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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
167 lines
5.5 KiB
C++
167 lines
5.5 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __TOKEN_H__
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#define __TOKEN_H__
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#include "idlib/Str.h"
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/*
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===============================================================================
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idToken is a token read from a file or memory with idLexer or idParser
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===============================================================================
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*/
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// token types
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#define TT_STRING 1 // string
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#define TT_LITERAL 2 // literal
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#define TT_NUMBER 3 // number
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#define TT_NAME 4 // name
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#define TT_PUNCTUATION 5 // punctuation
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// number sub types
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#define TT_INTEGER 0x00001 // integer
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#define TT_DECIMAL 0x00002 // decimal number
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#define TT_HEX 0x00004 // hexadecimal number
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#define TT_OCTAL 0x00008 // octal number
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#define TT_BINARY 0x00010 // binary number
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#define TT_LONG 0x00020 // long int
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#define TT_UNSIGNED 0x00040 // unsigned int
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#define TT_FLOAT 0x00080 // floating point number
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#define TT_SINGLE_PRECISION 0x00100 // float
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#define TT_DOUBLE_PRECISION 0x00200 // double
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#define TT_EXTENDED_PRECISION 0x00400 // long double
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#define TT_INFINITE 0x00800 // infinite 1.#INF
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#define TT_INDEFINITE 0x01000 // indefinite 1.#IND
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#define TT_NAN 0x02000 // NaN
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#define TT_IPADDRESS 0x04000 // ip address
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#define TT_IPPORT 0x08000 // ip port
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#define TT_VALUESVALID 0x10000 // set if intvalue and floatvalue are valid
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// string sub type is the length of the string
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// literal sub type is the ASCII code
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// punctuation sub type is the punctuation id
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// name sub type is the length of the name
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class idToken : public idStr {
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friend class idParser;
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friend class idLexer;
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public:
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int type; // token type
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int subtype; // token sub type
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int line; // line in script the token was on
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int linesCrossed; // number of lines crossed in white space before token
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int flags; // token flags, used for recursive defines
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public:
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idToken( void );
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idToken( const idToken *token );
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~idToken( void );
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void operator=( const idStr& text );
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void operator=( const char *text );
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double GetDoubleValue( void ); // double value of TT_NUMBER
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float GetFloatValue( void ); // float value of TT_NUMBER
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unsigned long GetUnsignedLongValue( void ); // unsigned long value of TT_NUMBER
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int GetIntValue( void ); // int value of TT_NUMBER
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int WhiteSpaceBeforeToken( void ) const;// returns length of whitespace before token
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void ClearTokenWhiteSpace( void ); // forget whitespace before token
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void NumberValue( void ); // calculate values for a TT_NUMBER
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private:
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unsigned long intvalue; // integer value
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double floatvalue; // floating point value
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const char * whiteSpaceStart_p; // start of white space before token, only used by idLexer
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const char * whiteSpaceEnd_p; // end of white space before token, only used by idLexer
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idToken * next; // next token in chain, only used by idParser
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void AppendDirty( const char a ); // append character without adding trailing zero
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};
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ID_INLINE idToken::idToken( void ) {
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}
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ID_INLINE idToken::idToken( const idToken *token ) {
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*this = *token;
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}
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ID_INLINE idToken::~idToken( void ) {
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}
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ID_INLINE void idToken::operator=( const char *text) {
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*static_cast<idStr *>(this) = text;
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}
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ID_INLINE void idToken::operator=( const idStr& text ) {
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*static_cast<idStr *>(this) = text;
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}
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ID_INLINE double idToken::GetDoubleValue( void ) {
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if ( type != TT_NUMBER ) {
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return 0.0;
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}
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if ( !(subtype & TT_VALUESVALID) ) {
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NumberValue();
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}
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return floatvalue;
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}
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ID_INLINE float idToken::GetFloatValue( void ) {
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return (float) GetDoubleValue();
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}
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ID_INLINE unsigned long idToken::GetUnsignedLongValue( void ) {
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if ( type != TT_NUMBER ) {
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return 0;
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}
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if ( !(subtype & TT_VALUESVALID) ) {
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NumberValue();
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}
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return intvalue;
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}
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ID_INLINE int idToken::GetIntValue( void ) {
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return (int) GetUnsignedLongValue();
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}
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ID_INLINE int idToken::WhiteSpaceBeforeToken( void ) const {
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return ( whiteSpaceEnd_p > whiteSpaceStart_p );
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}
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ID_INLINE void idToken::AppendDirty( const char a ) {
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EnsureAlloced( len + 2, true );
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data[len++] = a;
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}
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#endif /* !__TOKEN_H__ */
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