#ifndef __THINGDEF_H #define __THINGDEF_H #include "doomtype.h" #include "info.h" class FScanner; //========================================================================== // // A flag descriptor // //========================================================================== struct FFlagDef { int flagbit; const char *name; int structoffset; }; FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2); void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int index); //========================================================================== // // This class is for storing a name inside a const PClass* field without // generating compiler warnings. It does not manipulate data in any other // way. // //========================================================================== class fuglyname : public FName { public: fuglyname() : FName() {} fuglyname(const char *foo) : FName(foo) {} operator const PClass *() { return reinterpret_cast(size_t(int(*this))); } fuglyname &operator= (const PClass *foo) { FName *p = this; *p = ENamedName(reinterpret_cast(foo)); return *this; } }; //========================================================================== // // State parser // //========================================================================== extern TArray StateParameters; extern TArray JumpParameters; struct FStateLabels; enum EStateDefineFlags { SDF_NEXT = 0, SDF_STATE = 1, SDF_STOP = 2, SDF_WAIT = 3, SDF_LABEL = 4, SDF_INDEX = 5, }; struct FStateDefine { FName Label; TArray Children; FState *State; BYTE DefineFlags; }; class FStateDefinitions { TArray StateLabels; static FStateDefine *FindStateLabelInList(TArray &list, FName name, bool create); static FStateLabels *CreateStateLabelList(TArray &statelist); static void MakeStateList(const FStateLabels *list, TArray &dest); static void RetargetStatePointers (intptr_t count, const char *target, TArray & statelist); FStateDefine *FindStateAddress(const char *name); FState *FindState(const char *name); FState *ResolveGotoLabel (AActor *actor, const PClass *mytype, char *name); static void FixStatePointers (FActorInfo *actor, TArray & list); void ResolveGotoLabels (FActorInfo *actor, AActor *defaults, TArray & list); public: void ClearStateLabels() { StateLabels.Clear(); } void AddState (const char * statename, FState * state, BYTE defflags = SDF_STATE); void InstallStates(FActorInfo *info, AActor *defaults); int FinishStates (FActorInfo *actor, AActor *defaults, TArray &StateArray); void MakeStateDefines(const PClass *cls); void AddStateDefines(const FStateLabels *list); void RetargetStates (intptr_t count, const char *target); }; //========================================================================== // // Extra info maintained while defining an actor. // //========================================================================== struct FDropItem; struct Baggage { #ifdef _DEBUG FString ClassName; // This is here so that during debugging the class name can be seen #endif FActorInfo *Info; bool DropItemSet; bool StateSet; int CurrentState; int Lumpnum; FStateDefinitions statedef; TArray StateArray; FDropItem *DropItemList; }; inline void ResetBaggage (Baggage *bag, const PClass *stateclass) { bag->DropItemList = NULL; bag->DropItemSet = false; bag->CurrentState = 0; bag->StateSet = false; bag->StateArray.Clear(); bag->statedef.MakeStateDefines(stateclass); } //========================================================================== // // Action function lookup // //========================================================================== struct AFuncDesc { const char *Name; actionf_p Function; }; AFuncDesc * FindFunction(const char * string); FState *P_GetState(AActor *self, FState *CallingState, int offset); int ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag); PSymbolActionFunction *FindGlobalActionFunction(const char *name); //========================================================================== // // Property parser // //========================================================================== void ParseActorProperty(FScanner &sc, Baggage &bag); void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod); void ParseActorFlag (FScanner &sc, Baggage &bag, int mod); void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag); void ParseConstant (FScanner &sc, PSymbolTable *symt, PClass *cls); void ParseVariable (FScanner &sc, PSymbolTable *symt, PClass *cls); void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls); int ParseParameter(FScanner &sc, PClass *cls, char type, bool constant); int ParseExpression (FScanner &sc, bool _not, PClass *cls); bool IsExpressionConst(int id); int EvalExpressionI (int id, AActor *self); double EvalExpressionF (int id, AActor *self); fixed_t EvalExpressionFix (int id, AActor *self); enum { DEPF_UNUSED, DEPF_FIREDAMAGE, DEPF_ICEDAMAGE, DEPF_LOWGRAVITY, DEPF_LONGMELEERANGE, DEPF_SHORTMISSILERANGE, DEPF_PICKUPFLASH, DEPF_QUARTERGRAVITY, DEPF_FIRERESIST, }; enum { ACMETA_BASE = 0x83000, ACMETA_DropItems, // Int (index into DropItemList) ACMETA_ExplosionDamage, ACMETA_ExplosionRadius, ACMETA_DontHurtShooter, ACMETA_MeleeSound, ACMETA_MeleeDamage, ACMETA_MissileName, ACMETA_MissileHeight, }; // Types of old style decorations enum EDefinitionType { DEF_Decoration, DEF_BreakableDecoration, DEF_Pickup, DEF_Projectile, }; #if defined(_MSC_VER) #pragma data_seg(".areg$u") #pragma data_seg(".greg$u") #pragma data_seg(".mreg$u") #pragma data_seg() #define MSVC_ASEG __declspec(allocate(".areg$u")) #define GCC_ASEG #define MSVC_PSEG __declspec(allocate(".greg$u")) #define GCC_PSEG #define MSVC_MSEG __declspec(allocate(".mreg$u")) #define GCC_MSEG #else #define MSVC_ASEG #define GCC_ASEG __attribute__((section(AREG_SECTION))) #define MSVC_PSEG #define GCC_PSEG __attribute__((section(GREG_SECTION))) #define MSVC_MSEG #define GCC_MSEG __attribute__((section(MREG_SECTION))) #endif union FPropParam { int i; float f; const char *s; }; typedef void (*PropHandler)(AActor *defaults, Baggage &bag, FPropParam *params); enum ECategory { CAT_PROPERTY, // Inheritable property CAT_INFO // non-inheritable info (spawn ID, Doomednum, game filter, conversation ID) }; struct FPropertyInfo { const char *name; const char *params; const PClass *cls; PropHandler Handler; int category; }; struct FVariableInfo { const char *name; intptr_t address; const PClass *owner; }; FPropertyInfo *FindProperty(const char * string); FVariableInfo *FindVariable(const char * string, const PClass *cls); int MatchString (const char *in, const char **strings); #define DEFINE_PROPERTY_BASE(name, paramlist, clas, cat) \ static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, Baggage &bag, FPropParam *params); \ static FPropertyInfo Prop_##name##_##paramlist##_##clas = \ { #name, #paramlist, RUNTIME_CLASS(A##clas), (PropHandler)Handler_##name##_##paramlist##_##clas, cat }; \ MSVC_PSEG FPropertyInfo *infoptr_##name##_##paramlist##_##clas GCC_PSEG = &Prop_##name##_##paramlist##_##clas; \ static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, Baggage &bag, FPropParam *params) #define DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \ static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, Baggage &bag, FPropParam *params); \ static FPropertyInfo Prop_##name##_##paramlist##_##clas = \ { #prefix"."#name, #paramlist, RUNTIME_CLASS(A##clas), (PropHandler)Handler_##name##_##paramlist##_##clas, cat }; \ MSVC_PSEG FPropertyInfo *infoptr_##name##_##paramlist##_##clas GCC_PSEG = &Prop_##name##_##paramlist##_##clas; \ static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, Baggage &bag, FPropParam *params) #define DEFINE_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_PROPERTY) #define DEFINE_INFO_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_INFO) #define DEFINE_CLASS_PROPERTY(name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY) #define DEFINE_CLASS_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, CAT_PROPERTY) #define PROP_PARM_COUNT (params[0].i) #define PROP_STRING_PARM(var, no) \ const char *var = params[(no)+1].s; #define PROP_INT_PARM(var, no) \ int var = params[(no)+1].i; #define PROP_FLOAT_PARM(var, no) \ float var = params[(no)+1].f; #define PROP_FIXED_PARM(var, no) \ fixed_t var = fixed_t(params[(no)+1].f * FRACUNIT); #define PROP_COLOR_PARM(var, no) \ int var = params[(no)+1].i== 0? params[(no)+2].i : V_GetColor(NULL, params[(no)+2].s); #define DEFINE_GLOBAL_VARIABLE(name) \ static FVariableInfo GlobalDef__##name = { #name, intptr_t(&name), NULL }; \ MSVC_MSEG FVariableInfo *infoptr_GlobalDef__##name GCC_MSEG = &GlobalDef__##name; #define DEFINE_MEMBER_VARIABLE(name, cls) \ static FVariableInfo GlobalDef__##name = { #name, myoffsetof(cls, name), RUNTIME_CLASS(cls) }; \ MSVC_MSEG FVariableInfo *infoptr_GlobalDef__##name GCC_MSEG = &GlobalDef__##name; struct StateCallData { FState *State; AActor *Item; bool Result; }; // Macros to handle action functions. These are here so that I don't have to // change every single use in case the parameters change. #define DECLARE_ACTION(name) void AF_##name(AActor *self, FState *, int, StateCallData *); // This distinction is here so that CALL_ACTION produces errors when trying to // access a function that requires parameters. #define DEFINE_ACTION_FUNCTION(cls, name) \ void AF_##name (AActor *self, FState *, int, StateCallData *); \ static AFuncDesc info_##cls##_##name = { #name, AF_##name }; \ MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \ void AF_##name (AActor *self, FState *, int, StateCallData *statecall) #define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \ void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex, StateCallData *statecall); \ static AFuncDesc info_##cls##_##name = { #name, AFP_##name }; \ MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \ void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex, StateCallData *statecall) #define DECLARE_PARAMINFO FState *CallingState, int ParameterIndex, StateCallData *statecall #define PUSH_PARAMINFO CallingState, ParameterIndex, statecall #define CALL_ACTION(name,self) AF_##name(self, NULL, 0, NULL) #define ACTION_PARAM_START(count) #define ACTION_PARAM_CONST(var, i) \ int var = StateParameters[ParameterIndex+i]; #define ACTION_PARAM_INT(var, i) \ int var = EvalExpressionI(StateParameters[ParameterIndex+i], self); #define ACTION_PARAM_BOOL(var,i) \ bool var = !!EvalExpressionI(StateParameters[ParameterIndex+i], self); #define ACTION_PARAM_FIXED(var,i) \ fixed_t var = EvalExpressionFix(StateParameters[ParameterIndex+i], self); #define ACTION_PARAM_FLOAT(var,i) \ float var = EvalExpressionF(StateParameters[ParameterIndex+i], self); #define ACTION_PARAM_CLASS(var,i) \ const PClass *var = PClass::FindClass(ENamedName(StateParameters[ParameterIndex+i])); #define ACTION_PARAM_STATE(var,i) \ int var = StateParameters[ParameterIndex+i]; #define ACTION_PARAM_COLOR(var,i) \ PalEntry var = StateParameters[ParameterIndex+i]; #define ACTION_PARAM_SOUND(var,i) \ FSoundID var = StateParameters[ParameterIndex+i]; #define ACTION_PARAM_STRING(var,i) \ const char *var = FName(ENamedName(StateParameters[ParameterIndex+i])); #define ACTION_PARAM_NAME(var,i) \ FName var = ENamedName(StateParameters[ParameterIndex+i]); #define ACTION_PARAM_VARARG(var, i) \ int *var = &StateParameters[ParameterIndex+i]; #define ACTION_PARAM_ANGLE(var,i) \ angle_t var = angle_t(EvalExpressionF(StateParameters[ParameterIndex+i], self)*ANGLE_90/90.f); #define ACTION_SET_RESULT(v) if (statecall != NULL) statecall->Result = v; // Checks to see what called the current action function #define ACTION_CALL_FROM_ACTOR() (CallingState == self->state) #define ACTION_CALL_FROM_WEAPON() (self->player && CallingState != self->state && statecall == NULL) #define ACTION_CALL_FROM_INVENTORY() (statecall != NULL) #endif