- Fixed: SNDINFO must be loaded before the textures. However, this required

some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-21 18:02:38 +00:00
commit 6227906072
38 changed files with 2123 additions and 2129 deletions

View file

@ -0,0 +1,550 @@
/*
** thingdef-parse.cpp
**
** Actor definitions - all parser related code
**
**---------------------------------------------------------------------------
** 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 "doomtype.h"
#include "actor.h"
#include "a_pickups.h"
#include "sc_man.h"
#include "thingdef.h"
#include "a_morph.h"
#include "cmdlib.h"
#include "templates.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "autosegs.h"
//==========================================================================
//
// ActorConstDef
//
// Parses a constant definition.
//
//==========================================================================
void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
{
// Read the type and make sure it's int.
// (Maybe there will be other types later.)
sc.MustGetToken(TK_Int);
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
sc.MustGetToken('=');
int expr = ParseExpression (sc, false, cls);
sc.MustGetToken(';');
int val = EvalExpressionI (expr, NULL, cls);
PSymbolConst *sym = new PSymbolConst;
sym->SymbolName = symname;
sym->SymbolType = SYM_Const;
sym->Value = val;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in class '%s'.",
symname.GetChars(), cls->TypeName.GetChars());
}
}
//==========================================================================
//
// ActorEnumDef
//
// Parses an enum definition.
//
//==========================================================================
void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
{
int currvalue = 0;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
if (sc.CheckToken('='))
{
int expr = ParseExpression(sc, false, cls);
currvalue = EvalExpressionI(expr, NULL, cls);
}
PSymbolConst *sym = new PSymbolConst;
sym->SymbolName = symname;
sym->SymbolType = SYM_Const;
sym->Value = currvalue;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in class '%s'.",
symname.GetChars(), cls->TypeName.GetChars());
}
// This allows a comma after the last value but doesn't enforce it.
if (sc.CheckToken('}')) break;
sc.MustGetToken(',');
currvalue++;
}
sc.MustGetToken(';');
}
//==========================================================================
//
// Parses a flag name
//
//==========================================================================
void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
{
sc.MustGetString ();
FString part1 = sc.String;
const char *part2 = NULL;
if (sc.CheckString ("."))
{
sc.MustGetString ();
part2 = sc.String;
}
HandleActorFlag(sc, bag, part1, part2, mod);
}
//==========================================================================
//
// Processes a flag. Also used by olddecorations.cpp
//
//==========================================================================
void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod)
{
FFlagDef *fd;
if ( (fd = FindFlag (bag.Info->Class, part1, part2)) )
{
AActor *defaults = (AActor*)bag.Info->Class->Defaults;
if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
{
HandleDeprecatedFlags(defaults, bag.Info, mod=='+', fd->flagbit);
}
else
{
DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
if (mod == '+')
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
}
else
{
if (part2 == NULL)
{
sc.ScriptError("\"%s\" is an unknown flag\n", part1);
}
else
{
sc.ScriptError("\"%s.%s\" is an unknown flag\n", part1, part2);
}
}
}
//==========================================================================
//
// [MH] parses a morph style expression
//
//==========================================================================
static int ParseMorphStyle (FScanner &sc)
{
static const char * morphstyles[]={
"MRF_ADDSTAMINA", "MRF_FULLHEALTH", "MRF_UNDOBYTOMEOFPOWER", "MRF_UNDOBYCHAOSDEVICE",
"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", "MRF_LOSEACTUALWEAPON",
"MRF_NEWTIDBEHAVIOUR", "MRF_UNDOBYDEATH", "MRF_UNDOBYDEATHFORCED", "MRF_UNDOBYDEATHSAVES", NULL};
static const int morphstyle_values[]={
MORPH_ADDSTAMINA, MORPH_FULLHEALTH, MORPH_UNDOBYTOMEOFPOWER, MORPH_UNDOBYCHAOSDEVICE,
MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE, MORPH_LOSEACTUALWEAPON,
MORPH_NEWTIDBEHAVIOUR, MORPH_UNDOBYDEATH, MORPH_UNDOBYDEATHFORCED, MORPH_UNDOBYDEATHSAVES};
// May be given flags by number...
if (sc.CheckNumber())
{
sc.MustGetNumber();
return sc.Number;
}
// ... else should be flags by name.
// NOTE: Later this should be removed and a normal expression used.
// The current DECORATE parser can't handle this though.
bool gotparen = sc.CheckString("(");
int style = 0;
do
{
sc.MustGetString();
style |= morphstyle_values[sc.MustMatchString(morphstyles)];
}
while (sc.CheckString("|"));
if (gotparen)
{
sc.MustGetStringName(")");
}
return style;
}
//==========================================================================
//
// For getting a state address from the parent
// No attempts have been made to add new functionality here
// This is strictly for keeping compatibility with old WADs!
//
//==========================================================================
FState *CheckState(FScanner &sc, PClass *type)
{
int v=0;
if (sc.GetString() && !sc.Crossed)
{
if (sc.Compare("0")) return NULL;
else if (sc.Compare("PARENT"))
{
FState * state = NULL;
sc.MustGetString();
FActorInfo * info = type->ParentClass->ActorInfo;
if (info != NULL)
{
state = info->FindState(FName(sc.String));
}
if (sc.GetString ())
{
if (sc.Compare ("+"))
{
sc.MustGetNumber ();
v = sc.Number;
}
else
{
sc.UnGet ();
}
}
if (state == NULL && v==0) return NULL;
if (v!=0 && state==NULL)
{
sc.ScriptError("Attempt to get invalid state from actor %s\n", type->ParentClass->TypeName.GetChars());
return NULL;
}
state+=v;
return state;
}
else sc.ScriptError("Invalid state assignment");
}
return NULL;
}
//==========================================================================
//
// Parses an actor property's parameters and calls the handler
//
//==========================================================================
bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Baggage &bag)
{
static TArray<FPropParam> params;
static TArray<FString> strings;
params.Clear();
strings.Clear();
params.Reserve(1);
params[0].i = 0;
if (prop->params[0] != '0')
{
const char * p = prop->params;
bool nocomma;
bool optcomma;
while (*p)
{
FPropParam conv;
FPropParam pref;
nocomma = false;
conv.s = NULL;
pref.i = -1;
switch ((*p) & 223)
{
case 'X': // Expression in parentheses or number.
if (sc.CheckString ("("))
{
conv.i = 0x40000000 | ParseExpression (sc, false, bag.Info->Class);
params.Push(conv);
sc.MustGetStringName(")");
break;
}
// fall through
case 'I':
sc.MustGetNumber();
conv.i = sc.Number;
break;
case 'F':
sc.MustGetFloat();
conv.f = sc.Float;
break;
case 'Z': // an optional string. Does not allow any numerical value.
if (sc.CheckFloat())
{
nocomma = true;
sc.UnGet();
break;
}
// fall through
case 'S':
case 'T':
sc.MustGetString();
conv.s = strings[strings.Reserve(1)] = sc.String;
break;
case 'C':
if (sc.CheckNumber ())
{
int R, G, B;
R = clamp (sc.Number, 0, 255);
sc.CheckString (",");
sc.MustGetNumber ();
G = clamp (sc.Number, 0, 255);
sc.CheckString (",");
sc.MustGetNumber ();
B = clamp (sc.Number, 0, 255);
conv.i = MAKERGB(R, G, B);
pref.i = 0;
}
else
{
sc.MustGetString ();
conv.s = strings[strings.Reserve(1)] = sc.String;
pref.i = 1;
}
break;
case 'M': // special case. An expression-aware parser will not need this.
conv.i = ParseMorphStyle(sc);
break;
case 'L': // Either a number or a list of strings
if (sc.CheckNumber())
{
pref.i = 0;
conv.i = sc.Number;
}
else
{
pref.i = 1;
params.Push(pref);
params[0].i++;
do
{
sc.MustGetString ();
conv.s = strings[strings.Reserve(1)] = sc.String;
params.Push(conv);
params[0].i++;
}
while (sc.CheckString(","));
goto endofparm;
}
break;
default:
assert(false);
break;
}
if (pref.i != -1)
{
params.Push(pref);
params[0].i++;
}
params.Push(conv);
params[0].i++;
endofparm:
p++;
// Hack for some properties that have to allow comma less
// parameter lists for compatibility.
if ((optcomma = (*p == '_')))
p++;
if (nocomma)
{
continue;
}
else if (*p == 0)
{
break;
}
else if (*p >= 'a')
{
if (!sc.CheckString(","))
{
if (optcomma)
{
if (!sc.CheckFloat()) break;
else sc.UnGet();
}
else break;
}
}
else
{
if (!optcomma) sc.MustGetStringName(",");
else sc.CheckString(",");
}
}
}
// call the handler
try
{
prop->Handler(defaults, bag, &params[0]);
}
catch (CRecoverableError &error)
{
sc.ScriptError("%s", error.GetMessage());
}
return true;
}
//==========================================================================
//
// Parses an actor property
//
//==========================================================================
void ParseActorProperty(FScanner &sc, Baggage &bag)
{
static const char *statenames[] = {
"Spawn", "See", "Melee", "Missile", "Pain", "Death", "XDeath", "Burn",
"Ice", "Raise", "Crash", "Crush", "Wound", "Disintegrate", "Heal", NULL };
strlwr (sc.String);
FString propname = sc.String;
if (sc.CheckString ("."))
{
sc.MustGetString ();
propname += '.';
strlwr (sc.String);
propname += sc.String;
}
else
{
sc.UnGet ();
}
FPropertyInfo *prop = FindProperty(propname);
if (prop != NULL)
{
if (bag.Info->Class->IsDescendantOf(prop->cls))
{
ParsePropertyParams(sc, prop, (AActor *)bag.Info->Class->Defaults, bag);
}
else
{
sc.ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->cls->TypeName.GetChars());
}
}
else if (!propname.CompareNoCase("States"))
{
if (!bag.StateSet) ParseStates(sc, bag.Info, (AActor *)bag.Info->Class->Defaults, bag);
else sc.ScriptError("Multiple state declarations not allowed");
bag.StateSet=true;
}
else if (MatchString(propname, statenames) != -1)
{
AddState(propname, CheckState (sc, bag.Info->Class));
}
else
{
sc.ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
}
}
//==========================================================================
//
// Finalizes an actor definition
//
//==========================================================================
void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag)
{
AActor *defaults = (AActor*)info->Class->Defaults;
FinishStates (sc, info, defaults, bag);
InstallStates (info, defaults);
if (bag.DropItemSet)
{
if (bag.DropItemList == NULL)
{
if (info->Class->Meta.GetMetaInt (ACMETA_DropItems) != 0)
{
info->Class->Meta.SetMetaInt (ACMETA_DropItems, 0);
}
}
else
{
info->Class->Meta.SetMetaInt (ACMETA_DropItems,
StoreDropItemChain(bag.DropItemList));
}
}
if (info->Class->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
defaults->flags |= MF_SPECIAL;
}
}