#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 Children; FState *State; BYTE DefineFlags; }; class FStateDefinitions { TArray StateLabels; FState *laststate; FState *laststatebeforelabel; intptr_t lastlabel; TArray StateArray; static FStateDefine *FindStateLabelInList(TArray &list, FName name, bool create); static FStateLabels *CreateStateLabelList(TArray &statelist); static void MakeStateList(const FStateLabels *list, TArray &dest); static void RetargetStatePointers(intptr_t count, const char *target, TArray & 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 & list); void ResolveGotoLabels(PClassActor *actor, AActor *defaults, TArray & 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 StateTempCalls; extern TDeletingArray 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 &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); void AddImplicitReturn(class FxSequence *code, const PPrototype *proto, FScanner &sc); void SetImplicitArgs(TArray *args, TArray *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_FIXED_PARM(var, no) \ fixed_t var = FLOAT2FIXED(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_STATE) }; \ 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() (callingstate == self->state) #define ACTION_CALL_FROM_WEAPON() (self->player && callingstate != self->state && !(stateowner->flags5 & MF5_INSTATECALL)) #define ACTION_CALL_FROM_INVENTORY() (!(stateowner->flags5 & MF5_INSTATECALL)) #endif