gzdoom-gles/src/thingdef/thingdef.h
Christoph Oelckers 7312e6a621 - Added a global symbol table and changed DECORATE parser to put its global
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
  All the operators use the new functionality but functions, variables and
  constants are yet to be redone.
  While doing this rewrite I noticed that random2 was always evaluated as const.
  This got fixed automatically.


SVN r1264 (trunk)
2008-10-18 17:17:44 +00:00

362 lines
12 KiB
C++

#ifndef __THINGDEF_H
#define __THINGDEF_H
#include "doomtype.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<const PClass *>(size_t(int(*this)));
}
fuglyname &operator= (const PClass *foo)
{
FName *p = this;
*p = ENamedName(reinterpret_cast<size_t>(foo));
return *this;
}
};
//==========================================================================
//
// State parser
//
//==========================================================================
extern TArray<int> StateParameters;
extern TArray<FName> 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<FStateDefine> Children;
FState *State;
BYTE DefineFlags;
};
class FStateDefinitions
{
TArray<FStateDefine> StateLabels;
static FStateDefine *FindStateLabelInList(TArray<FStateDefine> &list, FName name, bool create);
static FStateLabels *CreateStateLabelList(TArray<FStateDefine> &statelist);
static void MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest);
static void RetargetStatePointers (intptr_t count, const char *target, TArray<FStateDefine> & 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<FStateDefine> & list);
void ResolveGotoLabels (FActorInfo *actor, AActor *defaults, TArray<FStateDefine> & 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<FState> &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<FState> 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);
//==========================================================================
//
// 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 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, const PClass *cls=NULL);
double EvalExpressionF (int id, AActor *self, const PClass *cls=NULL);
fixed_t EvalExpressionFix (int id, AActor *self, const PClass *cls=NULL);
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()
#define MSVC_ASEG __declspec(allocate(".areg$u"))
#define GCC_ASEG
#define MSVC_PSEG __declspec(allocate(".greg$u"))
#define GCC_PSEG
#else
#define MSVC_ASEG
#define GCC_ASEG __attribute__((section(AREG_SECTION)))
#define MSVC_PSEG
#define GCC_PSEG __attribute__((section(GREG_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;
};
FPropertyInfo *FindProperty(const char * string);
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);
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 *); \
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); \
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