/* ** 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 *args, TArray *argflags, PClass *cls, DWORD funcflags) { // Must be called before adding any other arguments. assert(args == NULL || args->Size() == 0); assert(argflags == NULL || argflags->Size() == 0); if (funcflags & VARF_Method) { // implied self pointer if (args != NULL) args->Push(NewClassPointer(cls)); if (argflags != NULL) argflags->Push(VARF_Implicit); } if (funcflags & VARF_Action) { // implied caller and callingstate pointers if (args != NULL) { args->Insert(0, NewClassPointer(RUNTIME_CLASS(AActor))); // the caller must go before self due to an old design mistake. args->Push(TypeState); } if (argflags != NULL) { argflags->Push(VARF_Implicit); argflags->Push(VARF_Implicit); } } } //========================================================================== // // 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); } }