gzdoom/src/thingdef/thingdef.h

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#ifndef __THINGDEF_H
#define __THINGDEF_H
#include "doomtype.h"
#include "info.h"
#include "s_sound.h"
#include "sc_man.h"
#include "cmdlib.h"
class FScanner;
//==========================================================================
//
// A flag descriptor
//
//==========================================================================
struct FFlagDef
{
unsigned int flagbit;
const char *name;
int structoffset;
int fieldsize;
};
FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2);
void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int index);
bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index);
const char *GetFlagName(unsigned int flagnum, int flagoffset);
void ModActorFlag(AActor *actor, FFlagDef *fd, bool set);
INTBOOL CheckActorFlag(const AActor *actor, FFlagDef *fd);
INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror = true);
#define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(AActor, flagvar))
//==========================================================================
//
// 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,
SDF_MASK = 7,
SDF_DEHACKED = 8, // Identify a state as having been modified by a dehacked lump
};
struct FStateDefine
{
FName Label;
TArray<FStateDefine> Children;
FState *State;
BYTE DefineFlags;
};
class FStateDefinitions
{
TArray<FStateDefine> StateLabels;
FState *laststate;
FState *laststatebeforelabel;
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, PClassActor *mytype, char *name);
static void FixStatePointers(PClassActor *actor, TArray<FStateDefine> & list);
void ResolveGotoLabels(PClassActor *actor, AActor *defaults, TArray<FStateDefine> & list);
public:
FStateDefinitions()
{
laststate = NULL;
laststatebeforelabel = NULL;
lastlabel = -1;
}
void SetStateLabel(const char *statename, FState *state, BYTE defflags = SDF_STATE);
void AddStateLabel(const char *statename);
int GetStateLabelIndex (FName statename);
void InstallStates(PClassActor *info, AActor *defaults);
int FinishStates(PClassActor *actor, AActor *defaults);
void MakeStateDefines(const PClassActor *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();
int AddStates(FState *state, const char *framechars);
int GetStateCount() const { return StateArray.Size(); }
};
//==========================================================================
//
//
//
//==========================================================================
struct FStateTempCall
{
FStateTempCall() : ActorClass(NULL), Code(NULL), FirstState(0), NumStates(0) {}
PClassActor *ActorClass;
class FxExpression *Code;
class PPrototype *Proto;
int FirstState;
int NumStates;
};
extern TDeletingArray<FStateTempCall *> StateTempCalls;
extern TDeletingArray<class FxExpression *> ActorDamageFuncs;
//==========================================================================
//
// Extra info maintained while defining an actor.
//
//==========================================================================
class DDropItem;
struct Baggage
{
#ifdef _DEBUG
FString ClassName; // This is here so that during debugging the class name can be seen
#endif
PClassActor *Info;
bool DropItemSet;
bool StateSet;
int CurrentState;
int Lumpnum;
FStateDefinitions statedef;
DDropItem *DropItemList;
FScriptPosition ScriptPosition;
};
inline void ResetBaggage (Baggage *bag, PClassActor *stateclass)
{
bag->DropItemList = NULL;
bag->DropItemSet = false;
bag->CurrentState = 0;
bag->StateSet = false;
bag->statedef.MakeStateDefines(stateclass);
}
//==========================================================================
//
// Damage function creation
//
//==========================================================================
VMScriptFunction *CreateDamageFunction(int dmg);
//==========================================================================
//
// Action function lookup
//
//==========================================================================
struct AFuncDesc
{
const char *Name;
actionf_p Function;
VMNativeFunction **VMPointer;
};
AFuncDesc *FindFunction(const char * string);
void ParseStates(FScanner &sc, PClassActor *actor, AActor *defaults, Baggage &bag);
void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
PFunction *afd, FString statestring, FStateDefinitions *statedef);
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, PPrototype *&proto, bool &endswithret);
class FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag);
FName CheckCastKludges(FName in);
void AddImplicitReturn(class FxSequence *code, const PPrototype *proto, FScanner &sc);
void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, PClassActor *cls, DWORD funcflags);
PFunction *FindGlobalActionFunction(const char *name);
//==========================================================================
//
// Property parser
//
//==========================================================================
PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
void SetReplacement(FScanner &sc, PClassActor *info, FName replaceName);
void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
void FinishActor(const FScriptPosition &sc, PClassActor *info, Baggage &bag);
FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *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,
};
// Types of old style decorations
enum EDefinitionType
{
DEF_Decoration,
DEF_BreakableDecoration,
DEF_Pickup,
DEF_Projectile,
};
#if defined(_MSC_VER)
#pragma section(".areg$u",read)
#pragma section(".greg$u",read)
#pragma section(".mreg$u",read)
#define MSVC_ASEG __declspec(allocate(".areg$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))) __attribute__((used))
#define MSVC_PSEG
#define GCC_PSEG __attribute__((section(SECTION_GREG))) __attribute__((used))
#define MSVC_MSEG
#define GCC_MSEG __attribute__((section(SECTION_MREG))) __attribute__((used))
#endif
union FPropParam
{
int i;
double d;
const char *s;
FxExpression *exp;
};
typedef void (*PropHandler)(AActor *defaults, PClassActor *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 * const *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, PClassActor *info, Baggage &bag, FPropParam *params); \
static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
{ #name, #paramlist, &RUNTIME_CLASS_CASTLESS(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, PClassActor *info, Baggage &bag, FPropParam *params)
#define DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \
static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params); \
static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
{ #prefix"."#name, #paramlist, &RUNTIME_CLASS_CASTLESS(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, PClassActor *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_EXP_PARM(var, no) \
FxExpression *var = params[(no)+1].exp;
#define PROP_INT_PARM(var, no) \
int var = params[(no)+1].i;
#define PROP_FLOAT_PARM(var, no) \
float var = float(params[(no)+1].d);
#define PROP_DOUBLE_PARM(var, no) \
double var = params[(no)+1].d;
#define PROP_COLOR_PARM(var, no) \
int var = params[(no)+1].i== 0? params[(no)+2].i : V_GetColor(NULL, params[(no)+2].s);
// 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) extern VMNativeFunction *name##_VMPtr;
// 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) \
static int AF_##name(VM_ARGS); \
VMNativeFunction *name##_VMPtr; \
static const AFuncDesc cls##_##name##_Hook = { #name, AF_##name, &name##_VMPtr }; \
extern AFuncDesc const *const cls##_##name##_HookPtr; \
MSVC_ASEG AFuncDesc const *const cls##_##name##_HookPtr GCC_ASEG = &cls##_##name##_Hook; \
static int AF_##name(VM_ARGS)
#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) DEFINE_ACTION_FUNCTION(cls, name)
//#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)*/ \
VMValue params[3] = { self, self, VMValue(NULL, ATAG_STATEINFO) }; \
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stack->Call(name##_VMPtr, params, countof(params), NULL, 0, NULL); \
}
#define ACTION_RETURN_STATE(v) do { FState *state = v; if (numret > 0) { assert(ret != NULL); ret->SetPointer(state, ATAG_STATE); return 1; } return 0; } while(0)
#define ACTION_RETURN_INT(v) do { int u = v; if (numret > 0) { assert(ret != NULL); ret->SetInt(u); return 1; } return 0; } while(0)
#define ACTION_RETURN_BOOL(v) ACTION_RETURN_INT(v)
// Checks to see what called the current action function
#define ACTION_CALL_FROM_ACTOR() (stateinfo == nullptr || stateinfo->mStateType == STATE_Actor)
#define ACTION_CALL_FROM_WEAPON() (self->player && stateinfo != nullptr && stateinfo->mStateType == STATE_Psprite)
#define ACTION_CALL_FROM_INVENTORY() (stateinfo != nullptr && stateinfo->mStateType == STATE_StateChain)
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#endif