diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 357bdc467..c3ee999f7 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,6 @@ September 21, 2008 (Changes by Graf Zahl) +- did some code cleanup and reorganization in thingdef.cpp. +- Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. diff --git a/src/textures/multipatchtexture.cpp b/src/textures/multipatchtexture.cpp index 907a7aea8..7de634583 100644 --- a/src/textures/multipatchtexture.cpp +++ b/src/textures/multipatchtexture.cpp @@ -953,16 +953,11 @@ void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump) } -static bool Check(char *& range, char c) -{ - while (isspace(*range)) range++; - if (*range==c) - { - range++; - return true; - } - return false; -} +//========================================================================== +// +// +// +//========================================================================== void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part) { @@ -1056,46 +1051,7 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part) do { sc.MustGetString(); - - char *range = sc.String; - int start,end; - - start=strtol(range, &range, 10); - if (!Check(range, ':')) return; - end=strtol(range, &range, 10); - if (!Check(range, '=')) return; - if (!Check(range, '[')) - { - int pal1,pal2; - - pal1=strtol(range, &range, 10); - if (!Check(range, ':')) return; - pal2=strtol(range, &range, 10); - - part.Translation->AddIndexRange(start, end, pal1, pal2); - } - else - { - // translation using RGB values - int r1,g1,b1,r2,g2,b2; - - r1=strtol(range, &range, 10); - if (!Check(range, ',')) return; - g1=strtol(range, &range, 10); - if (!Check(range, ',')) return; - b1=strtol(range, &range, 10); - if (!Check(range, ']')) return; - if (!Check(range, ':')) return; - if (!Check(range, '[')) return; - r2=strtol(range, &range, 10); - if (!Check(range, ',')) return; - g2=strtol(range, &range, 10); - if (!Check(range, ',')) return; - b2=strtol(range, &range, 10); - if (!Check(range, ']')) return; - - part.Translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2); - } + part.Translation->AddToTranslation(sc.String); } while (sc.CheckString(",")); } @@ -1161,6 +1117,11 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part) } } +//========================================================================== +// +// Constructor for text based multipatch definitions +// +//========================================================================== FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype) : Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false) diff --git a/src/thingdef/thingdef.cpp b/src/thingdef/thingdef.cpp index e8922501b..c15e11e0d 100644 --- a/src/thingdef/thingdef.cpp +++ b/src/thingdef/thingdef.cpp @@ -353,123 +353,64 @@ static void ParseActionDef (FScanner &sc, PClass *cls) // Starts a new actor definition // //========================================================================== -static FActorInfo *CreateNewActor(FScanner &sc, FActorInfo **parentc, Baggage *bag) +static FActorInfo *CreateNewActor(FName typeName, FName parentName, FName replaceName, + int DoomEdNum, bool native) { - FName typeName; const PClass *replacee = NULL; - int DoomEdNum = -1; PClass *ti = NULL; FActorInfo *info = NULL; - // Get actor name - sc.MustGetString(); - - char *colon = strchr(sc.String, ':'); - if (colon != NULL) - { - *colon++ = 0; - } - - /* - if (PClass::FindClass (sc.String) != NULL) - { - sc.ScriptError ("Actor %s is already defined.", sc.String); - } - */ - - typeName = sc.String; - PClass *parent = RUNTIME_CLASS(AActor); - if (parentc) - { - *parentc = NULL; - - // Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well - // without having resort to C-mode (which disallows periods in actor names.) - if (colon == NULL) - { - sc.MustGetString (); - if (sc.String[0]==':') - { - colon = sc.String + 1; - } - } - - if (colon != NULL) - { - if (colon[0] == 0) - { - sc.MustGetString (); - colon = sc.String; - } - } - - if (colon != NULL) - { - parent = const_cast (PClass::FindClass (colon)); - if (parent == NULL) - { - sc.ScriptError ("Parent type '%s' not found", colon); - } - else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor))) - { - sc.ScriptError ("Parent type '%s' is not an actor", colon); - } - else if (parent->ActorInfo == NULL) - { - sc.ScriptError ("uninitialized parent type '%s'", colon); - } - else - { - *parentc = parent->ActorInfo; - } + if (parentName != NAME_None) + { + parent = const_cast (PClass::FindClass (parentName)); + + if (parent == NULL) + { + I_Error ("Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars()); + } + else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor))) + { + I_Error ("Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars()); + } + else if (parent->ActorInfo == NULL) + { + I_Error ("uninitialized parent type '%s' in %s", parentName.GetChars(), typeName.GetChars()); } - else sc.UnGet(); } // Check for "replaces" - if (sc.CheckString ("replaces")) + if (replaceName != NAME_None) { - // Get actor name - sc.MustGetString (); - replacee = PClass::FindClass (sc.String); + replacee = PClass::FindClass (replaceName); if (replacee == NULL) { - sc.ScriptError ("Replaced type '%s' not found", sc.String); + I_Error ("Replaced type '%s' not found in %s", replaceName.GetChars(), typeName.GetChars()); } else if (replacee->ActorInfo == NULL) { - sc.ScriptError ("Replaced type '%s' is not an actor", sc.String); + I_Error ("Replaced type '%s' is not an actor in %s", replaceName.GetChars(), typeName.GetChars()); } } - // Now, after the actor names have been parsed, it is time to switch to C-mode - // for the rest of the actor definition. - sc.SetCMode (true); - if (sc.CheckNumber()) - { - if (sc.Number>=-1 && sc.Number<32768) DoomEdNum = sc.Number; - else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]"); - } - - if (sc.CheckString("native")) + Printf("Defining %s\n", typeName.GetChars()); + if (native) { ti = (PClass*)PClass::FindClass(typeName); if (ti == NULL) { - sc.ScriptError("Unknown native class '%s'", typeName.GetChars()); + I_Error("Unknown native class '%s'", typeName.GetChars()); } else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass()) { - sc.ScriptError("Native class '%s' does not inherit from '%s'", - typeName.GetChars(),parent->TypeName.GetChars()); + I_Error("Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars()); } else if (ti->ActorInfo != NULL) { - sc.ScriptMessage("Redefinition of internal class '%s'", typeName.GetChars()); + I_Error("Redefinition of internal class '%s'", typeName.GetChars()); } ti->InitializeActorInfo(); info = ti->ActorInfo; @@ -482,10 +423,6 @@ static FActorInfo *CreateNewActor(FScanner &sc, FActorInfo **parentc, Baggage *b MakeStateDefines(parent->ActorInfo->StateList); - ResetBaggage (bag); - bag->Info = info; - bag->Lumpnum = sc.LumpNum; - info->DoomEdNum = -1; if (parent->ActorInfo->DamageFactors != NULL) { @@ -506,10 +443,98 @@ static FActorInfo *CreateNewActor(FScanner &sc, FActorInfo **parentc, Baggage *b ti->ActorInfo->Replacee = replacee->ActorInfo; } - info->DoomEdNum = DoomEdNum; + if (DoomEdNum > 0) info->DoomEdNum = DoomEdNum; return info; } +//========================================================================== +// +// Starts a new actor definition +// +//========================================================================== +static FActorInfo *ParseActorHeader(FScanner &sc, Baggage *bag) +{ + FName typeName; + FName parentName; + FName replaceName; + bool native = false; + int DoomEdNum = -1; + + // Get actor name + sc.MustGetString(); + + char *colon = strchr(sc.String, ':'); + if (colon != NULL) + { + *colon++ = 0; + } + + typeName = sc.String; + + // Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well + // without having resort to C-mode (which disallows periods in actor names.) + if (colon == NULL) + { + sc.MustGetString (); + if (sc.String[0]==':') + { + colon = sc.String + 1; + } + } + + if (colon != NULL) + { + if (colon[0] == 0) + { + sc.MustGetString (); + colon = sc.String; + } + } + + if (colon == NULL) + { + sc.UnGet(); + } + + parentName = colon; + + // Check for "replaces" + if (sc.CheckString ("replaces")) + { + // Get actor name + sc.MustGetString (); + replaceName = sc.String; + } + + // Now, after the actor names have been parsed, it is time to switch to C-mode + // for the rest of the actor definition. + sc.SetCMode (true); + if (sc.CheckNumber()) + { + if (sc.Number>=-1 && sc.Number<32768) DoomEdNum = sc.Number; + else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]"); + } + + if (sc.CheckString("native")) + { + native = true; + } + + try + { + FActorInfo *info = CreateNewActor(typeName, parentName, replaceName, DoomEdNum, native); + ResetBaggage (bag); + bag->Info = info; + bag->Lumpnum = sc.LumpNum; + return info; + } + catch (CRecoverableError &err) + { + sc.ScriptError("%s", err.GetMessage()); + return NULL; + } +} + //========================================================================== // // Reads an actor definition @@ -520,64 +545,41 @@ void ParseActor(FScanner &sc) FActorInfo * info=NULL; Baggage bag; - try + info = ParseActorHeader(sc, &bag); + sc.MustGetToken('{'); + while (sc.MustGetAnyToken(), sc.TokenType != '}') { - FActorInfo * parent; - - info = CreateNewActor(sc, &parent, &bag); - sc.MustGetToken('{'); - while (sc.MustGetAnyToken(), sc.TokenType != '}') + switch (sc.TokenType) { - switch (sc.TokenType) - { - case TK_Action: - ParseActionDef (sc, info->Class); - break; + case TK_Action: + ParseActionDef (sc, info->Class); + break; - case TK_Const: - ParseConstant (sc, &info->Class->Symbols, info->Class); - break; + case TK_Const: + ParseConstant (sc, &info->Class->Symbols, info->Class); + break; - case TK_Enum: - ParseEnum (sc, &info->Class->Symbols, info->Class); - break; + case TK_Enum: + ParseEnum (sc, &info->Class->Symbols, info->Class); + break; - case TK_Identifier: - // other identifier related checks here - case TK_Projectile: // special case: both keyword and property name - ParseActorProperty(sc, bag); - break; + case TK_Identifier: + // other identifier related checks here + case TK_Projectile: // special case: both keyword and property name + ParseActorProperty(sc, bag); + break; - case '+': - case '-': - ParseActorFlag(sc, bag, sc.TokenType); - break; - - default: - sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars()); - break; - } + case '+': + case '-': + ParseActorFlag(sc, bag, sc.TokenType); + break; + default: + sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars()); + break; } - FinishActor(sc, info, bag); } - - catch(CRecoverableError & e) - { - throw e; - } - // I think this is better than a crash log. -#ifndef _DEBUG - catch (...) - { - if (info) - sc.ScriptError("Unexpected error during parsing of actor %s", info->Class->TypeName.GetChars()); - else - sc.ScriptError("Unexpected error during parsing of actor definitions"); - } -#endif - sc.SetCMode (false); } @@ -589,10 +591,33 @@ void ParseActor(FScanner &sc) // //========================================================================== +static int ResolvePointer(const PClass **pPtr, const PClass *owner, const PClass *destclass, const char *description) +{ + fuglyname v; + + v = *pPtr; + if (v != NAME_None && v.IsValidName()) + { + *pPtr = PClass::FindClass(v); + if (!*pPtr) + { + Printf("Unknown %s '%s' in '%s'\n", description, v.GetChars(), owner->TypeName.GetChars()); + return 1; + } + else if (!(*pPtr)->IsDescendantOf(destclass)) + { + *pPtr = NULL; + Printf("Invalid %s '%s' in '%s'\n", description, v.GetChars(), owner->TypeName.GetChars()); + return 1; + } + } + return 0; +} + + void FinishThingdef() { unsigned int i; - bool isRuntimeActor=false; int errorcount=0; for (i = 0;i < PClass::m_Types.Size(); i++) @@ -602,13 +627,6 @@ void FinishThingdef() // Skip non-actors if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue; - // Everything coming after the first runtime actor is also a runtime actor - // so this check is sufficient - if (ti == PClass::m_RuntimeActors[0]) - { - isRuntimeActor=true; - } - AActor *def = GetDefaultByType(ti); if (!def) @@ -627,21 +645,7 @@ void FinishThingdef() if (ti->IsDescendantOf(RUNTIME_CLASS(AInventory))) { AInventory * defaults=(AInventory *)def; - fuglyname v; - - v = defaults->PickupFlash; - if (v != NAME_None && v.IsValidName()) - { - defaults->PickupFlash = PClass::FindClass(v); - if (isRuntimeActor) - { - if (!defaults->PickupFlash) - { - Printf("Unknown pickup flash '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - } - } + errorcount += ResolvePointer(&defaults->PickupFlash, ti, RUNTIME_CLASS(AActor), "pickup flash"); } if (ti->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)) && ti != RUNTIME_CLASS(APowerupGiver)) @@ -683,122 +687,47 @@ void FinishThingdef() if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { AWeapon * defaults=(AWeapon *)def; - fuglyname v; + errorcount += ResolvePointer(&defaults->AmmoType1, ti, RUNTIME_CLASS(AAmmo), "ammo type"); + errorcount += ResolvePointer(&defaults->AmmoType2, ti, RUNTIME_CLASS(AAmmo), "ammo type"); + errorcount += ResolvePointer(&defaults->SisterWeaponType, ti, RUNTIME_CLASS(AWeapon), "sister weapon type"); - v = defaults->AmmoType1; - if (v != NAME_None && v.IsValidName()) + FState * ready = ti->ActorInfo->FindState(NAME_Ready); + FState * select = ti->ActorInfo->FindState(NAME_Select); + FState * deselect = ti->ActorInfo->FindState(NAME_Deselect); + FState * fire = ti->ActorInfo->FindState(NAME_Fire); + + // Consider any weapon without any valid state abstract and don't output a warning + // This is for creating base classes for weapon groups that only set up some properties. + if (ready || select || deselect || fire) { - defaults->AmmoType1 = PClass::FindClass(v); - if (isRuntimeActor) + // Do some consistency checks. If these states are undefined the weapon cannot work! + if (!ready) { - if (!defaults->AmmoType1) - { - Printf("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - else if (defaults->AmmoType1->ParentClass != RUNTIME_CLASS(AAmmo)) - { - Printf("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } + Printf("Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars()); + errorcount++; + } + if (!select) + { + Printf("Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars()); + errorcount++; + } + if (!deselect) + { + Printf("Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars()); + errorcount++; + } + if (!fire) + { + Printf("Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars()); + errorcount++; } } - - v = defaults->AmmoType2; - if (v != NAME_None && v.IsValidName()) - { - defaults->AmmoType2 = PClass::FindClass(v); - if (isRuntimeActor) - { - if (!defaults->AmmoType2) - { - Printf("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - else if (defaults->AmmoType2->ParentClass != RUNTIME_CLASS(AAmmo)) - { - Printf("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - } - } - - v = defaults->SisterWeaponType; - if (v != NAME_None && v.IsValidName()) - { - defaults->SisterWeaponType = PClass::FindClass(v); - if (isRuntimeActor) - { - if (!defaults->SisterWeaponType) - { - Printf("Unknown sister weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - else if (!defaults->SisterWeaponType->IsDescendantOf(RUNTIME_CLASS(AWeapon))) - { - Printf("Invalid sister weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - } - } - - if (isRuntimeActor) - { - FState * ready = ti->ActorInfo->FindState(NAME_Ready); - FState * select = ti->ActorInfo->FindState(NAME_Select); - FState * deselect = ti->ActorInfo->FindState(NAME_Deselect); - FState * fire = ti->ActorInfo->FindState(NAME_Fire); - - // Consider any weapon without any valid state abstract and don't output a warning - // This is for creating base classes for weapon groups that only set up some properties. - if (ready || select || deselect || fire) - { - // Do some consistency checks. If these states are undefined the weapon cannot work! - if (!ready) - { - Printf("Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars()); - errorcount++; - } - if (!select) - { - Printf("Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars()); - errorcount++; - } - if (!deselect) - { - Printf("Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars()); - errorcount++; - } - if (!fire) - { - Printf("Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars()); - errorcount++; - } - } - } - } // same for the weapon type of weapon pieces. else if (ti->IsDescendantOf(RUNTIME_CLASS(AWeaponPiece))) { AWeaponPiece * defaults=(AWeaponPiece *)def; - fuglyname v; - - v = defaults->WeaponClass; - if (v != NAME_None && v.IsValidName()) - { - defaults->WeaponClass = PClass::FindClass(v); - if (!defaults->WeaponClass) - { - Printf("Unknown weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - else if (!defaults->WeaponClass->IsDescendantOf(RUNTIME_CLASS(AWeapon))) - { - Printf("Invalid weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); - errorcount++; - } - } + errorcount += ResolvePointer(&defaults->WeaponClass, ti, RUNTIME_CLASS(AWeapon), "weapon type"); } } if (errorcount > 0) diff --git a/src/thingdef/thingdef.h b/src/thingdef/thingdef.h index dcfc41301..28a439a3d 100644 --- a/src/thingdef/thingdef.h +++ b/src/thingdef/thingdef.h @@ -106,7 +106,7 @@ void InstallStates(FActorInfo *info, AActor *defaults); void MakeStateDefines(const FStateLabels *list); void AddStateDefines(const FStateLabels *list); FState *P_GetState(AActor *self, FState *CallingState, int offset); -int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag); +int FinishStates (FActorInfo *actor, AActor *defaults); int ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag); FState *CheckState(FScanner &sc, PClass *type); diff --git a/src/thingdef/thingdef_parse.cpp b/src/thingdef/thingdef_parse.cpp index 67a18e5bb..a1922d9d4 100644 --- a/src/thingdef/thingdef_parse.cpp +++ b/src/thingdef/thingdef_parse.cpp @@ -526,7 +526,14 @@ void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag) { AActor *defaults = (AActor*)info->Class->Defaults; - FinishStates (sc, info, defaults, bag); + try + { + FinishStates (info, defaults); + } + catch (CRecoverableError &err) + { + sc.ScriptError(err.GetMessage()); + } InstallStates (info, defaults); if (bag.DropItemSet) { diff --git a/src/thingdef/thingdef_properties.cpp b/src/thingdef/thingdef_properties.cpp index 5b4f0c868..9143eb0a0 100644 --- a/src/thingdef/thingdef_properties.cpp +++ b/src/thingdef/thingdef_properties.cpp @@ -2013,7 +2013,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn) di->amount = 1; if (PROP_PARM_COUNT > 1) { - PROP_INT_PARM(amt, 0); + PROP_INT_PARM(amt, 1); di->amount = amt; } di->Next = bag.DropItemList; diff --git a/src/thingdef/thingdef_states.cpp b/src/thingdef/thingdef_states.cpp index b3a2d2bf4..15dbb66eb 100644 --- a/src/thingdef/thingdef_states.cpp +++ b/src/thingdef/thingdef_states.cpp @@ -387,6 +387,40 @@ void AddStateDefines(const FStateLabels *list) //========================================================================== // +// RetargetState(Pointer)s +// +// These functions are used when a goto follows one or more labels. +// Because multiple labels are permitted to occur consecutively with no +// intervening states, it is not enough to remember the last label defined +// and adjust it. So these functions search for all labels that point to +// the current position in the state array and give them a copy of the +// target string instead. +// +//========================================================================== + +static void RetargetStatePointers (intptr_t count, const char *target, TArray & statelist) +{ + for(unsigned i = 0;i 0) + { + RetargetStatePointers(count, target, statelist[i].Children); + } + } +} + +static void RetargetStates (intptr_t count, const char *target) +{ + RetargetStatePointers(count, target, StateLabels); +} + + +//========================================================================== +//*** // PrepareStateParameters // creates an empty parameter list for a parameterized function call // @@ -403,7 +437,7 @@ int PrepareStateParameters(FState * state, int numparams) } //========================================================================== -// +//*** // DoActionSpecials // handles action specials as code pointers // @@ -457,40 +491,7 @@ bool DoActionSpecials(FScanner &sc, FState & state, bool multistate, int * state } //========================================================================== -// -// RetargetState(Pointer)s -// -// These functions are used when a goto follows one or more labels. -// Because multiple labels are permitted to occur consecutively with no -// intervening states, it is not enough to remember the last label defined -// and adjust it. So these functions search for all labels that point to -// the current position in the state array and give them a copy of the -// target string instead. -// -//========================================================================== - -static void RetargetStatePointers (intptr_t count, const char *target, TArray & statelist) -{ - for(unsigned i = 0;i 0) - { - RetargetStatePointers(count, target, statelist[i].Children); - } - } -} - -static void RetargetStates (intptr_t count, const char *target) -{ - RetargetStatePointers(count, target, StateLabels); -} - -//========================================================================== -// +//*** // Reads a state label that may contain '.'s. // processes a state block // @@ -515,7 +516,7 @@ static FString ParseStateString(FScanner &sc) } //========================================================================== -// +//*** // ParseStates // parses a state block // @@ -821,7 +822,7 @@ endofstate: // //========================================================================== -static FState *ResolveGotoLabel (FScanner &sc, AActor *actor, const PClass *mytype, char *name) +static FState *ResolveGotoLabel (AActor *actor, const PClass *mytype, char *name) { const PClass *type=mytype; FState *state; @@ -849,15 +850,15 @@ static FState *ResolveGotoLabel (FScanner &sc, AActor *actor, const PClass *myty const PClass *stype = PClass::FindClass (classname); if (stype == NULL) { - sc.ScriptError ("%s is an unknown class.", classname); + I_Error ("%s is an unknown class.", classname); } if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor))) { - sc.ScriptError ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars()); + I_Error ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars()); } if (!stype->IsAncestorOf (type)) { - sc.ScriptError ("%s is not derived from %s so cannot access its states.", + I_Error ("%s is not derived from %s so cannot access its states.", type->TypeName.GetChars(), stype->TypeName.GetChars()); } if (type != stype) @@ -887,7 +888,7 @@ static FState *ResolveGotoLabel (FScanner &sc, AActor *actor, const PClass *myty } else if (v != 0) { - sc.ScriptError ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars()); + I_Error ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars()); } delete[] namestart; // free the allocated string buffer return state; @@ -922,15 +923,15 @@ static void FixStatePointers (FActorInfo *actor, TArray & list) // //========================================================================== -static void FixStatePointersAgain (FScanner &sc, FActorInfo *actor, AActor *defaults, TArray & list) +static void FixStatePointersAgain (FActorInfo *actor, AActor *defaults, TArray & list) { for(unsigned i=0;iClass, (char *)list[i].State); + list[i].State = ResolveGotoLabel (defaults, actor->Class, (char *)list[i].State); } - if (list[i].Children.Size() > 0) FixStatePointersAgain(sc, actor, defaults, list[i].Children); + if (list[i].Children.Size() > 0) FixStatePointersAgain(actor, defaults, list[i].Children); } } @@ -942,7 +943,7 @@ static void FixStatePointersAgain (FScanner &sc, FActorInfo *actor, AActor *defa // //========================================================================== -int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag) +int FinishStates (FActorInfo *actor, AActor *defaults) { static int c=0; int count = StateArray.Size(); @@ -985,7 +986,7 @@ int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &ba } else // goto { - realstates[i].NextState = ResolveGotoLabel (sc, defaults, bag.Info->Class, (char *)realstates[i].NextState); + realstates[i].NextState = ResolveGotoLabel (defaults, actor->Class, (char *)realstates[i].NextState); } } } @@ -993,7 +994,7 @@ int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &ba StateArray.Clear (); // Fix state pointers that are gotos - FixStatePointersAgain (sc, actor, defaults, StateLabels); + FixStatePointersAgain (actor, defaults, StateLabels); return count; }