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d819aafcf3
Instead of replacing the original, the second class will get renamed now, using the originating file as an identifier. In the vast majority of cases this should do exactly what is needed: Create an unconflicting second class that can coexist with the original. Unless the class is used by name this should eliminate all problems with this, but so far I haven't seen anything that used them by name. This is choosing the lesser of two evils. While some mod out there may get broken, the old setup meant that the first class of a given name could not be written out to a savegame because it was not retrievable when loading it back.
511 lines
15 KiB
C++
511 lines
15 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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//==========================================================================
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//
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// CreateDamageFunction
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//
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// Creates a damage function suitable for a constant, non-expressioned
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// value.
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//
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//==========================================================================
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VMScriptFunction *CreateDamageFunction(int dmg)
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{
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if (dmg == 0)
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{
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// For zero damage, do not create a function so that the special collision detection case still works as before.
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return NULL;
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}
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else
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{
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VMFunctionBuilder build;
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build.Registers[REGT_POINTER].Get(1); // The self pointer
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build.EmitRetInt(0, false, dmg);
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build.EmitRetInt(1, true, 0);
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VMScriptFunction *sfunc = build.MakeFunction();
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sfunc->NumArgs = 1;
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return sfunc;
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}
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}
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