mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-21 13:10:37 +02:00
Quake 4 integrated with DoomRTX
This commit is contained in:
@@ -0,0 +1,530 @@
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/*
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Base class for all game objects. Provides fast run-time type checking and run-time
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instancing of objects.
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*/
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#ifndef __SYS_CLASS_H__
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#define __SYS_CLASS_H__
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class idClass;
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class idTypeInfo;
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// RAVEN BEGIN
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extern const idEventDef EV_PostRestore;
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// RAVEN END
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extern const idEventDef EV_Remove;
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extern const idEventDef EV_SafeRemove;
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typedef void ( idClass::*eventCallback_t )( void );
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template< class Type >
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struct idEventFunc {
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const idEventDef *event;
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eventCallback_t function;
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};
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// added & so gcc could compile this
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#define EVENT( event, function ) { &( event ), ( void ( idClass::* )( void ) )( &function ) },
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#define END_CLASS { NULL, NULL } };
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class idEventArg {
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public:
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int type;
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intptr_t value;
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idEventArg() { type = D_EVENT_INTEGER; value = 0; };
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idEventArg(int data) { type = D_EVENT_INTEGER; value = data; };
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idEventArg(float data) { type = D_EVENT_FLOAT; value = *reinterpret_cast<int*>(&data); };
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idEventArg(const idVec3& data) { type = D_EVENT_VECTOR; value = reinterpret_cast<intptr_t>(&data); };
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idEventArg(const idStr& data) { type = D_EVENT_STRING; value = reinterpret_cast<intptr_t>(data.c_str()); };
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idEventArg(const char* data) { type = D_EVENT_STRING; value = reinterpret_cast<intptr_t>(data); };
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idEventArg(const class idEntity* data) { type = D_EVENT_ENTITY; value = reinterpret_cast<intptr_t>(data); };
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idEventArg(const struct trace_s* data) { type = D_EVENT_TRACE; value = reinterpret_cast<intptr_t>(data); };
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// jmarshall - this can't be called from doomscript!
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idEventArg(intptr_t data) { type = D_EVENT_INTEGER64bit; value = data; };
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// jmarshall end
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};
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class idAllocError : public idException {
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public:
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idAllocError( const char *text = "" ) : idException( text ) {}
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};
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/***********************************************************************
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idClass
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***********************************************************************/
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/*
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================
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CLASS_PROTOTYPE
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This macro must be included in the definition of any subclass of idClass.
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It prototypes variables used in class instanciation and type checking.
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Use this on single inheritance concrete classes only.
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================
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*/
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#ifdef USE_STATIC_CLASS_CONSTRUCTION
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#define CLASS_PROTOTYPE( nameofclass ) \
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private: \
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static idTypeInfo Type; \
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public: \
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static void RegisterClass( void ); \
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static idClass *CreateInstance( void ); \
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static idTypeInfo &GetClassType( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idEventFunc<nameofclass> eventCallbacks[]
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#else
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// RAVEN BEGIN
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// jnewquist: Use accessor for static class type
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#define CLASS_PROTOTYPE( nameofclass ) \
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private: \
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static idTypeInfo *Type; \
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public: \
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static void RegisterClass( void ); \
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static idClass *CreateInstance( void ); \
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static idTypeInfo &GetClassType( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idEventFunc<nameofclass> eventCallbacks[]
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// RAVEN END
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#endif // USE_STATIC_CLASS_CONSTRUCTION
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/*
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================
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CLASS_DECLARATION
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This macro must be included in the code to properly initialize variables
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used in type checking and run-time instanciation. It also defines the list
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of events that the class responds to. Take special care to ensure that the
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proper superclass is indicated or the run-time type information will be
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incorrect. Use this on concrete classes only.
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================
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*/
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#ifdef USE_STATIC_CLASS_CONSTRUCTION
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#define CLASS_DECLARATION( nameofsuperclass, nameofclass ) \
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idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \
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( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
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( rvStateFunc<idClass> * )nameofclass::stateCallbacks, \
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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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void nameofclass::RegisterClass( void ) { \
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} \
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void Register_##nameofclass( void ) { \
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nameofclass::RegisterClass(); \
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} \
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idClass *nameofclass::CreateInstance( void ) { \
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try { \
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RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL); \
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nameofclass *ptr = new nameofclass; \
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RV_POP_HEAP(); \
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ptr->FindUninitializedMemory(); \
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return ptr; \
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} \
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catch( idAllocError & ) { \
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return NULL; \
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} \
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} \
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idTypeInfo &nameofclass::GetClassType( void ) { \
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return nameofclass::Type; \
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} \
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idTypeInfo *nameofclass::GetType( void ) const { \
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return &nameofclass::Type; \
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} \
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idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
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#else
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// RAVEN BEGIN
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// bdube: Added states
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// jnewquist: Use accessor for static class type
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// mwhitlock: Dynamic memory consolidation
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#define CLASS_DECLARATION( nameofsuperclass, nameofclass ) \
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idTypeInfo *nameofclass::Type = NULL; \
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void nameofclass::RegisterClass( void ) { \
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static idTypeInfo type( #nameofclass, #nameofsuperclass, \
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( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
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( rvStateFunc<idClass> * )nameofclass::stateCallbacks, \
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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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nameofclass::Type = &type; \
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} \
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void Register_##nameofclass( void ) { \
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nameofclass::RegisterClass(); \
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} \
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idClass *nameofclass::CreateInstance( void ) { \
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try { \
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RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL); \
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nameofclass *ptr = new nameofclass; \
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RV_POP_HEAP(); \
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ptr->FindUninitializedMemory(); \
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return ptr; \
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} \
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catch( idAllocError & ) { \
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return NULL; \
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} \
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} \
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idTypeInfo &nameofclass::GetClassType( void ) { \
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return *nameofclass::Type; \
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} \
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idTypeInfo *nameofclass::GetType( void ) const { \
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return nameofclass::Type; \
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} \
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idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
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// RAVEN END
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#endif // USE_STATIC_CLASS_CONSTRUCTION
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/*
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================
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ABSTRACT_PROTOTYPE
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This macro must be included in the definition of any abstract subclass of idClass.
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It prototypes variables used in class instanciation and type checking.
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Use this on single inheritance abstract classes only.
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================
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*/
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#ifdef USE_STATIC_CLASS_CONSTRUCTION
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#define ABSTRACT_PROTOTYPE( nameofclass ) \
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private: \
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static idTypeInfo Type; \
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public: \
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static void RegisterClass( void ); \
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static idClass *CreateInstance( void ); \
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static idTypeInfo &GetClassType( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idEventFunc<nameofclass> eventCallbacks[]
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#else
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// RAVEN BEGIN
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// jnewquist: Use accessor for static class type
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#define ABSTRACT_PROTOTYPE( nameofclass ) \
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private: \
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static idTypeInfo *Type; \
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public: \
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static void RegisterClass( void ); \
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static idClass *CreateInstance( void ); \
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static idTypeInfo &GetClassType( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idEventFunc<nameofclass> eventCallbacks[]
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// RAVEN END
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#endif // USE_STATIC_CLASS_CONSTRUCTION
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/*
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================
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||||
ABSTRACT_DECLARATION
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This macro must be included in the code to properly initialize variables
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used in type checking. It also defines the list of events that the class
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responds to. Take special care to ensure that the proper superclass is
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||||
indicated or the run-time tyep information will be incorrect. Use this
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on abstract classes only.
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================
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||||
*/
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||||
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#ifdef USE_STATIC_CLASS_CONSTRUCTION
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#define ABSTRACT_DECLARATION( nameofsuperclass, nameofclass ) \
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idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \
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( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
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( rvStateFunc<idClass> * )nameofclass::stateCallbacks, \
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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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void nameofclass::RegisterClass( void ) { \
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} \
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void Register_##nameofclass( void ) { \
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nameofclass::RegisterClass(); \
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} \
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idClass *nameofclass::CreateInstance( void ) { \
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gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass ); \
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return NULL; \
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} \
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idTypeInfo &nameofclass::GetClassType( void ) { \
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return nameofclass::Type; \
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} \
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idTypeInfo *nameofclass::GetType( void ) const { \
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return &nameofclass::Type; \
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} \
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idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
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#else CLASS_STATES_DECLARATION
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// RAVEN BEGIN
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// bdube: added states
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// jnewquist: Use accessor for static class type
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#define ABSTRACT_DECLARATION( nameofsuperclass, nameofclass ) \
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idTypeInfo *nameofclass::Type = NULL; \
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void nameofclass::RegisterClass( void ) { \
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static idTypeInfo type( #nameofclass, #nameofsuperclass, \
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( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
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( rvStateFunc<idClass> * )nameofclass::stateCallbacks, \
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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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nameofclass::Type = &type; \
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} \
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void Register_##nameofclass( void ) { \
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nameofclass::RegisterClass(); \
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} \
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idClass *nameofclass::CreateInstance( void ) { \
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gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass ); \
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return NULL; \
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||||
} \
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||||
idTypeInfo &nameofclass::GetClassType( void ) { \
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return *nameofclass::Type; \
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||||
} \
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||||
idTypeInfo *nameofclass::GetType( void ) const { \
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||||
return nameofclass::Type; \
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||||
} \
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idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
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||||
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||||
// RAVEN END
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||||
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||||
#endif // USE_STATIC_CLASS_CONSTRUCTION
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||||
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||||
typedef void ( idClass::*classSpawnFunc_t )( void );
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||||
class idSaveGame;
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||||
class idRestoreGame;
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||||
|
||||
class idClass {
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||||
public:
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||||
ABSTRACT_PROTOTYPE( idClass );
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||||
|
||||
#ifdef ID_REDIRECT_NEWDELETE
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||||
#undef new
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||||
#endif
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||||
void * operator new( size_t );
|
||||
void * operator new( size_t s, int, int, char *, int );
|
||||
void operator delete( void * );
|
||||
void operator delete( void *, int, int, char *, int );
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||||
#ifdef ID_REDIRECT_NEWDELETE
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||||
#define new ID_DEBUG_NEW
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||||
#endif
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||||
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||||
virtual ~idClass();
|
||||
|
||||
void Spawn( void );
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||||
void CallSpawn( void );
|
||||
bool IsType( const idTypeInfo &c ) const;
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||||
// RAVEN BEGIN
|
||||
// jnewquist: Use accessor for static class type
|
||||
bool IsType( const idTypeInfo *c ) const { return IsType(*c); }
|
||||
// RAVEN END
|
||||
const char * GetClassname( void ) const;
|
||||
const char * GetSuperclass( void ) const;
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||||
void FindUninitializedMemory( void );
|
||||
|
||||
void Save( idSaveGame *savefile ) const {};
|
||||
void Restore( idRestoreGame *savefile ) {};
|
||||
|
||||
bool RespondsTo( const idEventDef &ev ) const;
|
||||
|
||||
// RAVEN BEGIN
|
||||
// bdube: states
|
||||
stateResult_t ProcessState ( const rvStateFunc<idClass>* state, const stateParms_t& parms );
|
||||
stateResult_t ProcessState ( const char* name, const stateParms_t& parms );
|
||||
const rvStateFunc<idClass>* FindState ( const char* name ) const;
|
||||
|
||||
// bdube: client entities
|
||||
virtual bool IsClient ( void ) const;
|
||||
|
||||
// jnewquist: Register subclasses explicitly so they aren't dead-stripped
|
||||
static void RegisterClasses( void );
|
||||
// RAVEN END
|
||||
|
||||
bool PostEventMS( const idEventDef *ev, int time );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
|
||||
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
|
||||
|
||||
bool PostEventSec( const idEventDef *ev, float time );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
|
||||
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
|
||||
|
||||
bool ProcessEvent( const idEventDef *ev );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
|
||||
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
|
||||
|
||||
bool ProcessEventArgPtr( const idEventDef *ev, intptr_t *data );
|
||||
void CancelEvents( const idEventDef *ev );
|
||||
// RAVEN BEGIN
|
||||
// abahr:
|
||||
bool EventIsPosted( const idEventDef *ev ) const;
|
||||
|
||||
void Event_PostRestore( void ) {}
|
||||
// RAVEN END
|
||||
void Event_Remove( void );
|
||||
|
||||
// Static functions
|
||||
static void Init( void );
|
||||
static void Shutdown( void );
|
||||
static idTypeInfo * GetClass( const char *name );
|
||||
static void DisplayInfo_f( const idCmdArgs &args );
|
||||
static void ListClasses_f( const idCmdArgs &args );
|
||||
static idClass * CreateInstance( const char *name );
|
||||
static int GetNumTypes( void ) { return types.Num(); }
|
||||
static int GetTypeNumBits( void ) { return typeNumBits; }
|
||||
static idTypeInfo * GetType( int num );
|
||||
|
||||
// RAVEN BEGIN
|
||||
// jscott: for memory profiling
|
||||
static size_t GetUsedMemory( void ) { return( memused ); }
|
||||
|
||||
// bdube: debug info
|
||||
virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
|
||||
// RAVEN END
|
||||
|
||||
private:
|
||||
classSpawnFunc_t CallSpawnFunc( idTypeInfo *cls );
|
||||
|
||||
bool PostEventArgs( const idEventDef *ev, int time, int numargs, ... );
|
||||
bool ProcessEventArgs( const idEventDef *ev, int numargs, ... );
|
||||
|
||||
void Event_SafeRemove( void );
|
||||
|
||||
static bool initialized;
|
||||
static idList<idTypeInfo *> types;
|
||||
static idList<idTypeInfo *> typenums;
|
||||
static int typeNumBits;
|
||||
static int memused;
|
||||
static int numobjects;
|
||||
|
||||
// RAVEN BEGIN
|
||||
// bdube: states
|
||||
CLASS_STATES_PROTOTYPE(idClass);
|
||||
// RAVEN END
|
||||
};
|
||||
|
||||
/***********************************************************************
|
||||
|
||||
idTypeInfo
|
||||
|
||||
***********************************************************************/
|
||||
|
||||
class idTypeInfo {
|
||||
public:
|
||||
const char * classname;
|
||||
const char * superclass;
|
||||
idClass * ( *CreateInstance )( void );
|
||||
void ( idClass::*Spawn )( void );
|
||||
void ( idClass::*Save )( idSaveGame *savefile ) const;
|
||||
void ( idClass::*Restore )( idRestoreGame *savefile );
|
||||
|
||||
// RAVEN BEGIN
|
||||
// bdube: added
|
||||
rvStateFunc<idClass> * stateCallbacks;
|
||||
// RAVEN END
|
||||
|
||||
idEventFunc<idClass> * eventCallbacks;
|
||||
eventCallback_t * eventMap;
|
||||
idTypeInfo * super;
|
||||
idTypeInfo * next;
|
||||
bool freeEventMap;
|
||||
int typeNum;
|
||||
int lastChild;
|
||||
|
||||
idHierarchy<idTypeInfo> node;
|
||||
|
||||
idTypeInfo( const char *classname, const char *superclass,
|
||||
idEventFunc<idClass> *eventCallbacks, idClass *( *CreateInstance )( void ), void ( idClass::*Spawn )( void ),
|
||||
// RAVEN BEGIN
|
||||
// bdube: added
|
||||
rvStateFunc<idClass> *stateCallbacks,
|
||||
// RAVEN END
|
||||
void ( idClass::*Save )( idSaveGame *savefile ) const, void ( idClass::*Restore )( idRestoreGame *savefile ) );
|
||||
~idTypeInfo();
|
||||
|
||||
void Init( void );
|
||||
void Shutdown( void );
|
||||
|
||||
bool IsType( const idTypeInfo &superclass ) const;
|
||||
// RAVEN BEGIN
|
||||
// jnewquist: Use accessor for static class type
|
||||
bool IsType( const idTypeInfo *superclass ) const { return IsType(*superclass); }
|
||||
// RAVEN END
|
||||
bool RespondsTo( const idEventDef &ev ) const;
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
idTypeInfo::IsType
|
||||
|
||||
Checks if the object's class is a subclass of the class defined by the
|
||||
passed in idTypeInfo.
|
||||
================
|
||||
*/
|
||||
ID_INLINE bool idTypeInfo::IsType( const idTypeInfo &type ) const {
|
||||
return ( ( typeNum >= type.typeNum ) && ( typeNum <= type.lastChild ) );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
idTypeInfo::RespondsTo
|
||||
================
|
||||
*/
|
||||
ID_INLINE bool idTypeInfo::RespondsTo( const idEventDef &ev ) const {
|
||||
assert( idEvent::initialized );
|
||||
if ( !eventMap[ ev.GetEventNum() ] ) {
|
||||
// we don't respond to this event
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
idClass::IsType
|
||||
|
||||
Checks if the object's class is a subclass of the class defined by the
|
||||
passed in idTypeInfo.
|
||||
================
|
||||
*/
|
||||
ID_INLINE bool idClass::IsType( const idTypeInfo &superclass ) const {
|
||||
idTypeInfo *subclass;
|
||||
|
||||
subclass = GetType();
|
||||
return subclass->IsType( superclass );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
idClass::RespondsTo
|
||||
================
|
||||
*/
|
||||
ID_INLINE bool idClass::RespondsTo( const idEventDef &ev ) const {
|
||||
const idTypeInfo *c;
|
||||
|
||||
assert( idEvent::initialized );
|
||||
c = GetType();
|
||||
return c->RespondsTo( ev );
|
||||
}
|
||||
|
||||
#endif /* !__SYS_CLASS_H__ */
|
||||
Reference in New Issue
Block a user