gzdoom/src/thingdef/thingdef.cpp
Christoph Oelckers 6b2a7b8b03 - Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
  and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
  concern here and the worst that can happen is that the wrong actor is spawned.
  This was a constant hassle when testing with WADs that contain duplicate resources.


SVN r905 (trunk)
2008-04-12 15:31:18 +00:00

773 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 "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "autosegs.h"
#include "i_system.h"
#include "p_local.h"
#include "p_effect.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "a_doomglobal.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];
//==========================================================================
//
// ActorConstDef
//
// Parses a constant definition.
//
//==========================================================================
void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
{
// Read the type and make sure it's int.
// (Maybe there will be other types later.)
sc.MustGetToken(TK_Int);
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
sc.MustGetToken('=');
int expr = ParseExpression (sc, false, cls);
sc.MustGetToken(';');
int val = EvalExpressionI (expr, NULL, cls);
PSymbolConst *sym = new PSymbolConst;
sym->SymbolName = symname;
sym->SymbolType = SYM_Const;
sym->Value = val;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in class '%s'.",
symname.GetChars(), cls->TypeName.GetChars());
}
}
//==========================================================================
//
// ActorEnumDef
//
// Parses an enum definition.
//
//==========================================================================
void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
{
int currvalue = 0;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
if (sc.CheckToken('='))
{
int expr = ParseExpression(sc, false, cls);
currvalue = EvalExpressionI(expr, NULL, cls);
}
PSymbolConst *sym = new PSymbolConst;
sym->SymbolName = symname;
sym->SymbolType = SYM_Const;
sym->Value = currvalue;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in class '%s'.",
symname.GetChars(), cls->TypeName.GetChars());
}
// This allows a comma after the last value but doesn't enforce it.
if (sc.CheckToken('}')) break;
sc.MustGetToken(',');
currvalue++;
}
sc.MustGetToken(';');
}
//==========================================================================
//
// 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)
{
#define OPTIONAL 1
#define EVAL 2
#define EVALNOT 4
AFuncDesc *afd;
FName funcname;
FString args;
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_Optional))
{
flags |= OPTIONAL;
}
else if (sc.CheckToken(TK_Eval))
{
flags |= EVAL;
}
else if (sc.CheckToken(TK_EvalNot))
{
flags |= EVALNOT;
}
else if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
{
}
else
{
break;
}
}
// Read the variable type
sc.MustGetAnyToken();
switch (sc.TokenType)
{
case TK_Bool: type = 'i'; break;
case TK_Int: type = 'i'; break;
case TK_Float: type = 'f'; 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();
}
// If eval or evalnot were a flag, hey the decorate parser doesn't actually care about the type.
if (flags & EVALNOT)
{
type = 'y';
}
else if (flags & EVAL)
{
type = 'x';
}
if (!(flags & OPTIONAL) && type != '+')
{
type -= 'a' - 'A';
}
#undef OPTIONAL
#undef EVAL
#undef EVALNOT
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 (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(FScanner &sc, FActorInfo **parentc, Baggage *bag)
{
FName typeName;
// Get actor name
sc.MustGetString();
char *colon = strchr(sc.String, ':');
if (colon != NULL)
{
*colon++ = 0;
}
/*
if (PClass::FindClass (sc.String) != NULL)
{
sc.ScriptError ("Actor %s is already defined.", sc.String);
}
*/
typeName = sc.String;
PClass *parent = RUNTIME_CLASS(AActor);
if (parentc)
{
*parentc = NULL;
// 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)
{
parent = const_cast<PClass *> (PClass::FindClass (colon));
if (parent == NULL)
{
sc.ScriptError ("Parent type '%s' not found", colon);
}
else if (parent->ActorInfo == NULL)
{
sc.ScriptError ("Parent type '%s' is not an actor", colon);
}
else
{
*parentc = parent->ActorInfo;
}
}
else sc.UnGet();
}
PClass *ti = parent->CreateDerivedClass (typeName, parent->Size);
FActorInfo *info = ti->ActorInfo;
MakeStateDefines(parent->ActorInfo->StateList);
ResetBaggage (bag);
bag->Info = info;
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;
}
// Check for "replaces"
sc.MustGetString ();
if (sc.Compare ("replaces"))
{
const PClass *replacee;
// Get actor name
sc.MustGetString ();
replacee = PClass::FindClass (sc.String);
if (replacee == NULL)
{
sc.ScriptError ("Replaced type '%s' not found", sc.String);
}
else if (replacee->ActorInfo == NULL)
{
sc.ScriptError ("Replaced type '%s' is not an actor", sc.String);
}
replacee->ActorInfo->Replacement = ti->ActorInfo;
ti->ActorInfo->Replacee = replacee->ActorInfo;
}
else
{
sc.UnGet();
}
// 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) info->DoomEdNum = sc.Number;
else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
if (parent == RUNTIME_CLASS(AWeapon))
{
// preinitialize kickback to the default for the game
((AWeapon*)(info->Class->Defaults))->Kickback=gameinfo.defKickback;
}
return info;
}
//==========================================================================
//
// Reads an actor definition
//
//==========================================================================
void ParseActor(FScanner &sc)
{
FActorInfo * info=NULL;
Baggage bag;
try
{
FActorInfo * parent;
info = CreateNewActor(sc, &parent, &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);
}
catch(CRecoverableError & e)
{
throw e;
}
// I think this is better than a crash log.
#ifndef _DEBUG
catch (...)
{
if (info)
sc.ScriptError("Unexpected error during parsing of actor %s", info->Class->TypeName.GetChars());
else
sc.ScriptError("Unexpected error during parsing of actor definitions");
}
#endif
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
//
//==========================================================================
void FinishThingdef()
{
unsigned int i;
bool isRuntimeActor=false;
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;
// Everything coming after the first runtime actor is also a runtime actor
// so this check is sufficient
if (ti == PClass::m_RuntimeActors[0])
{
isRuntimeActor=true;
}
// Friendlies never count as kills!
if (GetDefaultByType(ti)->flags & MF_FRIENDLY)
{
GetDefaultByType(ti)->flags &=~MF_COUNTKILL;
}
if (ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
AInventory * defaults=(AInventory *)ti->Defaults;
fuglyname v;
v = defaults->PickupFlash;
if (v != NAME_None && v.IsValidName())
{
defaults->PickupFlash = PClass::FindClass(v);
if (isRuntimeActor)
{
if (!defaults->PickupFlash)
{
Printf("Unknown pickup flash '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
}
}
}
if (ti->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)) && ti != RUNTIME_CLASS(APowerupGiver))
{
FString typestr;
APowerupGiver * defaults=(APowerupGiver *)ti->Defaults;
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 *)ti->Defaults;
fuglyname v;
v = defaults->AmmoType1;
if (v != NAME_None && v.IsValidName())
{
defaults->AmmoType1 = PClass::FindClass(v);
if (isRuntimeActor)
{
if (!defaults->AmmoType1)
{
Printf("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
else if (defaults->AmmoType1->ParentClass != RUNTIME_CLASS(AAmmo))
{
Printf("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
}
}
v = defaults->AmmoType2;
if (v != NAME_None && v.IsValidName())
{
defaults->AmmoType2 = PClass::FindClass(v);
if (isRuntimeActor)
{
if (!defaults->AmmoType2)
{
Printf("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
else if (defaults->AmmoType2->ParentClass != RUNTIME_CLASS(AAmmo))
{
Printf("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
}
}
v = defaults->SisterWeaponType;
if (v != NAME_None && v.IsValidName())
{
defaults->SisterWeaponType = PClass::FindClass(v);
if (isRuntimeActor)
{
if (!defaults->SisterWeaponType)
{
Printf("Unknown sister weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
else if (!defaults->SisterWeaponType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
Printf("Invalid sister weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
}
}
if (isRuntimeActor)
{
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 *)ti->Defaults;
fuglyname v;
v = defaults->WeaponClass;
if (v != NAME_None && v.IsValidName())
{
defaults->WeaponClass = PClass::FindClass(v);
if (!defaults->WeaponClass)
{
Printf("Unknown weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
else if (!defaults->WeaponClass->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
Printf("Invalid weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
errorcount++;
}
}
}
}
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];
sprintf(fmt, "QuestItem%d", i+1);
QuestItemClasses[i]=PClass::FindClass(fmt);
}
}
//==========================================================================
//
// ParseClass
//
// A minimal placeholder so that I can assign properties to some native
// classes. Please, no end users use this until it's finalized.
//
//==========================================================================
void ParseClass(FScanner &sc)
{
Baggage bag;
PClass *cls;
FName classname;
FName supername;
sc.MustGetToken(TK_Identifier); // class name
classname = sc.String;
sc.MustGetToken(TK_Extends); // because I'm not supporting Object
sc.MustGetToken(TK_Identifier); // superclass name
supername = sc.String;
sc.MustGetToken(TK_Native); // use actor definitions for your own stuff
sc.MustGetToken('{');
cls = const_cast<PClass*>(PClass::FindClass (classname));
if (cls == NULL)
{
sc.ScriptError ("'%s' is not a native class", classname.GetChars());
}
if (cls->ParentClass == NULL || cls->ParentClass->TypeName != supername)
{
sc.ScriptError ("'%s' does not extend '%s'", classname.GetChars(), supername.GetChars());
}
bag.Info = cls->ActorInfo;
sc.MustGetAnyToken();
while (sc.TokenType != '}')
{
if (sc.TokenType == TK_Action)
{
ParseActionDef(sc, cls);
}
else if (sc.TokenType == TK_Const)
{
ParseConstant(sc, &cls->Symbols, cls);
}
else if (sc.TokenType == TK_Enum)
{
ParseEnum(sc, &cls->Symbols, cls);
}
else
{
FString tokname = sc.TokenName(sc.TokenType, sc.String);
sc.ScriptError ("Expected 'action', 'const' or 'enum' but got %s", tokname.GetChars());
}
sc.MustGetAnyToken();
}
}