mirror of
https://github.com/ZDoom/gzdoom.git
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83182b703d
This is a skill setting only, no "always slow" or "never slow" actor flags, and no DM flags.
455 lines
12 KiB
C++
455 lines
12 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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#include "templates.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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if (sc.CheckString("RANDOM"))
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{
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int min, max;
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sc.MustGetStringName("(");
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sc.MustGetNumber();
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min = clamp<int>(sc.Number, -1, SHRT_MAX);
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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max = clamp<int>(sc.Number, -1, SHRT_MAX);
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sc.MustGetStringName(")");
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if (min > max)
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{
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swapvalues(min, max);
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}
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state.Tics = min;
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state.TicRange = max - min;
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}
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else
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{
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sc.MustGetNumber();
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state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
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state.TicRange = 0;
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}
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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.Fullbright = true;
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continue;
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}
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if (sc.Compare("FAST"))
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{
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state.Fast = true;
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continue;
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}
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if (sc.Compare("SLOW"))
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{
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state.Slow = true;
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continue;
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}
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if (sc.Compare("NODELAY"))
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{
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if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
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{
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state.NoDelay = true;
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}
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else
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{
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sc.ScriptMessage("NODELAY may only be used immediately after Spawn:");
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}
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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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if (sc.Compare("CANRAISE"))
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{
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state.CanRaise = true;
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continue;
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}
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// Make the action name lowercase
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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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