mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- allow defining flags in the script declaration of a class and do that for Weapon.
This commit is contained in:
parent
b5c4ab8c47
commit
70d3c31551
14 changed files with 207 additions and 35 deletions
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@ -55,7 +55,6 @@ IMPLEMENT_POINTERS_START(AWeapon)
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IMPLEMENT_POINTER(SisterWeapon)
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IMPLEMENT_POINTERS_END
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/*
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DEFINE_FIELD(AWeapon, AmmoType1)
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DEFINE_FIELD(AWeapon, AmmoType2)
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DEFINE_FIELD(AWeapon, AmmoGive1)
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@ -86,7 +85,6 @@ DEFINE_FIELD(AWeapon, GivenAsMorphWeapon)
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DEFINE_FIELD(AWeapon, bAltFire)
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DEFINE_FIELD(AWeapon, WeaponFlags)
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DEFINE_FIELD(AWeapon, bDehAmmo)
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*/
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//===========================================================================
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//
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@ -7284,7 +7284,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
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DAngle vrange = nofreeaim ? 35. : 0.;
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if (!pLineTarget) pLineTarget = &scratch;
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if (!(flags & ALF_NOWEAPONCHECK) && source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_NOAUTOAIM) || noautoaim))
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if (!(aimflags & ALF_NOWEAPONCHECK) && source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_NOAUTOAIM) || noautoaim))
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{
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// Keep exactly the same angle and pitch as the player's own aim
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an = angle;
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@ -179,6 +179,7 @@ std2:
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'none' { RET(TK_None); }
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'auto' { RET(TK_Auto); }
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'property' { RET(TK_Property); }
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'flagdef' { RET(ParseVersion >= MakeVersion(3, 7, 0)? TK_FlagDef : TK_Identifier); }
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'native' { RET(TK_Native); }
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'var' { RET(TK_Var); }
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'out' { RET(ParseVersion >= MakeVersion(1, 0, 0)? TK_Out : TK_Identifier); }
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@ -67,6 +67,7 @@ xx(TK_Long, "'long'")
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xx(TK_ULong, "'ulong'")
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xx(TK_Void, "'void'")
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xx(TK_Struct, "'struct'")
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xx(TK_FlagDef, "'flagdef'")
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xx(TK_Property, "'property'")
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xx(TK_Class, "'class'")
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xx(TK_Enum, "'enum'")
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@ -196,6 +196,29 @@ PProperty::PProperty(FName name, TArray<PField *> &fields)
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Variables = std::move(fields);
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}
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/* PProperty *****************************************************************/
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IMPLEMENT_CLASS(PPropFlag, false, false)
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//==========================================================================
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//
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// PField - Default Constructor
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//
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//==========================================================================
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PPropFlag::PPropFlag()
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: PSymbol(NAME_None)
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{
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}
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PPropFlag::PPropFlag(FName name, PField * field, int bitValue, bool forDecorate)
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: PSymbol(name)
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{
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Offset = field;
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bitval = bitValue;
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decorateOnly = forDecorate;
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}
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//==========================================================================
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//
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//
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@ -109,10 +109,11 @@ class PPropFlag : public PSymbol
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{
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DECLARE_CLASS(PPropFlag, PSymbol);
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public:
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PPropFlag(FName name, PField *offset, int bitval);
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PPropFlag(FName name, PField *offset, int bitval, bool decorateonly);
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PField *Offset;
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int bitval;
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bool decorateOnly;
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protected:
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PPropFlag();
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@ -445,30 +445,10 @@ static FFlagDef InventoryFlagDefs[] =
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static FFlagDef WeaponFlagDefs[] =
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{
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// Weapon flags
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DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AMMO_CHECKBOTH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NOAUTOAIM, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NODEATHDESELECT, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NODEATHINPUT, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags),
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DEFINE_DUMMY_FLAG(NOLMS, false),
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DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL, false),
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DEFINE_DUMMY_FLAG(BFG, true),
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DEFINE_DUMMY_FLAG(EXPLOSIVE, true),
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DEFINE_DUMMY_FLAG(BFG, false),
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DEFINE_DUMMY_FLAG(EXPLOSIVE, false),
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};
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@ -511,6 +491,8 @@ static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int
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};
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#define NUM_FLAG_LISTS (countof(FlagLists))
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static FFlagDef forInternalFlags;
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//==========================================================================
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//
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// Find a flag by name using a binary search
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@ -548,6 +530,47 @@ static FFlagDef *FindFlag (FFlagDef *flags, int numflags, const char *flag)
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FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bool strict)
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{
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if (part2 == nullptr)
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{
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FStringf internalname("@flagdef@%s", part1);
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FName name(internalname, true);
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if (name != NAME_None)
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{
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auto field = dyn_cast<PPropFlag>(type->FindSymbol(name, true));
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if (field != nullptr && (!strict || !field->decorateOnly))
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{
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forInternalFlags.fieldsize = 4;
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forInternalFlags.name = "";
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forInternalFlags.flagbit = 1 << field->bitval;
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forInternalFlags.structoffset = field->Offset->Offset;
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forInternalFlags.varflags = 0;
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return &forInternalFlags;
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}
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}
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}
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else
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{
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FStringf internalname("@flagdef@%s.%s", part1, part2);
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FName name(internalname, true);
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if (name != NAME_None)
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{
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auto field = dyn_cast<PPropFlag>(type->FindSymbol(name, true));
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if (field != nullptr)
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{
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forInternalFlags.fieldsize = 4;
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forInternalFlags.name = "";
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forInternalFlags.flagbit = 1 << field->bitval;
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forInternalFlags.structoffset = field->Offset->Offset;
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forInternalFlags.varflags = 0;
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return &forInternalFlags;
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}
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}
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}
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// Not found. Try the internal flag definitions.
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FFlagDef *def;
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if (part2 == NULL)
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@ -348,6 +348,17 @@ static void PrintProperty(FLispString &out, ZCC_TreeNode *node)
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out.Close();
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}
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static void PrintFlagDef(FLispString &out, ZCC_TreeNode *node)
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{
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ZCC_FlagDef *snode = (ZCC_FlagDef *)node;
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out.Break();
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out.Open("flagdef");
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out.AddName(snode->NodeName);
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out.AddName(snode->RefName);
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out.AddInt(snode->BitValue);
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out.Close();
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}
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static void PrintStaticArrayState(FLispString &out, ZCC_TreeNode *node)
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{
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auto *snode = (ZCC_StaticArrayStatement *)node;
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@ -959,6 +970,7 @@ void (* const TreeNodePrinter[NUM_AST_NODE_TYPES])(FLispString &, ZCC_TreeNode *
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PrintExprClassCast,
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PrintStaticArrayState,
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PrintProperty,
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PrintFlagDef,
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};
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FString ZCC_PrintAST(ZCC_TreeNode *root)
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@ -313,6 +313,7 @@ class_innards(X) ::= . { X = NULL; }
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class_innards(X) ::= class_innards(X) class_member(B). { SAFE_APPEND(X,B); }
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%type property_def{ZCC_Property *}
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%type flag_def{ZCC_FlagDef *}
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%type struct_def{ZCC_Struct *}
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%type enum_def {ZCC_Enum *}
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%type states_def {ZCC_States *}
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@ -325,6 +326,7 @@ class_member(X) ::= states_def(A). { X = A; /*X-overwrites-A*/ }
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class_member(X) ::= default_def(A). { X = A; /*X-overwrites-A*/ }
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class_member(X) ::= const_def(A). { X = A; /*X-overwrites-A*/ }
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class_member(X) ::= property_def(A). { X = A; /*X-overwrites-A*/ }
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class_member(X) ::= flag_def(A). { X = A; /*X-overwrites-A*/ }
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class_member(X) ::= staticarray_statement(A). { X = A; /*X-overwrites-A*/ }
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@ -344,6 +346,16 @@ property_def(X) ::= PROPERTY(T) IDENTIFIER(A) COLON identifier_list(B) SEMICOLON
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X = def;
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}
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flag_def(X) ::= FLAGDEF(T) IDENTIFIER(A) COLON IDENTIFIER(B) COMMA INTCONST(C) SEMICOLON.
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{
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NEW_AST_NODE(FlagDef,def,T);
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def->NodeName = A.Name();
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def->RefName = B.Name();
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def->BitValue = C.Int;
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X = def;
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}
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identifier_list(X) ::= IDENTIFIER(A).
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{
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NEW_AST_NODE(Identifier,id,A);
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@ -175,6 +175,10 @@ void ZCCCompiler::ProcessClass(ZCC_Class *cnode, PSymbolTreeNode *treenode)
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cls->Properties.Push(static_cast<ZCC_Property *>(node));
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break;
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case AST_FlagDef:
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cls->FlagDefs.Push(static_cast<ZCC_FlagDef*>(node));
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break;
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case AST_VarDeclarator:
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cls->Fields.Push(static_cast<ZCC_VarDeclarator *>(node));
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break;
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@ -1375,6 +1379,10 @@ void ZCCCompiler::CompileAllProperties()
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{
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if (c->Properties.Size() > 0)
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CompileProperties(c->ClassType(), c->Properties, c->Type()->TypeName);
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if (c->FlagDefs.Size() > 0)
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CompileFlagDefs(c->ClassType(), c->FlagDefs, c->Type()->TypeName);
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}
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}
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@ -1415,20 +1423,83 @@ bool ZCCCompiler::CompileProperties(PClass *type, TArray<ZCC_Property *> &Proper
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fields.Push(f);
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id = (ZCC_Identifier*)id->SiblingNext;
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} while (id != p->Body);
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FString qualifiedname;
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// Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen.
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// All these will be removed from the symbol table after the compiler finishes to free up the allocated space.
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FName name = FName(p->NodeName);
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if (prefix == NAME_None) qualifiedname.Format("@property@%s", name.GetChars());
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else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), name.GetChars());
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fields.ShrinkToFit();
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if (!type->VMType->Symbols.AddSymbol(Create<PProperty>(qualifiedname, fields)))
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{
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Error(id, "Unable to add property %s to class %s", FName(p->NodeName).GetChars(), type->TypeName.GetChars());
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}
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}
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}
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return true;
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}
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FString qualifiedname;
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// Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen.
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// All these will be removed from the symbol table after the compiler finishes to free up the allocated space.
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FName name = FName(p->NodeName);
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if (prefix == NAME_None) qualifiedname.Format("@property@%s", name.GetChars());
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else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), name.GetChars());
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//==========================================================================
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//
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// ZCCCompiler :: CompileProperties
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//
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// builds the internal structure of a single class or struct
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//
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//==========================================================================
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fields.ShrinkToFit();
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if (!type->VMType->Symbols.AddSymbol(Create<PProperty>(qualifiedname, fields)))
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bool ZCCCompiler::CompileFlagDefs(PClass *type, TArray<ZCC_FlagDef *> &Properties, FName prefix)
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{
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if (!type->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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Error(Properties[0], "Flags can only be defined for actors");
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return false;
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}
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for (auto p : Properties)
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{
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PField *field;
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FName referenced = FName(p->RefName);
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if (FName(p->NodeName) == FName("prefix") && Wads.GetLumpFile(Lump) == 0)
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{
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Error(id, "Unable to add property %s to class %s", FName(p->NodeName).GetChars(), type->TypeName.GetChars());
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// only for internal definitions: Allow setting a prefix. This is only for compatiblity with the old DECORATE property parser, but not for general use.
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prefix = referenced;
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}
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else
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{
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field = dyn_cast<PField>(type->FindSymbol(referenced, true));
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if (field == nullptr)
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{
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Error(p, "Variable %s not found in %s", referenced.GetChars(), type->TypeName.GetChars());
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}
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if (!field->Type->isInt() || field->Type->Size != 4)
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{
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Error(p, "Variable %s in %s must have a size of 4 bytes for use as flag storage", referenced.GetChars(), type->TypeName.GetChars());
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}
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FString qualifiedname;
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// Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen.
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// All these will be removed from the symbol table after the compiler finishes to free up the allocated space.
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FName name = FName(p->NodeName);
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for (int i = 0; i < 2; i++)
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{
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if (i == 0) qualifiedname.Format("@flagdef@%s", name.GetChars());
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else
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{
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if (prefix == NAME_None) continue;
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qualifiedname.Format("@flagdef@%s.%s", prefix.GetChars(), name.GetChars());
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}
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if (!type->VMType->Symbols.AddSymbol(Create<PPropFlag>(qualifiedname, field, p->BitValue, i == 0 && prefix != NAME_None)))
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{
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Error(p, "Unable to add flag definition %s to class %s", FName(p->NodeName).GetChars(), type->TypeName.GetChars());
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}
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}
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type->VMType->AddNativeField(FStringf("b%s", name.GetChars()), TypeSInt32, field->Offset, 0, 1 << p->BitValue);
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}
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}
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return true;
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}
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@ -54,6 +54,7 @@ struct ZCC_ClassWork : public ZCC_StructWork
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TArray<ZCC_Default *> Defaults;
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TArray<ZCC_States *> States;
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TArray<ZCC_Property *> Properties;
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TArray<ZCC_FlagDef *> FlagDefs;
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ZCC_ClassWork(ZCC_Class * s, PSymbolTreeNode *n)
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{
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@ -110,6 +111,7 @@ private:
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bool CompileFields(PContainerType *type, TArray<ZCC_VarDeclarator *> &Fields, PClass *Outer, PSymbolTable *TreeNodes, bool forstruct, bool hasnativechildren = false);
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void CompileAllProperties();
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bool CompileProperties(PClass *type, TArray<ZCC_Property *> &Properties, FName prefix);
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bool CompileFlagDefs(PClass *type, TArray<ZCC_FlagDef *> &FlagDefs, FName prefix);
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FString FlagsToString(uint32_t flags);
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PType *DetermineType(PType *outertype, ZCC_TreeNode *field, FName name, ZCC_Type *ztype, bool allowarraytypes, bool formember);
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PType *ResolveArraySize(PType *baseType, ZCC_Expression *arraysize, PContainerType *cls);
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@ -150,6 +150,7 @@ static void InitTokenMap()
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TOKENDEF ('}', ZCC_RBRACE);
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TOKENDEF (TK_Struct, ZCC_STRUCT);
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TOKENDEF (TK_Property, ZCC_PROPERTY);
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TOKENDEF (TK_FlagDef, ZCC_FLAGDEF);
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TOKENDEF (TK_Transient, ZCC_TRANSIENT);
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TOKENDEF (TK_Enum, ZCC_ENUM);
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TOKENDEF2(TK_SByte, ZCC_SBYTE, NAME_sByte);
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@ -134,6 +134,7 @@ enum EZCCTreeNodeType
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AST_ClassCast,
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AST_StaticArrayStatement,
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AST_Property,
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AST_FlagDef,
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NUM_AST_NODE_TYPES
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};
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@ -226,6 +227,12 @@ struct ZCC_Property : ZCC_NamedNode
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ZCC_TreeNode *Body;
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};
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struct ZCC_FlagDef : ZCC_NamedNode
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{
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ENamedName RefName;
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int BitValue;
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};
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struct ZCC_Class : ZCC_Struct
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{
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ZCC_Identifier *ParentName;
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@ -59,6 +59,26 @@ class Weapon : StateProvider native
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property SlotNumber: SlotNumber;
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property SlotPriority: SlotPriority;
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flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire
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flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time
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flagdef DontBob: WeaponFlags, 2; // don't bob the weapon
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flagdef AxeBlood: WeaponFlags, 3; // weapon makes axe blood on impact
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flagdef NoAlert: WeaponFlags, 4; // weapon does not alert monsters
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flagdef Ammo_Optional: WeaponFlags, 5; // weapon can use ammo but does not require it
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flagdef Alt_Ammo_Optional: WeaponFlags, 6; // alternate fire can use ammo but does not require it
|
||||
flagdef Primary_Uses_Both: WeaponFlags, 7; // primary fire uses both ammo
|
||||
flagdef Alt_Uses_Both: WeaponFlags, 8; // alternate fire uses both ammo
|
||||
flagdef Wimpy_Weapon:WeaponFlags, 9; // change away when ammo for another weapon is replenished
|
||||
flagdef Powered_Up: WeaponFlags, 10; // this is a tome-of-power'ed version of its sister
|
||||
flagdef Ammo_CheckBoth: WeaponFlags, 11; // check for both primary and secondary fire before switching it off
|
||||
flagdef No_Auto_Switch: WeaponFlags, 12; // never switch to this weapon when it's picked up
|
||||
flagdef Staff2_Kickback: WeaponFlags, 13; // the powered-up Heretic staff has special kickback
|
||||
flagdef NoAutoaim: WeaponFlags, 14; // this weapon never uses autoaim (useful for ballistic projectiles)
|
||||
flagdef MeleeWeapon: WeaponFlags, 15; // melee weapon. Used by monster AI with AVOIDMELEE.
|
||||
flagdef NoDeathDeselect: WeaponFlags, 16; // Don't jump to the Deselect state when the player dies
|
||||
flagdef NoDeathInput: WeaponFlags, 17; // The weapon cannot be fired/reloaded/whatever when the player is dead
|
||||
flagdef CheatNotWeapon: WeaponFlags, 18; // Give cheat considers this not a weapon (used by Sigil)
|
||||
|
||||
Default
|
||||
{
|
||||
Inventory.PickupSound "misc/w_pkup";
|
||||
|
|
Loading…
Reference in a new issue