/* ** infomacros.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 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, an initializer function is created instead, since GCC doesn't ** let you combine integers and strings in the same character array, and ** there's no way to guarantee that consecutive variables will be ** consecutive in the generated code. */ #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 warning(disable: 4207) // nonstandard extension used : extended initializer form #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, NULL, #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), (BYTE)(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 ************ ************************************************/ #include "autosegs.h" #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_SECTION))) = &actor##ActorInfo; \ FActorInfo actor##ActorInfo = { #define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \ GAME_##game, id, ednum, NULL, 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)<()->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) \ 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 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_Obituary(x) ADD_STRING_PROP(ADEF_Obituary,"\21",x) #define PROP_HitObituary(x) ADD_STRING_PROP(ADEF_HitObituary,"\22",x) #define PROP_Inventory_PickupMessage(x) ADD_STRING_PROP(ADEF_Inventory_PickupMsg,"\23",x) // [GRB] Player class properties #define PROP_PlayerPawn_CrouchSprite(x) ADD_STRING_PROP(ADEF_PlayerPawn_CrouchSprite,"\24",x) #define PROP_PlayerPawn_DisplayName(x) ADD_STRING_PROP(ADEF_PlayerPawn_DisplayName,"\25",x) #define PROP_PlayerPawn_SoundClass(x) ADD_STRING_PROP(ADEF_PlayerPawn_SoundClass,"\26",x) #define PROP_PlayerPawn_ScoreIcon(x) ADD_STRING_PROP(ADEF_PlayerPawn_ScoreIcon,"\27",x) #define PROP_PlayerPawn_MorphWeapon(x) ADD_STRING_PROP(ADEF_PlayerPawn_MorphWeapon,"\30",x) #define PROP_XScale(x) ADD_LONG_PROP(ADEF_XScale,x) #define PROP_YScale(x) ADD_LONG_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_FloatSpeed(x) ADD_FIXD_PROP(ADEF_FloatSpeed,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) #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) #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) #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) #define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x) #define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x) #define PROP_RadiusdamageFactor(x) ADD_LONG_PROP(ADEF_RDFactor,x) #define PROP_FXFlags(x) ADD_LONG_PROP(ADEF_FXFlags,x) #define PROP_Gravity(x) ADD_LONG_PROP(ADEF_Gravity,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_CLEAR_STATE 255 #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_Ammo_DropAmount(x) ADD_WORD_PROP(ADEF_Ammo_DropAmount,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_FlashState(x) ADD_BYTE_PROP(ADEF_Weapon_FlashState,x) #define PROP_Sigil_NumPieces(x) ADD_BYTE_PROP(ADEF_Sigil_NumPieces,x) // [GRB] Player class properties #define PROP_PlayerPawn_JumpZ(x) ADD_LONG_PROP(ADEF_PlayerPawn_JumpZ,x) #define PROP_PlayerPawn_ViewHeight(x) ADD_LONG_PROP(ADEF_PlayerPawn_ViewHeight,x) #define PROP_PlayerPawn_ForwardMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove1,x) #define PROP_PlayerPawn_ForwardMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove2,x) #define PROP_PlayerPawn_SideMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove1,x) #define PROP_PlayerPawn_SideMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove2,x) #define PROP_PlayerPawn_ColorRange(x,y) ADD_LONG_PROP(ADEF_PlayerPawn_ColorRange,x|(y<<8)) #define PROP_PlayerPawn_SpawnMask(x) ADD_BYTE_PROP(ADEF_PlayerPawn_SpawnMask, x) #define PROP_PlayerPawn_AttackZOffset(x) ADD_FIXD_PROP(ADEF_PlayerPawn_AttackZOffset, x) #endif //__INFOMACROS_H__