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thingdef.h
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thingdef.h
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/*
** thingdef.h
**
** Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2008 Christoph Oelckers
** Copyright 2004-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __THINGDEF_H
#define __THINGDEF_H
#include "sc_man.h"
#include "cmdlib.h"
#include "vm.h"
#include "dobject.h"
#include "coreactor.h"
class FScanner;
//==========================================================================
//
// A flag descriptor
//
//==========================================================================
struct FFlagDef
{
unsigned int flagbit;
const char *name;
int structoffset;
int fieldsize;
int varflags;
};
void FinalizeClass(PClass *cls);
FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bool strict = false);
const char* GetFlagName(unsigned int flagnum, int flagoffset);
void HandleDeprecatedFlags(DCoreActor *defaults, PClassActor *info, bool set, int index);
bool CheckDeprecatedFlags(DCoreActor *actor, PClassActor *info, int index);
void ModActorFlag(DCoreActor *actor, FFlagDef *fd, bool set);
bool ModActorFlag(DCoreActor *actor, const FString &flagname, bool set, bool printerror = true);
INTBOOL CheckActorFlag(DCoreActor *actor, FFlagDef *fd);
INTBOOL CheckActorFlag(DCoreActor *owner, const char *flagname, bool printerror = true);
#define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(DCoreActor, flagvar))
//==========================================================================
//
// State parser
//
//==========================================================================
class FxExpression;
//==========================================================================
//
// Extra info maintained while defining an actor.
//
//==========================================================================
struct FDropItem;
struct Baggage
{
PNamespace *Namespace;
PClassActor *Info;
int Lumpnum;
VersionInfo Version;
FScriptPosition ScriptPosition;
};
inline void ResetBaggage (Baggage *bag, PClassActor *stateclass)
{
}
//==========================================================================
//
// Property parser
//
//==========================================================================
void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *type);
enum
{
DEPF_UNUSED = 0,
DEPF_FIREDAMAGE = 1,
DEPF_ICEDAMAGE = 2,
DEPF_LOWGRAVITY = 3,
DEPF_LONGMELEERANGE = 4,
DEPF_SHORTMISSILERANGE = 5,
DEPF_PICKUPFLASH = 6,
DEPF_QUARTERGRAVITY = 7,
DEPF_FIRERESIST = 8,
DEPF_HERETICBOUNCE = 9,
DEPF_HEXENBOUNCE = 10,
DEPF_DOOMBOUNCE = 11,
DEPF_INTERHUBSTRIP = 12,
DEPF_HIGHERMPROB = 13,
};
// Types of old style decorations
enum EDefinitionType
{
DEF_Decoration,
DEF_BreakableDecoration,
DEF_Pickup,
DEF_Projectile,
};
#if defined(_MSC_VER)
#pragma section(SECTION_GREG,read)
#define MSVC_PSEG __declspec(allocate(SECTION_GREG)) __declspec(no_sanitize_address)
#define GCC_PSEG
#else
#define MSVC_PSEG
#define GCC_PSEG __attribute__((section(SECTION_GREG))) __attribute__((used))
#endif
union FPropParam
{
int i;
double d;
const char *s;
FxExpression *exp;
};
typedef void (*PropHandler)(DCoreActor *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 char *clsname;
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(D##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params); \
static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
{ #name, #paramlist, #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(D##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params)
#define DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \
static void Handler_##name##_##paramlist##_##clas(D##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params); \
static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
{ #prefix"."#name, #paramlist, #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(D##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params)
#define DEFINE_PREFIXED_SCRIPTED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \
static void Handler_##name##_##paramlist##_##clas(DCoreActor *defaults, PClassActor *info, Baggage &bag, FPropParam *params); \
static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
{ #prefix"."#name, #paramlist, #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(DCoreActor *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_SCRIPTED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY)
#define DEFINE_CLASS_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_SCRIPTED_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, scriptpos) \
int var = params[(no)+1].i== 0? params[(no)+2].i : V_GetColor(params[(no)+2].s, scriptpos);
#endif