gzdoom-gles/src/thingdef/thingdef_states.cpp
Christoph Oelckers d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +00:00

446 lines
12 KiB
C++

/*
** thingdef_states.cpp
**
** Actor definitions - the state parser
**
**---------------------------------------------------------------------------
** Copyright 2002-2007 Christoph Oelckers
** Copyright 2004-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "actor.h"
#include "autosegs.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "p_local.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "i_system.h"
#include "colormatcher.h"
#include "thingdef_exp.h"
//==========================================================================
//***
// PrepareStateParameters
// creates an empty parameter list for a parameterized function call
//
//==========================================================================
static int PrepareStateParameters(FState * state, int numparams, const PClass *cls)
{
int paramindex=StateParams.Reserve(numparams, cls);
state->ParameterIndex = paramindex+1;
return paramindex;
}
//==========================================================================
//***
// DoActionSpecials
// handles action specials as code pointers
//
//==========================================================================
bool DoActionSpecials(FScanner &sc, FState & state, bool multistate, int * statecount, Baggage &bag)
{
int i;
int min_args, max_args;
FString specname = sc.String;
int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
if (special > 0 && min_args >= 0)
{
int paramindex=PrepareStateParameters(&state, 6, bag.Info->Class);
StateParams.Set(paramindex, new FxConstant(special, sc));
// Make this consistent with all other parameter parsing
if (sc.CheckToken('('))
{
for (i = 0; i < 5;)
{
StateParams.Set(paramindex+i+1, ParseExpression (sc, bag.Info->Class));
i++;
if (!sc.CheckToken (',')) break;
}
sc.MustGetToken (')');
}
else i=0;
if (i < min_args)
{
sc.ScriptError ("Too few arguments to %s", specname.GetChars());
}
if (i > max_args)
{
sc.ScriptError ("Too many arguments to %s", specname.GetChars());
}
state.SetAction(FindGlobalActionFunction("A_CallSpecial"), false);
return true;
}
return false;
}
//==========================================================================
//***
// Reads a state label that may contain '.'s.
// processes a state block
//
//==========================================================================
static FString ParseStateString(FScanner &sc)
{
FString statestring;
sc.MustGetString();
statestring = sc.String;
if (sc.CheckString("::"))
{
sc.MustGetString ();
statestring << "::" << sc.String;
}
while (sc.CheckString ("."))
{
sc.MustGetString ();
statestring << "." << sc.String;
}
return statestring;
}
//==========================================================================
//***
// ParseStates
// parses a state block
//
//==========================================================================
int ParseStates(FScanner &sc, FActorInfo * actor, AActor * defaults, Baggage &bag)
{
FString statestring;
intptr_t count = 0;
FState state;
FState * laststate = NULL;
intptr_t lastlabel = -1;
int minrequiredstate = -1;
int spriteindex = 0;
char lastsprite[5]="";
sc.MustGetStringName ("{");
sc.SetEscape(false); // disable escape sequences in the state parser
while (!sc.CheckString ("}") && !sc.End)
{
memset(&state,0,sizeof(state));
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
do_goto:
statestring = ParseStateString(sc);
if (sc.CheckString ("+"))
{
sc.MustGetNumber ();
statestring += '+';
statestring += sc.String;
}
// copy the text - this must be resolved later!
if (laststate != NULL)
{ // Following a state definition: Modify it.
laststate->NextState = (FState*)copystring(statestring);
laststate->DefineFlags = SDF_LABEL;
}
else if (lastlabel >= 0)
{ // Following a label: Retarget it.
bag.statedef.RetargetStates (count+1, statestring);
}
else
{
sc.ScriptError("GOTO before first state");
}
}
else if (!statestring.CompareNoCase("STOP"))
{
do_stop:
if (laststate!=NULL)
{
laststate->DefineFlags = SDF_STOP;
}
else if (lastlabel >=0)
{
bag.statedef.RetargetStates (count+1, NULL);
}
else
{
sc.ScriptError("STOP before first state");
continue;
}
}
else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
{
if (!laststate)
{
sc.ScriptError("%s before first state", sc.String);
continue;
}
laststate->DefineFlags = SDF_WAIT;
}
else if (!statestring.CompareNoCase("LOOP"))
{
if (!laststate)
{
sc.ScriptError("LOOP before first state");
continue;
}
laststate->NextState=(FState*)(lastlabel+1);
laststate->DefineFlags = SDF_INDEX;
}
else
{
const char * statestrp;
sc.MustGetString();
if (sc.Compare (":"))
{
laststate = NULL;
do
{
lastlabel = count;
bag.statedef.AddState(statestring, (FState *) (count+1), SDF_INDEX);
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
goto do_goto;
}
else if (!statestring.CompareNoCase("STOP"))
{
goto do_stop;
}
sc.MustGetString ();
} while (sc.Compare (":"));
// continue;
}
sc.UnGet ();
if (statestring.Len() != 4)
{
sc.ScriptError ("Sprite names must be exactly 4 characters\n");
}
statestring.ToUpper();
if (strcmp(statestring, lastsprite))
{
strcpy(lastsprite, statestring);
spriteindex = GetSpriteIndex(lastsprite);
}
state.sprite = spriteindex;
state.Misc1 = state.Misc2 = 0;
state.ParameterIndex = 0;
sc.MustGetString();
statestring = (sc.String+1);
statestrp = statestring;
state.Frame = (*sc.String & 223)-'A';
if ((*sc.String & 223)<'A' || (*sc.String & 223)>']')
{
sc.ScriptError ("Frames must be A-Z, [, \\, or ]");
state.Frame=0;
}
sc.MustGetNumber();
state.Tics = clamp<int>(sc.Number, -1, 32767);
while (sc.GetString() && !sc.Crossed)
{
if (sc.Compare("BRIGHT"))
{
state.Frame |= SF_FULLBRIGHT;
continue;
}
if (sc.Compare("OFFSET"))
{
// specify a weapon offset
sc.MustGetStringName("(");
sc.MustGetNumber();
state.Misc1 = sc.Number;
sc.MustGetStringName (",");
sc.MustGetNumber();
state.Misc2 = sc.Number;
sc.MustGetStringName(")");
continue;
}
// Make the action name lowercase to satisfy the gperf hashers
strlwr (sc.String);
int minreq = count;
if (DoActionSpecials(sc, state, !statestring.IsEmpty(), &minreq, bag))
{
if (minreq>minrequiredstate) minrequiredstate=minreq;
goto endofstate;
}
PSymbol *sym = bag.Info->Class->Symbols.FindSymbol (FName(sc.String, true), true);
if (sym != NULL && sym->SymbolType == SYM_ActionFunction)
{
PSymbolActionFunction *afd = static_cast<PSymbolActionFunction *>(sym);
state.SetAction(afd, false);
if (!afd->Arguments.IsEmpty())
{
const char *params = afd->Arguments.GetChars();
int numparams = (int)afd->Arguments.Len();
int v;
if (!islower(*params))
{
sc.MustGetStringName("(");
}
else
{
if (!sc.CheckString("("))
{
state.ParameterIndex = afd->defaultparameterindex+1;
goto endofstate;
}
}
int paramindex = PrepareStateParameters(&state, numparams, bag.Info->Class);
int paramstart = paramindex;
bool varargs = params[numparams - 1] == '+';
int varargcount=0;
if (varargs)
{
varargcount++;
paramindex++;
}
else if (afd->defaultparameterindex > -1)
{
StateParams.Copy(paramindex, afd->defaultparameterindex, int(afd->Arguments.Len()));
}
while (*params)
{
FxExpression *x;
if ((*params == 'l' || *params == 'L') && sc.CheckNumber())
{
// Special case: State label as an offset
if (sc.Number > 0 && strlen(statestring)>0)
{
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
}
v=sc.Number;
if (v<0)
{
sc.ScriptError("Negative jump offsets are not allowed");
}
x = new FxStateByIndex(count+v, sc);
}
else
{
// Use the generic parameter parser for everything else
x = ParseParameter(sc, bag.Info->Class, *params, false);
}
StateParams.Set(paramindex++, x);
params++;
if (varargs)
{
varargcount++;
}
if (*params)
{
if (*params == '+')
{
if (sc.CheckString(")"))
{
StateParams.Set(paramstart, new FxConstant(varargcount, sc));
goto endofstate;
}
params--;
StateParams.Reserve(1, bag.Info->Class);
}
else if ((islower(*params) || *params=='!') && sc.CheckString(")"))
{
goto endofstate;
}
sc.MustGetStringName (",");
}
}
sc.MustGetStringName(")");
}
else
{
sc.MustGetString();
if (sc.Compare("("))
{
sc.ScriptError("You cannot pass parameters to '%s'\n",sc.String);
}
sc.UnGet();
}
goto endofstate;
}
sc.ScriptError("Invalid state parameter %s\n", sc.String);
}
sc.UnGet();
endofstate:
bag.StateArray.Push(state);
while (*statestrp)
{
int frame=((*statestrp++)&223)-'A';
if (frame<0 || frame>28)
{
sc.ScriptError ("Frames must be A-Z, [, \\, or ]");
frame=0;
}
state.Frame=(state.Frame&(SF_FULLBRIGHT))|frame;
bag.StateArray.Push(state);
count++;
}
laststate=&bag.StateArray[count];
count++;
}
}
sc.SetEscape(true); // re-enable escape sequences
return count;
}