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514 lines
18 KiB
C++
514 lines
18 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 "r_defs.h"
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#include "a_pickups.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "decallib.h"
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#include "p_local.h"
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#include "a_weapons.h"
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#include "p_conversation.h"
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#include "v_text.h"
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#include "backend/codegen.h"
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#include "stats.h"
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#include "info.h"
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#include "thingdef.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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static TMap<FState *, FScriptPosition> StateSourceLines;
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static FScriptPosition unknownstatesource("unknown file", 0);
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//==========================================================================
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//
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// PClassActor :: Finalize
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//
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// Installs the parsed states and does some sanity checking
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//
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//==========================================================================
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void FinalizeClass(PClass *ccls, FStateDefinitions &statedef)
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{
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if (!ccls->IsDescendantOf(NAME_Actor)) return;
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auto cls = static_cast<PClassActor*>(ccls);
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try
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{
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statedef.FinishStates(cls);
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}
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catch (CRecoverableError &)
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{
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statedef.MakeStateDefines(nullptr);
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throw;
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}
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auto def = GetDefaultByType(cls);
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statedef.InstallStates(cls, def);
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statedef.MakeStateDefines(nullptr);
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if (cls->IsDescendantOf(NAME_Inventory))
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{
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def->flags |= MF_SPECIAL;
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}
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if (cls->IsDescendantOf(NAME_Weapon))
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{
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FState *ready = def->FindState(NAME_Ready);
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FState *select = def->FindState(NAME_Select);
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FState *deselect = def->FindState(NAME_Deselect);
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FState *fire = def->FindState(NAME_Fire);
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auto TypeName = cls->TypeName;
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// Consider any weapon without any valid state abstract and don't output a warning
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// This is for creating base classes for weapon groups that only set up some properties.
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if (ready || select || deselect || fire)
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{
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if (!ready)
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{
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I_Error("Weapon %s doesn't define a ready state.", TypeName.GetChars());
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}
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if (!select)
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{
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I_Error("Weapon %s doesn't define a select state.", TypeName.GetChars());
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}
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if (!deselect)
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{
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I_Error("Weapon %s doesn't define a deselect state.", TypeName.GetChars());
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}
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if (!fire)
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{
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I_Error("Weapon %s doesn't define a fire state.", TypeName.GetChars());
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}
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}
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}
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}
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//==========================================================================
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//
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// Saves the state's source lines for error messages during postprocessing
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//
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//==========================================================================
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void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions)
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{
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for (unsigned i = 0; i < positions.Size(); i++)
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{
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StateSourceLines[firststate + i] = positions[i];
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}
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}
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FScriptPosition & GetStateSource(FState *state)
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{
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auto check = StateSourceLines.CheckKey(state);
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return check ? *check : unknownstatesource;
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}
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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<uint32_t> *argflags, TArray<FName> *argnames, PContainerType *cls, uint32_t funcflags, int useflags)
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{
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// Must be called before adding any other arguments.
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assert(args == nullptr || args->Size() == 0);
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assert(argflags == nullptr || 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 != nullptr) args->Push(NewPointer(cls, !!(funcflags & VARF_ReadOnly)));
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if (argflags != nullptr) argflags->Push(VARF_Implicit | VARF_ReadOnly);
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if (argnames != nullptr) argnames->Push(NAME_self);
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}
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if (funcflags & VARF_Action)
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{
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assert(!(funcflags & VARF_ReadOnly));
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// implied caller and callingstate pointers
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if (args != nullptr)
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{
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// 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'
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if (useflags & (SUF_WEAPON|SUF_ITEM))
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{
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args->Insert(0, NewPointer(RUNTIME_CLASS(AActor))); // this must go in before the real pointer to the containing class.
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}
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else
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{
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args->Push(NewPointer(cls));
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}
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args->Push(NewPointer(NewStruct("FStateParamInfo", nullptr)));
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}
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if (argflags != nullptr)
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{
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argflags->Push(VARF_Implicit | VARF_ReadOnly);
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argflags->Push(VARF_Implicit | VARF_ReadOnly);
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}
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if (argnames != nullptr)
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{
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argnames->Push(NAME_invoker);
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argnames->Push(NAME_stateinfo);
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}
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}
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}
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//==========================================================================
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//
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// CreateAnonymousFunction
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//
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// Creates a function symbol for an anonymous function
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// This contains actual info about the implied variables which is needed
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// during code generation.
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//
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//==========================================================================
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PFunction *CreateAnonymousFunction(PContainerType *containingclass, PType *returntype, int flags)
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{
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TArray<PType *> rets;
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TArray<PType *> args;
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TArray<uint32_t> argflags;
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TArray<FName> argnames;
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// Functions that only get flagged for actors do not need the additional two context parameters.
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int fflags = (flags& (SUF_OVERLAY | SUF_WEAPON | SUF_ITEM)) ? VARF_Action | VARF_Method : VARF_Method;
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// [ZZ] give anonymous functions the scope of their class
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// (just give them VARF_Play, whatever)
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fflags |= VARF_Play;
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if (returntype) rets.Push(returntype);
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SetImplicitArgs(&args, &argflags, &argnames, containingclass, fflags, flags);
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PFunction *sym = Create<PFunction>(containingclass, NAME_None); // anonymous functions do not have names.
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sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, fflags, flags);
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return sym;
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}
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//==========================================================================
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//
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// FindClassMemberFunction
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//
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// Looks for a name in a class's symbol table and outputs appropriate messages
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//
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//==========================================================================
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PFunction *FindClassMemberFunction(PContainerType *selfcls, PContainerType *funccls, FName name, FScriptPosition &sc, bool *error, const VersionInfo &version)
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{
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// Skip ACS_NamedExecuteWithResult. Anything calling this should use the builtin instead.
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if (name == NAME_ACS_NamedExecuteWithResult) return nullptr;
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PSymbolTable *symtable;
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auto symbol = selfcls->Symbols.FindSymbolInTable(name, symtable);
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auto funcsym = dyn_cast<PFunction>(symbol);
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if (symbol != nullptr)
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{
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auto cls_ctx = PType::toClass(funccls);
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auto cls_target = funcsym ? PType::toClass(funcsym->OwningClass) : nullptr;
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if (funcsym == nullptr)
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{
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if (PClass::FindClass(name)) return nullptr; // Special case when a class's member variable hides a global class name. This should still work.
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sc.Message(MSG_ERROR, "%s is not a member function of %s", name.GetChars(), selfcls->TypeName.GetChars());
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}
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else if ((funcsym->Variants[0].Flags & VARF_Private) && symtable != &funccls->Symbols)
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{
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// private access is only allowed if the symbol table belongs to the class in which the current function is being defined.
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sc.Message(MSG_ERROR, "%s is declared private and not accessible", symbol->SymbolName.GetChars());
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}
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else if ((funcsym->Variants[0].Flags & VARF_Protected) && symtable != &funccls->Symbols && (!cls_ctx || !cls_target || !cls_ctx->Descriptor->IsDescendantOf(cls_target->Descriptor)))
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{
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sc.Message(MSG_ERROR, "%s is declared protected and not accessible", symbol->SymbolName.GetChars());
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}
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else if ((funcsym->Variants[0].Flags & VARF_Deprecated) && funcsym->mVersion <= version)
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{
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sc.Message(MSG_WARNING, "Call to deprecated function %s", symbol->SymbolName.GetChars());
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}
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}
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// return nullptr if the name cannot be found in the symbol table so that the calling code can do other checks.
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return funcsym;
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}
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//==========================================================================
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//
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// CreateDamageFunction
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//
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// creates a damage function from the given expression
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//
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//==========================================================================
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void CreateDamageFunction(PNamespace *OutNamespace, const VersionInfo &ver, PClassActor *info, AActor *defaults, FxExpression *id, bool fromDecorate, int lumpnum)
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{
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if (id == nullptr)
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{
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defaults->DamageFunc = nullptr;
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}
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else
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{
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auto dmg = new FxReturnStatement(new FxIntCast(id, true), id->ScriptPosition);
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auto funcsym = CreateAnonymousFunction(info->VMType, TypeSInt32, 0);
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defaults->DamageFunc = FunctionBuildList.AddFunction(OutNamespace, ver, funcsym, dmg, FStringf("%s.DamageFunction", info->TypeName.GetChars()), fromDecorate, -1, 0, lumpnum);
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}
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}
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//==========================================================================
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//
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// CheckForUnsafeStates
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//
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// Performs a quick analysis to find potentially bad states.
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// This is not perfect because it cannot track jumps by function.
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// For such cases a runtime check in the relevant places is also present.
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//
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//==========================================================================
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static void CheckForUnsafeStates(PClassActor *obj)
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{
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static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
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static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
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TMap<FState *, bool> checked;
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ENamedName *test;
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auto cwtype = PClass::FindActor(NAME_Weapon);
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if (obj->IsDescendantOf(cwtype))
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{
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if (obj->Size == cwtype->Size) return; // This class cannot have user variables.
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test = weaponstates;
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}
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else
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{
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auto citype = PClass::FindActor(NAME_CustomInventory);
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if (obj->IsDescendantOf(citype))
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{
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if (obj->Size == citype->Size) return; // This class cannot have user variables.
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test = pickupstates;
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}
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else return; // something else derived from StateProvider. We do not know what this may be.
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}
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for (; *test != NAME_None; test++)
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{
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FState *state = obj->FindState(*test);
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while (state != nullptr && checked.CheckKey(state) == nullptr) // have we checked this state already. If yes, we can stop checking the current chain.
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{
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checked[state] = true;
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if (state->ActionFunc && state->ActionFunc->Unsafe)
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{
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// 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.
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
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FState::StaticGetStateName(state).GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
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}
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state = state->NextState;
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}
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}
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}
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//==========================================================================
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//
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// CheckStates
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//
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// Checks if states link to ones with proper restrictions
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// Checks that all base labels refer a string with proper restrictions.
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// For these cases a runtime check in the relevant places is also present.
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//
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//==========================================================================
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static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName statename, const char *descript)
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{
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auto state = slb->State;
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if (state != nullptr)
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{
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if (!(state->UseFlags & useflag))
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{
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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",
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obj->TypeName.GetChars(), FState::StaticGetStateName(state).GetChars(), statename.GetChars(), descript);
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}
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}
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if (slb->Children != nullptr)
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{
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for (int i = 0; i < slb->Children->NumLabels; i++)
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{
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auto state = slb->Children->Labels[i].State;
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CheckLabel(obj, &slb->Children->Labels[i], useflag, statename, descript);
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}
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}
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}
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static void CheckStateLabels(PClassActor *obj, ENamedName *test, int useflag, const char *descript)
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{
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FStateLabels *labels = obj->GetStateLabels();
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for (; *test != NAME_None; test++)
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{
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auto label = labels->FindLabel(*test);
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if (label != nullptr)
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{
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CheckLabel(obj, label, useflag, *test, descript);
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}
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}
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}
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static void CheckStates(PClassActor *obj)
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{
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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 };
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static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
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static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
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TMap<FState *, bool> checked;
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CheckStateLabels(obj, actorstates, SUF_ACTOR, "actor sprites");
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if (obj->IsDescendantOf(NAME_Weapon))
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{
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CheckStateLabels(obj, weaponstates, SUF_WEAPON, "weapon sprites");
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}
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else if (obj->IsDescendantOf(NAME_CustomInventory))
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{
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CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
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}
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for (unsigned i = 0; i < obj->GetStateCount(); i++)
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{
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auto state = obj->GetStates() + i;
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if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
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FState::StaticGetStateName(state).GetChars());
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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 SynthesizeFlagFields();
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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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FScriptPosition::StrictErrors = true;
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ParseScripts();
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FScriptPosition::StrictErrors = false;
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ParseAllDecorate();
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SynthesizeFlagFields();
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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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FScriptPosition::ResetErrorCounter();
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for (int i = PClassActor::AllActorClasses.Size() - 1; i >= 0; i--)
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{
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auto ti = PClassActor::AllActorClasses[i];
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if (ti->Size == TentativeClass)
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{
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if (ti->bOptional)
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{
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Printf(TEXTCOLOR_ORANGE "Class %s referenced but not defined\n", ti->TypeName.GetChars());
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FScriptPosition::WarnCounter++;
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// the class must be rendered harmless so that it won't cause problems.
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ti->ParentClass = RUNTIME_CLASS(AActor);
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ti->Size = sizeof(AActor);
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}
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else
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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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FScriptPosition::ErrorCounter++;
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}
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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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FScriptPosition::ErrorCounter++;
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continue;
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}
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CheckStates(ti);
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if (ti->bDecorateClass && ti->IsDescendantOf(NAME_StateProvider))
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{
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// either a DECORATE based weapon or CustomInventory.
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// These are subject to relaxed rules for user variables in states.
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// Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points
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// hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error.
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CheckForUnsafeStates(ti);
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}
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// ensure that all actor bouncers have PASSMOBJ set.
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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();
|
|
}
|