/* ** 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" TArray StateParameters; TArray JumpParameters; static TArray AFTable; static TArray StateArray; //========================================================================== // // Action functions // //========================================================================== //========================================================================== // // Find a function by name using a binary search // //========================================================================== static int STACK_ARGS funccmp(const void * a, const void * b) { return stricmp( ((AFuncDesc*)a)->Name, ((AFuncDesc*)b)->Name); } AFuncDesc * FindFunction(const char * string) { static bool funcsorted=false; if (!funcsorted) { TAutoSegIterator probe; while (++probe != NULL) { AFTable.Push(*probe); } AFTable.ShrinkToFit(); qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp); funcsorted=true; } int min = 0, max = AFTable.Size()-1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp (string, AFTable[mid].Name); if (lexval == 0) { return &AFTable[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return NULL; } //========================================================================== // // Find an action function in AActor's table // //========================================================================== PSymbolActionFunction *FindGlobalActionFunction(const char *name) { PSymbol *sym = RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false); if (sym != NULL && sym->SymbolType == SYM_ActionFunction) return static_cast(sym); else return NULL; } //========================================================================== // // Find a state address // //========================================================================== struct FStateDefine { FName Label; TArray Children; FState *State; }; static TArray StateLabels; void ClearStateLabels() { StateLabels.Clear(); } //========================================================================== // // Search one list of state definitions for the given name // //========================================================================== static FStateDefine * FindStateLabelInList(TArray & list, FName name, bool create) { for(unsigned i = 0; i namelist(3); FStateDefine * statedef=NULL; MakeStateNameList(name, &namelist); TArray * statelist = &StateLabels; for(unsigned i=0;iChildren; } return statedef; } void AddState (const char * statename, FState * state) { FStateDefine * std = FindStateAddress(statename); std->State = state; } //========================================================================== // // Finds the state associated with the given name // //========================================================================== FState * FindState(AActor * actor, const PClass * type, const char * name) { static TArray namelist(3); FStateDefine * statedef=NULL; MakeStateNameList(name, &namelist); TArray * statelist = &StateLabels; for(unsigned i=0;iChildren; } return statedef? statedef->State : NULL; } //========================================================================== // // Finds the state associated with the given name // //========================================================================== FState * FindStateInClass(AActor * actor, const PClass * type, const char * name) { static TArray namelist(3); MakeStateNameList(name, &namelist); FActorInfo * info = type->ActorInfo; if (info) return info->FindState(namelist.Size(), &namelist[0], true); return NULL; } //========================================================================== // // Checks if a state list is empty // A list is empty if it doesn't contain any states and no children // that contain any states // //========================================================================== static bool IsStateListEmpty(TArray & statelist) { for(unsigned i=0;iLabel - (int)B->Label); } static FStateLabels * CreateStateLabelList(TArray & statelist) { // First delete all empty labels from the list for (int i=statelist.Size()-1;i>=0;i--) { if (statelist[i].Label == NAME_None || (statelist[i].State == NULL && statelist[i].Children.Size() == 0)) { statelist.Delete(i); } } int count=statelist.Size(); if (count == 0) return NULL; FStateLabels * list = (FStateLabels*)M_Malloc(sizeof(FStateLabels)+(count-1)*sizeof(FStateLabel)); list->NumLabels = count; for (int i=0;iLabels[i].Label = statelist[i].Label; list->Labels[i].State = statelist[i].State; list->Labels[i].Children = CreateStateLabelList(statelist[i].Children); } qsort(list->Labels, count, sizeof(FStateLabel), labelcmp); return list; } //=========================================================================== // // InstallStates // // Creates the actor's state list from the current definition // //=========================================================================== void InstallStates(FActorInfo *info, AActor *defaults) { // First ensure we have a valid spawn state. FState * state = FindState(defaults, info->Class, "Spawn"); if (state == NULL) { // A NULL spawn state will crash the engine so set it to something valid. AddState("Spawn", GetDefault()->SpawnState); } if (info->StateList != NULL) { info->StateList->Destroy(); M_Free(info->StateList); } info->StateList = CreateStateLabelList(StateLabels); // Cache these states as member veriables. defaults->SpawnState = info->FindState(NAME_Spawn); defaults->SeeState = info->FindState(NAME_See); // Melee and Missile states are manipulated by the scripted marines so they // have to be stored locally defaults->MeleeState = info->FindState(NAME_Melee); defaults->MissileState = info->FindState(NAME_Missile); } //=========================================================================== // // MakeStateDefines // // Creates a list of state definitions from an existing actor // Used by Dehacked to modify an actor's state list // //=========================================================================== static void MakeStateList(const FStateLabels *list, TArray &dest) { dest.Clear(); if (list != NULL) for(int i=0;iNumLabels;i++) { FStateDefine def; def.Label = list->Labels[i].Label; def.State = list->Labels[i].State; dest.Push(def); if (list->Labels[i].Children != NULL) { MakeStateList(list->Labels[i].Children, dest[dest.Size()-1].Children); } } } void MakeStateDefines(const FStateLabels *list) { MakeStateList(list, StateLabels); } void AddStateDefines(const FStateLabels *list) { if (list != NULL) for(int i=0;iNumLabels;i++) { if (list->Labels[i].Children == NULL) { if (!FindStateLabelInList(StateLabels, list->Labels[i].Label, false)) { FStateDefine def; def.Label = list->Labels[i].Label; def.State = list->Labels[i].State; StateLabels.Push(def); } } } } //========================================================================== // // RetargetState(Pointer)s // // These functions are used when a goto follows one or more labels. // Because multiple labels are permitted to occur consecutively with no // intervening states, it is not enough to remember the last label defined // and adjust it. So these functions search for all labels that point to // the current position in the state array and give them a copy of the // target string instead. // //========================================================================== static void RetargetStatePointers (intptr_t count, const char *target, TArray & statelist) { for(unsigned i = 0;i 0) { RetargetStatePointers(count, target, statelist[i].Children); } } } static void RetargetStates (intptr_t count, const char *target) { RetargetStatePointers(count, target, StateLabels); } //========================================================================== //*** // PrepareStateParameters // creates an empty parameter list for a parameterized function call // //========================================================================== int PrepareStateParameters(FState * state, int numparams) { int paramindex=StateParameters.Size(); int i, v; v=0; for(i=0;iParameterIndex = 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); // The function expects the special to be passed as expression so we // have to convert it. specname.Format("%d", special); FScanner sc2; sc2.OpenMem("", (char*)specname.GetChars(), int(specname.Len())); StateParameters[paramindex] = ParseExpression(sc2, false, bag.Info->Class); // Make this consistent with all other parameter parsing if (sc.CheckToken('(')) { for (i = 0; i < 5;) { StateParameters[paramindex+i+1] = ParseExpression (sc, false, 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); } else if (lastlabel >= 0) { // Following a label: Retarget it. RetargetStates (count+1, statestring); } else { sc.ScriptError("GOTO before first state"); } } else if (!statestring.CompareNoCase("STOP")) { do_stop: if (laststate!=NULL) { laststate->NextState=(FState*)-1; } else if (lastlabel >=0) { 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->NextState=(FState*)-2; } else if (!statestring.CompareNoCase("LOOP")) { if (!laststate) { sc.ScriptError("LOOP before first state"); continue; } laststate->NextState=(FState*)(lastlabel+1); } else { const char * statestrp; sc.MustGetString(); if (sc.Compare (":")) { laststate = NULL; do { lastlabel = count; AddState(statestring, (FState *) (count+1)); 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(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(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); int paramstart = paramindex; bool varargs = params[numparams - 1] == '+'; if (varargs) { StateParameters[paramindex++] = 0; } else if (afd->defaultparameterindex > -1) { memcpy(&StateParameters[paramindex], &StateParameters[afd->defaultparameterindex], afd->Arguments.Len() * sizeof (StateParameters[0])); } while (*params) { 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"); } int minreq=count+v; if (minreq>minrequiredstate) minrequiredstate=minreq; } else { // Use the generic parameter parser for everything else v = ParseParameter(sc, bag.Info->Class, *params, false); } StateParameters[paramindex++] = v; params++; if (varargs) { StateParameters[paramstart]++; } if (*params) { if (*params == '+') { if (sc.CheckString(")")) { goto endofstate; } params--; v = 0; StateParameters.Push(v); } 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: 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; StateArray.Push(state); count++; } laststate=&StateArray[count]; count++; } } if (count<=minrequiredstate) { sc.ScriptError("A_Jump offset out of range in %s", actor->Class->TypeName.GetChars()); } sc.SetEscape(true); // re-enable escape sequences return count; } //========================================================================== // // ResolveGotoLabel // //========================================================================== static FState *ResolveGotoLabel (AActor *actor, const PClass *mytype, char *name) { const PClass *type=mytype; FState *state; char *namestart = name; char *label, *offset, *pt; int v; // Check for classname if ((pt = strstr (name, "::")) != NULL) { const char *classname = name; *pt = '\0'; name = pt + 2; // The classname may either be "Super" to identify this class's immediate // superclass, or it may be the name of any class that this one derives from. if (stricmp (classname, "Super") == 0) { type = type->ParentClass; actor = GetDefaultByType (type); } else { // first check whether a state of the desired name exists const PClass *stype = PClass::FindClass (classname); if (stype == NULL) { I_Error ("%s is an unknown class.", classname); } if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor))) { I_Error ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars()); } if (!stype->IsAncestorOf (type)) { I_Error ("%s is not derived from %s so cannot access its states.", type->TypeName.GetChars(), stype->TypeName.GetChars()); } if (type != stype) { type = stype; actor = GetDefaultByType (type); } } } label = name; // Check for offset offset = NULL; if ((pt = strchr (name, '+')) != NULL) { *pt = '\0'; offset = pt + 1; } v = offset ? strtol (offset, NULL, 0) : 0; // Get the state's address. if (type==mytype) state = FindState (actor, type, label); else state = FindStateInClass (actor, type, label); if (state != NULL) { state += v; } else if (v != 0) { I_Error ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars()); } delete[] namestart; // free the allocated string buffer return state; } //========================================================================== // // FixStatePointers // // Fixes an actor's default state pointers. // //========================================================================== static void FixStatePointers (FActorInfo *actor, TArray & list) { for(unsigned i=0;i= 1 && v < 0x10000) { list[i].State = actor->OwnedStates + v - 1; } if (list[i].Children.Size() > 0) FixStatePointers(actor, list[i].Children); } } //========================================================================== // // FixStatePointersAgain // // Resolves an actor's state pointers that were specified as jumps. // //========================================================================== static void FixStatePointersAgain (FActorInfo *actor, AActor *defaults, TArray & list) { for(unsigned i=0;iClass, (char *)list[i].State); } if (list[i].Children.Size() > 0) FixStatePointersAgain(actor, defaults, list[i].Children); } } //========================================================================== // // FinishStates // copies a state block and fixes all state links // //========================================================================== int FinishStates (FActorInfo *actor, AActor *defaults) { static int c=0; int count = StateArray.Size(); if (count > 0) { FState *realstates = new FState[count]; int i; int currange; memcpy(realstates, &StateArray[0], count*sizeof(FState)); actor->OwnedStates = realstates; actor->NumOwnedStates = count; // adjust the state pointers // In the case new states are added these must be adjusted, too! FixStatePointers (actor, StateLabels); for(i = currange = 0; i < count; i++) { // resolve labels and jumps switch((ptrdiff_t)realstates[i].NextState) { case 0: // next realstates[i].NextState = (i < count-1 ? &realstates[i+1] : &realstates[0]); break; case -1: // stop realstates[i].NextState = NULL; break; case -2: // wait realstates[i].NextState = &realstates[i]; break; default: // loop if ((size_t)realstates[i].NextState < 0x10000) { realstates[i].NextState = &realstates[(size_t)realstates[i].NextState-1]; } else // goto { realstates[i].NextState = ResolveGotoLabel (defaults, actor->Class, (char *)realstates[i].NextState); } } } } StateArray.Clear (); // Fix state pointers that are gotos FixStatePointersAgain (actor, defaults, StateLabels); return count; }