gzdoom/src/thingdef/thingdef_parse.cpp

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/*
** 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"
#include "i_system.h"
#include "thingdef_exp.h"
#include "w_wad.h"
#include "v_video.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, PClass *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 'T':
case 't': // String
sc.SetEscape(true);
sc.MustGetString();
sc.SetEscape(false);
x = new FxConstant(sc.String[0]? FName(sc.String) : NAME_None, 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.ScriptError("Default parameter must be constant.");
}
break;
default:
assert(false);
return NULL;
}
return x;
}
//==========================================================================
//
// ActorConstDef
//
// Parses a constant definition.
//
//==========================================================================
static void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *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(NULL);
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.ScriptError ("'%s' is already defined in '%s'.",
symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
}
}
else
{
sc.ScriptError("Numeric type required for constant");
}
}
//==========================================================================
//
// ActorEnumDef
//
// Parses an enum definition.
//
//==========================================================================
static 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('='))
{
FxExpression *expr = ParseExpression (sc, cls);
currvalue = expr->EvalExpression(NULL).GetInt();
delete expr;
}
PSymbolConst *sym = new PSymbolConst(symname);
sym->ValueType = VAL_Int;
sym->Value = currvalue;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in '%s'.",
symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
}
// This allows a comma after the last value but doesn't enforce it.
if (sc.CheckToken('}')) break;
sc.MustGetToken(',');
currvalue++;
}
sc.MustGetToken(';');
}
//==========================================================================
//
// ActorConstDef
//
// Parses a constant definition.
//
//==========================================================================
static void ParseVariable (FScanner &sc, PSymbolTable * symt, PClass *cls)
{
FExpressionType valuetype;
if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
{
sc.ScriptError ("variables can only be imported by internal class and actor definitions!");
}
// 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(NULL).GetInt();
delete expr;
sc.MustGetToken(']');
valuetype.MakeArray(maxelems);
}
sc.MustGetToken(';');
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;
if (symt->AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in '%s'.",
symname.GetChars(), cls? cls->TypeName.GetChars() : "Global");
}
}
//==========================================================================
//
// 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->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!
//
//==========================================================================
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();
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
//
//==========================================================================
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.
if (sc.CheckString ("("))
{
FxExpression *x = ParseExpression(sc, bag.Info->Class);
conv.i = 0x40000000 | StateParams.Add(x, bag.Info->Class, false);
params.Push(conv);
sc.MustGetStringName(")");
break;
}
// fall through
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':
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.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->Class->IsDescendantOf(prop->cls))
{
ParsePropertyParams(sc, prop, (AActor *)bag.Info->Class->Defaults, bag);
}
else
{
sc.ScriptMessage("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->cls->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
}
else if (!propname.CompareNoCase("States"))
{
if (bag.StateSet)
{
sc.ScriptMessage("'%s' contains multiple state declarations", bag.Info->Class->TypeName.GetChars());
FScriptPosition::ErrorCounter++;
}
ParseStates(sc, bag.Info, (AActor *)bag.Info->Class->Defaults, bag);
bag.StateSet=true;
}
else if (MatchString(propname, statenames) != -1)
{
bag.statedef.SetStateLabel(propname, CheckState (sc, bag.Info->Class));
}
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, PClass *cls)
{
enum
{
OPTIONAL = 1
};
bool error = false;
AFuncDesc *afd;
FName funcname;
FString args;
TArray<FxExpression *> DefaultParams;
bool hasdefaults = false;
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 = 't'; 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();
}
FxExpression *def;
if (sc.CheckToken('='))
{
hasdefaults = true;
flags |= OPTIONAL;
def = ParseParameter(sc, cls, type, true);
}
else
{
def = NULL;
}
DefaultParams.Push(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->Function;
if (hasdefaults)
{
sym->defaultparameterindex = StateParams.Size();
for(unsigned int i = 0; i < DefaultParams.Size(); i++)
{
StateParams.Add(DefaultParams[i], cls, true);
}
}
else
{
sym->defaultparameterindex = -1;
}
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 FActorInfo *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;
}
// 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
{
FActorInfo *info = CreateNewActor(sc, typeName, parentName, native);
info->DoomEdNum = DoomEdNum > 0? DoomEdNum : -1;
SetReplacement(info, replaceName);
ResetBaggage (bag, info->Class->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)
{
FActorInfo * info=NULL;
Baggage bag;
info = ParseActorHeader(sc, &bag);
sc.MustGetToken('{');
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
switch (sc.TokenType)
{
case TK_Action:
ParseActionDef (sc, info->Class);
break;
case TK_Const:
ParseConstant (sc, &info->Class->Symbols, info->Class);
break;
case TK_Enum:
ParseEnum (sc, &info->Class->Symbols, info->Class);
break;
case TK_Native:
ParseVariable (sc, &info->Class->Symbols, info->Class);
break;
case TK_Identifier:
ParseActorProperty(sc, bag);
break;
case '+':
case '-':
ParseActorFlag(sc, bag, sc.TokenType);
break;
default:
sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars());
break;
}
}
FinishActor(sc, info, bag);
sc.SetCMode (false);
}
//==========================================================================
//
// 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();
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:
ParseVariable(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;
}
default:
// without the option of game filters following, anything but an opening brace
// here means a syntax error.
sc.MustGetStringName("{");
sc.RestorePos(pos);
ParseOldDecoration(sc, DEF_Decoration);
break;
}
}
}