gzdoom/src/thingdef/thingdef_states.cpp
2016-02-20 23:14:14 -06:00

703 lines
18 KiB
C++

/*
** thingdef_states.cpp
**
** Actor definitions - the state parser
**
**---------------------------------------------------------------------------
** 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 "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "p_local.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "i_system.h"
#include "colormatcher.h"
#include "thingdef_exp.h"
#include "version.h"
#include "templates.h"
TDeletingArray<FStateTempCall *> StateTempCalls;
//==========================================================================
//***
// DoActionSpecials
// handles action specials as code pointers
//
//==========================================================================
FxVMFunctionCall *DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
{
int i;
int min_args, max_args;
FString specname = sc.String;
int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
if (special > 0 && min_args >= 0)
{
FArgumentList *args = new FArgumentList;
args->Push(new FxParameter(new FxConstant(special, sc)));
i = 0;
// Make this consistent with all other parameter parsing
if (sc.CheckToken('('))
{
while (i < 5)
{
args->Push(new FxParameter(new FxIntCast(ParseExpression(sc, bag.Info))));
i++;
if (!sc.CheckToken (',')) break;
}
sc.MustGetToken (')');
}
if (i < min_args)
{
sc.ScriptError ("Too few arguments to %s", specname.GetChars());
}
if (i > max_args)
{
sc.ScriptError ("Too many arguments to %s", specname.GetChars());
}
return new FxVMFunctionCall(FindGlobalActionFunction("A_CallSpecial"), args, sc);
}
return NULL;
}
//==========================================================================
//***
// Reads a state label that may contain '.'s.
// processes a state block
//
//==========================================================================
static FString ParseStateString(FScanner &sc)
{
FString statestring;
sc.MustGetString();
statestring = sc.String;
if (sc.CheckString("::"))
{
sc.MustGetString ();
statestring << "::" << sc.String;
}
while (sc.CheckString ("."))
{
sc.MustGetString ();
statestring << "." << sc.String;
}
return statestring;
}
//==========================================================================
//***
// ParseStates
// parses a state block
//
//==========================================================================
void ParseStates(FScanner &sc, PClassActor * actor, AActor * defaults, Baggage &bag)
{
FString statestring;
FState state;
char lastsprite[5] = "";
FStateTempCall *tcall = NULL;
FArgumentList *args = NULL;
sc.MustGetStringName ("{");
sc.SetEscape(false); // disable escape sequences in the state parser
while (!sc.CheckString ("}") && !sc.End)
{
memset(&state,0,sizeof(state));
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
do_goto:
statestring = ParseStateString(sc);
if (sc.CheckString ("+"))
{
sc.MustGetNumber ();
statestring += '+';
statestring += sc.String;
}
if (!bag.statedef.SetGotoLabel(statestring))
{
sc.ScriptError("GOTO before first state");
}
}
else if (!statestring.CompareNoCase("STOP"))
{
do_stop:
if (!bag.statedef.SetStop())
{
sc.ScriptError("STOP before first state");
continue;
}
}
else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
{
if (!bag.statedef.SetWait())
{
sc.ScriptError("%s before first state", sc.String);
continue;
}
}
else if (!statestring.CompareNoCase("LOOP"))
{
if (!bag.statedef.SetLoop())
{
sc.ScriptError("LOOP before first state");
continue;
}
}
else
{
sc.MustGetString();
if (sc.Compare (":"))
{
do
{
bag.statedef.AddStateLabel(statestring);
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
goto do_goto;
}
else if (!statestring.CompareNoCase("STOP"))
{
goto do_stop;
}
sc.MustGetString ();
} while (sc.Compare (":"));
// continue;
}
sc.UnGet ();
if (statestring.Len() != 4)
{
sc.ScriptError ("Sprite names must be exactly 4 characters\n");
}
state.sprite = GetSpriteIndex(statestring);
state.Misc1 = state.Misc2 = 0;
sc.MustGetString();
statestring = sc.String;
if (tcall == NULL)
{
tcall = new FStateTempCall;
}
if (sc.CheckString("RANDOM"))
{
int min, max;
sc.MustGetStringName("(");
sc.MustGetNumber();
min = clamp<int>(sc.Number, -1, SHRT_MAX);
sc.MustGetStringName(",");
sc.MustGetNumber();
max = clamp<int>(sc.Number, -1, SHRT_MAX);
sc.MustGetStringName(")");
if (min > max)
{
swapvalues(min, max);
}
state.Tics = min;
state.TicRange = max - min;
}
else
{
sc.MustGetNumber();
state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
state.TicRange = 0;
}
while (sc.GetString() && (!sc.Crossed || sc.Compare("{")))
{
if (sc.Compare("BRIGHT"))
{
state.Fullbright = true;
continue;
}
if (sc.Compare("FAST"))
{
state.Fast = true;
continue;
}
if (sc.Compare("SLOW"))
{
state.Slow = true;
continue;
}
if (sc.Compare("NODELAY"))
{
if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
{
state.NoDelay = true;
}
else
{
sc.ScriptMessage("NODELAY may only be used immediately after Spawn:");
}
continue;
}
if (sc.Compare("OFFSET"))
{
// specify a weapon offset
sc.MustGetStringName("(");
sc.MustGetNumber();
state.Misc1 = sc.Number;
sc.MustGetStringName (",");
sc.MustGetNumber();
state.Misc2 = sc.Number;
sc.MustGetStringName(")");
continue;
}
if (sc.Compare("LIGHT"))
{
sc.MustGetStringName("(");
do
{
sc.MustGetString();
#ifdef DYNLIGHT
AddStateLight(&state, sc.String);
#endif
}
while (sc.CheckString(","));
sc.MustGetStringName(")");
continue;
}
if (sc.Compare("CANRAISE"))
{
state.CanRaise = true;
continue;
}
bool hasfinalret;
tcall->Code = ParseActions(sc, state, statestring, bag, tcall->Proto, hasfinalret);
if (!hasfinalret)
{
AddImplicitReturn(static_cast<FxSequence*>(tcall->Code), tcall->Proto, sc);
}
goto endofstate;
}
sc.UnGet();
endofstate:
int count = bag.statedef.AddStates(&state, statestring);
if (count < 0)
{
sc.ScriptError ("Invalid frame character string '%s'", statestring.GetChars());
count = -count;
}
if (tcall->Code != NULL)
{
tcall->ActorClass = actor;
tcall->FirstState = bag.statedef.GetStateCount() - count;
tcall->NumStates = count;
StateTempCalls.Push(tcall);
tcall = NULL;
}
}
}
if (tcall != NULL)
{
delete tcall;
}
if (args != NULL)
{
delete args;
}
sc.SetEscape(true); // re-enable escape sequences
}
//==========================================================================
//
// AddImplicitReturn
//
// Adds an implied return; statement to the end of a code sequence.
//
//==========================================================================
void AddImplicitReturn(FxSequence *code, const PPrototype *proto, FScanner &sc)
{
if (code == NULL)
{
return;
}
if (proto == NULL || proto->ReturnTypes.Size() == 0)
{ // Returns nothing. Good. We can safely add an implied return.
code->Add(new FxReturnStatement(NULL, sc));
}
else
{ // Something was returned earlier in the sequence. Make it an error
// instead of adding an implicit one.
sc.ScriptError("Not all paths return a value");
}
}
//==========================================================================
//
// ReturnCheck
//
// If proto1 is NULL, returns proto2. If proto2 is NULL, returns proto1.
// If neither is null, checks if both prototypes define the same return
// types. If not, an error is flagged.
//
//==========================================================================
static PPrototype *ReturnCheck(PPrototype *proto1, PPrototype *proto2, FScanner &sc)
{
if (proto1 == NULL)
{
return proto2;
}
if (proto2 == NULL)
{
return proto1;
}
// A prototype that defines fewer return types can be compatible with
// one that defines more if the shorter one matches the initial types
// for the longer one.
if (proto2->ReturnTypes.Size() < proto1->ReturnTypes.Size())
{ // Make proto1 the shorter one to avoid code duplication below.
swapvalues(proto1, proto2);
}
// If one prototype returns nothing, they both must.
if (proto1->ReturnTypes.Size() == 0)
{
if (proto2->ReturnTypes.Size() == 0)
{
return proto1;
}
proto1 = NULL;
}
else
{
for (unsigned i = 0; i < proto1->ReturnTypes.Size(); ++i)
{
if (proto1->ReturnTypes[i] != proto2->ReturnTypes[i])
{ // Incompatible
proto1 = NULL;
break;
}
}
}
if (proto1 == NULL)
{
sc.ScriptError("Return types are incompatible");
}
return proto1;
}
//==========================================================================
//
// ParseActions
//
// If this action block contains any return statements, the prototype for
// one of them will be returned. This is used for deducing the return type
// of anonymous functions. All called functions passed to return must have
// matching return types.
//
//==========================================================================
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &endswithret)
{
// If it's not a '{', then it should be a single action.
// Otherwise, it's a sequence of actions.
if (!sc.Compare("{"))
{
FxVMFunctionCall *call = ParseAction(sc, state, statestring, bag);
retproto = call->GetVMFunction()->Proto;
endswithret = true;
return new FxReturnStatement(call, sc);
}
const FScriptPosition pos(sc);
FxSequence *seq = NULL;
PPrototype *proto = NULL;
bool lastwasret = false;
sc.MustGetString();
while (!sc.Compare("}"))
{
FxExpression *add;
lastwasret = false;
if (sc.Compare("if"))
{ // Hangle an if statement
FxExpression *cond;
FxExpression *true_part, *false_part = NULL;
PPrototype *true_proto, *false_proto = NULL;
bool true_ret, false_ret = false;
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName("{"); // braces are mandatory
true_part = ParseActions(sc, state, statestring, bag, true_proto, true_ret);
sc.MustGetString();
if (sc.Compare("else"))
{
sc.MustGetStringName("{"); // braces are still mandatory
false_part = ParseActions(sc, state, statestring, bag, false_proto, false_ret);
sc.MustGetString();
}
add = new FxIfStatement(cond, true_part, false_part, sc);
proto = ReturnCheck(proto, true_proto, sc);
proto = ReturnCheck(proto, false_proto, sc);
// If one side does not end with a return, we don't consider the if statement
// to end with a return. If the else case is missing, it can never be considered
// as ending with a return.
if (true_ret && false_ret)
{
lastwasret = true;
}
}
else if (sc.Compare("return"))
{ // Handle a return statement
lastwasret = true;
FxVMFunctionCall *retexp = NULL;
PPrototype *retproto;
sc.MustGetString();
if (!sc.Compare(";"))
{
retexp = ParseAction(sc, state, statestring, bag);
sc.MustGetStringName(";");
retproto = retexp->GetVMFunction()->Proto;
}
else
{ // Returning nothing; we still need a prototype for that.
TArray<PType *> notypes(0);
retproto = NewPrototype(notypes, notypes);
}
proto = ReturnCheck(proto, retproto, sc);
sc.MustGetString();
add = new FxReturnStatement(retexp, sc);
}
else
{ // Handle a regular action function call
add = ParseAction(sc, state, statestring, bag);
sc.MustGetStringName(";");
sc.MustGetString();
}
// Only return a sequence if it has actual content.
if (add != NULL)
{
if (seq == NULL)
{
seq = new FxSequence(pos);
}
seq->Add(add);
}
}
endswithret = lastwasret;
retproto = proto;
return seq;
}
//==========================================================================
//
// ParseAction
//
//==========================================================================
FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag)
{
FxVMFunctionCall *call;
// Make the action name lowercase
strlwr (sc.String);
call = DoActionSpecials(sc, state, bag);
if (call != NULL)
{
return call;
}
FName symname = FName(sc.String, true);
symname = CheckCastKludges(symname);
PFunction *afd = dyn_cast<PFunction>(bag.Info->Symbols.FindSymbol(symname, true));
if (afd != NULL)
{
FArgumentList *args = new FArgumentList;
ParseFunctionParameters(sc, bag.Info, *args, afd, statestring, &bag.statedef);
call = new FxVMFunctionCall(afd, args->Size() > 0 ? args : NULL, sc);
if (args->Size() == 0)
{
delete args;
}
return call;
}
sc.ScriptError("Invalid state parameter %s\n", sc.String);
return NULL;
}
//==========================================================================
//
// ParseFunctionParameters
//
// Parses the parameters for a VM function. Called by both ParseStates
// (which will set statestring and statedef) and by ParseExpression0 (which
// will not set them). The first token returned by the scanner when entering
// this function should be '('.
//
//==========================================================================
void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
PFunction *afd, FString statestring, FStateDefinitions *statedef)
{
const TArray<PType *> &params = afd->Variants[0].Implementation->Proto->ArgumentTypes;
const TArray<DWORD> &paramflags = afd->Variants[0].ArgFlags;
int numparams = (int)params.Size();
int pnum = 0;
bool zeroparm;
if (afd->Flags & VARF_Method)
{
numparams--;
pnum++;
}
if (afd->Flags & VARF_Action)
{
numparams -= 2;
pnum += 2;
}
assert(numparams >= 0);
zeroparm = numparams == 0;
if (numparams > 0 && !(paramflags[pnum] & VARF_Optional))
{
sc.MustGetStringName("(");
}
else
{
if (!sc.CheckString("("))
{
return;
}
}
while (numparams > 0)
{
FxExpression *x;
if (statedef != NULL && params[pnum] == TypeState && sc.CheckNumber())
{
// Special case: State label as an offset
if (sc.Number > 0 && statestring.Len() > 1)
{
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
}
int v = sc.Number;
if (v < 0)
{
sc.ScriptError("Negative jump offsets are not allowed");
}
if (v > 0)
{
x = new FxStateByIndex(statedef->GetStateCount() + v, sc);
}
else
{
x = new FxConstant((FState*)NULL, sc);
}
}
else
{
// Use the generic parameter parser for everything else
x = ParseParameter(sc, cls, params[pnum], false);
}
out_params.Push(new FxParameter(x));
pnum++;
numparams--;
if (numparams > 0)
{
if (params[pnum] == NULL)
{ // varargs function
if (sc.CheckString(")"))
{
return;
}
pnum--;
numparams++;
}
else if ((paramflags[pnum] & VARF_Optional) && sc.CheckString(")"))
{
return;
}
sc.MustGetStringName (",");
}
}
if (zeroparm)
{
if (!sc.CheckString(")"))
{
sc.ScriptError("You cannot pass parameters to '%s'\n", afd->SymbolName.GetChars());
}
}
else
{
sc.MustGetStringName(")");
}
}
//==========================================================================
//
// CheckCastKludges
//
//==========================================================================
FName CheckCastKludges(FName in)
{
switch (in)
{
case NAME_Int:
return NAME___decorate_internal_int__;
case NAME_Bool:
return NAME___decorate_internal_bool__;
case NAME_State:
return NAME___decorate_internal_state__;
default:
return in;
}
}