mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 00:01:49 +02:00
391 lines
15 KiB
C++
391 lines
15 KiB
C++
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
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IceTech Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IceTech Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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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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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(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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};
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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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#define CLASS_PROTOTYPE( nameofclass ) \
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public: \
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static idTypeInfo Type; \
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static idClass *CreateInstance( void ); \
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virtual idTypeInfo *GetType( void ) const; \
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static idTypeInfo &GetClassType( void ); \
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virtual intptr_t Invoke(const char* functionName, void *param1) override; \
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virtual bool HasNativeFunction(const char* functionName) override; \
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static idEventFunc<nameofclass> eventCallbacks[]
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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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#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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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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idClass *nameofclass::CreateInstance( void ) { \
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try { \
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nameofclass *ptr = new nameofclass; \
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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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/*
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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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#define ABSTRACT_PROTOTYPE( nameofclass ) \
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public: \
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static idTypeInfo Type; \
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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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/*
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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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#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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( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
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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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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);
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void* operator new(size_t s, int, int, char*, int);
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void operator delete(void*);
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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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virtual ~idClass();
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void Spawn(void);
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void CallSpawn(void);
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bool IsType(const idTypeInfo& c) const;
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const char* GetClassname(void) const;
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const char* GetSuperclass(void) const;
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void FindUninitializedMemory(void);
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// jmarshall
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template< typename T >
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T* Cast(void)
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{
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return this ? (IsType(T::Type) ? static_cast<T*>(this) : NULL) : NULL;
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}
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template< typename T >
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const T* Cast(void) const
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{
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return this ? (IsType(T::Type) ? static_cast<const T*>(this) : NULL) : NULL;
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}
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virtual void StateThreadChanged(void) {};
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virtual idClass* InvokeChild()
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{
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return NULL;
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}
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virtual intptr_t Invoke(const char* functionName, void* param1);
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virtual bool HasNativeFunction(const char* functionName);
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// jmarshall end
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void Save(idSaveGame* savefile) const {};
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void Restore(idRestoreGame* savefile) {};
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bool RespondsTo(const idEventDef& ev) const;
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bool PostEventMS(const idEventDef* ev, int time);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7);
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bool PostEventMS(const idEventDef* ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8);
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bool PostEventSec(const idEventDef* ev, float time);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7);
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bool PostEventSec(const idEventDef* ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8);
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bool ProcessEvent(const idEventDef* ev);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7);
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bool ProcessEvent(const idEventDef* ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8);
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bool ProcessEventArgPtr(const idEventDef* ev, intptr_t* data);
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void CancelEvents(const idEventDef* ev);
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void Event_Remove(void);
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// Static functions
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static void Init(void);
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static void Shutdown(void);
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static idTypeInfo* GetClass(const char* name);
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static void DisplayInfo_f(const idCmdArgs& args);
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static void ListClasses_f(const idCmdArgs& args);
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static idClass* CreateInstance(const char* name);
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static int GetNumTypes(void) { return types.Num(); }
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static int GetTypeNumBits(void) { return typeNumBits; }
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static idTypeInfo* GetType(int num);
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private:
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classSpawnFunc_t CallSpawnFunc(idTypeInfo* cls);
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bool PostEventArgs(const idEventDef* ev, int time, int numargs, ...);
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bool ProcessEventArgs(const idEventDef* ev, int numargs, ...);
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void Event_SafeRemove(void);
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static bool initialized;
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static idList<idTypeInfo*> types;
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static idList<idTypeInfo*> typenums;
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static int typeNumBits;
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static int memused;
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static int numobjects;
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};
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/***********************************************************************
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idTypeInfo
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***********************************************************************/
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class idTypeInfo {
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public:
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const char* classname;
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const char* superclass;
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idClass* (*CreateInstance)(void);
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void (idClass::* Spawn)(void);
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void (idClass::* Save)(idSaveGame* savefile) const;
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void (idClass::* Restore)(idRestoreGame* savefile);
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idEventFunc<idClass>* eventCallbacks;
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eventCallback_t* eventMap;
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idTypeInfo* super;
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idTypeInfo* next;
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bool freeEventMap;
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int typeNum;
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int lastChild;
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idHierarchy<idTypeInfo> node;
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idTypeInfo(const char* classname, const char* superclass,
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idEventFunc<idClass>* eventCallbacks, idClass* (*CreateInstance)(void), void (idClass::* Spawn)(void),
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void (idClass::* Save)(idSaveGame* savefile) const, void (idClass::* Restore)(idRestoreGame* savefile));
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~idTypeInfo();
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void Init(void);
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void Shutdown(void);
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bool IsType(const idTypeInfo& superclass) const;
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bool RespondsTo(const idEventDef& ev) const;
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};
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/*
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================
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idTypeInfo::IsType
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Checks if the object's class is a subclass of the class defined by the
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passed in idTypeInfo.
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================
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*/
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ID_INLINE bool idTypeInfo::IsType(const idTypeInfo& type) const {
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return ((typeNum >= type.typeNum) && (typeNum <= type.lastChild));
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}
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/*
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================
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idTypeInfo::RespondsTo
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================
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*/
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ID_INLINE bool idTypeInfo::RespondsTo(const idEventDef& ev) const {
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assert(idEvent::initialized);
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if (!eventMap[ev.GetEventNum()]) {
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// we don't respond to this event
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return false;
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}
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return true;
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}
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/*
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================
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idClass::IsType
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Checks if the object's class is a subclass of the class defined by the
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passed in idTypeInfo.
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================
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*/
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ID_INLINE bool idClass::IsType(const idTypeInfo& superclass) const {
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idTypeInfo* subclass;
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subclass = GetType();
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return subclass->IsType(superclass);
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}
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/*
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================
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idClass::RespondsTo
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================
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*/
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ID_INLINE bool idClass::RespondsTo(const idEventDef& ev) const {
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const idTypeInfo* c;
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assert(idEvent::initialized);
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c = GetType();
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return c->RespondsTo(ev);
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}
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#endif /* !__SYS_CLASS_H__ */ |