mirror of
https://github.com/ZDoom/gzdoom.git
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172 lines
5.1 KiB
C++
172 lines
5.1 KiB
C++
/*
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** thingdef.cpp
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**
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** Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2008 Christoph Oelckers
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** Copyright 2004-2008 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 "gi.h"
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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 "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "a_pickups.h"
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#include "s_sound.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 "decallib.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "m_argv.h"
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#include "p_local.h"
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#include "doomerrors.h"
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#include "a_weaponpiece.h"
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#include "p_conversation.h"
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#include "v_text.h"
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#include "thingdef.h"
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#include "codegeneration/codegen.h"
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#include "a_sharedglobal.h"
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#include "vmbuilder.h"
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#include "stats.h"
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void InitThingdef();
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// STATIC FUNCTION PROTOTYPES --------------------------------------------
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PClassActor *QuestItemClasses[31];
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//==========================================================================
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//
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// SetImplicitArgs
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//
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// Adds the parameters implied by the function flags.
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//
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//==========================================================================
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, PClass *cls, DWORD funcflags)
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{
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// Must be called before adding any other arguments.
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assert(args == NULL || args->Size() == 0);
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assert(argflags == NULL || argflags->Size() == 0);
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if (funcflags & VARF_Method)
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{
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// implied self pointer
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if (args != NULL) args->Push(NewClassPointer(cls));
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if (argflags != NULL) argflags->Push(VARF_Implicit);
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}
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if (funcflags & VARF_Action)
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{
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// implied caller and callingstate pointers
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if (args != NULL)
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{
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args->Insert(0, NewClassPointer(RUNTIME_CLASS(AActor))); // the caller must go before self due to an old design mistake.
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args->Push(TypeState);
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}
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if (argflags != NULL)
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{
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argflags->Push(VARF_Implicit);
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argflags->Push(VARF_Implicit);
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}
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}
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}
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//==========================================================================
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//
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// LoadActors
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//
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// Called from FActor::StaticInit()
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//
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//==========================================================================
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void ParseScripts();
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void ParseAllDecorate();
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void LoadActors ()
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{
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cycle_t timer;
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timer.Reset(); timer.Clock();
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FScriptPosition::ResetErrorCounter();
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InitThingdef();
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ParseScripts();
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ParseAllDecorate();
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FunctionBuildList.Build();
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if (FScriptPosition::ErrorCounter > 0)
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{
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I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
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}
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int errorcount = 0;
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for (auto ti : PClassActor::AllActorClasses)
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{
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if (ti->Size == TentativeClass)
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{
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Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
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errorcount++;
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continue;
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}
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if (GetDefaultByType(ti) == nullptr)
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{
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Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
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errorcount++;
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continue;
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}
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}
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if (errorcount > 0)
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{
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I_Error("%d errors during actor postprocessing", errorcount);
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}
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timer.Unclock();
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if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
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// Base time: ~52 ms
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// Since these are defined in DECORATE now the table has to be initialized here.
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for (int i = 0; i < 31; i++)
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{
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char fmt[20];
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mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
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QuestItemClasses[i] = PClass::FindActor(fmt);
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}
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}
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