- moved the 'Finalize' methods back into a single function in the parser code.

It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.

This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
This commit is contained in:
Christoph Oelckers 2018-11-25 08:16:18 +01:00
commit 00a48b09e5
12 changed files with 70 additions and 73 deletions

View file

@ -51,6 +51,8 @@
#include "v_text.h"
#include "backend/codegen.h"
#include "stats.h"
#include "info.h"
#include "thingdef.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void InitThingdef();
@ -60,6 +62,69 @@ void InitThingdef();
static TMap<FState *, FScriptPosition> StateSourceLines;
static FScriptPosition unknownstatesource("unknown file", 0);
//==========================================================================
//
// PClassActor :: Finalize
//
// Installs the parsed states and does some sanity checking
//
//==========================================================================
void FinalizeClass(PClass *ccls, FStateDefinitions &statedef)
{
if (!ccls->IsDescendantOf(NAME_Actor)) return;
auto cls = static_cast<PClassActor*>(ccls);
try
{
statedef.FinishStates(cls);
}
catch (CRecoverableError &)
{
statedef.MakeStateDefines(nullptr);
throw;
}
auto def = GetDefaultByType(cls);
statedef.InstallStates(cls, def);
statedef.MakeStateDefines(nullptr);
if (cls->IsDescendantOf(NAME_Inventory))
{
def->flags |= MF_SPECIAL;
}
if (cls->IsDescendantOf(NAME_Weapon))
{
FState *ready = def->FindState(NAME_Ready);
FState *select = def->FindState(NAME_Select);
FState *deselect = def->FindState(NAME_Deselect);
FState *fire = def->FindState(NAME_Fire);
auto TypeName = cls->TypeName;
// 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)
{
I_Error("Weapon %s doesn't define a ready state.", TypeName.GetChars());
}
if (!select)
{
I_Error("Weapon %s doesn't define a select state.", TypeName.GetChars());
}
if (!deselect)
{
I_Error("Weapon %s doesn't define a deselect state.", TypeName.GetChars());
}
if (!fire)
{
I_Error("Weapon %s doesn't define a fire state.", TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// Saves the state's source lines for error messages during postprocessing