#ifndef __THINGDEF_H #define __THINGDEF_H // 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; } }; // All state parameters are stored in this array now. extern TArray StateParameters; extern TArray JumpParameters; int ParseExpression (bool _not, PClass *cls); int EvalExpressionI (int id, AActor *self, const PClass *cls=NULL); float EvalExpressionF (int id, AActor *self, const PClass *cls=NULL); bool EvalExpressionN (int id, AActor *self, const PClass *cls=NULL); void ClearStateLabels(); void AddState (const char * statename, FState * state); FState * FindState(AActor * actor, const PClass * type, const char * name); void InstallStates(FActorInfo *info, AActor *defaults); void MakeStateDefines(const FStateLabels *list); FState *P_GetState(AActor *self, FState *CallingState, int offset); struct FDropItem { FName Name; int probability; int amount; FDropItem * Next; }; FDropItem *GetDropItems(const PClass * cls); // A truly awful hack to get to the state that called an action function // without knowing whether it has been called from a weapon or actor. extern FState * CallingState; int CheckIndex(int paramsize, FState ** pcallstate=NULL); void A_ExplodeParms(AActor * self); enum { ACMETA_BASE = 0x83000, ACMETA_DropItems, // Int (index into DropItemList) ACMETA_ExplosionDamage, ACMETA_ExplosionRadius, ACMETA_DontHurtShooter, }; // The contents of string must be lowercase (for now, anyway) int FindLineSpecialEx (const char *string, int *minargs, int *maxargs); #endif