qzdoom/src/dobjtype.h
Christoph Oelckers f3922ec6a1 - Added a few more macros so that the action function code doesn't have
to reference its arguments directly, except 'self'. This may be helpful if it 
  becomes necessary to restructure this code once DoomScript becomes real.
- Removed the last remaining global variable related to action functions:
  pStateCall. Everything is passed properly as function arguments now.
- fixed: PlayerChunk was missing the NOSKIN flag.


SVN r1169 (trunk)
2008-08-14 08:52:55 +00:00

156 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
// Symbol information -------------------------------------------------------
enum ESymbolType
{
SYM_Const,
SYM_ActionFunction
};
struct PSymbol
{
virtual ~PSymbol();
ESymbolType SymbolType;
FName SymbolName;
};
// A constant value ---------------------------------------------------------
struct PSymbolConst : public PSymbol
{
int Value;
};
// An action function -------------------------------------------------------
//
// The Arguments string is a string of characters as understood by
// the DECORATE parser:
//
// If the letter is uppercase, it is required. Lowercase letters are optional.
// i = integer
// f = fixed point
// s = sound name
// m = actor name
// t = string
// l = jump label
// c = color
// x = expression
// y = expression
// If the final character is a +, the previous parameter is repeated indefinitely,
// and an "imaginary" first parameter is inserted containing the total number of
// parameters passed.
struct FState;
struct StateCallData;
typedef void (*actionf_p)(AActor *self, FState *state, int parameters, StateCallData *statecall);
struct PSymbolActionFunction : public PSymbol
{
FString Arguments;
actionf_p Function;
int defaultparameterindex;
};
// A symbol table -----------------------------------------------------------
class PSymbolTable
{
public:
PSymbolTable() : ParentSymbolTable(NULL)
{
}
~PSymbolTable();
// Sets the table to use for searches if this one doesn't contain the
// requested symbol.
void SetParentTable (PSymbolTable *parent);
// Finds a symbol in the table, optionally searching parent tables
// as well.
PSymbol *FindSymbol (FName symname, bool searchparents) const;
// Places the symbol in the table and returns a pointer to it or NULL if
// a symbol with the same name is already in the table. This symbol is
// not copied and will be freed when the symbol table is destroyed.
PSymbol *AddSymbol (PSymbol *sym);
// Frees all symbols from this table.
void ReleaseSymbols();
private:
PSymbolTable *ParentSymbolTable;
TArray<PSymbol *> Symbols;
};
// Meta-info for every class derived from DObject ---------------------------
struct PClass
{
static void StaticInit ();
static void StaticShutdown ();
static void StaticFreeData (PClass *type);
// Per-class information -------------------------------------
FName TypeName; // this class's name
unsigned int Size; // this class's size
PClass *ParentClass; // the class this class derives from
const size_t *Pointers; // object pointers defined by this class *only*
const size_t *FlatPointers; // object pointers defined by this class and all its superclasses; not initialized by default
FActorInfo *ActorInfo;
PClass *HashNext;
FMetaTable Meta;
BYTE *Defaults;
bool bRuntimeClass; // class was defined at run-time, not compile-time
unsigned short ClassIndex;
PSymbolTable Symbols;
void (*ConstructNative)(void *);
// The rest are all functions and static data ----------------
void InsertIntoHash ();
DObject *CreateNew () const;
PClass *CreateDerivedClass (FName name, unsigned int size);
void InitializeActorInfo ();
void BuildFlatPointers ();
void FreeStateList();
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);
}
// Find a type, given its name.
static const PClass *FindClass (const char *name) { return FindClass (FName (name, true)); }
static const PClass *FindClass (const FString &name) { return FindClass (FName (name, true)); }
static const PClass *FindClass (ENamedName name) { return FindClass (FName (name)); }
static const PClass *FindClass (FName name);
static TArray<PClass *> m_Types;
static TArray<PClass *> m_RuntimeActors;
enum { HASH_SIZE = 256 };
static PClass *TypeHash[HASH_SIZE];
static bool bShutdown;
};
#endif