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https://github.com/ZDoom/gzdoom-gles.git
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ee69e7bf03
line special definition with something that automatically gets updated if new specials are added. SVN r814 (trunk)
160 lines
4.1 KiB
C++
160 lines
4.1 KiB
C++
#ifndef __THINGDEF_H
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#define __THINGDEF_H
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class FScanner;
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//==========================================================================
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//
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// This class is for storing a name inside a const PClass* field without
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// generating compiler warnings. It does not manipulate data in any other
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// way.
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//
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//==========================================================================
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class fuglyname : public FName
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{
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public:
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fuglyname() : FName() {}
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fuglyname(const char *foo) : FName(foo) {}
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operator const PClass *()
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{
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return reinterpret_cast<const PClass *>(size_t(int(*this)));
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}
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fuglyname &operator= (const PClass *foo)
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{
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FName *p = this;
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*p = ENamedName(reinterpret_cast<size_t>(foo));
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return *this;
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}
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};
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//==========================================================================
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//
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// Dropitem list
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//
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//==========================================================================
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struct FDropItem
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{
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FName Name;
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int probability;
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int amount;
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FDropItem * Next;
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};
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FDropItem *GetDropItems(const PClass * cls);
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//==========================================================================
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//
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// Extra info maintained while defining an actor.
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//
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//==========================================================================
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struct Baggage
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{
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FActorInfo *Info;
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bool DropItemSet;
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bool StateSet;
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int CurrentState;
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FDropItem *DropItemList;
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};
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inline void ResetBaggage (Baggage *bag)
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{
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bag->DropItemList = NULL;
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bag->DropItemSet = false;
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bag->CurrentState = 0;
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bag->StateSet = false;
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}
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//==========================================================================
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//
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// Action function lookup
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//
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//==========================================================================
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struct AFuncDesc
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{
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const char *Name;
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actionf_p Function;
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};
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AFuncDesc * FindFunction(const char * string);
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//==========================================================================
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//
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// State parser
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//
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//==========================================================================
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extern TArray<int> StateParameters;
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extern TArray<FName> JumpParameters;
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void ClearStateLabels();
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void AddState (const char * statename, FState * state);
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FState * FindState(AActor * actor, const PClass * type, const char * name);
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void InstallStates(FActorInfo *info, AActor *defaults);
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void MakeStateDefines(const FStateLabels *list);
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FState *P_GetState(AActor *self, FState *CallingState, int offset);
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int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
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int ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
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FState *CheckState(FScanner &sc, PClass *type);
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//==========================================================================
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//
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// Property parser
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//
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//==========================================================================
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void ParseActorProperty(FScanner &sc, Baggage &bag);
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void ParseActorFlag (FScanner &sc, Baggage &bag, int mod);
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void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag);
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void ParseConstant (FScanner &sc, PSymbolTable *symt, PClass *cls);
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void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls);
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int ParseExpression (FScanner &sc, bool _not, PClass *cls);
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int EvalExpressionI (int id, AActor *self, const PClass *cls=NULL);
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float EvalExpressionF (int id, AActor *self, const PClass *cls=NULL);
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bool EvalExpressionN (int id, AActor *self, const PClass *cls=NULL);
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// A truly awful hack to get to the state that called an action function
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// without knowing whether it has been called from a weapon or actor.
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extern FState * CallingState;
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int CheckIndex(int paramsize, FState ** pcallstate=NULL);
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void A_ExplodeParms(AActor * self);
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enum
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{
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ACMETA_BASE = 0x83000,
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ACMETA_DropItems, // Int (index into DropItemList)
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ACMETA_ExplosionDamage,
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ACMETA_ExplosionRadius,
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ACMETA_DontHurtShooter,
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ACMETA_MeleeSound,
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ACMETA_MeleeDamage,
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ACMETA_MissileName,
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ACMETA_MissileHeight,
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};
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// Types of old style decorations
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enum EDefinitionType
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{
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DEF_Decoration,
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DEF_BreakableDecoration,
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DEF_Pickup,
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DEF_Projectile,
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};
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#endif
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