mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
0569d948df
- fixed: Player color sets were not inheritable. SVN r2202 (trunk)
354 lines
10 KiB
C++
354 lines
10 KiB
C++
/*
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** thingdef.cpp
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**
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** Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2008 Christoph Oelckers
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** Copyright 2004-2008 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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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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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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#include "gi.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "r_draw.h"
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#include "a_pickups.h"
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#include "s_sound.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "a_action.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "doomerrors.h"
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#include "a_hexenglobal.h"
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#include "a_weaponpiece.h"
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#include "p_conversation.h"
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#include "v_text.h"
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#include "thingdef.h"
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#include "thingdef_exp.h"
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#include "a_sharedglobal.h"
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void InitThingdef();
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void ParseDecorate (FScanner &sc);
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// STATIC FUNCTION PROTOTYPES --------------------------------------------
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const PClass *QuestItemClasses[31];
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PSymbolTable GlobalSymbols;
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//==========================================================================
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//
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// Starts a new actor definition
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//
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//==========================================================================
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FActorInfo *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native)
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{
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const PClass *replacee = NULL;
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PClass *ti = NULL;
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FActorInfo *info = NULL;
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PClass *parent = RUNTIME_CLASS(AActor);
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if (parentName != NAME_None)
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{
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parent = const_cast<PClass *> (PClass::FindClass (parentName));
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const PClass *p = parent;
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while (p != NULL)
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{
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if (p->TypeName == typeName)
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{
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sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
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break;
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}
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p = p->ParentClass;
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}
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if (parent == NULL)
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{
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sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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else if (parent->ActorInfo == NULL)
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{
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sc.Message(MSG_ERROR, "uninitialized parent type '%s' in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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}
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if (native)
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{
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ti = (PClass*)PClass::FindClass(typeName);
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if (ti == NULL)
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{
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sc.Message(MSG_ERROR, "Unknown native class '%s'", typeName.GetChars());
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goto create;
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}
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else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
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{
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sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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goto create;
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}
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else if (ti->ActorInfo != NULL)
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{
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sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
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goto create;
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}
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ti->InitializeActorInfo();
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info = ti->ActorInfo;
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}
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else
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{
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create:
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ti = parent->CreateDerivedClass (typeName, parent->Size);
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info = ti->ActorInfo;
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}
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if (parent->ActorInfo->DamageFactors != NULL)
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{
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// copy damage factors from parent
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info->DamageFactors = new DmgFactors;
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*info->DamageFactors = *parent->ActorInfo->DamageFactors;
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}
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if (parent->ActorInfo->PainChances != NULL)
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{
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// copy pain chances from parent
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info->PainChances = new PainChanceList;
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*info->PainChances = *parent->ActorInfo->PainChances;
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}
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if (parent->ActorInfo->ColorSets != NULL)
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{
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// copy color sets from parent
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info->ColorSets = new FPlayerColorSetMap;
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*info->ColorSets = *parent->ActorInfo->ColorSets;
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}
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info->Replacee = info->Replacement = NULL;
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info->DoomEdNum = -1;
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return info;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SetReplacement(FActorInfo *info, FName replaceName)
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{
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// Check for "replaces"
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if (replaceName != NAME_None)
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{
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// Get actor name
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const PClass *replacee = PClass::FindClass (replaceName);
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if (replacee == NULL)
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{
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I_Error ("Replaced type '%s' not found in %s", replaceName.GetChars(), info->Class->TypeName.GetChars());
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}
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else if (replacee->ActorInfo == NULL)
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{
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I_Error ("Replaced type '%s' is not an actor in %s", replaceName.GetChars(), info->Class->TypeName.GetChars());
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}
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if (replacee != NULL)
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{
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replacee->ActorInfo->Replacement = info;
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info->Replacee = replacee->ActorInfo;
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}
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}
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}
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//==========================================================================
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//
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// Finalizes an actor definition
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//
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//==========================================================================
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void FinishActor(const FScriptPosition &sc, FActorInfo *info, Baggage &bag)
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{
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PClass *ti = info->Class;
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AActor *defaults = (AActor*)ti->Defaults;
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try
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{
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bag.statedef.FinishStates (info, defaults);
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}
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catch (CRecoverableError &err)
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{
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sc.Message(MSG_ERROR, "%s", err.GetMessage());
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bag.statedef.MakeStateDefines(NULL);
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return;
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}
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bag.statedef.InstallStates (info, defaults);
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bag.statedef.MakeStateDefines(NULL);
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if (bag.DropItemSet)
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{
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if (bag.DropItemList == NULL)
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{
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if (ti->Meta.GetMetaInt (ACMETA_DropItems) != 0)
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{
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ti->Meta.SetMetaInt (ACMETA_DropItems, 0);
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}
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}
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else
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{
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ti->Meta.SetMetaInt (ACMETA_DropItems,
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StoreDropItemChain(bag.DropItemList));
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}
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}
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if (ti->IsDescendantOf (RUNTIME_CLASS(AInventory)))
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{
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defaults->flags |= MF_SPECIAL;
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}
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// Weapons must be checked for all relevant states. They may crash the game otherwise.
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if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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FState * ready = ti->ActorInfo->FindState(NAME_Ready);
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FState * select = ti->ActorInfo->FindState(NAME_Select);
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FState * deselect = ti->ActorInfo->FindState(NAME_Deselect);
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FState * fire = ti->ActorInfo->FindState(NAME_Fire);
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// Consider any weapon without any valid state abstract and don't output a warning
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// This is for creating base classes for weapon groups that only set up some properties.
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if (ready || select || deselect || fire)
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{
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if (!ready)
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{
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sc.Message(MSG_ERROR, "Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars());
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}
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if (!select)
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{
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sc.Message(MSG_ERROR, "Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars());
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}
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if (!deselect)
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{
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sc.Message(MSG_ERROR, "Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars());
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}
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if (!fire)
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{
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sc.Message(MSG_ERROR, "Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars());
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}
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}
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}
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}
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//==========================================================================
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//
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// Do some postprocessing after everything has been defined
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//
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//==========================================================================
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static void FinishThingdef()
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{
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int errorcount = StateParams.ResolveAll();
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for (unsigned i = 0;i < PClass::m_Types.Size(); i++)
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{
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PClass * ti = PClass::m_Types[i];
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// Skip non-actors
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if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue;
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if (ti->Size == (unsigned)-1)
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{
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Printf("Class %s referenced but not defined\n", ti->TypeName.GetChars());
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errorcount++;
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continue;
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}
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AActor *def = GetDefaultByType(ti);
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if (!def)
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{
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Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
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errorcount++;
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continue;
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}
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}
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if (errorcount > 0)
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{
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I_Error("%d errors during actor postprocessing", errorcount);
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}
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// Since these are defined in DECORATE now the table has to be initialized here.
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for(int i=0;i<31;i++)
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{
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char fmt[20];
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mysnprintf(fmt, countof(fmt), "QuestItem%d", i+1);
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QuestItemClasses[i] = PClass::FindClass(fmt);
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}
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}
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//==========================================================================
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//
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// LoadActors
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//
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// Called from FActor::StaticInit()
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//
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//==========================================================================
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void LoadActors ()
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{
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int lastlump, lump;
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FScriptPosition::ResetErrorCounter();
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InitThingdef();
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lastlump = 0;
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while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
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{
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FScanner sc(lump);
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ParseDecorate (sc);
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}
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if (FScriptPosition::ErrorCounter > 0)
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{
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I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
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}
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FinishThingdef();
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}
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