sizeof(DObject);
unsigned MetaSize = 0;
FName TypeName;
FName SourceLumpName;
bool bRuntimeClass = false; // class was defined at run-time, not compile-time
bool bDecorateClass = false; // may be subject to some idiosyncracies due to DECORATE backwards compatibility
bool bAbstract = false;
bool bOptional = false;
TArray<VMFunction*> Virtuals; // virtual function table
TArray<FTypeAndOffset> MetaInits;
TArray<FTypeAndOffset> SpecialInits;
TArray<PField *> Fields;
PClassType *VMType = nullptr;
void (*ConstructNative)(void *);
// The rest are all functions and static data ----------------
PClass();
~PClass();
void InsertIntoHash(bool native);
DObject *CreateNew();
PClass *CreateDerivedClass(FName name, unsigned int size);
void InitializeActorInfo();
void BuildFlatPointers();
void BuildArrayPointers();
void DestroySpecials(void *addr);
void DestroyMeta(void *addr);
const PClass *NativeClass() const;
// Returns true if this type is an ancestor of (or same as) the passed type.
bool IsAncestorOf(const PClass *ti) const
{
while (ti)
{
if (this == ti)
return true;
ti = ti->ParentClass;
}
return false;
}
inline bool IsDescendantOf(const PClass *ti) const
{
return ti->IsAncestorOf(this);
}
inline bool IsDescendantOf(FName ti) const
{
auto me = this;
while (me)
{
if (me->TypeName == ti)
return true;
me = me->ParentClass;
}
return false;
}
// Find a type, given its name.
const PClass *FindParentClass(FName name) const;
PClass *FindParentClass(FName name) { return const_cast<PClass *>(const_cast<const PClass *>(this)->FindParentClass(name)); }
static PClass *FindClass(const char *name) { return FindClass(FName(name, true)); }
static PClass *FindClass(const FString &name) { return FindClass(FName(name, true)); }
static PClass *FindClass(ENamedName name) { return FindClass(FName(name)); }
static PClass *FindClass(FName name);
static PClassActor *FindActor(const char *name) { return FindActor(FName(name, true)); }
static PClassActor *FindActor(const FString &name) { return FindActor(FName(name, true)); }
static PClassActor *FindActor(ENamedName name) { return FindActor(FName(name)); }
static PClassActor *FindActor(FName name);
static VMFunction *FindFunction(FName cls, FName func);
static void FindFunction(VMFunction **pptr, FName cls, FName func);
PClass *FindClassTentative(FName name);
static TMap<FName, PClass*> ClassMap;
static TArray<PClass *> AllClasses;
static TArray<VMFunction**> FunctionPtrList;
static bool bShutdown;
static bool bVMOperational;
};
#endif