- resorted some of thingdef.cpp's contents into more appropriate files.

- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
This commit is contained in:
Christoph Oelckers 2016-10-12 20:42:41 +02:00
parent b1a83bfd26
commit 59ed26c0b6
10 changed files with 286 additions and 220 deletions

View file

@ -65,6 +65,12 @@ void PClassInventory::ReplaceClassRef(PClass *oldclass, PClass *newclass)
}
}
void PClassInventory::Finalize(FStateDefinitions &statedef)
{
Super::Finalize(statedef);
((AActor*)Defaults)->flags |= MF_SPECIAL;
}
IMPLEMENT_CLASS(PClassAmmo)
PClassAmmo::PClassAmmo()

View file

@ -139,6 +139,7 @@ public:
PClassInventory();
virtual void DeriveData(PClass *newclass);
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
void Finalize(FStateDefinitions &statedef);
FString PickupMessage;
int GiveQuest; // Optionally give one of the quest items.
@ -274,6 +275,7 @@ protected:
public:
PClassWeapon();
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
void Finalize(FStateDefinitions &statedef);
int SlotNumber;
int SlotPriority;

View file

@ -67,6 +67,38 @@ void PClassWeapon::ReplaceClassRef(PClass *oldclass, PClass *newclass)
}
}
void PClassWeapon::Finalize(FStateDefinitions &statedef)
{
Super::Finalize(statedef);
FState *ready = FindState(NAME_Ready);
FState *select = FindState(NAME_Select);
FState *deselect = FindState(NAME_Deselect);
FState *fire = 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)
{
I_Error("Weapon %s doesn't define a ready state.", TypeName.GetChars());
}
if (!select)
{
I_Error("Weapon %s doesn't define a select state.", TypeName.GetChars());
}
if (!deselect)
{
I_Error("Weapon %s doesn't define a deselect state.", TypeName.GetChars());
}
if (!fire)
{
I_Error("Weapon %s doesn't define a fire state.", TypeName.GetChars());
}
}
}
//===========================================================================
//
// AWeapon :: Serialize

View file

@ -53,7 +53,9 @@
#include "g_level.h"
#include "stats.h"
#include "vm.h"
#include "thingdef.h"
#include "d_player.h"
#include "doomerrors.h"
extern void LoadActors ();
extern void InitBotStuff();
@ -380,6 +382,75 @@ void PClassActor::InitializeNativeDefaults()
}
}
//==========================================================================
//
// PClassActor :: SetReplacement
//
// Sets as a replacement class for another class.
//
//==========================================================================
bool PClassActor::SetReplacement(FName replaceName)
{
// Check for "replaces"
if (replaceName != NAME_None)
{
// Get actor name
PClassActor *replacee = PClass::FindActor(replaceName);
if (replacee == nullptr)
{
return false;
}
if (replacee != nullptr)
{
replacee->Replacement = this;
Replacee = replacee;
}
}
return true;
}
//==========================================================================
//
// PClassActor :: SetDropItems
//
// Sets a new drop item list
//
//==========================================================================
void PClassActor::SetDropItems(DDropItem *drops)
{
DropItems = drops;
GC::WriteBarrier(this, DropItems);
}
//==========================================================================
//
// PClassActor :: Finalize
//
// Installs the parsed states and does some sanity checking
//
//==========================================================================
void PClassActor::Finalize(FStateDefinitions &statedef)
{
AActor *defaults = (AActor*)Defaults;
try
{
statedef.FinishStates(this, defaults);
}
catch (CRecoverableError &)
{
statedef.MakeStateDefines(NULL);
throw;
}
statedef.InstallStates(this, defaults);
statedef.MakeStateDefines(NULL);
}
//==========================================================================
//
// PClassActor :: RegisterIDs

View file

@ -53,6 +53,7 @@ struct Baggage;
class FScanner;
struct FActorInfo;
class FIntCVar;
class FStateDefinitions;
enum EStateDefineFlags
{
@ -234,6 +235,9 @@ public:
void SetPainChance(FName type, int chance);
size_t PropagateMark();
void InitializeNativeDefaults();
bool SetReplacement(FName replaceName);
void SetDropItems(DDropItem *drops);
virtual void Finalize(FStateDefinitions &statedef);
FState *FindState(int numnames, FName *names, bool exact=false) const;
FState *FindStateByString(const char *name, bool exact=false);

View file

@ -57,6 +57,45 @@
#include "m_argv.h"
void ParseOldDecoration(FScanner &sc, EDefinitionType def);
EXTERN_CVAR(Bool, strictdecorate);
//==========================================================================
//
// DecoDerivedClass
//
// Create a derived class and performs some additional sanity checks
//
//==========================================================================
PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName)
{
PClassActor *type = static_cast<PClassActor *>(parent->CreateDerivedClass(typeName, parent->Size));
if (type == nullptr)
{
FString newname = typeName.GetChars();
FString sourcefile = sc.FileName;
sourcefile.Substitute(":", "@");
newname << '@' << sourcefile;
if (strictdecorate)
{
sc.Message(MSG_ERROR, "Tried to define class '%s' more than once.", typeName.GetChars());
}
else
{
// Due to backwards compatibility issues this cannot be an unconditional error.
sc.Message(MSG_WARNING, "Tried to define class '%s' more than once. Renaming class to '%s'", typeName.GetChars(), newname.GetChars());
}
type = static_cast<PClassActor *>(parent->CreateDerivedClass(newname, parent->Size));
if (type == nullptr)
{
// This we cannot handle cleanly anymore. Let's just abort and forget about the odd mod out that was this careless.
sc.Message(MSG_FATAL, "Tried to define class '%s' more than twice in the same file.", typeName.GetChars());
}
}
return type;
}
//==========================================================================
//
@ -1126,6 +1165,80 @@ static void ParseActionDef (FScanner &sc, PClassActor *cls)
ParseFunctionDef(sc, cls, funcname, rets, VARF_Method | VARF_Action);
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native)
{
PClassActor *replacee = NULL;
PClassActor *ti = NULL;
PClassActor *parent = RUNTIME_CLASS(AActor);
if (parentName != NAME_None)
{
parent = PClass::FindActor(parentName);
PClassActor *p = parent;
while (p != NULL)
{
if (p->TypeName == typeName)
{
sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
break;
}
p = dyn_cast<PClassActor>(p->ParentClass);
}
if (parent == NULL)
{
sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
parent = RUNTIME_CLASS(AActor);
}
else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
{
sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
parent = RUNTIME_CLASS(AActor);
}
}
if (native)
{
ti = PClass::FindActor(typeName);
if (ti == NULL)
{
extern void DumpTypeTable();
DumpTypeTable();
sc.Message(MSG_ERROR, "Unknown native actor '%s'", typeName.GetChars());
goto create;
}
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
{
sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
parent = RUNTIME_CLASS(AActor);
goto create;
}
else if (ti->Defaults != NULL)
{
sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
goto create;
}
ti->InitializeNativeDefaults();
ti->ParentClass->DeriveData(ti);
}
else
{
create:
ti = DecoDerivedClass(sc, parent, typeName);
}
ti->Replacee = ti->Replacement = NULL;
ti->DoomEdNum = -1;
return ti;
}
//==========================================================================
//
// Starts a new actor definition
@ -1216,7 +1329,10 @@ static PClassActor *ParseActorHeader(FScanner &sc, Baggage *bag)
info->DoomEdNum = DoomEdNum > 0 ? DoomEdNum : -1;
info->SourceLumpName = Wads.GetLumpFullPath(sc.LumpNum);
SetReplacement(sc, info, replaceName);
if (!info->SetReplacement(replaceName))
{
sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->TypeName.GetChars());
}
ResetBaggage (bag, info == RUNTIME_CLASS(AActor) ? NULL : static_cast<PClassActor *>(info->ParentClass));
bag->Info = info;
@ -1293,7 +1409,18 @@ static void ParseActor(FScanner &sc)
break;
}
}
FinishActor(sc, info, bag);
if (bag.DropItemSet)
{
bag.Info->SetDropItems(bag.DropItemList);
}
try
{
info->Finalize(bag.statedef);
}
catch (CRecoverableError &err)
{
sc.ScriptError("%s", err.GetMessage());
}
sc.SetCMode (false);
}

View file

@ -76,202 +76,6 @@ void ParseDecorate(FScanner &ctx);
// STATIC FUNCTION PROTOTYPES --------------------------------------------
PClassActor *QuestItemClasses[31];
EXTERN_CVAR(Bool, strictdecorate);
PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName)
{
PClassActor *type = static_cast<PClassActor *>(parent->CreateDerivedClass(typeName, parent->Size));
if (type == nullptr)
{
FString newname = typeName.GetChars();
FString sourcefile = sc.FileName;
sourcefile.Substitute(":", "@");
newname << '@' << sourcefile;
if (strictdecorate)
{
sc.Message(MSG_ERROR, "Tried to define class '%s' more than once.", typeName.GetChars());
}
else
{
// Due to backwards compatibility issues this cannot be an unconditional error.
sc.Message(MSG_WARNING, "Tried to define class '%s' more than once. Renaming class to '%s'", typeName.GetChars(), newname.GetChars());
}
type = static_cast<PClassActor *>(parent->CreateDerivedClass(newname, parent->Size));
if (type == nullptr)
{
// This we cannot handle cleanly anymore. Let's just abort and forget about the odd mod out that was this careless.
sc.Message(MSG_FATAL, "Tried to define class '%s' more than twice in the same file.", typeName.GetChars());
}
}
return type;
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native)
{
PClassActor *replacee = NULL;
PClassActor *ti = NULL;
PClassActor *parent = RUNTIME_CLASS(AActor);
if (parentName != NAME_None)
{
parent = PClass::FindActor(parentName);
PClassActor *p = parent;
while (p != NULL)
{
if (p->TypeName == typeName)
{
sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
break;
}
p = dyn_cast<PClassActor>(p->ParentClass);
}
if (parent == NULL)
{
sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
parent = RUNTIME_CLASS(AActor);
}
else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
{
sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
parent = RUNTIME_CLASS(AActor);
}
}
if (native)
{
ti = PClass::FindActor(typeName);
if (ti == NULL)
{
extern void DumpTypeTable();
DumpTypeTable();
sc.Message(MSG_ERROR, "Unknown native actor '%s'", typeName.GetChars());
goto create;
}
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
{
sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
parent = RUNTIME_CLASS(AActor);
goto create;
}
else if (ti->Defaults != NULL)
{
sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
goto create;
}
ti->InitializeNativeDefaults();
ti->ParentClass->DeriveData(ti);
}
else
{
create:
ti = DecoDerivedClass(sc, parent, typeName);
}
ti->Replacee = ti->Replacement = NULL;
ti->DoomEdNum = -1;
return ti;
}
//==========================================================================
//
//
//
//==========================================================================
void SetReplacement(FScanner &sc, PClassActor *info, FName replaceName)
{
// Check for "replaces"
if (replaceName != NAME_None)
{
// Get actor name
PClassActor *replacee = PClass::FindActor(replaceName);
if (replacee == NULL)
{
sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->TypeName.GetChars());
return;
}
if (replacee != NULL)
{
replacee->Replacement = info;
info->Replacee = replacee;
}
}
}
//==========================================================================
//
// Finalizes an actor definition
//
//==========================================================================
void FinishActor(const FScriptPosition &sc, PClassActor *info, Baggage &bag)
{
AActor *defaults = (AActor*)info->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)
{
info->DropItems = bag.DropItemList;
GC::WriteBarrier(info, info->DropItems);
}
if (info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
defaults->flags |= MF_SPECIAL;
}
// Weapons must be checked for all relevant states. They may crash the game otherwise.
if (info->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
FState *ready = info->FindState(NAME_Ready);
FState *select = info->FindState(NAME_Select);
FState *deselect = info->FindState(NAME_Deselect);
FState *fire = info->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", info->TypeName.GetChars());
}
if (!select)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a select state.\n", info->TypeName.GetChars());
}
if (!deselect)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a deselect state.\n", info->TypeName.GetChars());
}
if (!fire)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a fire state.\n", info->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// Do some postprocessing after everything has been defined
@ -426,14 +230,6 @@ static void FinishThingdef()
ActorDamageFuncs.DeleteAndClear();
StateTempCalls.DeleteAndClear();
// Since these are defined in DECORATE now the table has to be initialized here.
for(int i = 0; i < 31; i++)
{
char fmt[20];
mysnprintf(fmt, countof(fmt), "QuestItem%d", i+1);
QuestItemClasses[i] = PClass::FindActor(fmt);
}
}
@ -454,10 +250,11 @@ void LoadActors ()
timer.Reset(); timer.Clock();
ActorDamageFuncs.Clear();
FScriptPosition::ResetErrorCounter();
InitThingdef();
lastlump = 0;
ParseScripts();
FScriptPosition::ResetErrorCounter();
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
{
FScanner sc(lump);
@ -471,4 +268,12 @@ void LoadActors ()
timer.Unclock();
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
// Base time: ~52 ms
// Since these are defined in DECORATE now the table has to be initialized here.
for (int i = 0; i < 31; i++)
{
char fmt[20];
mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
QuestItemClasses[i] = PClass::FindActor(fmt);
}
}

View file

@ -178,10 +178,8 @@ void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, PClass *cls
//==========================================================================
PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
void SetReplacement(FScanner &sc, PClassActor *info, FName replaceName);
void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
void FinishActor(const FScriptPosition &sc, PClassActor *info, Baggage &bag);
FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *type, bool constant);

View file

@ -69,6 +69,10 @@ void ZCCCompiler::ProcessClass(ZCC_Class *cnode, PSymbolTreeNode *treenode)
name << "nodes - " << FName(cnode->NodeName);
cls->TreeNodes.SetName(name);
if (!static_cast<PClassActor *>(cnode->Type)->SetReplacement(cnode->Replaces->Id))
{
Warn(cnode, "Replaced type '%s' not found for %s", FName(cnode->Replaces->Id).GetChars(), cnode->Type->TypeName.GetChars());
}
// Need to check if the class actually has a body.
if (node != nullptr) do
@ -1836,6 +1840,10 @@ void ZCCCompiler::InitDefaults()
content = static_cast<decltype(content)>(content->SiblingNext);
} while (content != d->Content);
}
if (bag.DropItemSet)
{
bag.Info->SetDropItems(bag.DropItemList);
}
}
}
}
@ -2239,5 +2247,13 @@ void ZCCCompiler::CompileStates()
st = static_cast<decltype(st)>(st->SiblingNext);
} while (st != s->Body);
}
try
{
static_cast<PClassActor *>(c->Type())->Finalize(statedef);
}
catch (CRecoverableError &err)
{
Error(c->cls, "%s", err.GetMessage());
}
}
}

View file

@ -371,25 +371,30 @@ class Actor : Thinker native
native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
/*
States
{
Spawn:
TNT1 A -1
Stop
TNT1 A -1;
Stop;
Null:
TNT1 A 1
Stop
TNT1 A 1;
Stop;
GenericFreezeDeath:
// Generic freeze death frames. Woo!
"####" "#" 5 A_GenericFreezeDeath
"----" A 1 A_FreezeDeathChunks
Wait
#### # 5 A_GenericFreezeDeath;
---- A 1 A_FreezeDeathChunks;
Wait;
GenericCrush:
POL5 A -1
Stop
POL5 A -1;
Stop;
Test.State:
&&&& A[\] 5 offset(4,4*2);
&&&& A[\] DEFAULT_HEALTH;
abcd efgh random(3, 6);
lght blahblah 5*3 light("furz", "bläh", "rülps");
lght blahblah 5 light("boing");
goto Actor::Spawn+1;
}
*/
// Internal functions
deprecated private native state __decorate_internal_state__(state s);