/* ** 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 "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" #include "v_text.h" #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(const FScriptPosition &sc, 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::FindClass (parentName)); const PClass *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 = 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); } else if (parent->ActorInfo == NULL) { sc.Message(MSG_ERROR, "uninitialized parent type '%s' in %s", parentName.GetChars(), typeName.GetChars()); parent = RUNTIME_CLASS(AActor); } } if (native) { ti = (PClass*)PClass::FindClass(typeName); if (ti == NULL) { sc.Message(MSG_ERROR, "Unknown native class '%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->ActorInfo != NULL) { sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars()); goto create; } ti->InitializeActorInfo(); info = ti->ActorInfo; } else { create: ti = parent->CreateDerivedClass (typeName, parent->Size); info = ti->ActorInfo; } // Copy class lists from parent info->ForbiddenToPlayerClass = parent->ActorInfo->ForbiddenToPlayerClass; info->RestrictedToPlayerClass = parent->ActorInfo->RestrictedToPlayerClass; info->VisibleToPlayerClass = parent->ActorInfo->VisibleToPlayerClass; 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; } if (parent->ActorInfo->ColorSets != NULL) { // copy color sets from parent info->ColorSets = new FPlayerColorSetMap; *info->ColorSets = *parent->ActorInfo->ColorSets; } info->Replacee = info->Replacement = NULL; info->DoomEdNum = -1; return info; } //========================================================================== // // // //========================================================================== void SetReplacement(FScanner &sc, FActorInfo *info, FName replaceName) { // Check for "replaces" if (replaceName != NAME_None) { // Get actor name const PClass *replacee = PClass::FindClass (replaceName); if (replacee == NULL) { sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->Class->TypeName.GetChars()); return; } else if (replacee->ActorInfo == NULL) { sc.ScriptMessage("Replaced type '%s' for %s is not an actor", replaceName.GetChars(), info->Class->TypeName.GetChars()); return; } 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 == (unsigned)-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); } // 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::FindClass(fmt); } } //========================================================================== // // LoadActors // // Called from FActor::StaticInit() // //========================================================================== void LoadActors () { int lastlump, lump; StateParams.Clear(); GlobalSymbols.ReleaseSymbols(); DropItemList.Clear(); 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(); }