gzdoom-gles/src/thingdef/thingdef.h
Christoph Oelckers 356e4a0fcc - Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.


SVN r1747 (trunk)
2009-08-02 15:54:34 +00:00

423 lines
13 KiB
C++

#ifndef __THINGDEF_H
#define __THINGDEF_H
#include "doomtype.h"
#include "info.h"
#include "s_sound.h"
#include "sc_man.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);
//==========================================================================
//
// State parser
//
//==========================================================================
class FxExpression;
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;
FState *laststate;
intptr_t lastlabel;
TArray<FState> StateArray;
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:
FStateDefinitions()
{
laststate = NULL;
lastlabel = -1;
}
void SetStateLabel (const char * statename, FState * state, BYTE defflags = SDF_STATE);
void AddStateLabel (const char * statename);
void InstallStates(FActorInfo *info, AActor *defaults);
int FinishStates (FActorInfo *actor, AActor *defaults);
void MakeStateDefines(const PClass *cls);
void AddStateDefines(const FStateLabels *list);
void RetargetStates (intptr_t count, const char *target);
bool SetGotoLabel(const char *string);
bool SetStop();
bool SetWait();
bool SetLoop();
bool AddStates(FState *state, const char *framechars);
int GetStateCount() const { return StateArray.Size(); }
};
//==========================================================================
//
//
//
//==========================================================================
struct FStateExpression
{
FxExpression *expr;
const PClass *owner;
bool constant;
bool cloned;
};
class FStateExpressions
{
TArray<FStateExpression> expressions;
public:
~FStateExpressions();
int Add(FxExpression *x, const PClass *o, bool c);
int Reserve(int num, const PClass *cls);
void Set(int num, FxExpression *x);
void Copy(int dest, int src, int cnt);
int ResolveAll();
FxExpression *Get(int no);
unsigned int Size() { return expressions.Size(); }
};
extern FStateExpressions StateParams;
//==========================================================================
//
// 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;
FDropItem *DropItemList;
FScriptPosition ScriptPosition;
};
inline void ResetBaggage (Baggage *bag, const PClass *stateclass)
{
bag->DropItemList = NULL;
bag->DropItemSet = false;
bag->CurrentState = 0;
bag->StateSet = false;
bag->statedef.MakeStateDefines(stateclass);
}
//==========================================================================
//
// Action function lookup
//
//==========================================================================
struct AFuncDesc
{
const char *Name;
actionf_p Function;
};
AFuncDesc *FindFunction(const char * string);
void ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
PSymbolActionFunction *FindGlobalActionFunction(const char *name);
//==========================================================================
//
// Property parser
//
//==========================================================================
FActorInfo *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
void SetReplacement(FActorInfo *info, FName replaceName);
void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
void FinishActor(const FScriptPosition &sc, FActorInfo *info, Baggage &bag);
FxExpression *ParseParameter(FScanner &sc, PClass *cls, char type, bool constant);
enum
{
DEPF_UNUSED,
DEPF_FIREDAMAGE,
DEPF_ICEDAMAGE,
DEPF_LOWGRAVITY,
DEPF_LONGMELEERANGE,
DEPF_SHORTMISSILERANGE,
DEPF_PICKUPFLASH,
DEPF_QUARTERGRAVITY,
DEPF_FIRERESIST,
DEPF_HERETICBOUNCE,
DEPF_HEXENBOUNCE,
DEPF_DOOMBOUNCE,
DEPF_INTERHUBSTRIP,
};
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(SECTION_AREG)))
#define MSVC_PSEG
#define GCC_PSEG __attribute__((section(SECTION_GREG)))
#define MSVC_MSEG
#define GCC_MSEG __attribute__((section(SECTION_MREG)))
#endif
union FPropParam
{
int i;
float f;
const char *s;
};
typedef void (*PropHandler)(AActor *defaults, FActorInfo *info, 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, FActorInfo *info, 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, FActorInfo *info, Baggage &bag, FPropParam *params)
#define DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \
static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, FActorInfo *info, 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, FActorInfo *info, 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;
#define DEFINE_MEMBER_VARIABLE_ALIAS(name, alias, cls) \
static FVariableInfo GlobalDef__##name = { #name, myoffsetof(cls, alias), 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, AActor *stateowner, 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, AActor *stateowner, 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, AActor *stateowner, FState *, int, StateCallData *statecall)
#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \
void AFP_##name (AActor *self, AActor *stateowner, 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, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall)
#define DECLARE_PARAMINFO AActor *self, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall
#define PUSH_PARAMINFO self, stateowner, CallingState, ParameterIndex, statecall
#define CALL_ACTION(name,self) AF_##name(self, self, NULL, 0, NULL)
int EvalExpressionI (DWORD x, AActor *self);
int EvalExpressionCol (DWORD x, AActor *self);
FSoundID EvalExpressionSnd (DWORD x, AActor *self);
double EvalExpressionF (DWORD x, AActor *self);
fixed_t EvalExpressionFix (DWORD x, AActor *self);
FState *EvalExpressionState (DWORD x, AActor *self);
const PClass *EvalExpressionClass (DWORD x, AActor *self);
FName EvalExpressionName (DWORD x, AActor *self);
#define ACTION_PARAM_START(count)
#define ACTION_PARAM_INT(var, i) \
int var = EvalExpressionI(ParameterIndex+i, self);
#define ACTION_PARAM_BOOL(var,i) \
bool var = !!EvalExpressionI(ParameterIndex+i, self);
#define ACTION_PARAM_FIXED(var,i) \
fixed_t var = EvalExpressionFix(ParameterIndex+i, self);
#define ACTION_PARAM_FLOAT(var,i) \
float var = float(EvalExpressionF(ParameterIndex+i, self));
#define ACTION_PARAM_CLASS(var,i) \
const PClass *var = EvalExpressionClass(ParameterIndex+i, self);
#define ACTION_PARAM_STATE(var,i) \
FState *var = EvalExpressionState(ParameterIndex+i, stateowner);
#define ACTION_PARAM_COLOR(var,i) \
PalEntry var = EvalExpressionCol(ParameterIndex+i, self);
#define ACTION_PARAM_SOUND(var,i) \
FSoundID var = EvalExpressionSnd(ParameterIndex+i, self);
#define ACTION_PARAM_STRING(var,i) \
const char *var = EvalExpressionName(ParameterIndex+i, self);
#define ACTION_PARAM_NAME(var,i) \
FName var = EvalExpressionName(ParameterIndex+i, self);
#define ACTION_PARAM_ANGLE(var,i) \
angle_t var = angle_t(EvalExpressionF(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