gzdoom/src/scripting/thingdef.cpp

514 lines
18 KiB
C++

/*
** thingdef.cpp
**
** Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2008 Christoph Oelckers
** Copyright 2004-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "actor.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "decallib.h"
#include "p_local.h"
#include "a_weapons.h"
#include "p_conversation.h"
#include "v_text.h"
#include "backend/codegen.h"
#include "stats.h"
#include "info.h"
#include "thingdef.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
// STATIC FUNCTION PROTOTYPES --------------------------------------------
static TMap<FState *, FScriptPosition> StateSourceLines;
static FScriptPosition unknownstatesource("unknown file", 0);
//==========================================================================
//
// PClassActor :: Finalize
//
// Installs the parsed states and does some sanity checking
//
//==========================================================================
void FinalizeClass(PClass *ccls, FStateDefinitions &statedef)
{
if (!ccls->IsDescendantOf(NAME_Actor)) return;
auto cls = static_cast<PClassActor*>(ccls);
try
{
statedef.FinishStates(cls);
}
catch (CRecoverableError &)
{
statedef.MakeStateDefines(nullptr);
throw;
}
auto def = GetDefaultByType(cls);
statedef.InstallStates(cls, def);
statedef.MakeStateDefines(nullptr);
if (cls->IsDescendantOf(NAME_Inventory))
{
def->flags |= MF_SPECIAL;
}
if (cls->IsDescendantOf(NAME_Weapon))
{
FState *ready = def->FindState(NAME_Ready);
FState *select = def->FindState(NAME_Select);
FState *deselect = def->FindState(NAME_Deselect);
FState *fire = def->FindState(NAME_Fire);
auto TypeName = cls->TypeName;
// Consider any weapon without any valid state abstract and don't output a warning
// This is for creating base classes for weapon groups that only set up some properties.
if (ready || select || deselect || fire)
{
if (!ready)
{
I_Error("Weapon %s doesn't define a ready state.", TypeName.GetChars());
}
if (!select)
{
I_Error("Weapon %s doesn't define a select state.", TypeName.GetChars());
}
if (!deselect)
{
I_Error("Weapon %s doesn't define a deselect state.", TypeName.GetChars());
}
if (!fire)
{
I_Error("Weapon %s doesn't define a fire state.", TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// Saves the state's source lines for error messages during postprocessing
//
//==========================================================================
void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions)
{
for (unsigned i = 0; i < positions.Size(); i++)
{
StateSourceLines[firststate + i] = positions[i];
}
}
FScriptPosition & GetStateSource(FState *state)
{
auto check = StateSourceLines.CheckKey(state);
return check ? *check : unknownstatesource;
}
//==========================================================================
//
// SetImplicitArgs
//
// Adds the parameters implied by the function flags.
//
//==========================================================================
void SetImplicitArgs(TArray<PType *> *args, TArray<uint32_t> *argflags, TArray<FName> *argnames, PContainerType *cls, uint32_t funcflags, int useflags)
{
// Must be called before adding any other arguments.
assert(args == nullptr || args->Size() == 0);
assert(argflags == nullptr || argflags->Size() == 0);
if (funcflags & VARF_Method)
{
// implied self pointer
if (args != nullptr) args->Push(NewPointer(cls, !!(funcflags & VARF_ReadOnly)));
if (argflags != nullptr) argflags->Push(VARF_Implicit | VARF_ReadOnly);
if (argnames != nullptr) argnames->Push(NAME_self);
}
if (funcflags & VARF_Action)
{
assert(!(funcflags & VARF_ReadOnly));
// implied caller and callingstate pointers
if (args != nullptr)
{
// Special treatment for weapons and CustomInventory flagged functions: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
if (useflags & (SUF_WEAPON|SUF_ITEM))
{
args->Insert(0, NewPointer(RUNTIME_CLASS(AActor))); // this must go in before the real pointer to the containing class.
}
else
{
args->Push(NewPointer(cls));
}
args->Push(NewPointer(NewStruct("FStateParamInfo", nullptr)));
}
if (argflags != nullptr)
{
argflags->Push(VARF_Implicit | VARF_ReadOnly);
argflags->Push(VARF_Implicit | VARF_ReadOnly);
}
if (argnames != nullptr)
{
argnames->Push(NAME_invoker);
argnames->Push(NAME_stateinfo);
}
}
}
//==========================================================================
//
// CreateAnonymousFunction
//
// Creates a function symbol for an anonymous function
// This contains actual info about the implied variables which is needed
// during code generation.
//
//==========================================================================
PFunction *CreateAnonymousFunction(PContainerType *containingclass, PType *returntype, int flags)
{
TArray<PType *> rets;
TArray<PType *> args;
TArray<uint32_t> argflags;
TArray<FName> argnames;
// Functions that only get flagged for actors do not need the additional two context parameters.
int fflags = (flags& (SUF_OVERLAY | SUF_WEAPON | SUF_ITEM)) ? VARF_Action | VARF_Method : VARF_Method;
// [ZZ] give anonymous functions the scope of their class
// (just give them VARF_Play, whatever)
fflags |= VARF_Play;
if (returntype) rets.Push(returntype);
SetImplicitArgs(&args, &argflags, &argnames, containingclass, fflags, flags);
PFunction *sym = Create<PFunction>(containingclass, NAME_None); // anonymous functions do not have names.
sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, fflags, flags);
return sym;
}
//==========================================================================
//
// FindClassMemberFunction
//
// Looks for a name in a class's symbol table and outputs appropriate messages
//
//==========================================================================
PFunction *FindClassMemberFunction(PContainerType *selfcls, PContainerType *funccls, FName name, FScriptPosition &sc, bool *error, const VersionInfo &version)
{
// Skip ACS_NamedExecuteWithResult. Anything calling this should use the builtin instead.
if (name == NAME_ACS_NamedExecuteWithResult) return nullptr;
PSymbolTable *symtable;
auto symbol = selfcls->Symbols.FindSymbolInTable(name, symtable);
auto funcsym = dyn_cast<PFunction>(symbol);
if (symbol != nullptr)
{
auto cls_ctx = PType::toClass(funccls);
auto cls_target = funcsym ? PType::toClass(funcsym->OwningClass) : nullptr;
if (funcsym == nullptr)
{
if (PClass::FindClass(name)) return nullptr; // Special case when a class's member variable hides a global class name. This should still work.
sc.Message(MSG_ERROR, "%s is not a member function of %s", name.GetChars(), selfcls->TypeName.GetChars());
}
else if ((funcsym->Variants[0].Flags & VARF_Private) && symtable != &funccls->Symbols)
{
// private access is only allowed if the symbol table belongs to the class in which the current function is being defined.
sc.Message(MSG_ERROR, "%s is declared private and not accessible", symbol->SymbolName.GetChars());
}
else if ((funcsym->Variants[0].Flags & VARF_Protected) && symtable != &funccls->Symbols && (!cls_ctx || !cls_target || !cls_ctx->Descriptor->IsDescendantOf(cls_target->Descriptor)))
{
sc.Message(MSG_ERROR, "%s is declared protected and not accessible", symbol->SymbolName.GetChars());
}
else if ((funcsym->Variants[0].Flags & VARF_Deprecated) && funcsym->mVersion <= version)
{
sc.Message(MSG_WARNING, "Call to deprecated function %s", symbol->SymbolName.GetChars());
}
}
// return nullptr if the name cannot be found in the symbol table so that the calling code can do other checks.
return funcsym;
}
//==========================================================================
//
// CreateDamageFunction
//
// creates a damage function from the given expression
//
//==========================================================================
void CreateDamageFunction(PNamespace *OutNamespace, const VersionInfo &ver, PClassActor *info, AActor *defaults, FxExpression *id, bool fromDecorate, int lumpnum)
{
if (id == nullptr)
{
defaults->DamageFunc = nullptr;
}
else
{
auto dmg = new FxReturnStatement(new FxIntCast(id, true), id->ScriptPosition);
auto funcsym = CreateAnonymousFunction(info->VMType, TypeSInt32, 0);
defaults->DamageFunc = FunctionBuildList.AddFunction(OutNamespace, ver, funcsym, dmg, FStringf("%s.DamageFunction", info->TypeName.GetChars()), fromDecorate, -1, 0, lumpnum);
}
}
//==========================================================================
//
// CheckForUnsafeStates
//
// Performs a quick analysis to find potentially bad states.
// This is not perfect because it cannot track jumps by function.
// For such cases a runtime check in the relevant places is also present.
//
//==========================================================================
static void CheckForUnsafeStates(PClassActor *obj)
{
static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
TMap<FState *, bool> checked;
ENamedName *test;
auto cwtype = PClass::FindActor(NAME_Weapon);
if (obj->IsDescendantOf(cwtype))
{
if (obj->Size == cwtype->Size) return; // This class cannot have user variables.
test = weaponstates;
}
else
{
auto citype = PClass::FindActor(NAME_CustomInventory);
if (obj->IsDescendantOf(citype))
{
if (obj->Size == citype->Size) return; // This class cannot have user variables.
test = pickupstates;
}
else return; // something else derived from StateProvider. We do not know what this may be.
}
for (; *test != NAME_None; test++)
{
FState *state = obj->FindState(*test);
while (state != nullptr && checked.CheckKey(state) == nullptr) // have we checked this state already. If yes, we can stop checking the current chain.
{
checked[state] = true;
if (state->ActionFunc && state->ActionFunc->Unsafe)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
FState::StaticGetStateName(state).GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
}
state = state->NextState;
}
}
}
//==========================================================================
//
// CheckStates
//
// Checks if states link to ones with proper restrictions
// Checks that all base labels refer a string with proper restrictions.
// For these cases a runtime check in the relevant places is also present.
//
//==========================================================================
static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName statename, const char *descript)
{
auto state = slb->State;
if (state != nullptr)
{
if (!(state->UseFlags & useflag))
{
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
obj->TypeName.GetChars(), FState::StaticGetStateName(state).GetChars(), statename.GetChars(), descript);
}
}
if (slb->Children != nullptr)
{
for (int i = 0; i < slb->Children->NumLabels; i++)
{
auto state = slb->Children->Labels[i].State;
CheckLabel(obj, &slb->Children->Labels[i], useflag, statename, descript);
}
}
}
static void CheckStateLabels(PClassActor *obj, ENamedName *test, int useflag, const char *descript)
{
FStateLabels *labels = obj->GetStateLabels();
for (; *test != NAME_None; test++)
{
auto label = labels->FindLabel(*test);
if (label != nullptr)
{
CheckLabel(obj, label, useflag, *test, descript);
}
}
}
static void CheckStates(PClassActor *obj)
{
static ENamedName actorstates[] = { NAME_Spawn, NAME_See, NAME_Melee, NAME_Missile, NAME_Pain, NAME_Death, NAME_Wound, NAME_Raise, NAME_Yes, NAME_No, NAME_Greetings, NAME_None };
static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
TMap<FState *, bool> checked;
CheckStateLabels(obj, actorstates, SUF_ACTOR, "actor sprites");
if (obj->IsDescendantOf(NAME_Weapon))
{
CheckStateLabels(obj, weaponstates, SUF_WEAPON, "weapon sprites");
}
else if (obj->IsDescendantOf(NAME_CustomInventory))
{
CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
}
for (unsigned i = 0; i < obj->GetStateCount(); i++)
{
auto state = obj->GetStates() + i;
if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
{
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
FState::StaticGetStateName(state).GetChars());
}
}
}
//==========================================================================
//
// LoadActors
//
// Called from FActor::StaticInit()
//
//==========================================================================
void ParseScripts();
void ParseAllDecorate();
void SynthesizeFlagFields();
void LoadActors()
{
cycle_t timer;
timer.Reset(); timer.Clock();
FScriptPosition::ResetErrorCounter();
InitThingdef();
FScriptPosition::StrictErrors = true;
ParseScripts();
FScriptPosition::StrictErrors = false;
ParseAllDecorate();
SynthesizeFlagFields();
FunctionBuildList.Build();
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
}
FScriptPosition::ResetErrorCounter();
for (int i = PClassActor::AllActorClasses.Size() - 1; i >= 0; i--)
{
auto ti = PClassActor::AllActorClasses[i];
if (ti->Size == TentativeClass)
{
if (ti->bOptional)
{
Printf(TEXTCOLOR_ORANGE "Class %s referenced but not defined\n", ti->TypeName.GetChars());
FScriptPosition::WarnCounter++;
// the class must be rendered harmless so that it won't cause problems.
ti->ParentClass = RUNTIME_CLASS(AActor);
ti->Size = sizeof(AActor);
}
else
{
Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
continue;
}
if (GetDefaultByType(ti) == nullptr)
{
Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
continue;
}
CheckStates(ti);
if (ti->bDecorateClass && ti->IsDescendantOf(NAME_StateProvider))
{
// either a DECORATE based weapon or CustomInventory.
// These are subject to relaxed rules for user variables in states.
// Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points
// hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error.
CheckForUnsafeStates(ti);
}
// ensure that all actor bouncers have PASSMOBJ set.
auto defaults = GetDefaultByType(ti);
if (defaults->BounceFlags & (BOUNCE_Actors | BOUNCE_AllActors))
{
// PASSMOBJ is irrelevant for normal missiles, but not for bouncers.
defaults->flags2 |= MF2_PASSMOBJ;
}
}
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors during actor postprocessing", FScriptPosition::ErrorCounter);
}
timer.Unclock();
if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
// Now we may call the scripted OnDestroy method.
PClass::bVMOperational = true;
StateSourceLines.Clear();
}