/*****************************************************************************
The Dark Mod GPL Source Code

This file is part of the The Dark Mod Source Code, originally based
on the Doom 3 GPL Source Code as published in 2011.

The Dark Mod Source Code is free software: you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation, either version 3 of the License,
or (at your option) any later version. For details, see LICENSE.TXT.

Project: The Dark Mod (http://www.thedarkmod.com/)

******************************************************************************/

// Copyright (C) 2004 Id Software, Inc.
//
/*

Base class for all game objects.  Provides fast run-time type checking and run-time
instancing of objects.

*/

#ifndef __SYS_CLASS_H__
#define __SYS_CLASS_H__

class idClass;
class idTypeInfo;

extern const idEventDef EV_Remove;
extern const idEventDef EV_SafeRemove;

typedef void ( idClass::*eventCallback_t )( void );

template< class Type >
struct idEventFunc {
	const idEventDef	*event;
	eventCallback_t		function;
};

// added & so gcc could compile this
#define EVENT( event, function )	{ &( event ), ( void ( idClass::* )( void ) )( &function ) },
#define END_CLASS					{ NULL, NULL } };


class idEventArg {
public:
	int			type;
    intptr_t	value;

	idEventArg()								{ type = D_EVENT_INTEGER; value = 0; };
	idEventArg( int data )						{ type = D_EVENT_INTEGER; value = data; };
	idEventArg( float data )					{ type = D_EVENT_FLOAT; value = *reinterpret_cast<int *>( &data ); };
    idEventArg( idVec3 &data )					{ type = D_EVENT_VECTOR; value = reinterpret_cast<intptr_t>(&data); };
    idEventArg( const idStr &data )				{ type = D_EVENT_STRING; value = reinterpret_cast<intptr_t>(data.c_str()); };
    idEventArg( const char *data )				{ type = D_EVENT_STRING; value = reinterpret_cast<intptr_t>(data); };
    idEventArg( const class idEntity *data )	{ type = D_EVENT_ENTITY; value = reinterpret_cast<intptr_t>(data); };
    idEventArg( const struct trace_s *data )	{ type = D_EVENT_TRACE; value = reinterpret_cast<intptr_t>(data); };
};

class idAllocError : public idException {
public:
	idAllocError( const char *text = "" ) : idException( text ) {}
};

/***********************************************************************

  idClass

***********************************************************************/

/*
================
CLASS_PROTOTYPE

This macro must be included in the definition of any subclass of idClass.
It prototypes variables used in class instanciation and type checking.
Use this on single inheritance concrete classes only.
================
*/
#define CLASS_PROTOTYPE( nameofclass )												\
public:																				\
	static	idTypeInfo						Type;									\
	static	idClass							*CreateInstance( void );				\
	virtual	idTypeInfo						*GetType( void ) const override;		\
	static	idEventFunc<nameofclass>		eventCallbacks[]

/*
================
CLASS_DECLARATION

This macro must be included in the code to properly initialize variables
used in type checking and run-time instanciation.  It also defines the list
of events that the class responds to.  Take special care to ensure that the 
proper superclass is indicated or the run-time type information will be
incorrect.  Use this on concrete classes only.
================
*/
#define CLASS_DECLARATION( nameofsuperclass, nameofclass )											\
	idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass,									\
		( idEventFunc<idClass> * )nameofclass::eventCallbacks,	nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn,	\
		( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore );	\
	idClass *nameofclass::CreateInstance( void ) {													\
		try {																						\
			nameofclass *ptr = new nameofclass;														\
			/*ptr->FindUninitializedMemory();*/														\
			return ptr;																				\
		}																							\
		catch( idAllocError & ) {																	\
			return NULL;																			\
		}																							\
	}																								\
	idTypeInfo *nameofclass::GetType( void ) const {												\
		return &( nameofclass::Type );																\
	}																								\
idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {

/*
================
ABSTRACT_PROTOTYPE

This macro must be included in the definition of any abstract subclass of idClass.
It prototypes variables used in class instanciation and type checking.
Use this on single inheritance abstract classes only.
================
*/
#define ABSTRACT_PROTOTYPE( nameofclass )										\
public:																			\
	static	idTypeInfo						Type;								\
	static	idClass							*CreateInstance( void );			\
	virtual	idTypeInfo						*GetType( void ) const override;	\
	static	idEventFunc<nameofclass>		eventCallbacks[]

/*
================
ABSTRACT_DECLARATION

This macro must be included in the code to properly initialize variables
used in type checking.  It also defines the list of events that the class
responds to.  Take special care to ensure that the proper superclass is
indicated or the run-time tyep information will be incorrect.  Use this
on abstract classes only.
================
*/
#define ABSTRACT_DECLARATION( nameofsuperclass, nameofclass )										\
	idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass,									\
		( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn,	\
		( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore );	\
	idClass *nameofclass::CreateInstance( void ) {													\
		gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass );					\
		return NULL;																				\
	}																								\
	idTypeInfo *nameofclass::GetType( void ) const {												\
		return &( nameofclass::Type );																\
	}																								\
	idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {

typedef void ( idClass::*classSpawnFunc_t )( void );

class idSaveGame;
class idRestoreGame;

class idClass {
public:
	// note: these are contents of ABSTRACT_PROTOTYPE(idClass) except for override on GetType
	static	idTypeInfo						Type;
	static	idClass							*CreateInstance( void );
	virtual	idTypeInfo						*GetType( void ) const;
	static	idEventFunc<idClass>			eventCallbacks[];

#if defined(ID_DEBUG_MEMORY) && defined(ID_REDIRECT_NEWDELETE)
#undef new
#endif
	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 );
#if defined(ID_DEBUG_MEMORY) && defined(ID_REDIRECT_NEWDELETE)
#define new ID_DEBUG_NEW
#endif

	virtual						~idClass();

	void						Spawn( void );
	void						CallSpawn( void );
	bool						IsType( const idTypeInfo &c ) const;
	const char *				GetClassname( void ) const;
	const char *				GetSuperclass( void ) const;
	void						FindUninitializedMemory( void );

	void						Save( idSaveGame *savefile ) const {};
	void						Restore( idRestoreGame *savefile ) {};

	bool						RespondsTo( const idEventDef &ev ) const;

	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 );

	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 );

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;
};

/***********************************************************************

  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 );

	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 ),
												void ( idClass::*Save )( idSaveGame *savefile ) const, void	( idClass::*Restore )( idRestoreGame *savefile ) );
								~idTypeInfo();

	void						Init( void );
	void						Shutdown( void );

	bool						IsType( const idTypeInfo &superclass ) const;
	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__ */
