gzdoom-gles/src/thingdef/thingdef.h
Christoph Oelckers ee69e7bf03 - Removed thingdef_specials.h and thingdef_specials.gperf and replaced
line special definition with something that automatically gets updated
  if new specials are added.


SVN r814 (trunk)
2008-03-19 12:48:02 +00:00

160 lines
4.1 KiB
C++

#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<const PClass *>(size_t(int(*this)));
}
fuglyname &operator= (const PClass *foo)
{
FName *p = this;
*p = ENamedName(reinterpret_cast<size_t>(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<int> StateParameters;
extern TArray<FName> 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