qzdoom/src/scripting/thingdef.cpp
Christoph Oelckers d6047ae651 - added the required code genration nodes for member function calls.
This is not testable right now because finally the action function mess has come full circle. The current setup makes it impossible to call action functions from non-action functions because the needed info is local to the functions.
Long avoided, this needs to be refactored now so that the different semantics for action functions are no longer needed.
2016-10-22 12:10:19 +02:00

249 lines
8.1 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 "m_argv.h"
#include "p_local.h"
#include "doomerrors.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
#include "v_text.h"
#include "thingdef.h"
#include "codegeneration/codegen.h"
#include "a_sharedglobal.h"
#include "vmbuilder.h"
#include "stats.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
// STATIC FUNCTION PROTOTYPES --------------------------------------------
PClassActor *QuestItemClasses[31];
//==========================================================================
//
// SetImplicitArgs
//
// Adds the parameters implied by the function flags.
//
//==========================================================================
void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags)
{
// 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));
if (argflags != nullptr) argflags->Push(VARF_Implicit | VARF_ReadOnly);
if (argnames != nullptr) argnames->Push(NAME_self);
}
if (funcflags & VARF_Action)
{
// implied caller and callingstate pointers
if (args != nullptr)
{
// Special treatment for weapons and CustomInventorys: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
if (cls->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
{
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(TypeState/*Info*/); // fixme: TypeState is not the correct type here!!!
}
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(PClass *containingclass, PType *returntype, int flags)
{
TArray<PType *> rets(1);
TArray<PType *> args;
TArray<uint32_t> argflags;
TArray<FName> argnames;
rets[0] = returntype != nullptr? returntype : TypeError; // Use TypeError as placeholder if we do not know the return type yet.
SetImplicitArgs(&args, &argflags, &argnames, containingclass, flags);
PFunction *sym = new PFunction(containingclass, NAME_None); // anonymous functions do not have names.
sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, VARF_Action|VARF_Method);
return sym;
}
//==========================================================================
//
// FindClassMemberFunction
//
// Looks for a name in a class's symbol table and outputs appropriate messages
//
//==========================================================================
PFunction *FindClassMemberFunction(PClass *selfcls, PClass *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)
{
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_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;
}
//==========================================================================
//
// LoadActors
//
// Called from FActor::StaticInit()
//
//==========================================================================
void ParseScripts();
void ParseAllDecorate();
void LoadActors ()
{
cycle_t timer;
timer.Reset(); timer.Clock();
FScriptPosition::ResetErrorCounter();
InitThingdef();
ParseScripts();
ParseAllDecorate();
FunctionBuildList.Build();
if (FScriptPosition::ErrorCounter > 0)
{
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
}
int errorcount = 0;
for (auto ti : PClassActor::AllActorClasses)
{
if (ti->Size == TentativeClass)
{
Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
if (GetDefaultByType(ti) == nullptr)
{
Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
errorcount++;
continue;
}
}
if (errorcount > 0)
{
I_Error("%d errors during actor postprocessing", errorcount);
}
timer.Unclock();
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
// Base time: ~52 ms
// 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::FindActor(fmt);
}
}