qzdoom-gpl/src/thingdef.h

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2006-04-15 15:00:29 +00:00
#ifndef __THINGDEF_H
#define __THINGDEF_H
// 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;
}
};
// All state parameters are stored in this array now.
extern TArray<int> StateParameters;
extern TArray<int> JumpParameters;
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int ParseExpression (bool _not);
int EvalExpressionI (int id, AActor *self);
float EvalExpressionF (int id, AActor *self);
bool EvalExpressionN (int id, AActor *self);
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);
struct FDropItem
{
FName Name;
int probability;
int amount;
FDropItem * Next;
};
FDropItem *GetDropItems(const PClass * cls);
// 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,
};
// The contents of string must be lowercase (for now, anyway)
int FindLineSpecialEx (const char *string, int *minargs, int *maxargs);
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
#endif