mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-12 15:44:10 +00:00
cc2b0b0dcf
changing game code. - made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable. - added a stub to the DECORATE parser for defining dynamic lights directly in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE which uses this GZDoom feature in the future. SVN r1935 (trunk)
406 lines
11 KiB
C++
406 lines
11 KiB
C++
/*
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** thingdef_states.cpp
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**
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** Actor definitions - the state parser
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "thingdef.h"
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#include "a_sharedglobal.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "colormatcher.h"
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#include "thingdef_exp.h"
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#include "version.h"
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//==========================================================================
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//***
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// PrepareStateParameters
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// creates an empty parameter list for a parameterized function call
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//
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//==========================================================================
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int PrepareStateParameters(FState * state, int numparams, const PClass *cls)
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{
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int paramindex=StateParams.Reserve(numparams, cls);
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state->ParameterIndex = paramindex+1;
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return paramindex;
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}
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//==========================================================================
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//***
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// DoActionSpecials
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// handles action specials as code pointers
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//
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//==========================================================================
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bool DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
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{
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int i;
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int min_args, max_args;
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FString specname = sc.String;
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int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
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if (special > 0 && min_args >= 0)
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{
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int paramindex=PrepareStateParameters(&state, 6, bag.Info->Class);
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StateParams.Set(paramindex, new FxConstant(special, sc));
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// Make this consistent with all other parameter parsing
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if (sc.CheckToken('('))
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{
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for (i = 0; i < 5;)
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{
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StateParams.Set(paramindex+i+1, ParseExpression (sc, bag.Info->Class));
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i++;
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if (!sc.CheckToken (',')) break;
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}
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sc.MustGetToken (')');
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}
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else i=0;
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if (i < min_args)
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{
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sc.ScriptError ("Too few arguments to %s", specname.GetChars());
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}
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if (i > max_args)
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{
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sc.ScriptError ("Too many arguments to %s", specname.GetChars());
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}
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state.SetAction(FindGlobalActionFunction("A_CallSpecial"), false);
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return true;
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}
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return false;
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}
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//==========================================================================
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//***
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// Reads a state label that may contain '.'s.
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// processes a state block
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//
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//==========================================================================
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static FString ParseStateString(FScanner &sc)
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{
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FString statestring;
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sc.MustGetString();
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statestring = sc.String;
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if (sc.CheckString("::"))
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{
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sc.MustGetString ();
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statestring << "::" << sc.String;
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}
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while (sc.CheckString ("."))
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{
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sc.MustGetString ();
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statestring << "." << sc.String;
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}
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return statestring;
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}
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//==========================================================================
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//***
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// ParseStates
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// parses a state block
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//
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//==========================================================================
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void ParseStates(FScanner &sc, FActorInfo * actor, AActor * defaults, Baggage &bag)
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{
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FString statestring;
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FState state;
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char lastsprite[5]="";
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sc.MustGetStringName ("{");
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sc.SetEscape(false); // disable escape sequences in the state parser
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while (!sc.CheckString ("}") && !sc.End)
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{
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memset(&state,0,sizeof(state));
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statestring = ParseStateString(sc);
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if (!statestring.CompareNoCase("GOTO"))
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{
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do_goto:
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statestring = ParseStateString(sc);
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if (sc.CheckString ("+"))
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{
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sc.MustGetNumber ();
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statestring += '+';
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statestring += sc.String;
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}
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if (!bag.statedef.SetGotoLabel(statestring))
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{
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sc.ScriptError("GOTO before first state");
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}
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}
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else if (!statestring.CompareNoCase("STOP"))
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{
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do_stop:
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if (!bag.statedef.SetStop())
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{
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sc.ScriptError("STOP before first state");
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continue;
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}
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}
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else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
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{
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if (!bag.statedef.SetWait())
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{
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sc.ScriptError("%s before first state", sc.String);
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continue;
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}
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}
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else if (!statestring.CompareNoCase("LOOP"))
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{
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if (!bag.statedef.SetLoop())
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{
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sc.ScriptError("LOOP before first state");
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continue;
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}
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}
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else
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{
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sc.MustGetString();
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if (sc.Compare (":"))
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{
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do
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{
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bag.statedef.AddStateLabel(statestring);
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statestring = ParseStateString(sc);
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if (!statestring.CompareNoCase("GOTO"))
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{
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goto do_goto;
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}
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else if (!statestring.CompareNoCase("STOP"))
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{
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goto do_stop;
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}
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sc.MustGetString ();
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} while (sc.Compare (":"));
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// continue;
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}
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sc.UnGet ();
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if (statestring.Len() != 4)
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{
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sc.ScriptError ("Sprite names must be exactly 4 characters\n");
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}
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state.sprite = GetSpriteIndex(statestring);
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state.Misc1 = state.Misc2 = 0;
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state.ParameterIndex = 0;
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sc.MustGetString();
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statestring = sc.String;
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sc.MustGetNumber();
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state.Tics = clamp<int>(sc.Number, -1, 32767);
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while (sc.GetString() && !sc.Crossed)
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{
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if (sc.Compare("BRIGHT"))
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{
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state.Frame |= SF_FULLBRIGHT;
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continue;
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}
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if (sc.Compare("OFFSET"))
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{
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// specify a weapon offset
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sc.MustGetStringName("(");
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sc.MustGetNumber();
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state.Misc1 = sc.Number;
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sc.MustGetStringName (",");
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sc.MustGetNumber();
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state.Misc2 = sc.Number;
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sc.MustGetStringName(")");
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continue;
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}
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if (sc.Compare("LIGHT"))
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{
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sc.MustGetStringName("(");
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do
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{
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sc.MustGetString();
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#ifdef DYNLIGHT
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AddStateLight(&state, sc.String);
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#endif
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}
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while (sc.CheckString(","));
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sc.MustGetStringName(")");
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continue;
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}
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// Make the action name lowercase to satisfy the gperf hashers
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strlwr (sc.String);
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if (DoActionSpecials(sc, state, bag))
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{
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goto endofstate;
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}
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PSymbol *sym = bag.Info->Class->Symbols.FindSymbol (FName(sc.String, true), true);
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if (sym != NULL && sym->SymbolType == SYM_ActionFunction)
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{
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PSymbolActionFunction *afd = static_cast<PSymbolActionFunction *>(sym);
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state.SetAction(afd, false);
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if (!afd->Arguments.IsEmpty())
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{
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const char *params = afd->Arguments.GetChars();
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int numparams = (int)afd->Arguments.Len();
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int v;
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if (!islower(*params))
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{
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sc.MustGetStringName("(");
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}
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else
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{
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if (!sc.CheckString("("))
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{
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state.ParameterIndex = afd->defaultparameterindex+1;
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goto endofstate;
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}
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}
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int paramindex = PrepareStateParameters(&state, numparams, bag.Info->Class);
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int paramstart = paramindex;
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bool varargs = params[numparams - 1] == '+';
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int varargcount=0;
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if (varargs)
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{
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paramindex++;
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}
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else if (afd->defaultparameterindex > -1)
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{
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StateParams.Copy(paramindex, afd->defaultparameterindex, int(afd->Arguments.Len()));
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}
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while (*params)
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{
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FxExpression *x;
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if ((*params == 'l' || *params == 'L') && sc.CheckNumber())
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{
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// Special case: State label as an offset
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if (sc.Number > 0 && statestring.Len() > 1)
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{
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sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
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}
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v=sc.Number;
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if (v<0)
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{
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sc.ScriptError("Negative jump offsets are not allowed");
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}
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if (v > 0)
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{
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x = new FxStateByIndex(bag.statedef.GetStateCount() + v, sc);
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}
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else
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{
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x = new FxConstant((FState*)NULL, sc);
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}
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}
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else
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{
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// Use the generic parameter parser for everything else
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x = ParseParameter(sc, bag.Info->Class, *params, false);
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}
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StateParams.Set(paramindex++, x);
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params++;
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if (varargs)
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{
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varargcount++;
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}
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if (*params)
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{
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if (*params == '+')
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{
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if (sc.CheckString(")"))
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{
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StateParams.Set(paramstart, new FxConstant(varargcount, sc));
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goto endofstate;
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}
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params--;
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StateParams.Reserve(1, bag.Info->Class);
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}
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else if ((islower(*params) || *params=='!') && sc.CheckString(")"))
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{
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goto endofstate;
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}
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sc.MustGetStringName (",");
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}
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}
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sc.MustGetStringName(")");
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}
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else
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{
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sc.MustGetString();
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if (sc.Compare("("))
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{
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sc.ScriptError("You cannot pass parameters to '%s'\n",sc.String);
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}
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sc.UnGet();
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}
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goto endofstate;
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}
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sc.ScriptError("Invalid state parameter %s\n", sc.String);
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}
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sc.UnGet();
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endofstate:
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if (!bag.statedef.AddStates(&state, statestring))
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{
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sc.ScriptError ("Invalid frame character string '%s'", statestring.GetChars());
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}
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}
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}
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sc.SetEscape(true); // re-enable escape sequences
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}
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