gzdoom/src/thingdef/thingdef.cpp
Christoph Oelckers b523ebd2a7 - Removed debug output.
- One line of code was accidentally deleted for last commit.

SVN r1242 (trunk)
2008-09-22 07:30:37 +00:00

746 lines
20 KiB
C++

/*
** thingdef.cpp
**
** Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2007 Christoph Oelckers
** Copyright 2004-2007 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 "r_draw.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 "p_local.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
#include "v_text.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
const PClass *QuestItemClasses[31];
//==========================================================================
//
// ParseParameter
//
// Parses aparameter - either a default in a function declaration
// or an argument in a function call.
//
//==========================================================================
int ParseParameter(FScanner &sc, PClass *cls, char type, bool constant)
{
int v;
switch(type)
{
case 'S':
case 's': // Sound name
sc.MustGetString();
return S_FindSound(sc.String);
case 'M':
case 'm': // Actor name
case 'T':
case 't': // String
sc.SetEscape(true);
sc.MustGetString();
sc.SetEscape(false);
return (int)(sc.String[0] ? FName(sc.String) : NAME_None);
case 'C':
case 'c': // Color
sc.MustGetString ();
if (sc.Compare("none"))
{
return -1;
}
else if (sc.Compare(""))
{
return 0;
}
else
{
int c = V_GetColor (NULL, sc.String);
// 0 needs to be the default so we have to mark the color.
return MAKEARGB(1, RPART(c), GPART(c), BPART(c));
}
case 'L':
case 'l':
{
if (JumpParameters.Size()==0) JumpParameters.Push(NAME_None);
v = -(int)JumpParameters.Size();
// This forces quotation marks around the state name.
sc.MustGetToken(TK_StringConst);
if (sc.String[0] == 0 || sc.Compare("None"))
{
return 0;
}
if (sc.Compare("*"))
{
if (constant) return INT_MIN;
else sc.ScriptError("Invalid state name '*'");
}
FString statestring = sc.String; // ParseStateString(sc);
const PClass *stype=NULL;
int scope = statestring.IndexOf("::");
if (scope >= 0)
{
FName scopename = FName(statestring, scope, false);
if (scopename == NAME_Super)
{
// Super refers to the direct superclass
scopename = cls->ParentClass->TypeName;
}
JumpParameters.Push(scopename);
statestring = statestring.Right(statestring.Len()-scope-2);
stype = PClass::FindClass (scopename);
if (stype == NULL)
{
sc.ScriptError ("%s is an unknown class.", scopename.GetChars());
}
if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor)))
{
sc.ScriptError ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars());
}
if (!stype->IsAncestorOf (cls))
{
sc.ScriptError ("%s is not derived from %s so cannot access its states.",
cls->TypeName.GetChars(), stype->TypeName.GetChars());
}
}
else
{
// No class name is stored. This allows 'virtual' jumps to
// labels in subclasses.
// It also means that the validity of the given state cannot
// be checked here.
JumpParameters.Push(NAME_None);
}
TArray<FName> names;
MakeStateNameList(statestring, &names);
if (stype != NULL)
{
if (!stype->ActorInfo->FindState(names.Size(), &names[0]))
{
sc.ScriptError("Jump to unknown state '%s' in class '%s'",
statestring.GetChars(), stype->TypeName.GetChars());
}
}
JumpParameters.Push((ENamedName)names.Size());
for(unsigned i=0;i<names.Size();i++)
{
JumpParameters.Push(names[i]);
}
// No offsets here. The point of jumping to labels is to avoid such things!
return v;
}
case 'X':
case 'x':
v = ParseExpression (sc, false, cls);
if (constant && !IsExpressionConst(v))
{
sc.ScriptError("Default parameter must be constant.");
}
return v;
default:
assert(false);
return -1;
}
}
//==========================================================================
//
// ActorActionDef
//
// Parses an action function definition. A lot of this is essentially
// documentation in the declaration for when I have a proper language
// ready.
//
//==========================================================================
static void ParseActionDef (FScanner &sc, PClass *cls)
{
enum
{
OPTIONAL = 1
};
AFuncDesc *afd;
FName funcname;
FString args;
TArray<int> DefaultParams;
bool hasdefaults = false;
if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
{
sc.ScriptError ("action functions can only be imported by internal class and actor definitions!");
}
sc.MustGetToken(TK_Native);
sc.MustGetToken(TK_Identifier);
funcname = sc.String;
afd = FindFunction(sc.String);
if (afd == NULL)
{
sc.ScriptError ("The function '%s' has not been exported from the executable.", sc.String);
}
sc.MustGetToken('(');
if (!sc.CheckToken(')'))
{
while (sc.TokenType != ')')
{
int flags = 0;
char type = '@';
// Retrieve flags before type name
for (;;)
{
if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
{
}
else
{
break;
}
}
// Read the variable type
sc.MustGetAnyToken();
switch (sc.TokenType)
{
case TK_Bool:
case TK_Int:
case TK_Float:
type = 'x';
break;
case TK_Sound: type = 's'; break;
case TK_String: type = 't'; break;
case TK_Name: type = 't'; break;
case TK_State: type = 'l'; break;
case TK_Color: type = 'c'; break;
case TK_Class:
sc.MustGetToken('<');
sc.MustGetToken(TK_Identifier); // Skip class name, since the parser doesn't care
sc.MustGetToken('>');
type = 'm';
break;
case TK_Ellipsis:
type = '+';
sc.MustGetToken(')');
sc.UnGet();
break;
default:
sc.ScriptError ("Unknown variable type %s", sc.TokenName(sc.TokenType, sc.String).GetChars());
break;
}
// Read the optional variable name
if (!sc.CheckToken(',') && !sc.CheckToken(')'))
{
sc.MustGetToken(TK_Identifier);
}
else
{
sc.UnGet();
}
int def;
if (sc.CheckToken('='))
{
hasdefaults = true;
flags|=OPTIONAL;
def = ParseParameter(sc, cls, type, true);
}
else
{
def = 0;
}
DefaultParams.Push(def);
if (!(flags & OPTIONAL) && type != '+')
{
type -= 'a' - 'A';
}
args += type;
sc.MustGetAnyToken();
if (sc.TokenType != ',' && sc.TokenType != ')')
{
sc.ScriptError ("Expected ',' or ')' but got %s instead", sc.TokenName(sc.TokenType, sc.String).GetChars());
}
}
}
sc.MustGetToken(';');
PSymbolActionFunction *sym = new PSymbolActionFunction;
sym->SymbolName = funcname;
sym->SymbolType = SYM_ActionFunction;
sym->Arguments = args;
sym->Function = afd->Function;
if (hasdefaults)
{
sym->defaultparameterindex = StateParameters.Size();
for(unsigned int i = 0; i < DefaultParams.Size(); i++)
StateParameters.Push(DefaultParams[i]);
}
else
{
sym->defaultparameterindex = -1;
}
if (cls->Symbols.AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in class '%s'.",
funcname.GetChars(), cls->TypeName.GetChars());
}
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
static FActorInfo *CreateNewActor(FName typeName, FName parentName, FName replaceName,
int DoomEdNum, bool native)
{
const PClass *replacee = NULL;
PClass *ti = NULL;
FActorInfo *info = NULL;
PClass *parent = RUNTIME_CLASS(AActor);
if (parentName != NAME_None)
{
parent = const_cast<PClass *> (PClass::FindClass (parentName));
if (parent == NULL)
{
I_Error ("Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
}
else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
{
I_Error ("Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
}
else if (parent->ActorInfo == NULL)
{
I_Error ("uninitialized parent type '%s' in %s", parentName.GetChars(), typeName.GetChars());
}
}
// Check for "replaces"
if (replaceName != NAME_None)
{
// Get actor name
replacee = PClass::FindClass (replaceName);
if (replacee == NULL)
{
I_Error ("Replaced type '%s' not found in %s", replaceName.GetChars(), typeName.GetChars());
}
else if (replacee->ActorInfo == NULL)
{
I_Error ("Replaced type '%s' is not an actor in %s", replaceName.GetChars(), typeName.GetChars());
}
}
if (native)
{
ti = (PClass*)PClass::FindClass(typeName);
if (ti == NULL)
{
I_Error("Unknown native class '%s'", typeName.GetChars());
}
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
{
I_Error("Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
}
else if (ti->ActorInfo != NULL)
{
I_Error("Redefinition of internal class '%s'", typeName.GetChars());
}
ti->InitializeActorInfo();
info = ti->ActorInfo;
}
else
{
ti = parent->CreateDerivedClass (typeName, parent->Size);
info = ti->ActorInfo;
}
MakeStateDefines(parent->ActorInfo->StateList);
info->DoomEdNum = -1;
if (parent->ActorInfo->DamageFactors != NULL)
{
// copy damage factors from parent
info->DamageFactors = new DmgFactors;
*info->DamageFactors = *parent->ActorInfo->DamageFactors;
}
if (parent->ActorInfo->PainChances != NULL)
{
// copy pain chances from parent
info->PainChances = new PainChanceList;
*info->PainChances = *parent->ActorInfo->PainChances;
}
if (replacee != NULL)
{
replacee->ActorInfo->Replacement = ti->ActorInfo;
ti->ActorInfo->Replacee = replacee->ActorInfo;
}
if (DoomEdNum > 0) info->DoomEdNum = DoomEdNum;
return info;
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
static FActorInfo *ParseActorHeader(FScanner &sc, Baggage *bag)
{
FName typeName;
FName parentName;
FName replaceName;
bool native = false;
int DoomEdNum = -1;
// Get actor name
sc.MustGetString();
char *colon = strchr(sc.String, ':');
if (colon != NULL)
{
*colon++ = 0;
}
typeName = sc.String;
// Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well
// without having resort to C-mode (which disallows periods in actor names.)
if (colon == NULL)
{
sc.MustGetString ();
if (sc.String[0]==':')
{
colon = sc.String + 1;
}
}
if (colon != NULL)
{
if (colon[0] == 0)
{
sc.MustGetString ();
colon = sc.String;
}
}
if (colon == NULL)
{
sc.UnGet();
}
parentName = colon;
// Check for "replaces"
if (sc.CheckString ("replaces"))
{
// Get actor name
sc.MustGetString ();
replaceName = sc.String;
}
// Now, after the actor names have been parsed, it is time to switch to C-mode
// for the rest of the actor definition.
sc.SetCMode (true);
if (sc.CheckNumber())
{
if (sc.Number>=-1 && sc.Number<32768) DoomEdNum = sc.Number;
else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
if (sc.CheckString("native"))
{
native = true;
}
try
{
FActorInfo *info = CreateNewActor(typeName, parentName, replaceName, DoomEdNum, native);
ResetBaggage (bag);
bag->Info = info;
bag->Lumpnum = sc.LumpNum;
return info;
}
catch (CRecoverableError &err)
{
sc.ScriptError("%s", err.GetMessage());
return NULL;
}
}
//==========================================================================
//
// Reads an actor definition
//
//==========================================================================
void ParseActor(FScanner &sc)
{
FActorInfo * info=NULL;
Baggage bag;
info = ParseActorHeader(sc, &bag);
sc.MustGetToken('{');
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
switch (sc.TokenType)
{
case TK_Action:
ParseActionDef (sc, info->Class);
break;
case TK_Const:
ParseConstant (sc, &info->Class->Symbols, info->Class);
break;
case TK_Enum:
ParseEnum (sc, &info->Class->Symbols, info->Class);
break;
case TK_Identifier:
// other identifier related checks here
case TK_Projectile: // special case: both keyword and property name
ParseActorProperty(sc, bag);
break;
case '+':
case '-':
ParseActorFlag(sc, bag, sc.TokenType);
break;
default:
sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars());
break;
}
FinishActor(sc, info, bag);
}
sc.SetCMode (false);
}
//==========================================================================
//
// Do some postprocessing after everything has been defined
// This also processes all the internal actors to adjust the type
// fields in the weapons
//
//==========================================================================
static int ResolvePointer(const PClass **pPtr, const PClass *owner, const PClass *destclass, const char *description)
{
fuglyname v;
v = *pPtr;
if (v != NAME_None && v.IsValidName())
{
*pPtr = PClass::FindClass(v);
if (!*pPtr)
{
Printf("Unknown %s '%s' in '%s'\n", description, v.GetChars(), owner->TypeName.GetChars());
return 1;
}
else if (!(*pPtr)->IsDescendantOf(destclass))
{
*pPtr = NULL;
Printf("Invalid %s '%s' in '%s'\n", description, v.GetChars(), owner->TypeName.GetChars());
return 1;
}
}
return 0;
}
void FinishThingdef()
{
unsigned int i;
int errorcount=0;
for (i = 0;i < PClass::m_Types.Size(); i++)
{
PClass * ti = PClass::m_Types[i];
// Skip non-actors
if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue;
AActor *def = GetDefaultByType(ti);
if (!def)
{
Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
// Friendlies never count as kills!
if (def->flags & MF_FRIENDLY)
{
def->flags &=~MF_COUNTKILL;
}
if (ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
AInventory * defaults=(AInventory *)def;
errorcount += ResolvePointer(&defaults->PickupFlash, ti, RUNTIME_CLASS(AActor), "pickup flash");
}
if (ti->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)) && ti != RUNTIME_CLASS(APowerupGiver))
{
FString typestr;
APowerupGiver * defaults=(APowerupGiver *)def;
fuglyname v;
v = defaults->PowerupType;
if (v != NAME_None && v.IsValidName())
{
typestr.Format ("Power%s", v.GetChars());
const PClass * powertype=PClass::FindClass(typestr);
if (!powertype) powertype=PClass::FindClass(v.GetChars());
if (!powertype)
{
Printf("Unknown powerup type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
Printf("Invalid powerup type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
else
{
defaults->PowerupType=powertype;
}
}
else if (v == NAME_None)
{
Printf("No powerup type specified in '%s'\n", ti->TypeName.GetChars());
errorcount++;
}
}
// the typeinfo properties of weapons have to be fixed here after all actors have been declared
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
AWeapon * defaults=(AWeapon *)def;
errorcount += ResolvePointer(&defaults->AmmoType1, ti, RUNTIME_CLASS(AAmmo), "ammo type");
errorcount += ResolvePointer(&defaults->AmmoType2, ti, RUNTIME_CLASS(AAmmo), "ammo type");
errorcount += ResolvePointer(&defaults->SisterWeaponType, ti, RUNTIME_CLASS(AWeapon), "sister weapon type");
FState * ready = ti->ActorInfo->FindState(NAME_Ready);
FState * select = ti->ActorInfo->FindState(NAME_Select);
FState * deselect = ti->ActorInfo->FindState(NAME_Deselect);
FState * fire = ti->ActorInfo->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)
{
// Do some consistency checks. If these states are undefined the weapon cannot work!
if (!ready)
{
Printf("Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars());
errorcount++;
}
if (!select)
{
Printf("Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars());
errorcount++;
}
if (!deselect)
{
Printf("Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars());
errorcount++;
}
if (!fire)
{
Printf("Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars());
errorcount++;
}
}
}
// same for the weapon type of weapon pieces.
else if (ti->IsDescendantOf(RUNTIME_CLASS(AWeaponPiece)))
{
AWeaponPiece * defaults=(AWeaponPiece *)def;
errorcount += ResolvePointer(&defaults->WeaponClass, ti, RUNTIME_CLASS(AWeapon), "weapon type");
}
}
if (errorcount > 0)
{
I_Error("%d errors during actor postprocessing", errorcount);
}
// 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::FindClass(fmt);
}
}