mirror of
https://github.com/ZDoom/gzdoom-gles.git
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7312e6a621
symbols there instead of into AActor. - Changed the expression evaluator's floating point precision to double. - Started rewriting the DECORATE expression evaluator to allow more flexibility. All the operators use the new functionality but functions, variables and constants are yet to be redone. While doing this rewrite I noticed that random2 was always evaluated as const. This got fixed automatically. SVN r1264 (trunk)
563 lines
14 KiB
C++
563 lines
14 KiB
C++
/*
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** thingdef-parse.cpp
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**
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** Actor definitions - all parser related code
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomtype.h"
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#include "actor.h"
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#include "a_pickups.h"
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#include "sc_man.h"
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#include "thingdef.h"
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#include "a_morph.h"
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#include "cmdlib.h"
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#include "templates.h"
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "autosegs.h"
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#include "i_system.h"
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#include "thingdef_exp.h"
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//==========================================================================
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//
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// ActorConstDef
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//
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// Parses a constant definition.
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//
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//==========================================================================
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void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
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{
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// Read the type and make sure it's int.
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// (Maybe there will be other types later.)
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sc.MustGetToken(TK_Int);
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sc.MustGetToken(TK_Identifier);
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FName symname = sc.String;
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sc.MustGetToken('=');
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FxExpression *expr = ParseExpression (sc, cls);
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sc.MustGetToken(';');
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int val = expr->EvalExpression(NULL, cls).GetInt();
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delete expr;
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PSymbolConst *sym = new PSymbolConst;
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sym->SymbolName = symname;
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sym->SymbolType = SYM_Const;
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sym->Value = val;
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if (symt->AddSymbol (sym) == NULL)
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{
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delete sym;
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sc.ScriptError ("'%s' is already defined in '%s'.",
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symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
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}
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}
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//==========================================================================
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//
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// ActorEnumDef
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//
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// Parses an enum definition.
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//
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//==========================================================================
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void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
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{
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int currvalue = 0;
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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sc.MustGetToken(TK_Identifier);
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FName symname = sc.String;
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if (sc.CheckToken('='))
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{
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FxExpression *expr = ParseExpression (sc, cls);
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currvalue = expr->EvalExpression(NULL, cls).GetInt();
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delete expr;
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}
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PSymbolConst *sym = new PSymbolConst;
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sym->SymbolName = symname;
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sym->SymbolType = SYM_Const;
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sym->Value = currvalue;
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if (symt->AddSymbol (sym) == NULL)
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{
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delete sym;
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sc.ScriptError ("'%s' is already defined in '%s'.",
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symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
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}
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// This allows a comma after the last value but doesn't enforce it.
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if (sc.CheckToken('}')) break;
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sc.MustGetToken(',');
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currvalue++;
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}
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sc.MustGetToken(';');
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}
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//==========================================================================
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//
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// Parses a flag name
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//
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//==========================================================================
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void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
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{
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sc.MustGetString ();
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FString part1 = sc.String;
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const char *part2 = NULL;
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if (sc.CheckString ("."))
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{
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sc.MustGetString ();
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part2 = sc.String;
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}
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HandleActorFlag(sc, bag, part1, part2, mod);
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}
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//==========================================================================
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//
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// Processes a flag. Also used by olddecorations.cpp
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//
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//==========================================================================
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void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod)
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{
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FFlagDef *fd;
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if ( (fd = FindFlag (bag.Info->Class, part1, part2)) )
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{
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AActor *defaults = (AActor*)bag.Info->Class->Defaults;
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if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
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{
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HandleDeprecatedFlags(defaults, bag.Info, mod=='+', fd->flagbit);
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}
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else
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{
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DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
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if (mod == '+')
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{
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*flagvar |= fd->flagbit;
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}
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else
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{
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*flagvar &= ~fd->flagbit;
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}
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}
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}
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else
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{
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if (part2 == NULL)
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{
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sc.ScriptError("\"%s\" is an unknown flag\n", part1);
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}
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else
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{
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sc.ScriptError("\"%s.%s\" is an unknown flag\n", part1, part2);
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}
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}
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}
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//==========================================================================
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//
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// [MH] parses a morph style expression
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//
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//==========================================================================
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static int ParseMorphStyle (FScanner &sc)
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{
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static const char * morphstyles[]={
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"MRF_ADDSTAMINA", "MRF_FULLHEALTH", "MRF_UNDOBYTOMEOFPOWER", "MRF_UNDOBYCHAOSDEVICE",
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"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", "MRF_LOSEACTUALWEAPON",
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"MRF_NEWTIDBEHAVIOUR", "MRF_UNDOBYDEATH", "MRF_UNDOBYDEATHFORCED", "MRF_UNDOBYDEATHSAVES", NULL};
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static const int morphstyle_values[]={
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MORPH_ADDSTAMINA, MORPH_FULLHEALTH, MORPH_UNDOBYTOMEOFPOWER, MORPH_UNDOBYCHAOSDEVICE,
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MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE, MORPH_LOSEACTUALWEAPON,
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MORPH_NEWTIDBEHAVIOUR, MORPH_UNDOBYDEATH, MORPH_UNDOBYDEATHFORCED, MORPH_UNDOBYDEATHSAVES};
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// May be given flags by number...
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if (sc.CheckNumber())
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{
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sc.MustGetNumber();
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return sc.Number;
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}
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// ... else should be flags by name.
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// NOTE: Later this should be removed and a normal expression used.
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// The current DECORATE parser can't handle this though.
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bool gotparen = sc.CheckString("(");
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int style = 0;
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do
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{
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sc.MustGetString();
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style |= morphstyle_values[sc.MustMatchString(morphstyles)];
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}
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while (sc.CheckString("|"));
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if (gotparen)
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{
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sc.MustGetStringName(")");
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}
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return style;
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}
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//==========================================================================
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//
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// For getting a state address from the parent
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// No attempts have been made to add new functionality here
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// This is strictly for keeping compatibility with old WADs!
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//
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//==========================================================================
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FState *CheckState(FScanner &sc, PClass *type)
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{
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int v=0;
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if (sc.GetString() && !sc.Crossed)
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{
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if (sc.Compare("0")) return NULL;
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else if (sc.Compare("PARENT"))
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{
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FState * state = NULL;
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sc.MustGetString();
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FActorInfo * info = type->ParentClass->ActorInfo;
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if (info != NULL)
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{
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state = info->FindState(FName(sc.String));
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}
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if (sc.GetString ())
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{
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if (sc.Compare ("+"))
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{
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sc.MustGetNumber ();
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v = sc.Number;
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}
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else
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{
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sc.UnGet ();
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}
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}
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if (state == NULL && v==0) return NULL;
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if (v!=0 && state==NULL)
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{
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sc.ScriptError("Attempt to get invalid state from actor %s\n", type->ParentClass->TypeName.GetChars());
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return NULL;
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}
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state+=v;
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return state;
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}
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else sc.ScriptError("Invalid state assignment");
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}
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return NULL;
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}
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//==========================================================================
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//
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// Parses an actor property's parameters and calls the handler
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//
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//==========================================================================
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bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Baggage &bag)
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{
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static TArray<FPropParam> params;
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static TArray<FString> strings;
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params.Clear();
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strings.Clear();
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params.Reserve(1);
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params[0].i = 0;
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if (prop->params[0] != '0')
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{
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const char * p = prop->params;
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bool nocomma;
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bool optcomma;
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while (*p)
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{
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FPropParam conv;
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FPropParam pref;
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nocomma = false;
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conv.s = NULL;
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pref.s = NULL;
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pref.i = -1;
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switch ((*p) & 223)
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{
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case 'X': // Expression in parentheses or number.
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if (sc.CheckString ("("))
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{
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conv.i = 0x40000000 | ParseExpression (sc, false, bag.Info->Class);
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params.Push(conv);
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sc.MustGetStringName(")");
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break;
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}
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// fall through
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case 'I':
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sc.MustGetNumber();
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conv.i = sc.Number;
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break;
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case 'F':
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sc.MustGetFloat();
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conv.f = sc.Float;
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break;
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case 'Z': // an optional string. Does not allow any numerical value.
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if (sc.CheckFloat())
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{
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nocomma = true;
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sc.UnGet();
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break;
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}
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// fall through
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case 'S':
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case 'T':
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sc.MustGetString();
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conv.s = strings[strings.Reserve(1)] = sc.String;
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break;
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case 'C':
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if (sc.CheckNumber ())
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{
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int R, G, B;
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R = clamp (sc.Number, 0, 255);
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sc.CheckString (",");
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sc.MustGetNumber ();
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G = clamp (sc.Number, 0, 255);
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sc.CheckString (",");
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sc.MustGetNumber ();
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B = clamp (sc.Number, 0, 255);
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conv.i = MAKERGB(R, G, B);
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pref.i = 0;
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}
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else
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{
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sc.MustGetString ();
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conv.s = strings[strings.Reserve(1)] = sc.String;
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pref.i = 1;
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}
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break;
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case 'M': // special case. An expression-aware parser will not need this.
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conv.i = ParseMorphStyle(sc);
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break;
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case 'L': // Either a number or a list of strings
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if (sc.CheckNumber())
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{
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pref.i = 0;
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conv.i = sc.Number;
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}
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else
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{
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pref.i = 1;
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params.Push(pref);
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params[0].i++;
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do
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{
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sc.MustGetString ();
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conv.s = strings[strings.Reserve(1)] = sc.String;
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params.Push(conv);
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params[0].i++;
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}
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while (sc.CheckString(","));
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goto endofparm;
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}
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break;
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default:
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assert(false);
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break;
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}
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if (pref.i != -1)
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{
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params.Push(pref);
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params[0].i++;
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}
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params.Push(conv);
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params[0].i++;
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endofparm:
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p++;
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// Hack for some properties that have to allow comma less
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// parameter lists for compatibility.
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if ((optcomma = (*p == '_')))
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p++;
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if (nocomma)
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{
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continue;
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}
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else if (*p == 0)
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{
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break;
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}
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else if (*p >= 'a')
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{
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if (!sc.CheckString(","))
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{
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if (optcomma)
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{
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if (!sc.CheckFloat()) break;
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else sc.UnGet();
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}
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else break;
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}
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}
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else
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{
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if (!optcomma) sc.MustGetStringName(",");
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else sc.CheckString(",");
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}
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}
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}
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// call the handler
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try
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{
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prop->Handler(defaults, bag, ¶ms[0]);
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}
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catch (CRecoverableError &error)
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{
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sc.ScriptError("%s", error.GetMessage());
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}
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return true;
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}
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//==========================================================================
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//
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// Parses an actor property
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//
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//==========================================================================
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void ParseActorProperty(FScanner &sc, Baggage &bag)
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{
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static const char *statenames[] = {
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"Spawn", "See", "Melee", "Missile", "Pain", "Death", "XDeath", "Burn",
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"Ice", "Raise", "Crash", "Crush", "Wound", "Disintegrate", "Heal", NULL };
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strlwr (sc.String);
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FString propname = sc.String;
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if (sc.CheckString ("."))
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{
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sc.MustGetString ();
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propname += '.';
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strlwr (sc.String);
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propname += sc.String;
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}
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else
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{
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sc.UnGet ();
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}
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FPropertyInfo *prop = FindProperty(propname);
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if (prop != NULL)
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{
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if (bag.Info->Class->IsDescendantOf(prop->cls))
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{
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ParsePropertyParams(sc, prop, (AActor *)bag.Info->Class->Defaults, bag);
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}
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else
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{
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sc.ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->cls->TypeName.GetChars());
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}
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}
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else if (!propname.CompareNoCase("States"))
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{
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if (!bag.StateSet) ParseStates(sc, bag.Info, (AActor *)bag.Info->Class->Defaults, bag);
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else sc.ScriptError("Multiple state declarations not allowed");
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bag.StateSet=true;
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}
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else if (MatchString(propname, statenames) != -1)
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{
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bag.statedef.AddState(propname, CheckState (sc, bag.Info->Class));
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}
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else
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{
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sc.ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
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}
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}
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//==========================================================================
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//
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// Finalizes an actor definition
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//
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//==========================================================================
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void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag)
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{
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AActor *defaults = (AActor*)info->Class->Defaults;
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try
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{
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bag.statedef.FinishStates (info, defaults, bag.StateArray);
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}
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catch (CRecoverableError &err)
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{
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sc.ScriptError(err.GetMessage());
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}
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bag.statedef.InstallStates (info, defaults);
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bag.StateArray.Clear ();
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if (bag.DropItemSet)
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{
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if (bag.DropItemList == NULL)
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{
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if (info->Class->Meta.GetMetaInt (ACMETA_DropItems) != 0)
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{
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info->Class->Meta.SetMetaInt (ACMETA_DropItems, 0);
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}
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}
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else
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{
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info->Class->Meta.SetMetaInt (ACMETA_DropItems,
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StoreDropItemChain(bag.DropItemList));
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}
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}
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if (info->Class->IsDescendantOf (RUNTIME_CLASS(AInventory)))
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{
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defaults->flags |= MF_SPECIAL;
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}
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}
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