mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- added compile time checks for bad state links and state label references.
- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information. - added missing check for weapon psprites to DPSprite::SetState.
This commit is contained in:
parent
647e1399f1
commit
96d093d01f
10 changed files with 179 additions and 45 deletions
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@ -131,7 +131,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState *state)
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if (!(state->UseFlags & SUF_ITEM))
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{
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auto so = FState::StaticFindStateOwner(state);
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Printf("State %s.%d not flagged for use in CustomInventory state chains.\n", so->TypeName.GetChars(), int(state - so->OwnedStates));
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in CustomInventory state chains.\n", so->TypeName.GetChars(), int(state - so->OwnedStates));
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return false;
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}
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@ -629,7 +629,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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if (!(newstate->UseFlags & SUF_ACTOR))
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{
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auto so = FState::StaticFindStateOwner(newstate);
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Printf("State %s.%d in %s not flagged for use as an actor sprite\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates), GetClass()->TypeName.GetChars());
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Printf(TEXTCOLOR_RED "State %s.%d in %s not flagged for use as an actor sprite\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates), GetClass()->TypeName.GetChars());
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state = nullptr;
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Destroy();
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return false;
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@ -300,11 +300,22 @@ void DPSprite::SetState(FState *newstate, bool pending)
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if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
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{
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auto so = FState::StaticFindStateOwner(newstate);
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Printf("State %s.%d not flagged for use in overlays or weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in overlays or weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
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State = nullptr;
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Destroy();
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return;
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}
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else if (!(newstate->UseFlags & SUF_WEAPON))
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{
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
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{
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auto so = FState::StaticFindStateOwner(newstate);
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
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State = nullptr;
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Destroy();
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return;
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}
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}
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State = newstate;
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@ -913,7 +913,7 @@ bool FStateDefinitions::SetLoop()
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//
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//==========================================================================
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int FStateDefinitions::AddStates(FState *state, const char *framechars)
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int FStateDefinitions::AddStates(FState *state, const char *framechars, const FScriptPosition &sc)
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{
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bool error = false;
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int frame = 0;
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@ -939,6 +939,7 @@ int FStateDefinitions::AddStates(FState *state, const char *framechars)
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state->Frame = frame;
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state->SameFrame = noframe;
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StateArray.Push(*state);
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SourceLines.Push(sc);
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++count;
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// NODELAY flag is not carried past the first state
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@ -968,6 +969,7 @@ int FStateDefinitions::FinishStates(PClassActor *actor, AActor *defaults)
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memcpy(realstates, &StateArray[0], count*sizeof(FState));
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actor->OwnedStates = realstates;
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actor->NumOwnedStates = count;
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SaveStateSourceLines(realstates, SourceLines);
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// adjust the state pointers
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// In the case new states are added these must be adjusted, too!
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@ -1012,6 +1014,7 @@ int FStateDefinitions::FinishStates(PClassActor *actor, AActor *defaults)
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}
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//==========================================================================
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//
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// Prints all state label info to the logfile
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@ -5119,13 +5119,14 @@ FxExpression *FxIdentifier::Resolve(FCompileContext& ctx)
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delete this;
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return newex->Resolve(ctx);
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}
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else if (ctx.FromDecorate && ctx.Class->IsDescendantOf(RUNTIME_CLASS(AStateProvider)) && sym->IsKindOf(RUNTIME_CLASS(PField)))
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// Do this check for ZScript as well, so that a clearer error message can be printed. MSG_OPTERROR will default to MSG_ERROR there.
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else if (ctx.Function->Variants[0].SelfClass != ctx.Class && sym->IsKindOf(RUNTIME_CLASS(PField)))
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{
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FxExpression *self = new FxSelf(ScriptPosition, true);
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self = self->Resolve(ctx);
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newex = ResolveMember(ctx, ctx.Class, self, ctx.Class);
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ABORT(newex);
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ScriptPosition.Message(MSG_DEBUGWARN, "Self pointer used in ambiguous context; VM execution may abort!");
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ScriptPosition.Message(MSG_OPTERROR, "Self pointer used in ambiguous context; VM execution may abort!");
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ctx.Unsafe = true;
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}
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else
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@ -103,8 +103,8 @@ IMPLEMENT_CLASS(AFakeInventory, false, false, false, false)
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray);
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static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScanner &sc);
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FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray, TArray<FScriptPosition> &SourceLines);
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static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray<FScriptPosition> &SourceLines, FScanner &sc);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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@ -147,6 +147,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
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{
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Baggage bag;
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TArray<FState> StateArray;
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TArray<FScriptPosition> SourceLines;
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FExtraInfo extra;
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PClassActor *type;
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PClassActor *parent;
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@ -168,7 +169,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
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sc.MustGetStringName("{");
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memset (&extra, 0, sizeof(extra));
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ParseInsideDecoration (bag, (AActor *)(type->Defaults), extra, def, sc, StateArray);
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ParseInsideDecoration (bag, (AActor *)(type->Defaults), extra, def, sc, StateArray, SourceLines);
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bag.Info->NumOwnedStates = StateArray.Size();
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if (bag.Info->NumOwnedStates == 0)
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@ -192,11 +193,14 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
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{
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// Make a copy of the final frozen frame for A_FreezeDeathChunks
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FState icecopy = StateArray[extra.IceDeathEnd-1];
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FScriptPosition icepos = SourceLines[extra.IceDeathEnd - 1];
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StateArray.Push (icecopy);
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SourceLines.Push(icepos);
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type->NumOwnedStates += 1;
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}
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type->OwnedStates = new FState[type->NumOwnedStates];
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SaveStateSourceLines(type->OwnedStates, SourceLines);
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memcpy (type->OwnedStates, &StateArray[0], type->NumOwnedStates * sizeof(type->OwnedStates[0]));
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if (type->NumOwnedStates == 1)
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{
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@ -353,7 +357,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
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//==========================================================================
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static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray)
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FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray, TArray<FScriptPosition> &SourceLines)
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{
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AFakeInventory *const inv = static_cast<AFakeInventory *>(defaults);
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char sprite[5] = "TNT1";
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@ -403,7 +407,7 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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{
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sc.MustGetString ();
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extra.SpawnStart = StateArray.Size();
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ParseSpriteFrames (bag.Info, StateArray, sc);
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ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
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extra.SpawnEnd = StateArray.Size();
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}
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else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
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@ -411,21 +415,21 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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{
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sc.MustGetString ();
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extra.DeathStart = StateArray.Size();
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ParseSpriteFrames (bag.Info, StateArray, sc);
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ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
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extra.DeathEnd = StateArray.Size();
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}
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else if (def == DEF_BreakableDecoration && sc.Compare ("IceDeathFrames"))
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{
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sc.MustGetString ();
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extra.IceDeathStart = StateArray.Size();
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ParseSpriteFrames (bag.Info, StateArray, sc);
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ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
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extra.IceDeathEnd = StateArray.Size();
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}
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else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathFrames"))
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{
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sc.MustGetString ();
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extra.FireDeathStart = StateArray.Size();
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ParseSpriteFrames (bag.Info, StateArray, sc);
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ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
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extra.FireDeathEnd = StateArray.Size();
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}
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else if (def == DEF_BreakableDecoration && sc.Compare ("GenericIceDeath"))
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@ -650,12 +654,13 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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// "10:A, 15:B, 8:C, 6:B"
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//==========================================================================
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static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScanner &sc)
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static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray<FScriptPosition> &SourceLines, FScanner &sc)
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{
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FState state;
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char *token = strtok (sc.String, ",\t\n\r");
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memset (&state, 0, sizeof(state));
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state.UseFlags = info->DefaultStateUsage;
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while (token != NULL)
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{
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@ -705,6 +710,7 @@ static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScann
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if (!firstState)
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{
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states.Push (state);
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SourceLines.Push(sc);
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}
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firstState = false;
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state.Frame = *token-'A';
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if (!firstState)
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{
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states.Push (state);
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SourceLines.Push(sc);
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}
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token = strtok (NULL, ",\t\n\r");
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@ -145,6 +145,7 @@ void ParseStates(FScanner &sc, PClassActor * actor, AActor * defaults, Baggage &
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FxExpression *ScriptCode;
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FArgumentList *args = nullptr;
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int flagdef = actor->DefaultStateUsage;
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FScriptPosition scp;
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if (sc.CheckString("("))
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{
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@ -238,6 +239,7 @@ do_stop:
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sc.ScriptError ("Sprite names must be exactly 4 characters\n");
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}
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scp = sc;
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state.sprite = GetSpriteIndex(statestring);
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state.Misc1 = state.Misc2 = 0;
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sc.MustGetString();
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endofstate:
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if (ScriptCode != nullptr)
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{
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auto funcsym = CreateAnonymousFunction(actor, nullptr, VARF_Method | VARF_Action);
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auto funcsym = CreateAnonymousFunction(actor, nullptr, state.UseFlags);
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state.ActionFunc = FunctionBuildList.AddFunction(funcsym, ScriptCode, FStringf("%s.StateFunction.%d", actor->TypeName.GetChars(), bag.statedef.GetStateCount()), true);
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}
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int count = bag.statedef.AddStates(&state, statestring);
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int count = bag.statedef.AddStates(&state, statestring, scp);
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if (count < 0)
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{
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sc.ScriptError("Invalid frame character string '%s'", statestring.GetChars());
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@ -72,6 +72,30 @@ void InitThingdef();
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// STATIC FUNCTION PROTOTYPES --------------------------------------------
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PClassActor *QuestItemClasses[31];
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static TMap<FState *, FScriptPosition> StateSourceLines;
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static FScriptPosition unknownstatesource("unknown file", 0);
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//==========================================================================
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//
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// Saves the state's source lines for error messages during postprocessing
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//
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//==========================================================================
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void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions)
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{
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for (unsigned i = 0; i < positions.Size(); i++)
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{
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StateSourceLines[firststate + i] = positions[i];
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}
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}
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FScriptPosition & GetStateSource(FState *state)
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{
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auto check = StateSourceLines.CheckKey(state);
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return check ? *check : unknownstatesource;
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}
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//==========================================================================
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//
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// SetImplicitArgs
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@ -80,7 +104,7 @@ PClassActor *QuestItemClasses[31];
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//
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//==========================================================================
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags)
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags, int useflags)
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{
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// Must be called before adding any other arguments.
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assert(args == nullptr || args->Size() == 0);
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@ -98,8 +122,8 @@ void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FNam
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// implied caller and callingstate pointers
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if (args != nullptr)
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{
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// Special treatment for weapons and CustomInventorys: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
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if (cls->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
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// Special treatment for weapons and CustomInventory flagged functions: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
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if (useflags & (SUF_WEAPON|SUF_ITEM))
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{
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args->Insert(0, NewPointer(RUNTIME_CLASS(AActor))); // this must go in before the real pointer to the containing class.
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}
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@ -139,11 +163,14 @@ PFunction *CreateAnonymousFunction(PClass *containingclass, PType *returntype, i
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TArray<uint32_t> argflags;
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TArray<FName> argnames;
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// Functions that only get flagged for actors do not need the additional two context parameters.
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int fflags = (flags& (SUF_OVERLAY | SUF_WEAPON | SUF_ITEM)) ? VARF_Action | VARF_Method : VARF_Method;
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rets[0] = returntype != nullptr? returntype : TypeError; // Use TypeError as placeholder if we do not know the return type yet.
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SetImplicitArgs(&args, &argflags, &argnames, containingclass, flags);
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SetImplicitArgs(&args, &argflags, &argnames, containingclass, fflags, flags);
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PFunction *sym = new PFunction(containingclass, NAME_None); // anonymous functions do not have names.
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sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, flags);
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sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, fflags);
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return sym;
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}
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@ -201,7 +228,7 @@ void CreateDamageFunction(PClassActor *info, AActor *defaults, FxExpression *id,
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else
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{
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auto dmg = new FxReturnStatement(new FxIntCast(id, true), id->ScriptPosition);
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auto funcsym = CreateAnonymousFunction(info, TypeSInt32, VARF_Method);
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auto funcsym = CreateAnonymousFunction(info, TypeSInt32, 0);
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defaults->DamageFunc = FunctionBuildList.AddFunction(funcsym, dmg, FStringf("%s.DamageFunction", info->TypeName.GetChars()), fromDecorate);
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}
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}
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@ -215,25 +242,24 @@ void CreateDamageFunction(PClassActor *info, AActor *defaults, FxExpression *id,
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// For such cases a runtime check in the relevant places is also present.
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//
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//==========================================================================
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static int CheckForUnsafeStates(PClassActor *obj)
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static void CheckForUnsafeStates(PClassActor *obj)
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{
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static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
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static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
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TMap<FState *, bool> checked;
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ENamedName *test;
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int errors = 0;
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if (obj->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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if (obj->Size == RUNTIME_CLASS(AWeapon)->Size) return 0; // This class cannot have user variables.
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if (obj->Size == RUNTIME_CLASS(AWeapon)->Size) return; // This class cannot have user variables.
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test = weaponstates;
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}
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else if (obj->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
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{
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if (obj->Size == RUNTIME_CLASS(ACustomInventory)->Size) return 0; // This class cannot have user variables.
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if (obj->Size == RUNTIME_CLASS(ACustomInventory)->Size) return; // This class cannot have user variables.
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test = pickupstates;
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}
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else return 0; // something else derived from AStateProvider. We do not know what this may be.
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else return; // something else derived from AStateProvider. We do not know what this may be.
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for (; *test != NAME_None; test++)
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{
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@ -245,14 +271,87 @@ static int CheckForUnsafeStates(PClassActor *obj)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s.%d to %s, reached by %s.%s which accesses user variables.\n",
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owner->TypeName.GetChars(), state - owner->OwnedStates, static_cast<VMScriptFunction *>(state->ActionFunc)->PrintableName.GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
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errors++;
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n",
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owner->TypeName.GetChars(), state - owner->OwnedStates, obj->TypeName.GetChars(), FName(*test).GetChars());
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}
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state = state->NextState;
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}
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}
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return errors;
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}
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//==========================================================================
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//
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// CheckStates
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//
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// Checks if states link to ones with proper restrictions
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// Checks that all base labels refer a string with proper restrictions.
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// For these cases a runtime check in the relevant places is also present.
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//
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//==========================================================================
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static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName statename, const char *descript)
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{
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auto state = slb->State;
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if (state != nullptr)
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{
|
||||
if (!(state->UseFlags & useflag))
|
||||
{
|
||||
auto owner = FState::StaticFindStateOwner(state);
|
||||
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s.%d as %s state, but this state is not flagged for use as %s.\n",
|
||||
obj->TypeName.GetChars(), owner->TypeName.GetChars(), int(state - owner->OwnedStates), statename.GetChars(), descript);
|
||||
}
|
||||
}
|
||||
if (slb->Children != nullptr)
|
||||
{
|
||||
for (int i = 0; i < slb->Children->NumLabels; i++)
|
||||
{
|
||||
auto state = slb->Children->Labels[i].State;
|
||||
CheckLabel(obj, &slb->Children->Labels[i], useflag, statename, descript);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void CheckStateLabels(PClassActor *obj, ENamedName *test, int useflag, const char *descript)
|
||||
{
|
||||
FStateLabels *labels = obj->StateList;
|
||||
|
||||
for (; *test != NAME_None; test++)
|
||||
{
|
||||
auto label = labels->FindLabel(*test);
|
||||
if (label != nullptr)
|
||||
{
|
||||
CheckLabel(obj, label, useflag, *test, descript);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void CheckStates(PClassActor *obj)
|
||||
{
|
||||
static ENamedName actorstates[] = { NAME_Spawn, NAME_See, NAME_Melee, NAME_Missile, NAME_Pain, NAME_Death, NAME_Wound, NAME_Raise, NAME_Yes, NAME_No, NAME_Greetings, NAME_None };
|
||||
static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
|
||||
static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
|
||||
TMap<FState *, bool> checked;
|
||||
|
||||
CheckStateLabels(obj, actorstates, SUF_ACTOR, "actor sprites");
|
||||
|
||||
if (obj->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
{
|
||||
CheckStateLabels(obj, weaponstates, SUF_WEAPON, "weapon sprites");
|
||||
}
|
||||
else if (obj->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
|
||||
{
|
||||
CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
|
||||
}
|
||||
for (int i = 0; i < obj->NumOwnedStates; i++)
|
||||
{
|
||||
auto state = obj->OwnedStates + i;
|
||||
if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
|
||||
{
|
||||
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s.%d links to a state with incompatible restrictions.\n",
|
||||
obj->TypeName.GetChars(), int(state - obj->OwnedStates));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -285,41 +384,44 @@ void LoadActors ()
|
|||
{
|
||||
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
|
||||
}
|
||||
FScriptPosition::ResetErrorCounter();
|
||||
|
||||
int errorcount = 0;
|
||||
for (auto ti : PClassActor::AllActorClasses)
|
||||
{
|
||||
if (ti->Size == TentativeClass)
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
|
||||
errorcount++;
|
||||
FScriptPosition::ErrorCounter++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (GetDefaultByType(ti) == nullptr)
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
|
||||
errorcount++;
|
||||
FScriptPosition::ErrorCounter++;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
CheckStates(ti);
|
||||
|
||||
if (ti->bDecorateClass && ti->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
|
||||
{
|
||||
// either a DECORATE based weapon or CustomInventory.
|
||||
// These are subject to relaxed rules for user variables in states.
|
||||
// Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points
|
||||
// hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error.
|
||||
errorcount += CheckForUnsafeStates(ti);
|
||||
CheckForUnsafeStates(ti);
|
||||
}
|
||||
|
||||
}
|
||||
if (errorcount > 0)
|
||||
if (FScriptPosition::ErrorCounter > 0)
|
||||
{
|
||||
I_Error("%d errors during actor postprocessing", errorcount);
|
||||
I_Error("%d errors during actor postprocessing", FScriptPosition::ErrorCounter);
|
||||
}
|
||||
|
||||
timer.Unclock();
|
||||
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
|
||||
// Base time: ~52 ms
|
||||
if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
|
||||
|
||||
// Since these are defined in DECORATE now the table has to be initialized here.
|
||||
for (int i = 0; i < 31; i++)
|
||||
|
@ -328,4 +430,5 @@ void LoadActors ()
|
|||
mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
|
||||
QuestItemClasses[i] = PClass::FindActor(fmt);
|
||||
}
|
||||
StateSourceLines.Clear();
|
||||
}
|
||||
|
|
|
@ -63,6 +63,7 @@ class FStateDefinitions
|
|||
FState *laststatebeforelabel;
|
||||
intptr_t lastlabel;
|
||||
TArray<FState> StateArray;
|
||||
TArray<FScriptPosition> SourceLines;
|
||||
|
||||
static FStateDefine *FindStateLabelInList(TArray<FStateDefine> &list, FName name, bool create);
|
||||
static FStateLabels *CreateStateLabelList(TArray<FStateDefine> &statelist);
|
||||
|
@ -97,10 +98,14 @@ public:
|
|||
bool SetStop();
|
||||
bool SetWait();
|
||||
bool SetLoop();
|
||||
int AddStates(FState *state, const char *framechars);
|
||||
int AddStates(FState *state, const char *framechars, const FScriptPosition &sc);
|
||||
int GetStateCount() const { return StateArray.Size(); }
|
||||
};
|
||||
|
||||
|
||||
void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions);
|
||||
FScriptPosition & GetStateSource(FState *state);
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Extra info maintained while defining an actor.
|
||||
|
@ -152,7 +157,7 @@ void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression
|
|||
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, TArray<FName> *argnames, PClass *cls, DWORD funcflags);
|
||||
void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags, int useflags);
|
||||
PFunction *CreateAnonymousFunction(PClass *containingclass, PType *returntype, int flags);
|
||||
PFunction *FindClassMemberFunction(PClass *cls, PClass *funccls, FName name, FScriptPosition &sc, bool *error);
|
||||
void CreateDamageFunction(PClassActor *info, AActor *defaults, FxExpression *id, bool fromDecorate);
|
||||
|
|
|
@ -2096,7 +2096,9 @@ void ZCCCompiler::InitFunctions()
|
|||
(*afd->VMPointer)->ImplicitArgs = BYTE(implicitargs);
|
||||
}
|
||||
}
|
||||
SetImplicitArgs(&args, &argflags, &argnames, c->Type(), varflags);
|
||||
// Todo: parse these values from the definition
|
||||
int tempuseflags = (varflags & VARF_Action) ? SUF_WEAPON | SUF_ITEM | SUF_OVERLAY | SUF_ACTOR : SUF_ACTOR;
|
||||
SetImplicitArgs(&args, &argflags, &argnames, c->Type(), varflags, tempuseflags);
|
||||
argdefaults.Resize(argnames.Size());
|
||||
auto p = f->Params;
|
||||
bool hasoptionals = false;
|
||||
|
@ -2518,12 +2520,12 @@ void ZCCCompiler::CompileStates()
|
|||
auto code = SetupActionFunction(static_cast<PClassActor *>(c->Type()), sl->Action);
|
||||
if (code != nullptr)
|
||||
{
|
||||
auto funcsym = CreateAnonymousFunction(c->Type(), nullptr, VARF_Method | VARF_Action);
|
||||
auto funcsym = CreateAnonymousFunction(c->Type(), nullptr, state.UseFlags);
|
||||
state.ActionFunc = FunctionBuildList.AddFunction(funcsym, code, FStringf("%s.StateFunction.%d", c->Type()->TypeName.GetChars(), statedef.GetStateCount()), false, statedef.GetStateCount(), (int)sl->Frames->Len(), Lump);
|
||||
}
|
||||
}
|
||||
|
||||
int count = statedef.AddStates(&state, sl->Frames->GetChars());
|
||||
int count = statedef.AddStates(&state, sl->Frames->GetChars(), *sl);
|
||||
if (count < 0)
|
||||
{
|
||||
Error(sl, "Invalid frame character string '%s'", sl->Frames->GetChars());
|
||||
|
|
Loading…
Reference in a new issue