mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-15 15:11:32 +00:00
03617dc6f0
to stop the old music so the new one always starts at the beginning. - Fixed:: AActor::master was not serialized. - Fixed: Sound targets pointing to dead players should be cleared before respawning the player. - Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir. - Changed PowerupGiver initialization so that the actual powerup class is looked up during postprocessing. - Gave Strife's instant death sector type its own damage type. SVN r778 (trunk)
771 lines
20 KiB
C++
771 lines
20 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 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 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 "r_draw.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 "p_enemy.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 "autosegs.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "a_doomglobal.h"
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#include "a_hexenglobal.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 "a_sharedglobal.h"
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const PClass *QuestItemClasses[31];
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//==========================================================================
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//
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// ActorConstDef
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//
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// Parses a constant definition.
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//
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//==========================================================================
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void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
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{
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// Read the type and make sure it's int.
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// (Maybe there will be other types later.)
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sc.MustGetToken(TK_Int);
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sc.MustGetToken(TK_Identifier);
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FName symname = sc.String;
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sc.MustGetToken('=');
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int expr = ParseExpression (sc, false, cls);
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sc.MustGetToken(';');
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int val = EvalExpressionI (expr, NULL, cls);
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PSymbolConst *sym = new PSymbolConst;
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sym->SymbolName = symname;
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sym->SymbolType = SYM_Const;
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sym->Value = val;
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if (symt->AddSymbol (sym) == NULL)
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{
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delete sym;
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sc.ScriptError ("'%s' is already defined in class '%s'.",
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symname.GetChars(), cls->TypeName.GetChars());
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}
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}
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//==========================================================================
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//
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// ActorEnumDef
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//
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// Parses an enum definition.
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//
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//==========================================================================
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void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
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{
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int currvalue = 0;
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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sc.MustGetToken(TK_Identifier);
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FName symname = sc.String;
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if (sc.CheckToken('='))
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{
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int expr = ParseExpression(sc, false, cls);
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currvalue = EvalExpressionI(expr, NULL, cls);
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}
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PSymbolConst *sym = new PSymbolConst;
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sym->SymbolName = symname;
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sym->SymbolType = SYM_Const;
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sym->Value = currvalue;
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if (symt->AddSymbol (sym) == NULL)
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{
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delete sym;
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sc.ScriptError ("'%s' is already defined in class '%s'.",
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symname.GetChars(), cls->TypeName.GetChars());
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}
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// This allows a comma after the last value but doesn't enforce it.
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if (sc.CheckToken('}')) break;
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sc.MustGetToken(',');
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currvalue++;
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}
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sc.MustGetToken(';');
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}
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//==========================================================================
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//
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// ActorActionDef
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//
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// Parses an action function definition. A lot of this is essentially
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// documentation in the declaration for when I have a proper language
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// ready.
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//
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//==========================================================================
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static void ParseActionDef (FScanner &sc, PClass *cls)
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{
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#define OPTIONAL 1
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#define EVAL 2
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#define EVALNOT 4
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AFuncDesc *afd;
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FName funcname;
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FString args;
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sc.MustGetToken(TK_Native);
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sc.MustGetToken(TK_Identifier);
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funcname = sc.String;
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afd = FindFunction(sc.String);
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if (afd == NULL)
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{
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sc.ScriptError ("The function '%s' has not been exported from the executable.", sc.String);
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}
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sc.MustGetToken('(');
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if (!sc.CheckToken(')'))
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{
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while (sc.TokenType != ')')
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{
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int flags = 0;
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char type = '@';
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// Retrieve flags before type name
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for (;;)
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{
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if (sc.CheckToken(TK_Optional))
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{
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flags |= OPTIONAL;
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}
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else if (sc.CheckToken(TK_Eval))
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{
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flags |= EVAL;
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}
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else if (sc.CheckToken(TK_EvalNot))
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{
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flags |= EVALNOT;
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}
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else if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
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{
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}
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else
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{
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break;
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}
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}
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// Read the variable type
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sc.MustGetAnyToken();
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switch (sc.TokenType)
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{
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case TK_Bool: type = 'i'; break;
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case TK_Int: type = 'i'; break;
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case TK_Float: type = 'f'; break;
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case TK_Sound: type = 's'; break;
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case TK_String: type = 't'; break;
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case TK_Name: type = 't'; break;
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case TK_State: type = 'l'; break;
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case TK_Color: type = 'c'; break;
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case TK_Class:
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sc.MustGetToken('<');
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sc.MustGetToken(TK_Identifier); // Skip class name, since the parser doesn't care
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sc.MustGetToken('>');
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type = 'm';
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break;
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case TK_Ellipsis:
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type = '+';
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sc.MustGetToken(')');
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sc.UnGet();
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break;
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default:
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sc.ScriptError ("Unknown variable type %s", sc.TokenName(sc.TokenType, sc.String).GetChars());
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break;
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}
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// Read the optional variable name
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if (!sc.CheckToken(',') && !sc.CheckToken(')'))
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{
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sc.MustGetToken(TK_Identifier);
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}
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else
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{
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sc.UnGet();
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}
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// If eval or evalnot were a flag, hey the decorate parser doesn't actually care about the type.
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if (flags & EVALNOT)
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{
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type = 'y';
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}
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else if (flags & EVAL)
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{
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type = 'x';
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}
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if (!(flags & OPTIONAL) && type != '+')
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{
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type -= 'a' - 'A';
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}
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#undef OPTIONAL
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#undef EVAL
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#undef EVALNOT
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args += type;
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sc.MustGetAnyToken();
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if (sc.TokenType != ',' && sc.TokenType != ')')
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{
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sc.ScriptError ("Expected ',' or ')' but got %s instead", sc.TokenName(sc.TokenType, sc.String).GetChars());
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}
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}
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}
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sc.MustGetToken(';');
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PSymbolActionFunction *sym = new PSymbolActionFunction;
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sym->SymbolName = funcname;
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sym->SymbolType = SYM_ActionFunction;
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sym->Arguments = args;
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sym->Function = afd->Function;
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if (cls->Symbols.AddSymbol (sym) == NULL)
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{
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delete sym;
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sc.ScriptError ("'%s' is already defined in class '%s'.",
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funcname.GetChars(), cls->TypeName.GetChars());
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}
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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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static FActorInfo *CreateNewActor(FScanner &sc, FActorInfo **parentc, Baggage *bag)
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{
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FName typeName;
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// Get actor name
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sc.MustGetString();
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char *colon = strchr(sc.String, ':');
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if (colon != NULL)
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{
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*colon++ = 0;
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}
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if (PClass::FindClass (sc.String) != NULL)
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{
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sc.ScriptError ("Actor %s is already defined.", sc.String);
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}
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typeName = sc.String;
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PClass *parent = RUNTIME_CLASS(AActor);
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if (parentc)
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{
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*parentc = NULL;
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// Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well
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// without having resort to C-mode (which disallows periods in actor names.)
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if (colon == NULL)
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{
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sc.MustGetString ();
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if (sc.String[0]==':')
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{
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colon = sc.String + 1;
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}
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}
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if (colon != NULL)
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{
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if (colon[0] == 0)
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{
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sc.MustGetString ();
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colon = sc.String;
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}
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}
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if (colon != NULL)
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{
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parent = const_cast<PClass *> (PClass::FindClass (colon));
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if (parent == NULL)
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{
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sc.ScriptError ("Parent type '%s' not found", colon);
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}
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else if (parent->ActorInfo == NULL)
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{
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sc.ScriptError ("Parent type '%s' is not an actor", colon);
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}
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else
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{
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*parentc = parent->ActorInfo;
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}
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}
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else sc.UnGet();
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}
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PClass *ti = parent->CreateDerivedClass (typeName, parent->Size);
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FActorInfo *info = ti->ActorInfo;
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MakeStateDefines(parent->ActorInfo->StateList);
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ResetBaggage (bag);
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bag->Info = info;
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info->DoomEdNum = -1;
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if (parent->ActorInfo->DamageFactors != NULL)
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{
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// copy damage factors from parent
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info->DamageFactors = new DmgFactors;
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*info->DamageFactors = *parent->ActorInfo->DamageFactors;
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}
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if (parent->ActorInfo->PainChances != NULL)
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{
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// copy pain chances from parent
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info->PainChances = new PainChanceList;
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*info->PainChances = *parent->ActorInfo->PainChances;
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}
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// Check for "replaces"
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sc.MustGetString ();
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if (sc.Compare ("replaces"))
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{
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const PClass *replacee;
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// Get actor name
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sc.MustGetString ();
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replacee = PClass::FindClass (sc.String);
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if (replacee == NULL)
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{
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sc.ScriptError ("Replaced type '%s' not found", sc.String);
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}
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else if (replacee->ActorInfo == NULL)
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{
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sc.ScriptError ("Replaced type '%s' is not an actor", sc.String);
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}
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replacee->ActorInfo->Replacement = ti->ActorInfo;
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ti->ActorInfo->Replacee = replacee->ActorInfo;
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}
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else
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{
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sc.UnGet();
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}
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// Now, after the actor names have been parsed, it is time to switch to C-mode
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// for the rest of the actor definition.
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sc.SetCMode (true);
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if (sc.CheckNumber())
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{
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if (sc.Number>=-1 && sc.Number<32768) info->DoomEdNum = sc.Number;
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else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]");
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}
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if (parent == RUNTIME_CLASS(AWeapon))
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{
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// preinitialize kickback to the default for the game
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((AWeapon*)(info->Class->Defaults))->Kickback=gameinfo.defKickback;
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}
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return info;
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}
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//==========================================================================
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//
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// Reads an actor definition
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//
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//==========================================================================
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void ParseActor(FScanner &sc)
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{
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FActorInfo * info=NULL;
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Baggage bag;
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try
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{
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FActorInfo * parent;
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info = CreateNewActor(sc, &parent, &bag);
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sc.MustGetToken('{');
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while (sc.MustGetAnyToken(), sc.TokenType != '}')
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{
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switch (sc.TokenType)
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{
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case TK_Action:
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ParseActionDef (sc, info->Class);
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break;
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case TK_Const:
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ParseConstant (sc, &info->Class->Symbols, info->Class);
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break;
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case TK_Enum:
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ParseEnum (sc, &info->Class->Symbols, info->Class);
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break;
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case TK_Identifier:
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// other identifier related checks here
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case TK_Projectile: // special case: both keyword and property name
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ParseActorProperty(sc, bag);
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break;
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case '+':
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case '-':
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ParseActorFlag(sc, bag, sc.TokenType);
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break;
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default:
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sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars());
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break;
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}
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}
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FinishActor(sc, info, bag);
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}
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catch(CRecoverableError & e)
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{
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throw e;
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}
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// I think this is better than a crash log.
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#ifndef _DEBUG
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catch (...)
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{
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if (info)
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sc.ScriptError("Unexpected error during parsing of actor %s", info->Class->TypeName.GetChars());
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else
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sc.ScriptError("Unexpected error during parsing of actor definitions");
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}
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#endif
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sc.SetCMode (false);
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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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// This also processes all the internal actors to adjust the type
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// fields in the weapons
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//
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//==========================================================================
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void FinishThingdef()
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{
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unsigned int i;
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bool isRuntimeActor=false;
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int errorcount=0;
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for (i = 0;i < PClass::m_Types.Size(); i++)
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{
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PClass * ti = PClass::m_Types[i];
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// Skip non-actors
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if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue;
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// Everything coming after the first runtime actor is also a runtime actor
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// so this check is sufficient
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if (ti == PClass::m_RuntimeActors[0])
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{
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isRuntimeActor=true;
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}
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// Friendlies never count as kills!
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if (GetDefaultByType(ti)->flags & MF_FRIENDLY)
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{
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GetDefaultByType(ti)->flags &=~MF_COUNTKILL;
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}
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if (ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
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{
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AInventory * defaults=(AInventory *)ti->Defaults;
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fuglyname v;
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v = defaults->PickupFlash;
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if (v != NAME_None && v.IsValidName())
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{
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defaults->PickupFlash = PClass::FindClass(v);
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if (isRuntimeActor)
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{
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if (!defaults->PickupFlash)
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{
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Printf("Unknown pickup flash '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars());
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errorcount++;
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}
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}
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}
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}
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if (ti->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)) && ti != RUNTIME_CLASS(APowerupGiver))
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{
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FString typestr;
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APowerupGiver * defaults=(APowerupGiver *)ti->Defaults;
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fuglyname v;
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v = defaults->PowerupType;
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if (v != NAME_None && v.IsValidName())
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{
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typestr.Format ("Power%s", v.GetChars());
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const PClass * powertype=PClass::FindClass(typestr);
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if (!powertype) powertype=PClass::FindClass(v.GetChars());
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if (!powertype)
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{
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|
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();
|
|
}
|
|
}
|