gzdoom/src/scripting/thingdef.cpp
Christoph Oelckers db8ab1bc4a - give PFunction a bit more information:
* explicitly require passing the owning class when creating it.
 * extract self pointer class when adding a variant.
 * put the flags on the single variants, we can not fully rule out that they will be 100% identical, if variants ever get allowed.
2016-10-15 15:50:45 +02:00

212 lines
6.6 KiB
C++

/*
** thingdef.cpp
**
** Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2008 Christoph Oelckers
** Copyright 2004-2008 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 "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "m_argv.h"
#include "p_local.h"
#include "doomerrors.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
#include "v_text.h"
#include "thingdef.h"
#include "codegeneration/codegen.h"
#include "a_sharedglobal.h"
#include "vmbuilder.h"
#include "stats.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
// STATIC FUNCTION PROTOTYPES --------------------------------------------
PClassActor *QuestItemClasses[31];
//==========================================================================
//
// SetImplicitArgs
//
// Adds the parameters implied by the function flags.
//
//==========================================================================
void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags)
{
// Must be called before adding any other arguments.
assert(args == nullptr || args->Size() == 0);
assert(argflags == nullptr || argflags->Size() == 0);
if (funcflags & VARF_Method)
{
// implied self pointer
if (args != nullptr) args->Push(cls);
if (argflags != nullptr) argflags->Push(VARF_Implicit);
if (argnames != nullptr) argnames->Push(NAME_self);
}
if (funcflags & VARF_Action)
{
// implied caller and callingstate pointers
if (args != nullptr)
{
// Special treatment for weapons and CustomInventorys: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
if (cls->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
{
args->Insert(0, RUNTIME_CLASS(AActor)); // this must go in before the real pointer to the containing class.
}
else
{
args->Push(cls);
}
args->Push(TypeState/*Info*/); // fixme: TypeState is not the correct type here!!!
}
if (argflags != nullptr)
{
argflags->Push(VARF_Implicit);
argflags->Push(VARF_Implicit);
}
if (argnames != nullptr)
{
argnames->Push(NAME_invoker);
argnames->Push(NAME_stateinfo);
}
}
}
//==========================================================================
//
// CreateAnonymousFunction
//
// Creates a function symbol for an anonymous function
// This contains actual info about the implied variables which is needed
// during code generation.
//
//==========================================================================
PFunction *CreateAnonymousFunction(PClass *containingclass, PType *returntype, int flags)
{
TArray<PType *> rets(1);
TArray<PType *> args;
TArray<uint32_t> argflags;
TArray<FName> argnames;
rets[0] = returntype != nullptr? returntype : TypeError; // Use TypeError as placeholder if we do not know the return type yet.
SetImplicitArgs(&args, &argflags, &argnames, containingclass, flags);
PFunction *sym = new PFunction(containingclass, NAME_None); // anonymous functions do not have names.
sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, VARF_Action|VARF_Method);
return sym;
}
//==========================================================================
//
// LoadActors
//
// Called from FActor::StaticInit()
//
//==========================================================================
void ParseScripts();
void ParseAllDecorate();
void LoadActors ()
{
cycle_t timer;
timer.Reset(); timer.Clock();
FScriptPosition::ResetErrorCounter();
InitThingdef();
ParseScripts();
ParseAllDecorate();
FunctionBuildList.Build();
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
}
int errorcount = 0;
for (auto ti : PClassActor::AllActorClasses)
{
if (ti->Size == TentativeClass)
{
Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
if (GetDefaultByType(ti) == nullptr)
{
Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
}
if (errorcount > 0)
{
I_Error("%d errors during actor postprocessing", errorcount);
}
timer.Unclock();
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
// Base time: ~52 ms
// Since these are defined in DECORATE now the table has to be initialized here.
for (int i = 0; i < 31; i++)
{
char fmt[20];
mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
QuestItemClasses[i] = PClass::FindActor(fmt);
}
}