mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-15 15:11:32 +00:00
770a879f6a
- Initialize the alt HUD explicitly in D_DoomMain. - don't let S_UnloadReverbDef leave a broken list of sound environments behind. - Added more code to explicitly delete data before initializing it. SVN r3039 (trunk)
431 lines
14 KiB
C++
431 lines
14 KiB
C++
#ifndef __THINGDEF_H
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#define __THINGDEF_H
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#include "doomtype.h"
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#include "info.h"
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#include "s_sound.h"
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#include "sc_man.h"
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#include "cmdlib.h"
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class FScanner;
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//==========================================================================
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//
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// A flag descriptor
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//
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//==========================================================================
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struct FFlagDef
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{
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int flagbit;
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const char *name;
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int structoffset;
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};
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FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2);
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void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int index);
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const char *GetFlagName(int flagnum, int flagoffset);
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#define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(AActor, flagvar))
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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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class FxExpression;
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struct FStateLabels;
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enum EStateDefineFlags
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{
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SDF_NEXT = 0,
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SDF_STATE = 1,
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SDF_STOP = 2,
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SDF_WAIT = 3,
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SDF_LABEL = 4,
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SDF_INDEX = 5,
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SDF_MASK = 7,
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SDF_DEHACKED = 8, // Identify a state as having been modified by a dehacked lump
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};
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struct FStateDefine
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{
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FName Label;
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TArray<FStateDefine> Children;
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FState *State;
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BYTE DefineFlags;
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};
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class FStateDefinitions
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{
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TArray<FStateDefine> StateLabels;
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FState *laststate;
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intptr_t lastlabel;
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TArray<FState> StateArray;
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static FStateDefine *FindStateLabelInList(TArray<FStateDefine> &list, FName name, bool create);
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static FStateLabels *CreateStateLabelList(TArray<FStateDefine> &statelist);
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static void MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest);
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static void RetargetStatePointers (intptr_t count, const char *target, TArray<FStateDefine> & statelist);
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FStateDefine *FindStateAddress(const char *name);
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FState *FindState(const char *name);
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FState *ResolveGotoLabel (AActor *actor, const PClass *mytype, char *name);
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static void FixStatePointers (FActorInfo *actor, TArray<FStateDefine> & list);
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void ResolveGotoLabels (FActorInfo *actor, AActor *defaults, TArray<FStateDefine> & list);
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public:
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FStateDefinitions()
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{
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laststate = NULL;
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lastlabel = -1;
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}
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void SetStateLabel (const char * statename, FState * state, BYTE defflags = SDF_STATE);
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void AddStateLabel (const char * statename);
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void InstallStates(FActorInfo *info, AActor *defaults);
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int FinishStates (FActorInfo *actor, AActor *defaults);
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void MakeStateDefines(const PClass *cls);
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void AddStateDefines(const FStateLabels *list);
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void RetargetStates (intptr_t count, const char *target);
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bool SetGotoLabel(const char *string);
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bool SetStop();
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bool SetWait();
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bool SetLoop();
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bool AddStates(FState *state, const char *framechars);
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int GetStateCount() const { return StateArray.Size(); }
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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struct FStateExpression
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{
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FxExpression *expr;
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const PClass *owner;
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bool constant;
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bool cloned;
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};
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class FStateExpressions
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{
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TArray<FStateExpression> expressions;
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public:
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~FStateExpressions() { Clear(); }
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void Clear();
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int Add(FxExpression *x, const PClass *o, bool c);
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int Reserve(int num, const PClass *cls);
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void Set(int num, FxExpression *x, bool cloned = false);
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void Copy(int dest, int src, int cnt);
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int ResolveAll();
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FxExpression *Get(int no);
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unsigned int Size() { return expressions.Size(); }
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};
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extern FStateExpressions StateParams;
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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 FDropItem;
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struct Baggage
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{
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#ifdef _DEBUG
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FString ClassName; // This is here so that during debugging the class name can be seen
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#endif
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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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int Lumpnum;
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FStateDefinitions statedef;
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FDropItem *DropItemList;
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FScriptPosition ScriptPosition;
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};
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inline void ResetBaggage (Baggage *bag, const PClass *stateclass)
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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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bag->statedef.MakeStateDefines(stateclass);
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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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void ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
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PSymbolActionFunction *FindGlobalActionFunction(const char *name);
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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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FActorInfo *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
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void SetReplacement(FActorInfo *info, FName replaceName);
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void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
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void FinishActor(const FScriptPosition &sc, FActorInfo *info, Baggage &bag);
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FxExpression *ParseParameter(FScanner &sc, PClass *cls, char type, bool constant);
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enum
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{
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DEPF_UNUSED,
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DEPF_FIREDAMAGE,
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DEPF_ICEDAMAGE,
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DEPF_LOWGRAVITY,
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DEPF_LONGMELEERANGE,
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DEPF_SHORTMISSILERANGE,
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DEPF_PICKUPFLASH,
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DEPF_QUARTERGRAVITY,
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DEPF_FIRERESIST,
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DEPF_HERETICBOUNCE,
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DEPF_HEXENBOUNCE,
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DEPF_DOOMBOUNCE,
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DEPF_INTERHUBSTRIP,
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};
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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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ACMETA_Lump,
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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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#if defined(_MSC_VER)
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#pragma data_seg(".areg$u")
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#pragma data_seg(".greg$u")
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#pragma data_seg(".mreg$u")
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#pragma data_seg()
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#define MSVC_ASEG __declspec(allocate(".areg$u"))
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#define GCC_ASEG
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#define MSVC_PSEG __declspec(allocate(".greg$u"))
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#define GCC_PSEG
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#define MSVC_MSEG __declspec(allocate(".mreg$u"))
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#define GCC_MSEG
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#else
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#define MSVC_ASEG
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#define GCC_ASEG __attribute__((section(SECTION_AREG)))
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#define MSVC_PSEG
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#define GCC_PSEG __attribute__((section(SECTION_GREG)))
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#define MSVC_MSEG
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#define GCC_MSEG __attribute__((section(SECTION_MREG)))
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#endif
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union FPropParam
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{
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int i;
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float f;
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const char *s;
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};
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typedef void (*PropHandler)(AActor *defaults, FActorInfo *info, Baggage &bag, FPropParam *params);
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enum ECategory
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{
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CAT_PROPERTY, // Inheritable property
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CAT_INFO // non-inheritable info (spawn ID, Doomednum, game filter, conversation ID)
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};
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struct FPropertyInfo
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{
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const char *name;
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const char *params;
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const PClass *cls;
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PropHandler Handler;
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int category;
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};
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struct FVariableInfo
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{
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const char *name;
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intptr_t address;
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const PClass *owner;
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};
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FPropertyInfo *FindProperty(const char * string);
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FVariableInfo *FindVariable(const char * string, const PClass *cls);
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int MatchString (const char *in, const char **strings);
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#define DEFINE_PROPERTY_BASE(name, paramlist, clas, cat) \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, FActorInfo *info, Baggage &bag, FPropParam *params); \
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static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
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{ #name, #paramlist, RUNTIME_CLASS(A##clas), (PropHandler)Handler_##name##_##paramlist##_##clas, cat }; \
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MSVC_PSEG FPropertyInfo *infoptr_##name##_##paramlist##_##clas GCC_PSEG = &Prop_##name##_##paramlist##_##clas; \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, FActorInfo *info, Baggage &bag, FPropParam *params)
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#define DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, FActorInfo *info, Baggage &bag, FPropParam *params); \
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static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
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{ #prefix"."#name, #paramlist, RUNTIME_CLASS(A##clas), (PropHandler)Handler_##name##_##paramlist##_##clas, cat }; \
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MSVC_PSEG FPropertyInfo *infoptr_##name##_##paramlist##_##clas GCC_PSEG = &Prop_##name##_##paramlist##_##clas; \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, FActorInfo *info, Baggage &bag, FPropParam *params)
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#define DEFINE_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_PROPERTY)
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#define DEFINE_INFO_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_INFO)
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#define DEFINE_CLASS_PROPERTY(name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY)
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#define DEFINE_CLASS_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, CAT_PROPERTY)
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#define PROP_PARM_COUNT (params[0].i)
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#define PROP_STRING_PARM(var, no) \
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const char *var = params[(no)+1].s;
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#define PROP_INT_PARM(var, no) \
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int var = params[(no)+1].i;
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#define PROP_FLOAT_PARM(var, no) \
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float var = params[(no)+1].f;
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#define PROP_FIXED_PARM(var, no) \
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fixed_t var = fixed_t(params[(no)+1].f * FRACUNIT);
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#define PROP_COLOR_PARM(var, no) \
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int var = params[(no)+1].i== 0? params[(no)+2].i : V_GetColor(NULL, params[(no)+2].s);
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#define DEFINE_GLOBAL_VARIABLE(name) \
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static FVariableInfo GlobalDef__##name = { #name, intptr_t(&name), NULL }; \
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MSVC_MSEG FVariableInfo *infoptr_GlobalDef__##name GCC_MSEG = &GlobalDef__##name;
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#define DEFINE_MEMBER_VARIABLE(name, cls) \
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static FVariableInfo GlobalDef__##name = { #name, myoffsetof(cls, name), RUNTIME_CLASS(cls) }; \
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MSVC_MSEG FVariableInfo *infoptr_GlobalDef__##name GCC_MSEG = &GlobalDef__##name;
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#define DEFINE_MEMBER_VARIABLE_ALIAS(name, alias, cls) \
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static FVariableInfo GlobalDef__##name = { #name, myoffsetof(cls, alias), RUNTIME_CLASS(cls) }; \
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MSVC_MSEG FVariableInfo *infoptr_GlobalDef__##name GCC_MSEG = &GlobalDef__##name;
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struct StateCallData
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{
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FState *State;
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AActor *Item;
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bool Result;
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};
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// Macros to handle action functions. These are here so that I don't have to
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// change every single use in case the parameters change.
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#define DECLARE_ACTION(name) void AF_##name(AActor *self, AActor *stateowner, FState *, int, StateCallData *);
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// This distinction is here so that CALL_ACTION produces errors when trying to
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// access a function that requires parameters.
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#define DEFINE_ACTION_FUNCTION(cls, name) \
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void AF_##name (AActor *self, AActor *stateowner, FState *, int, StateCallData *); \
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static AFuncDesc info_##cls##_##name = { #name, AF_##name }; \
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MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
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void AF_##name (AActor *self, AActor *stateowner, FState *, int, StateCallData *statecall)
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#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \
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void AFP_##name (AActor *self, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall); \
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static AFuncDesc info_##cls##_##name = { #name, AFP_##name }; \
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MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
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void AFP_##name (AActor *self, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall)
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#define DECLARE_PARAMINFO AActor *self, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall
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#define PUSH_PARAMINFO self, stateowner, CallingState, ParameterIndex, statecall
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#define CALL_ACTION(name,self) AF_##name(self, self, NULL, 0, NULL)
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int EvalExpressionI (DWORD x, AActor *self);
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int EvalExpressionCol (DWORD x, AActor *self);
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FSoundID EvalExpressionSnd (DWORD x, AActor *self);
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double EvalExpressionF (DWORD x, AActor *self);
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fixed_t EvalExpressionFix (DWORD x, AActor *self);
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FState *EvalExpressionState (DWORD x, AActor *self);
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const PClass *EvalExpressionClass (DWORD x, AActor *self);
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FName EvalExpressionName (DWORD x, AActor *self);
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#define ACTION_PARAM_START(count)
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#define ACTION_PARAM_INT(var, i) \
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int var = EvalExpressionI(ParameterIndex+i, self);
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#define ACTION_PARAM_BOOL(var,i) \
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bool var = !!EvalExpressionI(ParameterIndex+i, self);
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#define ACTION_PARAM_FIXED(var,i) \
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fixed_t var = EvalExpressionFix(ParameterIndex+i, self);
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#define ACTION_PARAM_FLOAT(var,i) \
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float var = float(EvalExpressionF(ParameterIndex+i, self));
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#define ACTION_PARAM_CLASS(var,i) \
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const PClass *var = EvalExpressionClass(ParameterIndex+i, self);
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#define ACTION_PARAM_STATE(var,i) \
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FState *var = EvalExpressionState(ParameterIndex+i, stateowner);
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#define ACTION_PARAM_COLOR(var,i) \
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PalEntry var = EvalExpressionCol(ParameterIndex+i, self);
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#define ACTION_PARAM_SOUND(var,i) \
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FSoundID var = EvalExpressionSnd(ParameterIndex+i, self);
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#define ACTION_PARAM_STRING(var,i) \
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const char *var = EvalExpressionName(ParameterIndex+i, self);
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#define ACTION_PARAM_NAME(var,i) \
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FName var = EvalExpressionName(ParameterIndex+i, self);
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#define ACTION_PARAM_ANGLE(var,i) \
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angle_t var = angle_t(EvalExpressionF(ParameterIndex+i, self)*ANGLE_90/90.f);
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#define ACTION_SET_RESULT(v) if (statecall != NULL) statecall->Result = v;
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// Checks to see what called the current action function
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#define ACTION_CALL_FROM_ACTOR() (CallingState == self->state)
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#define ACTION_CALL_FROM_WEAPON() (self->player && CallingState != self->state && statecall == NULL)
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#define ACTION_CALL_FROM_INVENTORY() (statecall != NULL)
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#endif
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