gzdoom/src/thingdef/thingdef.cpp

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/*
** thingdef.cpp
**
** Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2008 Christoph Oelckers
** Copyright 2004-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "doomerrors.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
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#include "v_text.h"
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#include "thingdef.h"
#include "thingdef_exp.h"
#include "a_sharedglobal.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
void ParseDecorate (FScanner &sc);
// STATIC FUNCTION PROTOTYPES --------------------------------------------
const PClass *QuestItemClasses[31];
PSymbolTable GlobalSymbols;
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
FActorInfo *CreateNewActor(FName typeName, FName parentName, bool native)
{
const PClass *replacee = NULL;
PClass *ti = NULL;
FActorInfo *info = NULL;
PClass *parent = RUNTIME_CLASS(AActor);
if (parentName != NAME_None)
{
parent = const_cast<PClass *> (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());
}
}
if (native)
{
ti = (PClass*)PClass::FindClass(typeName);
if (ti == NULL)
{
I_Error( "Unknown native class '%s'", typeName.GetChars());
}
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
{
I_Error( "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
}
else if (ti->ActorInfo != NULL)
{
I_Error( "Redefinition of internal class '%s'", typeName.GetChars());
}
ti->InitializeActorInfo();
info = ti->ActorInfo;
}
else
{
ti = parent->CreateDerivedClass (typeName, parent->Size);
info = ti->ActorInfo;
}
if (parent->ActorInfo->DamageFactors != NULL)
{
// copy damage factors from parent
info->DamageFactors = new DmgFactors;
*info->DamageFactors = *parent->ActorInfo->DamageFactors;
}
if (parent->ActorInfo->PainChances != NULL)
{
// copy pain chances from parent
info->PainChances = new PainChanceList;
*info->PainChances = *parent->ActorInfo->PainChances;
}
info->Replacee = info->Replacement = NULL;
info->DoomEdNum = -1;
return info;
}
//==========================================================================
//
//
//
//==========================================================================
void SetReplacement(FActorInfo *info, FName replaceName)
{
// Check for "replaces"
if (replaceName != NAME_None)
{
// Get actor name
const PClass *replacee = PClass::FindClass (replaceName);
if (replacee == NULL)
{
I_Error ("Replaced type '%s' not found in %s", replaceName.GetChars(), info->Class->TypeName.GetChars());
}
else if (replacee->ActorInfo == NULL)
{
I_Error ("Replaced type '%s' is not an actor in %s", replaceName.GetChars(), info->Class->TypeName.GetChars());
}
if (replacee != NULL)
{
replacee->ActorInfo->Replacement = info;
info->Replacee = replacee->ActorInfo;
}
}
}
//==========================================================================
//
// Finalizes an actor definition
//
//==========================================================================
void FinishActor(const FScriptPosition &sc, FActorInfo *info, Baggage &bag)
{
PClass *ti = info->Class;
AActor *defaults = (AActor*)ti->Defaults;
try
{
bag.statedef.FinishStates (info, defaults);
}
catch (CRecoverableError &err)
{
sc.Message(MSG_ERROR, "%s", err.GetMessage());
bag.statedef.MakeStateDefines(NULL);
return;
}
bag.statedef.InstallStates (info, defaults);
bag.statedef.MakeStateDefines(NULL);
if (bag.DropItemSet)
{
if (bag.DropItemList == NULL)
{
if (ti->Meta.GetMetaInt (ACMETA_DropItems) != 0)
{
ti->Meta.SetMetaInt (ACMETA_DropItems, 0);
}
}
else
{
ti->Meta.SetMetaInt (ACMETA_DropItems,
StoreDropItemChain(bag.DropItemList));
}
}
if (ti->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
defaults->flags |= MF_SPECIAL;
}
// Weapons must be checked for all relevant states. They may crash the game otherwise.
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
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)
{
if (!ready)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars());
}
if (!select)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars());
}
if (!deselect)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars());
}
if (!fire)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// Do some postprocessing after everything has been defined
//
//==========================================================================
static void FinishThingdef()
{
int errorcount = StateParams.ResolveAll();
for (unsigned i = 0;i < PClass::m_Types.Size(); i++)
{
PClass * ti = PClass::m_Types[i];
// Skip non-actors
if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue;
if (ti->Size == -1)
{
Printf("Class %s referenced but not defined\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
AActor *def = GetDefaultByType(ti);
if (!def)
{
Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
}
if (errorcount > 0)
{
I_Error("%d errors during actor postprocessing", errorcount);
}
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
// Since these are defined in DECORATE now the table has to be initialized here.
for(int i=0;i<31;i++)
{
char fmt[20];
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf(fmt, countof(fmt), "QuestItem%d", i+1);
QuestItemClasses[i] = PClass::FindClass(fmt);
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
}
}
//==========================================================================
//
// LoadActors
//
// Called from FActor::StaticInit()
//
//==========================================================================
void LoadActors ()
{
int lastlump, lump;
FScriptPosition::ResetErrorCounter();
InitThingdef();
lastlump = 0;
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
{
FScanner sc(lump);
ParseDecorate (sc);
}
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
}
FinishThingdef();
}