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