qzdoom/src/thingdef/thingdef.h
Christoph Oelckers d8c689d874 - initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.

The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00

368 lines
12 KiB
C++

#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, bool strict = false);
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);
bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror = true);
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<FStateDefine> Children;
FState *State;
BYTE DefineFlags;
};
class FStateDefinitions
{
TArray<FStateDefine> StateLabels;
FState *laststate;
FState *laststatebeforelabel;
intptr_t lastlabel;
TArray<FState> StateArray;
static FStateDefine *FindStateLabelInList(TArray<FStateDefine> &list, FName name, bool create);
static FStateLabels *CreateStateLabelList(TArray<FStateDefine> &statelist);
static void MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest);
static void RetargetStatePointers(intptr_t count, const char *target, TArray<FStateDefine> & 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<FStateDefine> & list);
void ResolveGotoLabels(PClassActor *actor, AActor *defaults, TArray<FStateDefine> & 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<FStateTempCall *> StateTempCalls;
extern TDeletingArray<class FxExpression *> 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;
bool fromZScript;
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<FxExpression *> &out_params,
PFunction *afd, FString statestring, FStateDefinitions *statedef);
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &endswithret);
class FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag);
FName CheckCastKludges(FName in);
void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, PClass *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, not usable in ZScript)
};
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_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_STATEINFO) }; \
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_FLOAT(v) do { double u = v; if (numret > 0) { assert(ret != nullptr); ret->SetFloat(u); 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() (stateinfo == nullptr || stateinfo->mStateType == STATE_Actor)
#define ACTION_CALL_FROM_PSPRITE() (self->player && stateinfo != nullptr && stateinfo->mStateType == STATE_Psprite)
#define ACTION_CALL_FROM_INVENTORY() (stateinfo != nullptr && stateinfo->mStateType == STATE_StateChain)
#endif