gzdoom-gles/src/infomacros.h

329 lines
16 KiB
C
Raw Normal View History

/*
** infomacros.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This file contains macros for building Actor defaults lists
** Defaults lists are byte-packed arrays of keys and values.
**
** For Visual C++, a simple byte array will do, with one
** restriction: Any strings must be at the end of the array.
**
** For GCC, we need to get more complicated: Everything needs
** to be a separate variable. Fortunately, GCC byte-aligns
** char variables, so as long they appear in the right order
** (which they do in all version I tried), this will work.
*/
#ifndef __INFOMACROS_H__
#define __INFOMACROS_H__
#ifndef __INFO_H__
#error infomacros.h is meant to be included by info.h
#endif
#ifdef WORDS_BIGENDIAN
#define BREAK_WORD(x) ((unsigned)(x)>>8), (x)&255
#define BREAK_LONG(x) ((unsigned)(x)>>24), ((x)>>16)&255, ((x)>>8)&255, (x)&255
#else
#define BREAK_WORD(x) (x)&255, ((unsigned)(x))>>8
#define BREAK_LONG(x) (x)&255, ((x)>>8)&255, ((x)>>16)&255, ((unsigned)(x))>>24
#endif
typedef void (*voidfunc_)();
#if defined(_MSC_VER)
/************************************************
************** Visual C++ macros ****************
************************************************/
#pragma data_seg(".areg$u") // ActorInfo initializer list
#pragma data_seg(".greg$u") // AT_GAME_SET list
#pragma data_seg(".sreg$u") // AT_SPEED_SET list
#pragma data_seg()
#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
#define BEGIN_DEFAULTS_PRE(actor) \
extern FActorInfo actor##ActorInfo; \
__declspec(allocate(".areg$u")) FActorInfo *actor##DefaultsReg = &actor##ActorInfo; \
FActorInfo actor##ActorInfo = {
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
GAME_##game, id, ednum,
#ifdef WORDS_BIGENDIAN
#define END_DEFAULTS "\xED\x5E" };
#else
#define END_DEFAULTS "\x5E\xED" };
#endif
#define ADD_BYTE_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Byte), val,
#define ADD_FIXD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_FixedMul), val,
#define ADD_WORD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Word), BREAK_WORD(val),
#define ADD_LONG_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Long), BREAK_LONG(val),
#ifdef WORDS_BIGENDIAN
#define ADD_STRING_PROP(prop1,prop2,val) "\0" prop2 val "\0"
#else
#define ADD_STRING_PROP(prop1,prop2,val) prop2 "\0" val "\0"
#endif
// Define a function that gets called when the game is started.
#define AT_GAME_SET(ns) \
extern void ns##_gs(); \
__declspec(allocate(".greg$u")) voidfunc_ ns##_gsr = ns##_gs; \
void ns##_gs ()
// Define a function that gets called when the speed is changed.
#define AT_SPEED_SET(ns,varname) \
extern void ns##_ss(EGameSpeed); \
__declspec(allocate(".sreg$u")) void (*ns##_gsr)(EGameSpeed) = ns##_ss; \
void ns##_ss (EGameSpeed varname)
#else
/***********************************************
************* Non-Visual C++ macros ************
************************************************/
#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
extern void ApplyActorDefault (int defnum, const char *datastr);
extern void ApplyActorDefault (int defnum, int dataint);
// All variables used for the default list must be declared extern to
// ensure that GCC actually generates them in the object file.
#define BEGIN_DEFAULTS_PRE(actor) \
extern FActorInfo actor##ActorInfo; \
extern FActorInfo *actor##DefaultsReg; \
extern void actor##DefaultsConstructor(); \
FActorInfo *actor##DefaultsReg __attribute__((section("areg"))) = &actor##ActorInfo; \
FActorInfo actor##ActorInfo = {
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
GAME_##game, id, ednum, actor##DefaultsConstructor }; \
void actor##DefaultsConstructor() { \
#define END_DEFAULTS }
#define ADD_BYTE_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_FIXD_PROP(prop,val) ApplyActorDefault (prop, ((val)<<FRACBITS));
#define ADD_WORD_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_LONG_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_STRING_PROP(prop1,prop2,val) ApplyActorDefault (prop1, (val));
#define AT_GAME_SET(ns) \
extern void ns##_gs(); \
voidfunc_ ns##_gsr __attribute__((section("greg"))) = ns##_gs; \
void ns##_gs ()
//typedef void (*speedfunc)(EGameSpeed);
#define AT_SPEED_SET(ns,varname) \
extern void ns##_ss(EGameSpeed); \
void (*ns##_gsr)(EGameSpeed) __attribute__((section("sreg"))) = ns##_ss; \
void ns##_ss (EGameSpeed varname)
#endif
// Common macros
#define SimpleSpeedSetter(T,normalSpeed,fastSpeed,speed) \
{ GetDefault<T>()->Speed = (speed == SPEED_Fast) ? fastSpeed : normalSpeed; }
#define AT_GAME_SET_FRIEND(ns) friend void ns##_gs();
#define DECLARE_STATELESS_ACTOR(cls,parent) \
DECLARE_CLASS(cls,parent) \
protected: \
cls () throw() {} \
public:
#define DECLARE_ACTOR(cls,parent) \
DECLARE_STATELESS_ACTOR(cls,parent) \
static FState States[];
#define BEGIN_DEFAULTS(actor,game,ednum,spawnid) \
BEGIN_DEFAULTS_PRE(actor) \
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
RUNTIME_CLASS(actor), &actor::States[0], NULL, NULL, countof(actor::States), \
BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
#define BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid) \
BEGIN_DEFAULTS_PRE(actor) \
RUNTIME_CLASS(actor), NULL, NULL, NULL, 0, \
BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
// IMPLEMENT_ACTOR combines IMPLEMENT_CLASS and BEGIN_DEFAULTS
#define IMPLEMENT_ACTOR(actor,game,ednum,spawnid) \
IMPLEMENT_CLASS(actor) BEGIN_DEFAULTS(actor,game,ednum,spawnid)
#define IMPLEMENT_STATELESS_ACTOR(actor,game,ednum,spawnid) \
IMPLEMENT_CLASS(actor) BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid)
#define IMPLEMENT_ABSTRACT_ACTOR(actor) \
IMPLEMENT_STATELESS_ACTOR(actor,Any,-1,0) END_DEFAULTS
#define ACTOR_STATE_NAMES(actor) \
extern FStateName actor##StateNames[]; \
extern FActorInfo actor##ActorInfo; \
struct actor##StateNamesAssignerClass { actor##StateNamesAssignerClass() { actor##ActorInfo.StateNames = actor##StateNames; } } \
actor##StateNamesAssigner; \
FStateName actor##StateNames[]
#define PROP_SeeSound(x) ADD_STRING_PROP(ADEF_SeeSound,"\1",x)
#define PROP_AttackSound(x) ADD_STRING_PROP(ADEF_AttackSound,"\2",x)
#define PROP_PainSound(x) ADD_STRING_PROP(ADEF_PainSound,"\3",x)
#define PROP_DeathSound(x) ADD_STRING_PROP(ADEF_DeathSound,"\4",x)
#define PROP_ActiveSound(x) ADD_STRING_PROP(ADEF_ActiveSound,"\5",x)
#define PROP_UseSound(x) ADD_STRING_PROP(ADEF_UseSound,"\6",x)
#define PROP_Weapon_UpSound(x) ADD_STRING_PROP(ADEF_Weapon_UpSound,"\7",x)
#define PROP_Weapon_ReadySound(x) ADD_STRING_PROP(ADEF_Weapon_ReadySound,"\10",x)
#define PROP_Inventory_PickupSound(x) ADD_STRING_PROP(ADEF_Inventory_PickupSound,"\11",x)
#define PROP_Tag(x) ADD_STRING_PROP(ADEF_Tag,"\12",x)
#define PROP_Weapon_AmmoType1(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType1,"\13",x)
#define PROP_Weapon_AmmoType2(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType2,"\14",x)
#define PROP_Weapon_SisterType(x) ADD_STRING_PROP(ADEF_Weapon_SisterType,"\15",x)
#define PROP_Weapon_ProjectileType(x) ADD_STRING_PROP(ADEF_Weapon_ProjectileType,"\16",x)
#define PROP_PowerupGiver_Powerup(x) ADD_STRING_PROP(ADEF_PowerupGiver_Powerup,"\17",x)
#define PROP_Inventory_Icon(x) ADD_STRING_PROP(ADEF_Inventory_Icon,"\20",x)
#define PROP_XScale(x) ADD_BYTE_PROP(ADEF_XScale,x)
#define PROP_YScale(x) ADD_BYTE_PROP(ADEF_YScale,x)
#define PROP_SpawnHealth(x) ADD_WORD_PROP(ADEF_SpawnHealth,x)
#define PROP_SpawnHealthLong(x) ADD_LONG_PROP(ADEF_SpawnHealth,x)
#define PROP_ReactionTime(x) ADD_BYTE_PROP(ADEF_ReactionTime,x)
#define PROP_PainChance(x) ADD_BYTE_PROP(ADEF_PainChance,x)
#define PROP_MaxPainChance ADD_WORD_PROP(ADEF_PainChance,256)
#define PROP_SpeedFixed(x) ADD_FIXD_PROP(ADEF_Speed,x)
#define PROP_SpeedLong(x) ADD_LONG_PROP(ADEF_Speed,x)
#define PROP_Radius(x) ADD_LONG_PROP(ADEF_Radius,x)
#define PROP_RadiusFixed(x) ADD_FIXD_PROP(ADEF_Radius,x)
#define PROP_Height(x) ADD_LONG_PROP(ADEF_Height,x)
#define PROP_HeightFixed(x) ADD_FIXD_PROP(ADEF_Height,x)
#define PROP_Mass(x) ADD_WORD_PROP(ADEF_Mass,x)
#define PROP_MassLong(x) ADD_LONG_PROP(ADEF_Mass,x)
#define PROP_Damage(x) ADD_BYTE_PROP(ADEF_Damage,x)
#define PROP_DamageLong(x) ADD_LONG_PROP(ADEF_Damage,x)
#define PROP_DamageType(x) ADD_BYTE_PROP(ADEF_DamageType,x)
#define PROP_Flags(x) ADD_LONG_PROP(ADEF_Flags,x)
#define PROP_Flags2(x) ADD_LONG_PROP(ADEF_Flags2,x)
#define PROP_Flags3(x) ADD_LONG_PROP(ADEF_Flags3,x)
#define PROP_Flags4(x) ADD_LONG_PROP(ADEF_Flags4,x)
2006-04-16 13:29:50 +00:00
#define PROP_Flags5(x) ADD_LONG_PROP(ADEF_Flags5,x)
#define PROP_FlagsSet(x) ADD_LONG_PROP(ADEF_FlagsSet,x)
#define PROP_Flags2Set(x) ADD_LONG_PROP(ADEF_Flags2Set,x)
#define PROP_Flags3Set(x) ADD_LONG_PROP(ADEF_Flags3Set,x)
#define PROP_Flags4Set(x) ADD_LONG_PROP(ADEF_Flags4Set,x)
2006-04-16 13:29:50 +00:00
#define PROP_Flags5Set(x) ADD_LONG_PROP(ADEF_Flags5Set,x)
#define PROP_FlagsClear(x) ADD_LONG_PROP(ADEF_FlagsClear,x)
#define PROP_Flags2Clear(x) ADD_LONG_PROP(ADEF_Flags2Clear,x)
#define PROP_Flags3Clear(x) ADD_LONG_PROP(ADEF_Flags3Clear,x)
#define PROP_Flags4Clear(x) ADD_LONG_PROP(ADEF_Flags4Clear,x)
2006-04-16 13:29:50 +00:00
#define PROP_Flags5Clear(x) ADD_LONG_PROP(ADEF_Flags5Clear,x)
#define PROP_Alpha(x) ADD_LONG_PROP(ADEF_Alpha,x)
#define PROP_RenderStyle(x) ADD_BYTE_PROP(ADEF_RenderStyle,x)
#define PROP_RenderFlags(x) ADD_WORD_PROP(ADEF_RenderFlags,x)
#define PROP_Translation(x,y) ADD_WORD_PROP(ADEF_Translation,((x)<<8)|(y))
#define PROP_MinMissileChance(x) ADD_BYTE_PROP(ADEF_MinMissileChance,x)
#define PROP_MeleeRange(x) ADD_FIXD_PROP(ADEF_MeleeRange,x)
#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)
#define PROP_MaxStepHeight(x) ADD_FIXD_PROP(ADEF_MaxStepHeight,x)
2006-04-11 16:27:41 +00:00
#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
2006-04-18 22:15:05 +00:00
#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
#define PROP_PainState(x) ADD_BYTE_PROP(ADEF_PainState,x)
#define PROP_MeleeState(x) ADD_BYTE_PROP(ADEF_MeleeState,x)
#define PROP_MissileState(x) ADD_BYTE_PROP(ADEF_MissileState,x)
#define PROP_CrashState(x) ADD_BYTE_PROP(ADEF_CrashState,x)
#define PROP_DeathState(x) ADD_BYTE_PROP(ADEF_DeathState,x)
#define PROP_XDeathState(x) ADD_BYTE_PROP(ADEF_XDeathState,x)
#define PROP_BDeathState(x) ADD_BYTE_PROP(ADEF_BDeathState,x)
#define PROP_IDeathState(x) ADD_BYTE_PROP(ADEF_IDeathState,x)
#define PROP_EDeathState(x) ADD_BYTE_PROP(ADEF_EDeathState,x)
#define PROP_RaiseState(x) ADD_BYTE_PROP(ADEF_RaiseState,x)
#define PROP_WoundState(x) ADD_BYTE_PROP(ADEF_WoundState,x)
#define PROP_YesState(x) ADD_BYTE_PROP(ADEF_YesState,x)
#define PROP_NoState(x) ADD_BYTE_PROP(ADEF_NoState,x)
#define PROP_GreetingsState(x) ADD_BYTE_PROP(ADEF_GreetingsState,x)
#define PROP_StrifeType(x) ADD_WORD_PROP(ADEF_StrifeType,x)
#define PROP_StrifeTeaserType(x) ADD_WORD_PROP(ADEF_StrifeTeaserType,x)
#define PROP_StrifeTeaserType2(x) ADD_WORD_PROP(ADEF_StrifeTeaserType2,x)
#define PROP_Inventory_Amount(x) ADD_BYTE_PROP(ADEF_Inventory_Amount,x)
#define PROP_Inventory_AmountWord(x) ADD_WORD_PROP(ADEF_Inventory_Amount,x)
#define PROP_Inventory_MaxAmount(x) ADD_WORD_PROP(ADEF_Inventory_MaxAmount,x)
#define PROP_Inventory_MaxAmountLong(x) ADD_LONG_PROP(ADEF_Inventory_MaxAmount,x)
#define PROP_Inventory_DefMaxAmount ADD_BYTE_PROP(ADEF_Inventory_DefMaxAmount,0)
#define PROP_Inventory_RespawnTics(x) ADD_WORD_PROP(ADEF_Inventory_RespawnTics,x)
#define PROP_Inventory_FlagsSet(x) ADD_LONG_PROP(ADEF_Inventory_FlagsSet,x)
#define PROP_Inventory_FlagsClear(x) ADD_LONG_PROP(ADEF_Inventory_FlagsClear,x)
#define PROP_PuzzleItem_Number(x) ADD_BYTE_PROP(ADEF_PuzzleItem_Number,x)
#define PROP_BasicArmorPickup_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorPickup_SavePercent,x)
#define PROP_BasicArmorPickup_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorPickup_SaveAmount,x)
#define PROP_BasicArmorBonus_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorBonus_SavePercent,x)
#define PROP_BasicArmorBonus_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_SaveAmount,x)
#define PROP_BasicArmorBonus_MaxSaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_MaxSaveAmount,x)
#define PROP_HexenArmor_ArmorAmount(x) ADD_BYTE_PROP(ADEF_HexenArmor_ArmorAmount,x)
#define PROP_PowerupGiver_EffectTics(x) ADD_LONG_PROP(ADEF_PowerupGiver_EffectTics,x)
#define PROP_Powerup_EffectTics(x) ADD_LONG_PROP(ADEF_Powerup_EffectTics,x)
#define PROP_Powerup_Color(a,r,g,b) ADD_LONG_PROP(ADEF_Powerup_Color,((a)<<24)|((r)<<16)|((g)<<8)|(b))
#define PROP_Ammo_BackpackAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackAmount,x)
#define PROP_Ammo_BackpackMaxAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackMaxAmount,x)
#define PROP_Weapon_Flags(x) ADD_LONG_PROP(ADEF_Weapon_Flags,x)
#define PROP_Weapon_FlagsSet(x) ADD_LONG_PROP(ADEF_Weapon_FlagsSet,x)
#define PROP_Weapon_AmmoGive1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive1,x)
#define PROP_Weapon_AmmoGive2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive2,x)
#define PROP_Weapon_AmmoUse1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse1,x)
#define PROP_Weapon_AmmoUse2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse2,x)
#define PROP_Weapon_Kickback(x) ADD_BYTE_PROP(ADEF_Weapon_Kickback,x)
#define PROP_Weapon_YAdjust(x) ADD_FIXD_PROP(ADEF_Weapon_YAdjust,x)
#define PROP_Weapon_SelectionOrder(x) ADD_WORD_PROP(ADEF_Weapon_SelectionOrder,x)
#define PROP_Weapon_MoveCombatDist(x) ADD_LONG_PROP(ADEF_Weapon_MoveCombatDist,x)
#define PROP_Weapon_UpState(x) ADD_BYTE_PROP(ADEF_Weapon_UpState,x)
#define PROP_Weapon_DownState(x) ADD_BYTE_PROP(ADEF_Weapon_DownState,x)
#define PROP_Weapon_ReadyState(x) ADD_BYTE_PROP(ADEF_Weapon_ReadyState,x)
#define PROP_Weapon_AtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AtkState,x)
#define PROP_Weapon_HoldAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_HoldAtkState,x)
#define PROP_Weapon_AltAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AltAtkState,x)
#define PROP_Weapon_AltHoldAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AltHoldAtkState,x)
#define PROP_Weapon_FlashState(x) ADD_BYTE_PROP(ADEF_Weapon_FlashState,x)
#define PROP_Sigil_NumPieces(x) ADD_BYTE_PROP(ADEF_Sigil_NumPieces,x)
#endif //__INFOMACROS_H__