gzdoom/src/thingdef/thingdef.cpp

482 lines
14 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 "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "m_argv.h"
#include "p_local.h"
#include "doomerrors.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
#include "v_text.h"
#include "thingdef.h"
#include "thingdef_exp.h"
#include "a_sharedglobal.h"
#include "vmbuilder.h"
#include "stats.h"
TDeletingArray<class FxExpression *> ActorDamageFuncs;
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
void ParseDecorate(FScanner &ctx);
// STATIC FUNCTION PROTOTYPES --------------------------------------------
PClassActor *QuestItemClasses[31];
EXTERN_CVAR(Bool, strictdecorate);
PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName)
{
PClassActor *type = static_cast<PClassActor *>(parent->CreateDerivedClass(typeName, parent->Size));
if (type == nullptr)
{
FString newname = typeName.GetChars();
FString sourcefile = sc.FileName;
sourcefile.Substitute(":", "@");
newname << '@' << sourcefile;
if (strictdecorate)
{
sc.Message(MSG_ERROR, "Tried to define class '%s' more than once.", typeName.GetChars());
}
else
{
// Due to backwards compatibility issues this cannot be an unconditional error.
sc.Message(MSG_WARNING, "Tried to define class '%s' more than once. Renaming class to '%s'", typeName.GetChars(), newname.GetChars());
}
type = static_cast<PClassActor *>(parent->CreateDerivedClass(newname, parent->Size));
if (type == nullptr)
{
// This we cannot handle cleanly anymore. Let's just abort and forget about the odd mod out that was this careless.
sc.Message(MSG_FATAL, "Tried to define class '%s' more than twice in the same file.", typeName.GetChars());
}
}
return type;
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native)
{
PClassActor *replacee = NULL;
PClassActor *ti = NULL;
PClassActor *parent = RUNTIME_CLASS(AActor);
if (parentName != NAME_None)
{
parent = PClass::FindActor(parentName);
PClassActor *p = parent;
while (p != NULL)
{
if (p->TypeName == typeName)
{
sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
break;
}
p = dyn_cast<PClassActor>(p->ParentClass);
}
if (parent == NULL)
{
sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
parent = RUNTIME_CLASS(AActor);
}
else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
{
sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
parent = RUNTIME_CLASS(AActor);
}
}
if (native)
{
ti = PClass::FindActor(typeName);
if (ti == NULL)
{
extern void DumpTypeTable();
DumpTypeTable();
sc.Message(MSG_ERROR, "Unknown native actor '%s'", typeName.GetChars());
goto create;
}
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
{
sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
parent = RUNTIME_CLASS(AActor);
goto create;
}
else if (ti->Defaults != NULL)
{
sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
goto create;
}
ti->InitializeNativeDefaults();
ti->ParentClass->DeriveData(ti);
}
else
{
create:
ti = DecoDerivedClass(sc, parent, typeName);
}
ti->Replacee = ti->Replacement = NULL;
ti->DoomEdNum = -1;
return ti;
}
//==========================================================================
//
//
//
//==========================================================================
void SetReplacement(FScanner &sc, PClassActor *info, FName replaceName)
{
// Check for "replaces"
if (replaceName != NAME_None)
{
// Get actor name
PClassActor *replacee = PClass::FindActor(replaceName);
if (replacee == NULL)
{
sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->TypeName.GetChars());
return;
}
if (replacee != NULL)
{
replacee->Replacement = info;
info->Replacee = replacee;
}
}
}
//==========================================================================
//
// Finalizes an actor definition
//
//==========================================================================
void FinishActor(const FScriptPosition &sc, PClassActor *info, Baggage &bag)
{
AActor *defaults = (AActor*)info->Defaults;
try
{
bag.statedef.FinishStates (info, defaults);
}
catch (CRecoverableError &err)
{
sc.Message(MSG_ERROR, "%s", err.GetMessage());
bag.statedef.MakeStateDefines(NULL);
return;
}
bag.statedef.InstallStates (info, defaults);
bag.statedef.MakeStateDefines(NULL);
if (bag.DropItemSet)
{
info->DropItems = bag.DropItemList;
GC::WriteBarrier(info, info->DropItems);
}
if (info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
defaults->flags |= MF_SPECIAL;
}
// Weapons must be checked for all relevant states. They may crash the game otherwise.
if (info->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
FState *ready = info->FindState(NAME_Ready);
FState *select = info->FindState(NAME_Select);
FState *deselect = info->FindState(NAME_Deselect);
FState *fire = info->FindState(NAME_Fire);
// 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)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a ready state.\n", info->TypeName.GetChars());
}
if (!select)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a select state.\n", info->TypeName.GetChars());
}
if (!deselect)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a deselect state.\n", info->TypeName.GetChars());
}
if (!fire)
{
sc.Message(MSG_ERROR, "Weapon %s doesn't define a fire state.\n", info->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// Do some postprocessing after everything has been defined
//
//==========================================================================
static void DumpFunction(FILE *dump, VMScriptFunction *sfunc, const char *label, int labellen)
{
const char *marks = "=======================================================";
fprintf(dump, "\n%.*s %s %.*s", MAX(3, 38 - labellen / 2), marks, label, MAX(3, 38 - labellen / 2), marks);
fprintf(dump, "\nInteger regs: %-3d Float regs: %-3d Address regs: %-3d String regs: %-3d\nStack size: %d\n",
sfunc->NumRegD, sfunc->NumRegF, sfunc->NumRegA, sfunc->NumRegS, sfunc->MaxParam);
VMDumpConstants(dump, sfunc);
fprintf(dump, "\nDisassembly @ %p:\n", sfunc->Code);
VMDisasm(dump, sfunc->Code, sfunc->CodeSize, sfunc);
}
static void FinishThingdef()
{
int errorcount = 0;
unsigned i;
int codesize = 0;
FILE *dump = NULL;
if (Args->CheckParm("-dumpdisasm")) dump = fopen("disasm.txt", "w");
for (i = 0; i < StateTempCalls.Size(); ++i)
{
FStateTempCall *tcall = StateTempCalls[i];
VMFunction *func = nullptr;
assert(tcall->Code != NULL);
// We don't know the return type in advance for anonymous functions.
FCompileContext ctx(tcall->ActorClass, nullptr);
tcall->Code = tcall->Code->Resolve(ctx);
tcall->Proto = ctx.ReturnProto;
// Make sure resolving it didn't obliterate it.
if (tcall->Code != nullptr)
{
// Can we call this function directly without wrapping it in an
// anonymous function? e.g. Are we passing any parameters to it?
func = tcall->Code->GetDirectFunction();
if (func == nullptr)
{
VMFunctionBuilder buildit(true);
assert(tcall->Proto != nullptr);
// Allocate registers used to pass parameters in.
// self, stateowner, state (all are pointers)
buildit.Registers[REGT_POINTER].Get(3);
// Emit code
tcall->Code->Emit(&buildit);
VMScriptFunction *sfunc = buildit.MakeFunction();
sfunc->NumArgs = NAP;
// Generate prototype for this anonymous function
TArray<PType *> args(3);
SetImplicitArgs(&args, NULL, tcall->ActorClass, VARF_Method | VARF_Action);
sfunc->Proto = NewPrototype(tcall->Proto->ReturnTypes, args);
func = sfunc;
if (dump != NULL)
{
char label[64];
int labellen = mysnprintf(label, countof(label), "Function %s.States[%d] (*%d)",
tcall->ActorClass->TypeName.GetChars(), tcall->FirstState, tcall->NumStates);
DumpFunction(dump, sfunc, label, labellen);
codesize += sfunc->CodeSize;
}
}
delete tcall->Code;
tcall->Code = nullptr;
for (int k = 0; k < tcall->NumStates; ++k)
{
tcall->ActorClass->OwnedStates[tcall->FirstState + k].SetAction(func);
}
}
}
for (i = 0; i < PClassActor::AllActorClasses.Size(); i++)
{
PClassActor *ti = PClassActor::AllActorClasses[i];
if (ti->Size == TentativeClass)
{
Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
AActor *def = GetDefaultByType(ti);
if (!def)
{
Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
if (def->DamageFunc != nullptr)
{
FxDamageValue *dmg = (FxDamageValue *)ActorDamageFuncs[(uintptr_t)def->DamageFunc - 1];
VMScriptFunction *sfunc;
sfunc = dmg->GetFunction();
if (sfunc == nullptr)
{
FCompileContext ctx(ti);
dmg = static_cast<FxDamageValue *>(dmg->Resolve(ctx));
if (dmg != nullptr)
{
VMFunctionBuilder buildit;
buildit.Registers[REGT_POINTER].Get(1); // The self pointer
dmg->Emit(&buildit);
sfunc = buildit.MakeFunction();
sfunc->NumArgs = 1;
sfunc->Proto = nullptr; ///FIXME: Need a proper prototype here
// Save this function in case this damage value was reused
// (which happens quite easily with inheritance).
dmg->SetFunction(sfunc);
}
}
def->DamageFunc = sfunc;
if (dump != nullptr && sfunc != nullptr)
{
char label[64];
int labellen = mysnprintf(label, countof(label), "Function %s.Damage",
ti->TypeName.GetChars());
DumpFunction(dump, sfunc, label, labellen);
codesize += sfunc->CodeSize;
}
}
}
if (dump != NULL)
{
fprintf(dump, "\n*************************************************************************\n%i code bytes\n", codesize * 4);
fclose(dump);
}
if (errorcount > 0)
{
I_Error("%d errors during actor postprocessing", errorcount);
}
ActorDamageFuncs.DeleteAndClear();
StateTempCalls.DeleteAndClear();
// Since these are defined in DECORATE now the table has to be initialized here.
for(int i = 0; i < 31; i++)
{
char fmt[20];
mysnprintf(fmt, countof(fmt), "QuestItem%d", i+1);
QuestItemClasses[i] = PClass::FindActor(fmt);
}
}
//==========================================================================
//
// LoadActors
//
// Called from FActor::StaticInit()
//
//==========================================================================
void LoadActors ()
{
int lastlump, lump;
cycle_t timer;
timer.Reset(); timer.Clock();
ActorDamageFuncs.Clear();
FScriptPosition::ResetErrorCounter();
InitThingdef();
lastlump = 0;
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
{
FScanner sc(lump);
if (Wads.GetLumpFile(lump) == 0)
{
// define namespace 'zdoom'
}
else
{
// use namespace 'zdoom'
}
ParseDecorate (sc);
}
FinishThingdef();
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
}
timer.Unclock();
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
// Base time: ~52 ms
}