/* ** thingdef.cpp ** ** Actor definitions ** **--------------------------------------------------------------------------- ** 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 "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 "r_draw.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 "p_local.h" #include "v_palette.h" #include "doomerrors.h" #include "a_hexenglobal.h" #include "a_weaponpiece.h" #include "p_conversation.h" #include "v_text.h" #include "thingdef.h" #include "a_sharedglobal.h" const PClass *QuestItemClasses[31]; //========================================================================== // // ParseParameter // // Parses aparameter - either a default in a function declaration // or an argument in a function call. // //========================================================================== int ParseParameter(FScanner &sc, PClass *cls, char type, bool constant) { int v; switch(type) { case 'S': case 's': // Sound name sc.MustGetString(); return S_FindSound(sc.String); case 'M': case 'm': // Actor name case 'T': case 't': // String sc.SetEscape(true); sc.MustGetString(); sc.SetEscape(false); return (int)(sc.String[0] ? FName(sc.String) : NAME_None); case 'C': case 'c': // Color sc.MustGetString (); if (sc.Compare("none")) { return -1; } else if (sc.Compare("")) { return 0; } else { int c = V_GetColor (NULL, sc.String); // 0 needs to be the default so we have to mark the color. return MAKEARGB(1, RPART(c), GPART(c), BPART(c)); } case 'L': case 'l': { if (JumpParameters.Size()==0) JumpParameters.Push(NAME_None); v = -(int)JumpParameters.Size(); // This forces quotation marks around the state name. sc.MustGetToken(TK_StringConst); if (sc.String[0] == 0 || sc.Compare("None")) { return 0; } if (sc.Compare("*")) { if (constant) return INT_MIN; else sc.ScriptError("Invalid state name '*'"); } FString statestring = sc.String; // ParseStateString(sc); const PClass *stype=NULL; int scope = statestring.IndexOf("::"); if (scope >= 0) { FName scopename = FName(statestring, scope, false); if (scopename == NAME_Super) { // Super refers to the direct superclass scopename = cls->ParentClass->TypeName; } JumpParameters.Push(scopename); statestring = statestring.Right(statestring.Len()-scope-2); stype = PClass::FindClass (scopename); if (stype == NULL) { sc.ScriptError ("%s is an unknown class.", scopename.GetChars()); } if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor))) { sc.ScriptError ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars()); } if (!stype->IsAncestorOf (cls)) { sc.ScriptError ("%s is not derived from %s so cannot access its states.", cls->TypeName.GetChars(), stype->TypeName.GetChars()); } } else { // No class name is stored. This allows 'virtual' jumps to // labels in subclasses. // It also means that the validity of the given state cannot // be checked here. JumpParameters.Push(NAME_None); } TArray &names = MakeStateNameList(statestring); if (stype != NULL) { if (!stype->ActorInfo->FindState(names.Size(), &names[0])) { sc.ScriptError("Jump to unknown state '%s' in class '%s'", statestring.GetChars(), stype->TypeName.GetChars()); } } JumpParameters.Push((ENamedName)names.Size()); for(unsigned i=0;i DefaultParams; bool hasdefaults = false; if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0) { sc.ScriptError ("action functions can only be imported by internal class and actor definitions!"); } sc.MustGetToken(TK_Native); sc.MustGetToken(TK_Identifier); funcname = sc.String; afd = FindFunction(sc.String); if (afd == NULL) { sc.ScriptError ("The function '%s' has not been exported from the executable.", sc.String); } sc.MustGetToken('('); if (!sc.CheckToken(')')) { while (sc.TokenType != ')') { int flags = 0; char type = '@'; // Retrieve flags before type name for (;;) { if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native)) { } else { break; } } // Read the variable type sc.MustGetAnyToken(); switch (sc.TokenType) { case TK_Bool: case TK_Int: case TK_Float: type = 'x'; break; case TK_Sound: type = 's'; break; case TK_String: type = 't'; break; case TK_Name: type = 't'; break; case TK_State: type = 'l'; break; case TK_Color: type = 'c'; break; case TK_Class: sc.MustGetToken('<'); sc.MustGetToken(TK_Identifier); // Skip class name, since the parser doesn't care sc.MustGetToken('>'); type = 'm'; break; case TK_Ellipsis: type = '+'; sc.MustGetToken(')'); sc.UnGet(); break; default: sc.ScriptError ("Unknown variable type %s", sc.TokenName(sc.TokenType, sc.String).GetChars()); break; } // Read the optional variable name if (!sc.CheckToken(',') && !sc.CheckToken(')')) { sc.MustGetToken(TK_Identifier); } else { sc.UnGet(); } int def; if (sc.CheckToken('=')) { hasdefaults = true; flags|=OPTIONAL; def = ParseParameter(sc, cls, type, true); } else { def = 0; } DefaultParams.Push(def); if (!(flags & OPTIONAL) && type != '+') { type -= 'a' - 'A'; } args += type; sc.MustGetAnyToken(); if (sc.TokenType != ',' && sc.TokenType != ')') { sc.ScriptError ("Expected ',' or ')' but got %s instead", sc.TokenName(sc.TokenType, sc.String).GetChars()); } } } sc.MustGetToken(';'); PSymbolActionFunction *sym = new PSymbolActionFunction(funcname); sym->Arguments = args; sym->Function = afd->Function; if (hasdefaults) { sym->defaultparameterindex = StateParameters.Size(); for(unsigned int i = 0; i < DefaultParams.Size(); i++) StateParameters.Push(DefaultParams[i]); } else { sym->defaultparameterindex = -1; } if (cls->Symbols.AddSymbol (sym) == NULL) { delete sym; sc.ScriptError ("'%s' is already defined in class '%s'.", funcname.GetChars(), cls->TypeName.GetChars()); } } //========================================================================== // // Starts a new actor definition // //========================================================================== static FActorInfo *CreateNewActor(FName typeName, FName parentName, FName replaceName, int DoomEdNum, bool native) { const PClass *replacee = NULL; PClass *ti = NULL; FActorInfo *info = NULL; PClass *parent = RUNTIME_CLASS(AActor); if (parentName != NAME_None) { parent = const_cast (PClass::FindClass (parentName)); if (parent == NULL) { I_Error ("Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars()); } else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor))) { I_Error ("Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars()); } else if (parent->ActorInfo == NULL) { I_Error ("uninitialized parent type '%s' in %s", parentName.GetChars(), typeName.GetChars()); } } // Check for "replaces" if (replaceName != NAME_None) { // Get actor name replacee = PClass::FindClass (replaceName); if (replacee == NULL) { I_Error ("Replaced type '%s' not found in %s", replaceName.GetChars(), typeName.GetChars()); } else if (replacee->ActorInfo == NULL) { I_Error ("Replaced type '%s' is not an actor in %s", replaceName.GetChars(), typeName.GetChars()); } } if (native) { ti = (PClass*)PClass::FindClass(typeName); if (ti == NULL) { I_Error("Unknown native class '%s'", typeName.GetChars()); } else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass()) { I_Error("Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars()); } else if (ti->ActorInfo != NULL) { I_Error("Redefinition of internal class '%s'", typeName.GetChars()); } ti->InitializeActorInfo(); info = ti->ActorInfo; } else { ti = parent->CreateDerivedClass (typeName, parent->Size); info = ti->ActorInfo; } info->DoomEdNum = -1; if (parent->ActorInfo->DamageFactors != NULL) { // copy damage factors from parent info->DamageFactors = new DmgFactors; *info->DamageFactors = *parent->ActorInfo->DamageFactors; } if (parent->ActorInfo->PainChances != NULL) { // copy pain chances from parent info->PainChances = new PainChanceList; *info->PainChances = *parent->ActorInfo->PainChances; } if (replacee != NULL) { replacee->ActorInfo->Replacement = ti->ActorInfo; ti->ActorInfo->Replacee = replacee->ActorInfo; } if (DoomEdNum > 0) info->DoomEdNum = DoomEdNum; return info; } //========================================================================== // // Starts a new actor definition // //========================================================================== static FActorInfo *ParseActorHeader(FScanner &sc, Baggage *bag) { FName typeName; FName parentName; FName replaceName; bool native = false; int DoomEdNum = -1; // Get actor name sc.MustGetString(); char *colon = strchr(sc.String, ':'); if (colon != NULL) { *colon++ = 0; } typeName = sc.String; // Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well // without having resort to C-mode (which disallows periods in actor names.) if (colon == NULL) { sc.MustGetString (); if (sc.String[0]==':') { colon = sc.String + 1; } } if (colon != NULL) { if (colon[0] == 0) { sc.MustGetString (); colon = sc.String; } } if (colon == NULL) { sc.UnGet(); } parentName = colon; // Check for "replaces" if (sc.CheckString ("replaces")) { // Get actor name sc.MustGetString (); replaceName = sc.String; } // Now, after the actor names have been parsed, it is time to switch to C-mode // for the rest of the actor definition. sc.SetCMode (true); if (sc.CheckNumber()) { if (sc.Number>=-1 && sc.Number<32768) DoomEdNum = sc.Number; else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]"); } if (sc.CheckString("native")) { native = true; } try { FActorInfo *info = CreateNewActor(typeName, parentName, replaceName, DoomEdNum, native); ResetBaggage (bag, info->Class->ParentClass); bag->Info = info; bag->Lumpnum = sc.LumpNum; #ifdef _DEBUG bag->ClassName = typeName; #endif return info; } catch (CRecoverableError &err) { sc.ScriptError("%s", err.GetMessage()); return NULL; } } //========================================================================== // // Reads an actor definition // //========================================================================== void ParseActor(FScanner &sc) { FActorInfo * info=NULL; Baggage bag; info = ParseActorHeader(sc, &bag); sc.MustGetToken('{'); while (sc.MustGetAnyToken(), sc.TokenType != '}') { switch (sc.TokenType) { case TK_Action: ParseActionDef (sc, info->Class); break; case TK_Const: ParseConstant (sc, &info->Class->Symbols, info->Class); break; case TK_Enum: ParseEnum (sc, &info->Class->Symbols, info->Class); break; case TK_Native: ParseVariable (sc, &info->Class->Symbols, info->Class); break; case TK_Identifier: // other identifier related checks here case TK_Projectile: // special case: both keyword and property name ParseActorProperty(sc, bag); break; case '+': case '-': ParseActorFlag(sc, bag, sc.TokenType); break; default: sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars()); break; } } FinishActor(sc, info, bag); sc.SetCMode (false); } //========================================================================== // // Do some postprocessing after everything has been defined // This also processes all the internal actors to adjust the type // fields in the weapons // //========================================================================== static int ResolvePointer(const PClass **pPtr, const PClass *owner, const PClass *destclass, const char *description) { fuglyname v; v = *pPtr; if (v != NAME_None && v.IsValidName()) { *pPtr = PClass::FindClass(v); if (!*pPtr) { Printf("Unknown %s '%s' in '%s'\n", description, v.GetChars(), owner->TypeName.GetChars()); return 1; } else if (!(*pPtr)->IsDescendantOf(destclass)) { *pPtr = NULL; Printf("Invalid %s '%s' in '%s'\n", description, v.GetChars(), owner->TypeName.GetChars()); return 1; } } return 0; } void FinishThingdef() { unsigned int i; int errorcount=0; for (i = 0;i < PClass::m_Types.Size(); i++) { PClass * ti = PClass::m_Types[i]; // Skip non-actors if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue; AActor *def = GetDefaultByType(ti); if (!def) { Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars()); errorcount++; continue; } // Friendlies never count as kills! if (def->flags & MF_FRIENDLY) { def->flags &=~MF_COUNTKILL; } if (ti->IsDescendantOf(RUNTIME_CLASS(AInventory))) { AInventory * defaults=(AInventory *)def; errorcount += ResolvePointer(&defaults->PickupFlash, ti, RUNTIME_CLASS(AActor), "pickup flash"); } if (ti->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)) && ti != RUNTIME_CLASS(APowerupGiver)) { FString typestr; APowerupGiver * defaults=(APowerupGiver *)def; fuglyname v; v = defaults->PowerupType; if (v != NAME_None && v.IsValidName()) { typestr.Format ("Power%s", v.GetChars()); const PClass * powertype=PClass::FindClass(typestr); if (!powertype) powertype=PClass::FindClass(v.GetChars()); if (!powertype) { Printf("Unknown powerup type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); errorcount++; } else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup))) { Printf("Invalid powerup type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); errorcount++; } else { defaults->PowerupType=powertype; } } else if (v == NAME_None) { Printf("No powerup type specified in '%s'\n", ti->TypeName.GetChars()); errorcount++; } } // the typeinfo properties of weapons have to be fixed here after all actors have been declared if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { AWeapon * defaults=(AWeapon *)def; errorcount += ResolvePointer(&defaults->AmmoType1, ti, RUNTIME_CLASS(AAmmo), "ammo type"); errorcount += ResolvePointer(&defaults->AmmoType2, ti, RUNTIME_CLASS(AAmmo), "ammo type"); errorcount += ResolvePointer(&defaults->SisterWeaponType, ti, RUNTIME_CLASS(AWeapon), "sister weapon type"); FState * ready = ti->ActorInfo->FindState(NAME_Ready); FState * select = ti->ActorInfo->FindState(NAME_Select); FState * deselect = ti->ActorInfo->FindState(NAME_Deselect); FState * fire = ti->ActorInfo->FindState(NAME_Fire); // Consider any weapon without any valid state abstract and don't output a warning // This is for creating base classes for weapon groups that only set up some properties. if (ready || select || deselect || fire) { // Do some consistency checks. If these states are undefined the weapon cannot work! if (!ready) { Printf("Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars()); errorcount++; } if (!select) { Printf("Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars()); errorcount++; } if (!deselect) { Printf("Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars()); errorcount++; } if (!fire) { Printf("Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars()); errorcount++; } } } // same for the weapon type of weapon pieces. else if (ti->IsDescendantOf(RUNTIME_CLASS(AWeaponPiece))) { AWeaponPiece * defaults=(AWeaponPiece *)def; errorcount += ResolvePointer(&defaults->WeaponClass, ti, RUNTIME_CLASS(AWeapon), "weapon type"); } } if (errorcount > 0) { I_Error("%d errors during actor postprocessing", errorcount); } // 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::FindClass(fmt); } }