gzdoom/src/thingdef/thingdef.h
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00

235 lines
7.3 KiB
C++

#ifndef __THINGDEF_H
#define __THINGDEF_H
#include "doomtype.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);
void AddStateDefines(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 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);
float 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$u")
#pragma data_seg()
#define MSVC_ASEG __declspec(allocate(".areg$u"))
#define GCC_ASEG
#else
#define MSVC_ASEG
#define GCC_ASEG __attribute__((section(AREG_SECTION)))
#endif
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