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https://github.com/ZDoom/qzdoom.git
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063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
62 lines
1.7 KiB
C
62 lines
1.7 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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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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// 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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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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void BuildFlatPointers ();
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void FreeStateList();
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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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static const PClass *FindClass (const char *name);
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static const PClass *FindClass (FName name);
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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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};
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#endif
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