mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-14 14:31:53 +00:00
27f6d431ca
SVN r3820 (trunk)
363 lines
11 KiB
C++
363 lines
11 KiB
C++
/*
|
|
** 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 "p_local.h"
|
|
#include "doomerrors.h"
|
|
#include "a_hexenglobal.h"
|
|
#include "a_weaponpiece.h"
|
|
#include "p_conversation.h"
|
|
#include "v_text.h"
|
|
#include "thingdef.h"
|
|
#include "thingdef_exp.h"
|
|
#include "a_sharedglobal.h"
|
|
|
|
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
|
|
void InitThingdef();
|
|
void ParseDecorate (FScanner &sc);
|
|
|
|
// STATIC FUNCTION PROTOTYPES --------------------------------------------
|
|
const PClass *QuestItemClasses[31];
|
|
PSymbolTable GlobalSymbols;
|
|
|
|
//==========================================================================
|
|
//
|
|
// Starts a new actor definition
|
|
//
|
|
//==========================================================================
|
|
FActorInfo *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, 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 *> (PClass::FindClass (parentName));
|
|
|
|
const PClass *p = parent;
|
|
while (p != NULL)
|
|
{
|
|
if (p->TypeName == typeName)
|
|
{
|
|
sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
|
|
break;
|
|
}
|
|
p = p->ParentClass;
|
|
}
|
|
|
|
if (parent == NULL)
|
|
{
|
|
sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
|
|
parent = RUNTIME_CLASS(AActor);
|
|
}
|
|
else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
|
|
{
|
|
sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
|
|
parent = RUNTIME_CLASS(AActor);
|
|
}
|
|
else if (parent->ActorInfo == NULL)
|
|
{
|
|
sc.Message(MSG_ERROR, "uninitialized parent type '%s' in %s", parentName.GetChars(), typeName.GetChars());
|
|
parent = RUNTIME_CLASS(AActor);
|
|
}
|
|
}
|
|
|
|
if (native)
|
|
{
|
|
ti = (PClass*)PClass::FindClass(typeName);
|
|
if (ti == NULL)
|
|
{
|
|
sc.Message(MSG_ERROR, "Unknown native class '%s'", typeName.GetChars());
|
|
goto create;
|
|
}
|
|
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
|
|
{
|
|
sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
|
|
parent = RUNTIME_CLASS(AActor);
|
|
goto create;
|
|
}
|
|
else if (ti->ActorInfo != NULL)
|
|
{
|
|
sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
|
|
goto create;
|
|
}
|
|
ti->InitializeActorInfo();
|
|
info = ti->ActorInfo;
|
|
}
|
|
else
|
|
{
|
|
create:
|
|
ti = parent->CreateDerivedClass (typeName, parent->Size);
|
|
info = ti->ActorInfo;
|
|
}
|
|
|
|
// Copy class lists from parent
|
|
info->ForbiddenToPlayerClass = parent->ActorInfo->ForbiddenToPlayerClass;
|
|
info->RestrictedToPlayerClass = parent->ActorInfo->RestrictedToPlayerClass;
|
|
info->VisibleToPlayerClass = parent->ActorInfo->VisibleToPlayerClass;
|
|
|
|
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 (parent->ActorInfo->ColorSets != NULL)
|
|
{
|
|
// copy color sets from parent
|
|
info->ColorSets = new FPlayerColorSetMap;
|
|
*info->ColorSets = *parent->ActorInfo->ColorSets;
|
|
}
|
|
info->Replacee = info->Replacement = NULL;
|
|
info->DoomEdNum = -1;
|
|
return info;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void SetReplacement(FScanner &sc, FActorInfo *info, FName replaceName)
|
|
{
|
|
// Check for "replaces"
|
|
if (replaceName != NAME_None)
|
|
{
|
|
// Get actor name
|
|
const PClass *replacee = PClass::FindClass (replaceName);
|
|
|
|
if (replacee == NULL)
|
|
{
|
|
sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->Class->TypeName.GetChars());
|
|
return;
|
|
}
|
|
else if (replacee->ActorInfo == NULL)
|
|
{
|
|
sc.ScriptMessage("Replaced type '%s' for %s is not an actor", replaceName.GetChars(), info->Class->TypeName.GetChars());
|
|
return;
|
|
}
|
|
if (replacee != NULL)
|
|
{
|
|
replacee->ActorInfo->Replacement = info;
|
|
info->Replacee = replacee->ActorInfo;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Finalizes an actor definition
|
|
//
|
|
//==========================================================================
|
|
|
|
void FinishActor(const FScriptPosition &sc, FActorInfo *info, Baggage &bag)
|
|
{
|
|
PClass *ti = info->Class;
|
|
AActor *defaults = (AActor*)ti->Defaults;
|
|
|
|
try
|
|
{
|
|
bag.statedef.FinishStates (info, defaults);
|
|
}
|
|
catch (CRecoverableError &err)
|
|
{
|
|
sc.Message(MSG_ERROR, "%s", err.GetMessage());
|
|
bag.statedef.MakeStateDefines(NULL);
|
|
return;
|
|
}
|
|
bag.statedef.InstallStates (info, defaults);
|
|
bag.statedef.MakeStateDefines(NULL);
|
|
if (bag.DropItemSet)
|
|
{
|
|
if (bag.DropItemList == NULL)
|
|
{
|
|
if (ti->Meta.GetMetaInt (ACMETA_DropItems) != 0)
|
|
{
|
|
ti->Meta.SetMetaInt (ACMETA_DropItems, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ti->Meta.SetMetaInt (ACMETA_DropItems,
|
|
StoreDropItemChain(bag.DropItemList));
|
|
}
|
|
}
|
|
if (ti->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
{
|
|
defaults->flags |= MF_SPECIAL;
|
|
}
|
|
|
|
// Weapons must be checked for all relevant states. They may crash the game otherwise.
|
|
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
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)
|
|
{
|
|
if (!ready)
|
|
{
|
|
sc.Message(MSG_ERROR, "Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars());
|
|
}
|
|
if (!select)
|
|
{
|
|
sc.Message(MSG_ERROR, "Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars());
|
|
}
|
|
if (!deselect)
|
|
{
|
|
sc.Message(MSG_ERROR, "Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars());
|
|
}
|
|
if (!fire)
|
|
{
|
|
sc.Message(MSG_ERROR, "Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Do some postprocessing after everything has been defined
|
|
//
|
|
//==========================================================================
|
|
|
|
static void FinishThingdef()
|
|
{
|
|
int errorcount = StateParams.ResolveAll();
|
|
|
|
for (unsigned i = 0;i < PClass::m_Types.Size(); i++)
|
|
{
|
|
PClass * ti = PClass::m_Types[i];
|
|
|
|
// Skip non-actors
|
|
if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue;
|
|
|
|
if (ti->Size == (unsigned)-1)
|
|
{
|
|
Printf("Class %s referenced but not defined\n", ti->TypeName.GetChars());
|
|
errorcount++;
|
|
continue;
|
|
}
|
|
|
|
AActor *def = GetDefaultByType(ti);
|
|
|
|
if (!def)
|
|
{
|
|
Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
|
|
errorcount++;
|
|
continue;
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// LoadActors
|
|
//
|
|
// Called from FActor::StaticInit()
|
|
//
|
|
//==========================================================================
|
|
|
|
void LoadActors ()
|
|
{
|
|
int lastlump, lump;
|
|
|
|
StateParams.Clear();
|
|
GlobalSymbols.ReleaseSymbols();
|
|
DropItemList.Clear();
|
|
FScriptPosition::ResetErrorCounter();
|
|
InitThingdef();
|
|
lastlump = 0;
|
|
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
|
|
{
|
|
FScanner sc(lump);
|
|
ParseDecorate (sc);
|
|
}
|
|
if (FScriptPosition::ErrorCounter > 0)
|
|
{
|
|
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
|
|
}
|
|
FinishThingdef();
|
|
}
|
|
|