mirror of
https://github.com/ZDoom/qzdoom.git
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360 lines
12 KiB
C++
360 lines
12 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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unsigned int flagbit;
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const char *name;
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int structoffset;
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int fieldsize;
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};
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FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bool strict = false);
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void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int index);
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bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index);
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const char *GetFlagName(unsigned int flagnum, int flagoffset);
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void ModActorFlag(AActor *actor, FFlagDef *fd, bool set);
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bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror = true);
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INTBOOL CheckActorFlag(const AActor *actor, FFlagDef *fd);
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INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror = true);
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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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FState *laststatebeforelabel;
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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, PClassActor *mytype, char *name);
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static void FixStatePointers(PClassActor *actor, TArray<FStateDefine> & list);
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void ResolveGotoLabels(PClassActor *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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laststatebeforelabel = 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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int GetStateLabelIndex (FName statename);
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void InstallStates(PClassActor *info, AActor *defaults);
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int FinishStates(PClassActor *actor, AActor *defaults);
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void MakeStateDefines(const PClassActor *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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int 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 FStateTempCall
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{
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FStateTempCall() : ActorClass(NULL), Code(NULL), FirstState(0), NumStates(0) {}
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PClassActor *ActorClass;
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class FxExpression *Code;
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class PPrototype *Proto;
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int FirstState;
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int NumStates;
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};
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extern TDeletingArray<FStateTempCall *> StateTempCalls;
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extern TDeletingArray<class FxExpression *> ActorDamageFuncs;
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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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class DDropItem;
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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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PClassActor *Info;
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bool DropItemSet;
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bool StateSet;
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bool fromZScript;
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int CurrentState;
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int Lumpnum;
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FStateDefinitions statedef;
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DDropItem *DropItemList;
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FScriptPosition ScriptPosition;
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};
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inline void ResetBaggage (Baggage *bag, PClassActor *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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VMNativeFunction **VMPointer;
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};
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AFuncDesc *FindFunction(const char * string);
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void ParseStates(FScanner &sc, PClassActor *actor, AActor *defaults, Baggage &bag);
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void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
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PFunction *afd, FString statestring, FStateDefinitions *statedef);
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FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &endswithret);
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class FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag);
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FName CheckCastKludges(FName in);
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, PClass *cls, DWORD funcflags);
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PFunction *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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PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
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void SetReplacement(FScanner &sc, PClassActor *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, PClassActor *info, Baggage &bag);
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FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *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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// 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 section(".areg$u",read)
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#pragma section(".greg$u",read)
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#pragma section(".mreg$u",read)
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#define MSVC_ASEG __declspec(allocate(".areg$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))) __attribute__((used))
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#define MSVC_PSEG
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#define GCC_PSEG __attribute__((section(SECTION_GREG))) __attribute__((used))
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#define MSVC_MSEG
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#define GCC_MSEG __attribute__((section(SECTION_MREG))) __attribute__((used))
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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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double d;
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const char *s;
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FxExpression *exp;
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};
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typedef void (*PropHandler)(AActor *defaults, PClassActor *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, not usable in ZScript)
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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 * const *cls;
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PropHandler Handler;
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int category;
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};
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FPropertyInfo *FindProperty(const char * string);
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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, PClassActor *info, Baggage &bag, FPropParam *params); \
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static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
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{ #name, #paramlist, &RUNTIME_CLASS_CASTLESS(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, PClassActor *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, PClassActor *info, Baggage &bag, FPropParam *params); \
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static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
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{ #prefix"."#name, #paramlist, &RUNTIME_CLASS_CASTLESS(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, PClassActor *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_EXP_PARM(var, no) \
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FxExpression *var = params[(no)+1].exp;
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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 = float(params[(no)+1].d);
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#define PROP_DOUBLE_PARM(var, no) \
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double var = params[(no)+1].d;
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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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// 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) extern VMNativeFunction *name##_VMPtr;
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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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static int AF_##name(VM_ARGS); \
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VMNativeFunction *name##_VMPtr; \
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static const AFuncDesc cls##_##name##_Hook = { #name, AF_##name, &name##_VMPtr }; \
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extern AFuncDesc const *const cls##_##name##_HookPtr; \
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MSVC_ASEG AFuncDesc const *const cls##_##name##_HookPtr GCC_ASEG = &cls##_##name##_Hook; \
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static int AF_##name(VM_ARGS)
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#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) DEFINE_ACTION_FUNCTION(cls, name)
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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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VMValue params[3] = { self, self, VMValue(NULL, ATAG_STATEINFO) }; \
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stack->Call(name##_VMPtr, params, countof(params), NULL, 0, NULL); \
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}
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#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)
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#define ACTION_RETURN_FLOAT(v) do { double u = v; if (numret > 0) { assert(ret != nullptr); ret->SetFloat(u); return 1; } return 0; } while(0)
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#define ACTION_RETURN_INT(v) do { int u = v; if (numret > 0) { assert(ret != NULL); ret->SetInt(u); return 1; } return 0; } while(0)
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#define ACTION_RETURN_BOOL(v) ACTION_RETURN_INT(v)
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// Checks to see what called the current action function
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#define ACTION_CALL_FROM_ACTOR() (stateinfo == nullptr || stateinfo->mStateType == STATE_Actor)
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#define ACTION_CALL_FROM_PSPRITE() (self->player && stateinfo != nullptr && stateinfo->mStateType == STATE_Psprite)
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#define ACTION_CALL_FROM_INVENTORY() (stateinfo != nullptr && stateinfo->mStateType == STATE_StateChain)
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#endif
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