qzdoom/src/scripting/thingdef.cpp
Christoph Oelckers cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00

460 lines
16 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 "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "m_argv.h"
#include "p_local.h"
#include "doomerrors.h"
#include "a_weapons.h"
#include "p_conversation.h"
#include "v_text.h"
//#include "thingdef.h"
#include "backend/codegen.h"
#include "a_sharedglobal.h"
#include "backend/vmbuilder.h"
#include "stats.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
// STATIC FUNCTION PROTOTYPES --------------------------------------------
static TMap<FState *, FScriptPosition> StateSourceLines;
static FScriptPosition unknownstatesource("unknown file", 0);
//==========================================================================
//
// Saves the state's source lines for error messages during postprocessing
//
//==========================================================================
void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions)
{
for (unsigned i = 0; i < positions.Size(); i++)
{
StateSourceLines[firststate + i] = positions[i];
}
}
FScriptPosition & GetStateSource(FState *state)
{
auto check = StateSourceLines.CheckKey(state);
return check ? *check : unknownstatesource;
}
//==========================================================================
//
// SetImplicitArgs
//
// Adds the parameters implied by the function flags.
//
//==========================================================================
void SetImplicitArgs(TArray<PType *> *args, TArray<uint32_t> *argflags, TArray<FName> *argnames, PContainerType *cls, uint32_t funcflags, int useflags)
{
// Must be called before adding any other arguments.
assert(args == nullptr || args->Size() == 0);
assert(argflags == nullptr || argflags->Size() == 0);
if (funcflags & VARF_Method)
{
// implied self pointer
if (args != nullptr) args->Push(NewPointer(cls, !!(funcflags & VARF_ReadOnly)));
if (argflags != nullptr) argflags->Push(VARF_Implicit | VARF_ReadOnly);
if (argnames != nullptr) argnames->Push(NAME_self);
}
if (funcflags & VARF_Action)
{
assert(!(funcflags & VARF_ReadOnly));
// implied caller and callingstate pointers
if (args != nullptr)
{
// Special treatment for weapons and CustomInventory flagged functions: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
if (useflags & (SUF_WEAPON|SUF_ITEM))
{
args->Insert(0, NewPointer(RUNTIME_CLASS(AActor))); // this must go in before the real pointer to the containing class.
}
else
{
args->Push(NewPointer(cls));
}
args->Push(NewPointer(NewStruct("FStateParamInfo", nullptr)));
}
if (argflags != nullptr)
{
argflags->Push(VARF_Implicit | VARF_ReadOnly);
argflags->Push(VARF_Implicit | VARF_ReadOnly);
}
if (argnames != nullptr)
{
argnames->Push(NAME_invoker);
argnames->Push(NAME_stateinfo);
}
}
}
//==========================================================================
//
// CreateAnonymousFunction
//
// Creates a function symbol for an anonymous function
// This contains actual info about the implied variables which is needed
// during code generation.
//
//==========================================================================
PFunction *CreateAnonymousFunction(PContainerType *containingclass, PType *returntype, int flags)
{
TArray<PType *> rets(1);
TArray<PType *> args;
TArray<uint32_t> argflags;
TArray<FName> argnames;
// Functions that only get flagged for actors do not need the additional two context parameters.
int fflags = (flags& (SUF_OVERLAY | SUF_WEAPON | SUF_ITEM)) ? VARF_Action | VARF_Method : VARF_Method;
// [ZZ] give anonymous functions the scope of their class
// (just give them VARF_Play, whatever)
fflags |= VARF_Play;
rets[0] = returntype != nullptr? returntype : TypeError; // Use TypeError as placeholder if we do not know the return type yet.
SetImplicitArgs(&args, &argflags, &argnames, containingclass, fflags, flags);
PFunction *sym = Create<PFunction>(containingclass, NAME_None); // anonymous functions do not have names.
sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, fflags, flags);
return sym;
}
//==========================================================================
//
// FindClassMemberFunction
//
// Looks for a name in a class's symbol table and outputs appropriate messages
//
//==========================================================================
PFunction *FindClassMemberFunction(PContainerType *selfcls, PContainerType *funccls, FName name, FScriptPosition &sc, bool *error)
{
// Skip ACS_NamedExecuteWithResult. Anything calling this should use the builtin instead.
if (name == NAME_ACS_NamedExecuteWithResult) return nullptr;
PSymbolTable *symtable;
auto symbol = selfcls->Symbols.FindSymbolInTable(name, symtable);
auto funcsym = dyn_cast<PFunction>(symbol);
if (symbol != nullptr)
{
auto cls_ctx = PType::toClass(funccls);
auto cls_target = funcsym ? PType::toClass(funcsym->OwningClass) : nullptr;
if (funcsym == nullptr)
{
sc.Message(MSG_ERROR, "%s is not a member function of %s", name.GetChars(), selfcls->TypeName.GetChars());
}
else if ((funcsym->Variants[0].Flags & VARF_Private) && symtable != &funccls->Symbols)
{
// private access is only allowed if the symbol table belongs to the class in which the current function is being defined.
sc.Message(MSG_ERROR, "%s is declared private and not accessible", symbol->SymbolName.GetChars());
}
else if ((funcsym->Variants[0].Flags & VARF_Protected) && symtable != &funccls->Symbols && (!cls_ctx || !cls_target || !cls_ctx->Descriptor->IsDescendantOf(cls_target->Descriptor)))
{
sc.Message(MSG_ERROR, "%s is declared protected and not accessible", symbol->SymbolName.GetChars());
}
else if (funcsym->Variants[0].Flags & VARF_Deprecated)
{
sc.Message(MSG_WARNING, "Call to deprecated function %s", symbol->SymbolName.GetChars());
}
}
// return nullptr if the name cannot be found in the symbol table so that the calling code can do other checks.
return funcsym;
}
//==========================================================================
//
// CreateDamageFunction
//
// creates a damage function from the given expression
//
//==========================================================================
void CreateDamageFunction(PNamespace *OutNamespace, const VersionInfo &ver, PClassActor *info, AActor *defaults, FxExpression *id, bool fromDecorate, int lumpnum)
{
if (id == nullptr)
{
defaults->DamageFunc = nullptr;
}
else
{
auto dmg = new FxReturnStatement(new FxIntCast(id, true), id->ScriptPosition);
auto funcsym = CreateAnonymousFunction(info->VMType, TypeSInt32, 0);
defaults->DamageFunc = FunctionBuildList.AddFunction(OutNamespace, ver, funcsym, dmg, FStringf("%s.DamageFunction", info->TypeName.GetChars()), fromDecorate, -1, 0, lumpnum);
}
}
//==========================================================================
//
// CheckForUnsafeStates
//
// Performs a quick analysis to find potentially bad states.
// This is not perfect because it cannot track jumps by function.
// For such cases a runtime check in the relevant places is also present.
//
//==========================================================================
static void CheckForUnsafeStates(PClassActor *obj)
{
static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
TMap<FState *, bool> checked;
ENamedName *test;
if (obj->IsDescendantOf(NAME_Weapon))
{
if (obj->Size == RUNTIME_CLASS(AWeapon)->Size) return; // This class cannot have user variables.
test = weaponstates;
}
else
{
auto citype = PClass::FindActor(NAME_CustomInventory);
if (obj->IsDescendantOf(citype))
{
if (obj->Size == citype->Size) return; // This class cannot have user variables.
test = pickupstates;
}
else return; // something else derived from AStateProvider. We do not know what this may be.
}
for (; *test != NAME_None; test++)
{
FState *state = obj->FindState(*test);
while (state != nullptr && checked.CheckKey(state) == nullptr) // have we checked this state already. If yes, we can stop checking the current chain.
{
checked[state] = true;
if (state->ActionFunc && state->ActionFunc->Unsafe)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
FState::StaticGetStateName(state).GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
}
state = state->NextState;
}
}
}
//==========================================================================
//
// CheckStates
//
// Checks if states link to ones with proper restrictions
// Checks that all base labels refer a string with proper restrictions.
// For these cases a runtime check in the relevant places is also present.
//
//==========================================================================
static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName statename, const char *descript)
{
auto state = slb->State;
if (state != nullptr)
{
if (!(state->UseFlags & useflag))
{
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
obj->TypeName.GetChars(), FState::StaticGetStateName(state).GetChars(), statename.GetChars(), descript);
}
}
if (slb->Children != nullptr)
{
for (int i = 0; i < slb->Children->NumLabels; i++)
{
auto state = slb->Children->Labels[i].State;
CheckLabel(obj, &slb->Children->Labels[i], useflag, statename, descript);
}
}
}
static void CheckStateLabels(PClassActor *obj, ENamedName *test, int useflag, const char *descript)
{
FStateLabels *labels = obj->GetStateLabels();
for (; *test != NAME_None; test++)
{
auto label = labels->FindLabel(*test);
if (label != nullptr)
{
CheckLabel(obj, label, useflag, *test, descript);
}
}
}
static void CheckStates(PClassActor *obj)
{
static ENamedName actorstates[] = { NAME_Spawn, NAME_See, NAME_Melee, NAME_Missile, NAME_Pain, NAME_Death, NAME_Wound, NAME_Raise, NAME_Yes, NAME_No, NAME_Greetings, NAME_None };
static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
TMap<FState *, bool> checked;
CheckStateLabels(obj, actorstates, SUF_ACTOR, "actor sprites");
if (obj->IsDescendantOf(NAME_Weapon))
{
CheckStateLabels(obj, weaponstates, SUF_WEAPON, "weapon sprites");
}
else if (obj->IsDescendantOf(NAME_CustomInventory))
{
CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
}
for (unsigned i = 0; i < obj->GetStateCount(); i++)
{
auto state = obj->GetStates() + i;
if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
{
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
FState::StaticGetStateName(state).GetChars());
}
}
}
//==========================================================================
//
// LoadActors
//
// Called from FActor::StaticInit()
//
//==========================================================================
void ParseScripts();
void ParseAllDecorate();
void SynthesizeFlagFields();
void LoadActors()
{
cycle_t timer;
timer.Reset(); timer.Clock();
FScriptPosition::ResetErrorCounter();
InitThingdef();
FScriptPosition::StrictErrors = true;
ParseScripts();
FScriptPosition::StrictErrors = false;
ParseAllDecorate();
SynthesizeFlagFields();
FunctionBuildList.Build();
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
}
FScriptPosition::ResetErrorCounter();
for (int i = PClassActor::AllActorClasses.Size() - 1; i >= 0; i--)
{
auto ti = PClassActor::AllActorClasses[i];
if (ti->Size == TentativeClass)
{
if (ti->bOptional)
{
Printf(TEXTCOLOR_ORANGE "Class %s referenced but not defined\n", ti->TypeName.GetChars());
FScriptPosition::WarnCounter++;
// the class must be rendered harmless so that it won't cause problems.
ti->ParentClass = RUNTIME_CLASS(AActor);
ti->Size = sizeof(AActor);
}
else
{
Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
continue;
}
if (GetDefaultByType(ti) == nullptr)
{
Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
continue;
}
CheckStates(ti);
if (ti->bDecorateClass && ti->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
{
// either a DECORATE based weapon or CustomInventory.
// These are subject to relaxed rules for user variables in states.
// Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points
// hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error.
CheckForUnsafeStates(ti);
}
// ensure that all actor bouncers have PASSMOBJ set.
auto defaults = GetDefaultByType(ti);
if (defaults->BounceFlags & (BOUNCE_Actors | BOUNCE_AllActors))
{
// PASSMOBJ is irrelevant for normal missiles, but not for bouncers.
defaults->flags2 |= MF2_PASSMOBJ;
}
}
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors during actor postprocessing", FScriptPosition::ErrorCounter);
}
timer.Unclock();
if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
// Now we may call the scripted OnDestroy method.
PClass::bVMOperational = true;
StateSourceLines.Clear();
}