qzdoom/src/scripting/decorate/thingdef_states.cpp
Christoph Oelckers 32a3f57a54 - more preparations to compile functions:
* Allow PFunction to work without a VMFunction being attached.
 * The Variant for a function must store the prototype itself instead of relying on the VMFunction it points to. Otherwise it would not be possible to reference a prototype during compilation of the function because it does not exist yet.
 * Give the variant a list of the function's argument's names, because these are also needed to compile the function.
 * create an anonymous function symbol when the function gets registered to the builder. At this point we have all the needed information to set it up correctly, but later this is no longer the case. This is the most convenient info to have here because it contains everything that's needed to compile the function in the proper context, so it has to be present when starting compilation.
 * added some preparations to implement special handling for weapons and custom inventory items, which can run action functions in another actor's context. This part is not active yet but the basics are present in SetImplicitArgs.
2016-10-15 14:36:08 +02:00

714 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 "codegeneration/codegen.h"
#include "version.h"
#include "templates.h"
#include "vmbuilder.h"
//==========================================================================
//***
// 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 FxConstant(special, sc));
i = 0;
// Make this consistent with all other parameter parsing
if (sc.CheckToken('('))
{
while (i < 5)
{
args->Push(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, false);
}
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] = "";
FxExpression *ScriptCode;
FArgumentList *args = nullptr;
sc.MustGetStringName ("{");
sc.SetEscape(false); // disable escape sequences in the state parser
while (!sc.CheckString ("}") && !sc.End)
{
ScriptCode = nullptr;
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 (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;
ScriptCode = ParseActions(sc, state, statestring, bag, hasfinalret);
if (!hasfinalret && ScriptCode != nullptr)
{
static_cast<FxSequence *>(ScriptCode)->Add(new FxReturnStatement(nullptr, sc));
}
goto endofstate;
}
sc.UnGet();
endofstate:
if (ScriptCode != nullptr)
{
auto funcsym = CreateAnonymousFunction(actor, nullptr, VARF_Method | VARF_Action);
state.ActionFunc = FunctionBuildList.AddFunction(funcsym, ScriptCode, FStringf("%s.StateFunction.%d", actor->TypeName.GetChars(), bag.statedef.GetStateCount()), true);
}
int count = bag.statedef.AddStates(&state, statestring);
if (count < 0)
{
sc.ScriptError("Invalid frame character string '%s'", statestring.GetChars());
count = -count;
}
}
}
if (args != NULL)
{
delete args;
}
sc.SetEscape(true); // re-enable escape sequences
}
//==========================================================================
//
// ParseActions
//
//==========================================================================
static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *add, *cond;
FxExpression *true_part, *false_part = nullptr;
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_ret);
sc.MustGetString();
if (sc.Compare("else"))
{
if (sc.CheckString("if"))
{
false_part = ParseIf(sc, state, statestring, bag, false_ret);
}
else
{
sc.MustGetStringName("{"); // braces are still mandatory
false_part = ParseActions(sc, state, statestring, bag, false_ret);
sc.MustGetString();
}
}
add = new FxIfStatement(cond, true_part, false_part, 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;
}
return add;
}
static FxExpression *ParseWhile(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *cond, *code;
bool ret;
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, ret);
sc.MustGetString();
lastwasret = false; // A while loop always jumps back.
return new FxWhileLoop(cond, code, sc);
}
static FxExpression *ParseDoWhile(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *cond, *code;
bool ret;
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, ret);
sc.MustGetStringName("while");
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName(";");
sc.MustGetString();
lastwasret = false;
return new FxDoWhileLoop(cond, code, sc);
}
static FxExpression *ParseFor(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *init = nullptr;
FxExpression *cond = nullptr;
FxExpression *iter = nullptr;
FxExpression *code = nullptr;
bool ret;
// Parse the statements.
sc.MustGetStringName("(");
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
init = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(")"))
{
sc.UnGet();
iter = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
}
// Now parse the loop's content.
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, ret);
sc.MustGetString();
lastwasret = false;
return new FxForLoop(init, cond, iter, code, sc);
}
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, 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);
endswithret = true;
return new FxReturnStatement(call, sc);
}
const FScriptPosition pos(sc);
FxSequence *seq = NULL;
bool lastwasret = false;
sc.MustGetString();
while (!sc.Compare("}"))
{
FxExpression *add;
lastwasret = false;
if (sc.Compare("if"))
{ // Handle an if statement
add = ParseIf(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("while"))
{ // Handle a while loop
add = ParseWhile(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("do"))
{ // Handle a do-while loop
add = ParseDoWhile(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("for"))
{ // Handle a for loop
add = ParseFor(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("return"))
{ // Handle a return statement
lastwasret = true;
FxExpression *retexp = nullptr;
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
retexp = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
add = new FxReturnStatement(retexp, sc);
}
else if (sc.Compare("break"))
{
add = new FxJumpStatement(TK_Break, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else if (sc.Compare("continue"))
{
add = new FxJumpStatement(TK_Continue, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else
{ // Handle a regular expression
sc.UnGet();
add = ParseExpression(sc, bag.Info);
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;
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, false);
if (args->Size() == 0)
{
delete args;
}
return call;
}
sc.ScriptError("Invalid 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].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(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__;
case NAME_Float:
return NAME___decorate_internal_float__;
default:
return in;
}
}