mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 07:21:28 +00:00
fd7ed2bc25
- "If it ain't broke, don't fix it." - Some of the changes were downright wrong and some were pointless, so undo everything that doesn't look like an actual improvement.
189 lines
5.1 KiB
C++
189 lines
5.1 KiB
C++
#ifndef DOBJTYPE_H
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#define DOBJTYPE_H
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#ifndef __DOBJECT_H__
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#error You must #include "dobject.h" to get dobjtype.h
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#endif
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#include "thingdef/thingdef_type.h"
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// Symbol information -------------------------------------------------------
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enum ESymbolType
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{
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SYM_Const,
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SYM_Variable,
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SYM_ActionFunction
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};
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struct PSymbol
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{
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virtual ~PSymbol();
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ESymbolType SymbolType;
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FName SymbolName;
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protected:
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PSymbol(FName name, ESymbolType type) { SymbolType = type; SymbolName = name; }
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};
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// A constant value ---------------------------------------------------------
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struct PSymbolConst : public PSymbol
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{
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int ValueType;
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union
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{
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int Value;
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double Float;
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};
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PSymbolConst(FName name) : PSymbol(name, SYM_Const) {}
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};
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// A variable ---------------------------------------------------------
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struct PSymbolVariable : public PSymbol
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{
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FExpressionType ValueType;
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//int size;
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intptr_t offset;
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bool bUserVar;
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PSymbolVariable(FName name) : PSymbol(name, SYM_Variable) {}
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};
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// An action function -------------------------------------------------------
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//
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// The Arguments string is a string of characters as understood by
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// the DECORATE parser:
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//
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// If the letter is uppercase, it is required. Lowercase letters are optional.
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// i = integer
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// f = fixed point
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// s = sound name
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// m = actor name
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// t = string
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// l = jump label
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// c = color
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// x = expression
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// y = expression
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// If the final character is a +, the previous parameter is repeated indefinitely,
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// and an "imaginary" first parameter is inserted containing the total number of
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// parameters passed.
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struct FState;
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struct StateCallData;
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typedef void (*actionf_p)(AActor *self, AActor *stateowner, FState *state, int parameters, StateCallData *statecall);
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struct PSymbolActionFunction : public PSymbol
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{
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FString Arguments;
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actionf_p Function;
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int defaultparameterindex;
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PSymbolActionFunction(FName name) : PSymbol(name, SYM_ActionFunction) {}
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};
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// A symbol table -----------------------------------------------------------
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class PSymbolTable
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{
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public:
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PSymbolTable() : ParentSymbolTable(NULL)
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{
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}
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~PSymbolTable();
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// Sets the table to use for searches if this one doesn't contain the
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// requested symbol.
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void SetParentTable (PSymbolTable *parent);
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// Finds a symbol in the table, optionally searching parent tables
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// as well.
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PSymbol *FindSymbol (FName symname, bool searchparents) const;
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// Places the symbol in the table and returns a pointer to it or NULL if
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// a symbol with the same name is already in the table. This symbol is
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// not copied and will be freed when the symbol table is destroyed.
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PSymbol *AddSymbol (PSymbol *sym);
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// Frees all symbols from this table.
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void ReleaseSymbols();
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private:
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PSymbolTable *ParentSymbolTable;
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TArray<PSymbol *> Symbols;
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friend class DObject;
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};
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// Meta-info for every class derived from DObject ---------------------------
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struct PClass
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{
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static void StaticInit ();
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static void StaticShutdown ();
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static void StaticFreeData (PClass *type);
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static void ClearRuntimeData();
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// Per-class information -------------------------------------
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FName TypeName; // this class's name
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unsigned int Size; // this class's size
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PClass *ParentClass; // the class this class derives from
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const size_t *Pointers; // object pointers defined by this class *only*
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const size_t *FlatPointers; // object pointers defined by this class and all its superclasses; not initialized by default
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FActorInfo *ActorInfo;
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PClass *HashNext;
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FMetaTable Meta;
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BYTE *Defaults;
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bool bRuntimeClass; // class was defined at run-time, not compile-time
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unsigned short ClassIndex;
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PSymbolTable Symbols;
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void (*ConstructNative)(void *);
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// The rest are all functions and static data ----------------
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void InsertIntoHash ();
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DObject *CreateNew () const;
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PClass *CreateDerivedClass (FName name, unsigned int size);
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unsigned int Extend(unsigned int extension);
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void InitializeActorInfo ();
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void BuildFlatPointers ();
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void FreeStateList();
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const PClass *NativeClass() const;
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// Returns true if this type is an ancestor of (or same as) the passed type.
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bool IsAncestorOf (const PClass *ti) const
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{
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while (ti)
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{
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if (this == ti)
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return true;
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ti = ti->ParentClass;
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}
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return false;
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}
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inline bool IsDescendantOf (const PClass *ti) const
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{
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return ti->IsAncestorOf (this);
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}
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// Find a type, given its name.
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static const PClass *FindClass (const char *name) { return FindClass (FName (name, true)); }
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static const PClass *FindClass (const FString &name) { return FindClass (FName (name, true)); }
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static const PClass *FindClass (ENamedName name) { return FindClass (FName (name)); }
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static const PClass *FindClass (FName name);
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const PClass *FindClassTentative (FName name); // not static!
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PClass *GetReplacement() const;
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static TArray<PClass *> m_Types;
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static TArray<PClass *> m_RuntimeActors;
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enum { HASH_SIZE = 256 };
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static PClass *TypeHash[HASH_SIZE];
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static bool bShutdown;
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};
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#endif
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