It looks like the setup of the action function and the adding of the states got inverted by something I tried, leaving the ActionFunc member empty on the real states.
- fixed a few problems that were encountered during conversion:
* action specials as action functions were not recognized by the parser.
* Player.StartItem could not be parsed.
* disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
* states and defaults were not checked for empty bodies.
* the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
- Every update rolled into one, because I'm pretty sure I missed some while
updating lemon.c (not counting today's commits), since it wasn't always
updated at the same time as lemon.c.
- In particular, I think this check-in from 2016-06-06 was very important to
us after commit 3d5867d29e (For the
Lemon-generated parser, add a new action type SHIFTREDUCE and use it to
further compress the parser tables and improve parser performance.):
* Fix lempar.c so that the shift-reduce optimization works for error
processing.
— Fix a bug in destructorprocessing of Lemon. That has no impact on the SQLite grammar. The bug was introduced by prior work to optimize the Lemon-generated parser used by SQLite. (user: drh)
— Lemon bug fix: Do not merge action routines unless their destructors are
also identical. Problem and suggested fix reported on the mailing list by
Kelvin Sherlock. (user: drh)
— Lemon bug fix: Do not merge action routines unless their destructors are
also identical. Problem and suggested fix reported on the mailing list by
Kelvin Sherlock. (user: drh)
- started with the AST converter. So far it only deals with direct function calls with simple constants as parameters.
- added an error condition for the defaults block to get rid of some asserts.
- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
* a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
To do the rest, some cleanup is needed first, to untangle the DECORATE parser from the actual code generation so that the low end stuff can actually be reused here instead of having to be redone.
Ultimately, thingdef should only contain code that is directly related to the DECORATE parser, but that's not the case with this file. It's only function definitions which get used during gameplay and will also be accessed by ZScript.
The change is intentionally on master so that pull requests can adjust to it now instead of creating conflicts later.