2023-05-21 07:59:22 +00:00
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/*
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** states.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __INFO_H__
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#define __INFO_H__
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#include <stddef.h>
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#include <stdint.h>
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#include "dobject.h"
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struct Baggage;
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class FScanner;
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struct FActorInfo;
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class FIntCVar;
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class FStateDefinitions;
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class FInternalLightAssociation;
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struct FState;
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2023-05-25 18:31:47 +00:00
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struct FSpriteFrame
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{
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FTextureID Texture[8];
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uint8_t RotMode; // 1, 5, 8 are the regular ones. Duke also has mirrored 3 and 7 frame options.
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};
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struct FSpriteDef
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{
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FName name;
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uint8_t numframes;
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uint16_t spriteframes;
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FTextureID GetSpriteFrame(int frame, int rot, DAngle ang, bool* mirror, bool flipagain = false);
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};
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extern TArray<FSpriteFrame> SpriteFrames;
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extern TArray<FSpriteDef> SpriteDefs;
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2023-05-21 07:59:22 +00:00
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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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};
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enum EStateFlags
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{
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2023-07-01 12:33:04 +00:00
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STF_TICADJUST = 1,
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2023-05-21 07:59:22 +00:00
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STF_FULLBRIGHT = 4, // State is fullbright
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};
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enum EStateType : int // this must ensure proper alignment.
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{
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STATE_Actor,
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STATE_Psprite,
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STATE_StateChain,
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};
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struct FStateParamInfo
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{
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FState *mCallingState;
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EStateType mStateType;
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int mPSPIndex;
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};
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2023-06-27 14:43:46 +00:00
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class VMNativeFunction;
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class DCoreActor;
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2023-05-21 07:59:22 +00:00
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struct FState
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{
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int sprite;
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int Frame;
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int Tics;
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#if 0
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uint8_t StateFlags;
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uint8_t DefineFlags;
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2023-07-01 12:33:04 +00:00
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uint8_t UseFlags;
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2023-05-21 07:59:22 +00:00
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FState *NextState;
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2023-10-06 16:24:57 +00:00
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VMFunction *ActionFunc; // called when an attached animation triggers an event. (i.e. Blood's SEQs. Should be made game independent.)
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VMFunction *EnterFunc; // called when entering the state.
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VMFunction *TickFunc; // called when ticking the state.
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VMFunction *MoveFunc; // called when moving the actor
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2023-06-27 14:43:46 +00:00
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VMNativeFunction** AnimatorPtr; // temporary kludge so we can define state arrays statically.
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#else
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// this order is suboptimal but needed for SW's still existing in-code definitions.
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VMNativeFunction** AnimatorPtr; // temporary kludge so we can define state arrays statically.
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FState* NextState;
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2023-05-21 07:59:22 +00:00
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uint8_t StateFlags;
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uint8_t DefineFlags;
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2023-07-01 12:33:04 +00:00
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uint8_t UseFlags;
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2023-06-27 14:43:46 +00:00
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VMFunction* ActionFunc; // called when an attached animation triggers an event. (i.e. Blood's SEQs. Should be made game independent.)
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VMFunction* EnterFunc; // called when entering the state.
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VMFunction* TickFunc; // called when ticking the state.
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VMFunction* MoveFunc; // called when moving the actor
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#endif
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2023-05-21 07:59:22 +00:00
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public:
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inline int GetFullbright() const
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{
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return (StateFlags & STF_FULLBRIGHT)? 0x10 /*RF_FULLBRIGHT*/ : 0;
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}
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inline int GetTics() const
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{
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return Tics;
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}
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inline FState *GetNextState() const
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{
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return NextState;
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}
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void SetAction(VMFunction *func) { ActionFunc = func; }
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void ClearAction() { ActionFunc = NULL; }
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2023-06-27 14:43:46 +00:00
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bool CallAction(DCoreActor *self);
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2023-05-21 07:59:22 +00:00
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static PClassActor *StaticFindStateOwner (const FState *state);
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static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
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static FString StaticGetStateName(const FState *state, PClassActor *info = nullptr);
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};
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struct FStateLabels;
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struct FStateLabel
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{
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FName Label;
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FState *State;
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FStateLabels *Children;
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};
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struct FStateLabels
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{
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int NumLabels;
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FStateLabel Labels[1];
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FStateLabel *FindLabel (FName label);
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void Destroy(); // intentionally not a destructor!
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};
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struct FStateLabelStorage
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{
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TArray<uint8_t> Storage;
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int AddPointer(FState *ptr)
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{
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if (ptr != nullptr)
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{
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int pos = Storage.Reserve(sizeof(ptr) + sizeof(int));
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memset(&Storage[pos], 0, sizeof(int));
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memcpy(&Storage[pos + sizeof(int)], &ptr, sizeof(ptr));
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return pos / 4 + 1;
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}
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else return 0;
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}
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int AddNames(TArray<FName> &names)
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{
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int siz = names.Size();
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if (siz > 1)
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{
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int pos = Storage.Reserve(sizeof(int) + sizeof(FName) * names.Size());
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memcpy(&Storage[pos], &siz, sizeof(int));
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memcpy(&Storage[pos + sizeof(int)], &names[0], sizeof(FName) * names.Size());
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return pos / 4 + 1;
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}
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else
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{
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// don't store single name states in the array.
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return names[0].GetIndex() + 0x10000000;
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}
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}
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FState *GetState(int pos, PClassActor *cls, bool exact = false);
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};
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extern FStateLabelStorage StateLabels;
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int GetSpriteIndex(const char * spritename, bool add = true);
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TArray<FName> &MakeStateNameList(const char * fname);
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void AddStateLight(FState *state, const char *lname);
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2023-05-25 14:53:29 +00:00
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void InitSpriteDefs(const char** names, size_t count);
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2023-05-21 07:59:22 +00:00
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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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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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uint8_t 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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TArray<FScriptPosition> SourceLines;
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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(PClassActor *mytype, char *name);
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static void FixStatePointers(PClassActor *actor, TArray<FStateDefine> & list);
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void ResolveGotoLabels(PClassActor *actor, 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, uint8_t defflags = SDF_STATE);
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void AddStateLabel(const char *statename);
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int GetStateLabelIndex (FName statename);
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2023-06-27 14:43:46 +00:00
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void InstallStates(PClassActor *info, DCoreActor *defaults);
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2023-05-21 07:59:22 +00:00
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int FinishStates(PClassActor *actor);
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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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2023-05-25 16:59:48 +00:00
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int AddStates(FState* state, const char* framechars, const FScriptPosition& sc);
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2023-05-21 07:59:22 +00:00
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int GetStateCount() const { return StateArray.Size(); }
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};
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void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions);
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FScriptPosition & GetStateSource(FState *state);
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#endif // __INFO_H__
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