gzdoom-gles/src/thingdef/thingdef_parse.cpp
Randy Heit 0468b1f9ce Delete default expressions for action definitions
- After StateParams was removed in commit 4a1fbdb, the expressions for
  default paramaters that ParseActionDef() created went nowhere and were
  lost. Properly throw them away by deleting them as soon as they've been
  parsed.
2013-07-28 20:05:07 -05:00

1328 lines
32 KiB
C++

/*
** 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 "i_system.h"
#include "thingdef_exp.h"
#include "w_wad.h"
#include "v_video.h"
#include "version.h"
#include "v_text.h"
#include "m_argv.h"
void ParseOldDecoration(FScanner &sc, EDefinitionType def);
//==========================================================================
//
// ParseParameter
//
// Parses a parameter - either a default in a function declaration
// or an argument in a function call.
//
//==========================================================================
FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, char type, bool constant)
{
FxExpression *x = NULL;
int v;
switch(type)
{
case 'S':
case 's': // Sound name
sc.MustGetString();
x = new FxConstant(FSoundID(sc.String), sc);
break;
case 'M':
case 'm': // Actor name
sc.SetEscape(true);
sc.MustGetString();
sc.SetEscape(false);
x = new FxClassTypeCast(RUNTIME_CLASS(AActor), new FxConstant(FName(sc.String), sc));
break;
case 'N':
case 'n': // name
case 'T':
case 't': // String
sc.SetEscape(true);
sc.MustGetString();
sc.SetEscape(false);
if (type == 'n' || type == 'N')
{
x = new FxConstant(sc.String[0] ? FName(sc.String) : NAME_None, sc);
}
else
{
x = new FxConstant(strbin1(sc.String), sc);
}
break;
case 'C':
case 'c': // Color
sc.MustGetString ();
if (sc.Compare("none"))
{
v = -1;
}
else if (sc.Compare(""))
{
v = 0;
}
else
{
int c = V_GetColor (NULL, sc.String);
// 0 needs to be the default so we have to mark the color.
v = MAKEARGB(1, RPART(c), GPART(c), BPART(c));
}
{
ExpVal val;
val.Type = VAL_Color;
val.Int = v;
x = new FxConstant(val, sc);
break;
}
case 'L':
case 'l':
{
// This forces quotation marks around the state name.
sc.MustGetToken(TK_StringConst);
if (sc.String[0] == 0 || sc.Compare("None"))
{
x = new FxConstant((FState*)NULL, sc);
}
else if (sc.Compare("*"))
{
if (constant)
{
x = new FxConstant((FState*)(intptr_t)-1, sc);
}
else sc.ScriptError("Invalid state name '*'");
}
else
{
x = new FxMultiNameState(sc.String, sc);
}
break;
}
case 'X':
case 'x':
case 'Y':
case 'y':
x = ParseExpression (sc, cls);
if (constant && !x->isConstant())
{
sc.ScriptMessage("Default parameter must be constant.");
FScriptPosition::ErrorCounter++;
}
// Do automatic coercion between ints and floats.
if (type == 'x' || type == 'X')
{
if (x->ValueType != VAL_Int)
{
x = new FxIntCast(x);
}
}
else
{
if (x->ValueType != VAL_Float)
{
x = new FxFloatCast(x);
}
}
break;
default:
assert(false);
return NULL;
}
return x;
}
//==========================================================================
//
// ActorConstDef
//
// Parses a constant definition.
//
//==========================================================================
static void ParseConstant (FScanner &sc, PSymbolTable *symt, PClassActor *cls)
{
// Read the type and make sure it's int or float.
if (sc.CheckToken(TK_Int) || sc.CheckToken(TK_Float))
{
int type = sc.TokenType;
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
sc.MustGetToken('=');
FxExpression *expr = ParseExpression (sc, cls);
sc.MustGetToken(';');
ExpVal val = expr->EvalExpression();
delete expr;
PSymbolConst *sym = new PSymbolConst(symname);
if (type == TK_Int)
{
sym->ValueType = VAL_Int;
sym->Value = val.GetInt();
}
else
{
sym->ValueType = VAL_Float;
sym->Float = val.GetFloat();
}
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptMessage ("'%s' is already defined in '%s'.",
symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
FScriptPosition::ErrorCounter++;
}
}
else
{
sc.ScriptMessage("Numeric type required for constant");
FScriptPosition::ErrorCounter++;
}
}
//==========================================================================
//
// ActorEnumDef
//
// Parses an enum definition.
//
//==========================================================================
static void ParseEnum (FScanner &sc, PSymbolTable *symt, PClassActor *cls)
{
int currvalue = 0;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
if (sc.CheckToken('='))
{
FxExpression *expr = ParseExpression (sc, cls);
currvalue = expr->EvalExpression().GetInt();
delete expr;
}
PSymbolConst *sym = new PSymbolConst(symname);
sym->ValueType = VAL_Int;
sym->Value = currvalue;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptMessage ("'%s' is already defined in '%s'.",
symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
FScriptPosition::ErrorCounter++;
}
// This allows a comma after the last value but doesn't enforce it.
if (sc.CheckToken('}')) break;
sc.MustGetToken(',');
currvalue++;
}
sc.MustGetToken(';');
}
//==========================================================================
//
// ParseNativeVariable
//
// Parses a native variable declaration.
//
//==========================================================================
static void ParseNativeVariable (FScanner &sc, PSymbolTable *symt, PClassActor *cls)
{
FExpressionType valuetype;
if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
{
sc.ScriptMessage ("variables can only be imported by internal class and actor definitions!");
FScriptPosition::ErrorCounter++;
}
// Read the type and make sure it's int or float.
sc.MustGetAnyToken();
switch (sc.TokenType)
{
case TK_Int:
valuetype = VAL_Int;
break;
case TK_Float:
valuetype = VAL_Float;
break;
case TK_Angle_t:
valuetype = VAL_Angle;
break;
case TK_Fixed_t:
valuetype = VAL_Fixed;
break;
case TK_Bool:
valuetype = VAL_Bool;
break;
case TK_Identifier:
valuetype = VAL_Object;
// Todo: Object type
sc.ScriptError("Object type variables not implemented yet!");
break;
default:
sc.ScriptError("Invalid variable type %s", sc.String);
return;
}
sc.MustGetToken(TK_Identifier);
FName symname = sc.String;
if (sc.CheckToken('['))
{
FxExpression *expr = ParseExpression (sc, cls);
int maxelems = expr->EvalExpression().GetInt();
delete expr;
sc.MustGetToken(']');
valuetype.MakeArray(maxelems);
}
sc.MustGetToken(';');
const FVariableInfo *vi = FindVariable(symname, cls);
if (vi == NULL)
{
sc.ScriptError("Unknown native variable '%s'", symname.GetChars());
}
PSymbolVariable *sym = new PSymbolVariable(symname);
sym->offset = vi->address; // todo
sym->ValueType = valuetype;
sym->bUserVar = false;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptMessage ("'%s' is already defined in '%s'.",
symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
FScriptPosition::ErrorCounter++;
}
}
//==========================================================================
//
// ParseUserVariable
//
// Parses a user variable declaration.
//
//==========================================================================
static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClassActor *cls)
{
FExpressionType valuetype;
// Only non-native classes may have user variables.
if (!cls->bRuntimeClass)
{
sc.ScriptError("Native classes may not have user variables");
}
// Read the type and make sure it's int.
sc.MustGetAnyToken();
if (sc.TokenType != TK_Int)
{
sc.ScriptMessage("User variables must be of type int");
FScriptPosition::ErrorCounter++;
}
valuetype = VAL_Int;
sc.MustGetToken(TK_Identifier);
// For now, restrict user variables to those that begin with "user_" to guarantee
// no clashes with internal member variable names.
if (sc.StringLen < 6 || strnicmp("user_", sc.String, 5) != 0)
{
sc.ScriptMessage("User variable names must begin with \"user_\"");
FScriptPosition::ErrorCounter++;
}
FName symname = sc.String;
if (sc.CheckToken('['))
{
FxExpression *expr = ParseExpression(sc, cls);
int maxelems = expr->EvalExpression().GetInt();
delete expr;
sc.MustGetToken(']');
if (maxelems <= 0)
{
sc.ScriptMessage("Array size must be positive");
FScriptPosition::ErrorCounter++;
maxelems = 1;
}
valuetype.MakeArray(maxelems);
}
sc.MustGetToken(';');
PSymbolVariable *sym = new PSymbolVariable(symname);
sym->offset = cls->Extend(sizeof(int) * (valuetype.Type == VAL_Array ? valuetype.size : 1));
sym->ValueType = valuetype;
sym->bUserVar = true;
if (symt->AddSymbol(sym) == NULL)
{
delete sym;
sc.ScriptMessage ("'%s' is already defined in '%s'.",
symname.GetChars(), cls ? cls->TypeName.GetChars() : "Global");
FScriptPosition::ErrorCounter++;
}
}
//==========================================================================
//
// Parses a flag name
//
//==========================================================================
static 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, part1, part2)) )
{
AActor *defaults = (AActor*)bag.Info->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
{
ModActorFlag(defaults, fd, mod == '+');
}
}
else
{
if (part2 == NULL)
{
sc.ScriptMessage("\"%s\" is an unknown flag\n", part1);
}
else
{
sc.ScriptMessage("\"%s.%s\" is an unknown flag\n", part1, part2);
}
FScriptPosition::ErrorCounter++;
}
}
//==========================================================================
//
// [MH] parses a morph style expression
//
//==========================================================================
struct FParseValue
{
const char *Name;
int Flag;
};
int ParseFlagExpressionString(FScanner &sc, const FParseValue *vals)
{
// 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 |= vals[sc.MustMatchString(&vals->Name, sizeof (*vals))].Flag;
}
while (sc.CheckString("|"));
if (gotparen)
{
sc.MustGetStringName(")");
}
return style;
}
static int ParseMorphStyle (FScanner &sc)
{
static const FParseValue morphstyles[]={
{ "MRF_ADDSTAMINA", MORPH_ADDSTAMINA},
{ "MRF_FULLHEALTH", MORPH_FULLHEALTH},
{ "MRF_UNDOBYTOMEOFPOWER", MORPH_UNDOBYTOMEOFPOWER},
{ "MRF_UNDOBYCHAOSDEVICE", MORPH_UNDOBYCHAOSDEVICE},
{ "MRF_FAILNOTELEFRAG", MORPH_FAILNOTELEFRAG},
{ "MRF_FAILNOLAUGH", MORPH_FAILNOLAUGH},
{ "MRF_WHENINVULNERABLE", MORPH_WHENINVULNERABLE},
{ "MRF_LOSEACTUALWEAPON", MORPH_LOSEACTUALWEAPON},
{ "MRF_NEWTIDBEHAVIOUR", MORPH_NEWTIDBEHAVIOUR},
{ "MRF_UNDOBYDEATH", MORPH_UNDOBYDEATH},
{ "MRF_UNDOBYDEATHFORCED", MORPH_UNDOBYDEATHFORCED},
{ "MRF_UNDOBYDEATHSAVES", MORPH_UNDOBYDEATHSAVES},
{ NULL, 0 }
};
return ParseFlagExpressionString(sc, morphstyles);
}
static int ParseThingActivation (FScanner &sc)
{
static const FParseValue activationstyles[]={
{ "THINGSPEC_Default", THINGSPEC_Default},
{ "THINGSPEC_ThingActs", THINGSPEC_ThingActs},
{ "THINGSPEC_ThingTargets", THINGSPEC_ThingTargets},
{ "THINGSPEC_TriggerTargets", THINGSPEC_TriggerTargets},
{ "THINGSPEC_MonsterTrigger", THINGSPEC_MonsterTrigger},
{ "THINGSPEC_MissileTrigger", THINGSPEC_MissileTrigger},
{ "THINGSPEC_ClearSpecial", THINGSPEC_ClearSpecial},
{ "THINGSPEC_NoDeathSpecial", THINGSPEC_NoDeathSpecial},
{ "THINGSPEC_TriggerActs", THINGSPEC_TriggerActs},
{ "THINGSPEC_Activate", THINGSPEC_Activate},
{ "THINGSPEC_Deactivate", THINGSPEC_Deactivate},
{ "THINGSPEC_Switch", THINGSPEC_Switch},
{ NULL, 0 }
};
return ParseFlagExpressionString(sc, activationstyles);
}
//==========================================================================
//
// 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!
//
//==========================================================================
static 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();
PClassActor *info = dyn_cast<PClassActor>(type->ParentClass);
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.ScriptMessage("Attempt to get invalid state from actor %s\n", type->ParentClass->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
return NULL;
}
state += v;
return state;
}
else
{
sc.ScriptMessage("Invalid state assignment");
FScriptPosition::ErrorCounter++;
}
}
return NULL;
}
//==========================================================================
//
// Parses an actor property's parameters and calls the handler
//
//==========================================================================
static 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.s = NULL;
pref.i = -1;
switch ((*p) & 223)
{
case 'X': // Expression in parentheses or number.
{
FxExpression *x = NULL;
if (sc.CheckString ("("))
{
x = new FxDamageValue(new FxIntCast(ParseExpression(sc, bag.Info)), true);
sc.MustGetStringName(")");
}
else
{
sc.MustGetNumber();
if (sc.Number != 0)
{
x = new FxDamageValue(new FxConstant(sc.Number, bag.ScriptPosition), false);
}
}
conv.exp = x;
params.Push(conv);
}
break;
case 'I':
sc.MustGetNumber();
conv.i = sc.Number;
break;
case 'F':
sc.MustGetFloat();
conv.f = float(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':
sc.MustGetString();
conv.s = strings[strings.Reserve(1)] = sc.String;
break;
case 'T':
sc.MustGetString();
conv.s = strings[strings.Reserve(1)] = strbin1(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 'N': // special case. An expression-aware parser will not need this.
conv.i = ParseThingActivation(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.Info, bag, &params[0]);
}
catch (CRecoverableError &error)
{
sc.ScriptError("%s", error.GetMessage());
}
return true;
}
//==========================================================================
//
// Parses an actor property
//
//==========================================================================
static 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->IsDescendantOf(*prop->cls))
{
ParsePropertyParams(sc, prop, (AActor *)bag.Info->Defaults, bag);
}
else
{
sc.ScriptMessage("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), (*prop->cls)->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
}
else if (MatchString(propname, statenames) != -1)
{
bag.statedef.SetStateLabel(propname, CheckState (sc, bag.Info));
}
else
{
sc.ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
}
}
//==========================================================================
//
// ActorActionDef
//
// Parses an action function definition. A lot of this is essentially
// documentation in the declaration for when I have a proper language
// ready.
//
//==========================================================================
static void ParseActionDef (FScanner &sc, PClassActor *cls)
{
enum
{
OPTIONAL = 1
};
bool error = false;
const AFuncDesc *afd;
FName funcname;
FString args;
if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
{
sc.ScriptMessage ("action functions can only be imported by internal class and actor definitions!");
error++;
}
sc.MustGetToken(TK_Native);
sc.MustGetToken(TK_Identifier);
funcname = sc.String;
afd = FindFunction(sc.String);
if (afd == NULL)
{
sc.ScriptMessage ("The function '%s' has not been exported from the executable.", sc.String);
error++;
}
sc.MustGetToken('(');
if (!sc.CheckToken(')'))
{
while (sc.TokenType != ')')
{
int flags = 0;
char type = '@';
// Retrieve flags before type name
for (;;)
{
if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
{
}
else
{
break;
}
}
// Read the variable type
sc.MustGetAnyToken();
switch (sc.TokenType)
{
case TK_Bool:
case TK_Int:
type = 'x';
break;
case TK_Float:
type = 'y';
break;
case TK_Sound: type = 's'; break;
case TK_String: type = 't'; break;
case TK_Name: type = 'n'; break;
case TK_State: type = 'l'; break;
case TK_Color: type = 'c'; break;
case TK_Class:
sc.MustGetToken('<');
sc.MustGetToken(TK_Identifier); // Skip class name, since the parser doesn't care
sc.MustGetToken('>');
type = 'm';
break;
case TK_Ellipsis:
type = '+';
sc.MustGetToken(')');
sc.UnGet();
break;
default:
sc.ScriptMessage ("Unknown variable type %s", sc.TokenName(sc.TokenType, sc.String).GetChars());
type = 'x';
FScriptPosition::ErrorCounter++;
break;
}
// Read the optional variable name
if (!sc.CheckToken(',') && !sc.CheckToken(')'))
{
sc.MustGetToken(TK_Identifier);
}
else
{
sc.UnGet();
}
if (sc.CheckToken('='))
{
flags |= OPTIONAL;
FxExpression *def = ParseParameter(sc, cls, type, true);
delete def;
}
if (!(flags & OPTIONAL) && type != '+')
{
type -= 'a' - 'A';
}
args += type;
sc.MustGetAnyToken();
if (sc.TokenType != ',' && sc.TokenType != ')')
{
sc.ScriptError ("Expected ',' or ')' but got %s instead", sc.TokenName(sc.TokenType, sc.String).GetChars());
}
}
}
sc.MustGetToken(';');
if (afd != NULL)
{
PSymbolActionFunction *sym = new PSymbolActionFunction(funcname);
sym->Arguments = args;
sym->Function = *(afd->VMPointer);
if (error)
{
FScriptPosition::ErrorCounter++;
}
else if (cls->Symbols.AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptMessage ("'%s' is already defined in class '%s'.",
funcname.GetChars(), cls->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
}
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
static PClassActor *ParseActorHeader(FScanner &sc, Baggage *bag)
{
FName typeName;
FName parentName;
FName replaceName;
bool native = false;
int DoomEdNum = -1;
// Get actor name
sc.MustGetString();
char *colon = strchr(sc.String, ':');
if (colon != NULL)
{
*colon++ = 0;
}
typeName = sc.String;
// Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well
// without having resort to C-mode (which disallows periods in actor names.)
if (colon == NULL)
{
sc.MustGetString ();
if (sc.String[0]==':')
{
colon = sc.String + 1;
}
}
if (colon != NULL)
{
if (colon[0] == 0)
{
sc.MustGetString ();
colon = sc.String;
}
}
if (colon == NULL)
{
sc.UnGet();
}
parentName = colon;
// Check for "replaces"
if (sc.CheckString ("replaces"))
{
// Get actor name
sc.MustGetString ();
replaceName = sc.String;
if (replaceName == typeName)
{
sc.ScriptMessage ("Cannot replace class %s with itself", typeName.GetChars());
FScriptPosition::ErrorCounter++;
}
}
// Now, after the actor names have been parsed, it is time to switch to C-mode
// for the rest of the actor definition.
sc.SetCMode (true);
if (sc.CheckNumber())
{
if (sc.Number>=-1 && sc.Number<32768) DoomEdNum = sc.Number;
else
{
// does not need to be fatal.
sc.ScriptMessage ("DoomEdNum must be in the range [-1,32767]");
FScriptPosition::ErrorCounter++;
}
}
if (sc.CheckString("native"))
{
native = true;
}
try
{
PClassActor *info = CreateNewActor(sc, typeName, parentName, native);
info->DoomEdNum = DoomEdNum > 0 ? DoomEdNum : -1;
info->SourceLumpName = Wads.GetLumpFullPath(sc.LumpNum);
SetReplacement(sc, info, replaceName);
ResetBaggage (bag, info == RUNTIME_CLASS(AActor) ? NULL : static_cast<PClassActor *>(info->ParentClass));
bag->Info = info;
bag->Lumpnum = sc.LumpNum;
#ifdef _DEBUG
bag->ClassName = typeName;
#endif
return info;
}
catch (CRecoverableError &err)
{
sc.ScriptError("%s", err.GetMessage());
return NULL;
}
}
//==========================================================================
//
// Reads an actor definition
//
//==========================================================================
static void ParseActor(FScanner &sc)
{
PClassActor *info = NULL;
Baggage bag;
info = ParseActorHeader(sc, &bag);
sc.MustGetToken('{');
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
switch (sc.TokenType)
{
case TK_Action:
ParseActionDef (sc, info);
break;
case TK_Const:
ParseConstant (sc, &info->Symbols, info);
break;
case TK_Enum:
ParseEnum (sc, &info->Symbols, info);
break;
case TK_Native:
ParseNativeVariable (sc, &info->Symbols, info);
break;
case TK_Var:
ParseUserVariable (sc, &info->Symbols, info);
break;
case TK_Identifier:
ParseActorProperty(sc, bag);
break;
case TK_States:
if (bag.StateSet)
{
sc.ScriptMessage("'%s' contains multiple state declarations", bag.Info->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
ParseStates(sc, bag.Info, (AActor *)bag.Info->Defaults, bag);
bag.StateSet = true;
break;
case '+':
case '-':
ParseActorFlag(sc, bag, sc.TokenType);
break;
default:
sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->TypeName.GetChars());
break;
}
}
FinishActor(sc, info, bag);
sc.SetCMode (false);
}
//==========================================================================
//
// Reads a damage definition
//
//==========================================================================
static void ParseDamageDefinition(FScanner &sc)
{
sc.SetCMode (true); // This may be 100% irrelevant for such a simple syntax, but I don't know
// Get DamageType
sc.MustGetString();
FName damageType = sc.String;
DamageTypeDefinition dtd;
sc.MustGetToken('{');
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
if (sc.Compare("FACTOR"))
{
sc.MustGetFloat();
dtd.DefaultFactor = FLOAT2FIXED(sc.Float);
if (!dtd.DefaultFactor) dtd.ReplaceFactor = true; // Multiply by 0 yields 0: FixedMul(damage, FixedMul(factor, 0)) is more wasteful than FixedMul(factor, 0)
}
else if (sc.Compare("REPLACEFACTOR"))
{
dtd.ReplaceFactor = true;
}
else if (sc.Compare("NOARMOR"))
{
dtd.NoArmor = true;
}
else
{
sc.ScriptError("Unexpected data (%s) in damagetype definition.", sc.String);
}
}
dtd.Apply(damageType);
sc.SetCMode (false); // (set to true earlier in function)
}
//==========================================================================
//
// ParseDecorate
//
// Parses a single DECORATE lump
//
//==========================================================================
void ParseDecorate (FScanner &sc)
{
// Get actor class name.
for(;;)
{
FScanner::SavedPos pos = sc.SavePos();
if (!sc.GetToken ())
{
return;
}
switch (sc.TokenType)
{
case TK_Include:
{
sc.MustGetString();
// This check needs to remain overridable for testing purposes.
if (Wads.GetLumpFile(sc.LumpNum) == 0 && !Args->CheckParm("-allowdecoratecrossincludes"))
{
int includefile = Wads.GetLumpFile(Wads.CheckNumForFullName(sc.String, true));
if (includefile != 0)
{
I_FatalError("File %s is overriding core lump %s.",
Wads.GetWadFullName(includefile), sc.String);
}
}
FScanner newscanner;
newscanner.Open(sc.String);
ParseDecorate(newscanner);
break;
}
case TK_Const:
ParseConstant (sc, &GlobalSymbols, NULL);
break;
case TK_Enum:
ParseEnum (sc, &GlobalSymbols, NULL);
break;
case TK_Native:
ParseNativeVariable(sc, &GlobalSymbols, NULL);
break;
case ';':
// ';' is the start of a comment in the non-cmode parser which
// is used to parse parts of the DECORATE lump. If we don't add
// a check here the user will only get weird non-informative
// error messages if a semicolon is found.
sc.ScriptError("Unexpected ';'");
break;
case TK_Identifier:
// 'ACTOR' cannot be a keyword because it is also needed as a class identifier
// so let's do a special case for this.
if (sc.Compare("ACTOR"))
{
ParseActor (sc);
break;
}
else if (sc.Compare("PICKUP"))
{
ParseOldDecoration (sc, DEF_Pickup);
break;
}
else if (sc.Compare("BREAKABLE"))
{
ParseOldDecoration (sc, DEF_BreakableDecoration);
break;
}
else if (sc.Compare("PROJECTILE"))
{
ParseOldDecoration (sc, DEF_Projectile);
break;
}
else if (sc.Compare("DAMAGETYPE"))
{
ParseDamageDefinition(sc);
break;
}
default:
sc.RestorePos(pos);
ParseOldDecoration(sc, DEF_Decoration);
break;
}
}
}