#ifndef __THINGDEF_H #define __THINGDEF_H class FScanner; //========================================================================== // // 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; } }; //========================================================================== // // Dropitem list // //========================================================================== struct FDropItem { FName Name; int probability; int amount; FDropItem * Next; }; FDropItem *GetDropItems(const PClass * cls); //========================================================================== // // Extra info maintained while defining an actor. // //========================================================================== struct Baggage { FActorInfo *Info; bool DropItemSet; bool StateSet; int CurrentState; FDropItem *DropItemList; }; inline void ResetBaggage (Baggage *bag) { bag->DropItemList = NULL; bag->DropItemSet = false; bag->CurrentState = 0; bag->StateSet = false; } //========================================================================== // // Action function lookup // //========================================================================== struct AFuncDesc { const char *Name; actionf_p Function; }; AFuncDesc * FindFunction(const char * string); //========================================================================== // // State parser // //========================================================================== extern TArray StateParameters; extern TArray JumpParameters; 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); int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag); int ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag); FState *CheckState(FScanner &sc, PClass *type); //========================================================================== // // Property parser // //========================================================================== void ParseActorProperty(FScanner &sc, Baggage &bag); 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 ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls); int ParseExpression (FScanner &sc, 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); // 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, ACMETA_MeleeSound, ACMETA_MeleeDamage, ACMETA_MissileName, ACMETA_MissileHeight, }; // Types of old style decorations enum EDefinitionType { DEF_Decoration, DEF_BreakableDecoration, DEF_Pickup, DEF_Projectile, }; #endif