qzdoom/tools/dehsupp/scanner.c

1092 lines
22 KiB
C
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/* Generated by re2c 0.12.3 */
#line 1 "scanner.re"
#include <string.h>
#include <malloc.h>
#include <stdlib.h>
#include "dehsupp.h"
#define BSIZE 8192
#define YYCTYPE uchar
#define YYCURSOR cursor
#define YYLIMIT s->lim
#define YYMARKER s->ptr
#define YYFILL(n) {cursor = fill(s, cursor);}
#define RET(i) {s->cur = cursor; return i;}
uchar *fill(Scanner *s, uchar *cursor)
{
if(!s->eof)
{
ptrdiff_t cnt = s->tok - s->bot;
if(cnt)
{
memcpy(s->bot, s->tok, s->lim - s->tok);
s->tok = s->bot;
s->ptr -= cnt;
cursor -= cnt;
s->pos -= cnt;
s->lim -= cnt;
}
if((s->top - s->lim) < BSIZE)
{
uchar *buf = (uchar*) malloc(((s->lim - s->bot) + BSIZE)*sizeof(uchar));
memcpy(buf, s->tok, s->lim - s->tok);
s->tok = buf;
s->ptr = &buf[s->ptr - s->bot];
cursor = &buf[cursor - s->bot];
s->pos = &buf[s->pos - s->bot];
s->lim = &buf[s->lim - s->bot];
s->top = &s->lim[BSIZE];
free(s->bot);
s->bot = buf;
}
if((cnt = fread((char*) s->lim, 1, BSIZE, s->fd)) != BSIZE)
{
s->eof = &s->lim[cnt]; *(s->eof)++ = '\n';
}
s->lim += cnt;
}
return cursor;
}
int scan(Scanner *s)
{
uchar *cursor = s->cur;
std:
s->tok = cursor;
#line 64 "scanner.re"
#line 64 "scanner.c"
{
YYCTYPE yych;
unsigned int yyaccept = 0;
if((YYLIMIT - YYCURSOR) < 13) YYFILL(13);
yych = *YYCURSOR;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
switch(yych) {
case 0x09:
case 0x0B:
case 0x0C:
case ' ': goto yy22;
case 0x0A: goto yy48;
case '"': goto yy20;
case '&': goto yy28;
case '(': goto yy36;
case ')': goto yy38;
case '*': goto yy34;
case '+': goto yy32;
case ',': goto yy40;
case '-': goto yy30;
case '/': goto yy2;
case '0': goto yy17;
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9': goto yy19;
case ';': goto yy46;
case 'A': goto yy7;
case 'B':
case 'E':
case 'G':
case 'H':
case 'J':
case 'K':
case 'L':
case 'M':
case 'N':
case 'P':
case 'Q':
case 'U':
case 'V':
case 'W':
case 'X':
case 'Y':
case 'Z':
case '_':
case 'a':
case 'b':
case 'c':
case 'd':
case 'f':
case 'g':
case 'h':
case 'i':
case 'j':
case 'k':
case 'l':
case 'm':
case 'n':
case 'o':
case 'q':
case 'r':
case 's':
case 't':
case 'u':
case 'v':
case 'w':
case 'x':
case 'y':
case 'z': goto yy16;
case 'C': goto yy9;
case 'D': goto yy13;
case 'F': goto yy14;
case 'I': goto yy11;
case 'O': goto yy8;
case 'R': goto yy15;
case 'S': goto yy10;
case 'T': goto yy12;
case '^': goto yy26;
case 'e': goto yy4;
case 'p': goto yy6;
case '{': goto yy42;
case '|': goto yy24;
case '}': goto yy44;
default: goto yy50;
}
yy2:
yyaccept = 0;
yych = *(YYMARKER = ++YYCURSOR);
if(yych == '*') goto yy200;
if(yych == '/') goto yy198;
yy3:
#line 107 "scanner.re"
{ RET(DIVIDE); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 164 "scanner.c"
yy4:
++YYCURSOR;
if((yych = *YYCURSOR) == 'n') goto yy194;
goto yy72;
yy5:
#line 91 "scanner.re"
{ RET(SYM); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 172 "scanner.c"
yy6:
yych = *++YYCURSOR;
if(yych == 'r') goto yy189;
goto yy72;
yy7:
yych = *++YYCURSOR;
if(yych == 'c') goto yy177;
goto yy72;
yy8:
yych = *++YYCURSOR;
if(yych == 'r') goto yy158;
goto yy72;
yy9:
yych = *++YYCURSOR;
if(yych == 'o') goto yy149;
goto yy72;
yy10:
yych = *++YYCURSOR;
if(yych <= 'p') {
if(yych <= 'n') goto yy72;
if(yych <= 'o') goto yy123;
goto yy124;
} else {
if(yych == 't') goto yy125;
goto yy72;
}
yy11:
yych = *++YYCURSOR;
if(yych == 'n') goto yy114;
goto yy72;
yy12:
yych = *++YYCURSOR;
if(yych == 'h') goto yy105;
goto yy72;
yy13:
yych = *++YYCURSOR;
if(yych == 'e') goto yy95;
goto yy72;
yy14:
yych = *++YYCURSOR;
if(yych == 'i') goto yy85;
goto yy72;
yy15:
yych = *++YYCURSOR;
if(yych == 'e') goto yy73;
goto yy72;
yy16:
yych = *++YYCURSOR;
goto yy72;
yy17:
yyaccept = 1;
yych = *(YYMARKER = ++YYCURSOR);
if(yych == 'X') goto yy68;
if(yych == 'x') goto yy68;
goto yy67;
yy18:
#line 94 "scanner.re"
{ RET(NUM); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 231 "scanner.c"
yy19:
yych = *++YYCURSOR;
goto yy65;
yy20:
yyaccept = 2;
yych = *(YYMARKER = ++YYCURSOR);
if(yych != 0x0A) goto yy54;
yy21:
#line 124 "scanner.re"
{
printf("unexpected character: %c\n", *s->tok);
goto std;
}
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 245 "scanner.c"
yy22:
++YYCURSOR;
yych = *YYCURSOR;
goto yy52;
yy23:
#line 99 "scanner.re"
{ goto std; }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 253 "scanner.c"
yy24:
++YYCURSOR;
#line 101 "scanner.re"
{ RET(OR); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 258 "scanner.c"
yy26:
++YYCURSOR;
#line 102 "scanner.re"
{ RET(XOR); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 263 "scanner.c"
yy28:
++YYCURSOR;
#line 103 "scanner.re"
{ RET(AND); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 268 "scanner.c"
yy30:
++YYCURSOR;
#line 104 "scanner.re"
{ RET(MINUS); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 273 "scanner.c"
yy32:
++YYCURSOR;
#line 105 "scanner.re"
{ RET(PLUS); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 278 "scanner.c"
yy34:
++YYCURSOR;
#line 106 "scanner.re"
{ RET(MULTIPLY); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 283 "scanner.c"
yy36:
++YYCURSOR;
#line 108 "scanner.re"
{ RET(LPAREN); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 288 "scanner.c"
yy38:
++YYCURSOR;
#line 109 "scanner.re"
{ RET(RPAREN); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 293 "scanner.c"
yy40:
++YYCURSOR;
#line 110 "scanner.re"
{ RET(COMMA); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 298 "scanner.c"
yy42:
++YYCURSOR;
#line 111 "scanner.re"
{ RET(LBRACE); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 303 "scanner.c"
yy44:
++YYCURSOR;
#line 112 "scanner.re"
{ RET(RBRACE); }
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
#line 308 "scanner.c"
yy46:
++YYCURSOR;
#line 113 "scanner.re"
{ RET(SEMICOLON); }
#line 313 "scanner.c"
yy48:
++YYCURSOR;
#line 117 "scanner.re"
{
if(cursor == s->eof) RET(EOI);
s->pos = cursor; s->line++;
goto std;
}
#line 322 "scanner.c"
yy50:
yych = *++YYCURSOR;
goto yy21;
yy51:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
yy52:
if(yych <= 0x0A) {
if(yych == 0x09) goto yy51;
goto yy23;
} else {
if(yych <= 0x0C) goto yy51;
if(yych == ' ') goto yy51;
goto yy23;
}
yy53:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
yy54:
if(yych <= '!') {
if(yych != 0x0A) goto yy53;
} else {
if(yych <= '"') goto yy57;
if(yych == '\\') goto yy56;
goto yy53;
}
yy55:
YYCURSOR = YYMARKER;
if(yyaccept <= 1) {
if(yyaccept <= 0) {
goto yy3;
} else {
goto yy18;
}
} else {
goto yy21;
}
yy56:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
if(yych <= 'b') {
if(yych <= '7') {
if(yych <= '&') {
if(yych == '"') goto yy53;
goto yy55;
} else {
if(yych <= '\'') goto yy53;
if(yych <= '/') goto yy55;
goto yy60;
}
} else {
if(yych <= '[') {
if(yych == '?') goto yy53;
goto yy55;
} else {
if(yych <= '\\') goto yy53;
if(yych <= '`') goto yy55;
goto yy53;
}
}
} else {
if(yych <= 'r') {
if(yych <= 'm') {
if(yych == 'f') goto yy53;
goto yy55;
} else {
if(yych <= 'n') goto yy53;
if(yych <= 'q') goto yy55;
goto yy53;
}
} else {
if(yych <= 'u') {
if(yych == 't') goto yy53;
goto yy55;
} else {
if(yych <= 'v') goto yy53;
if(yych == 'x') goto yy59;
goto yy55;
}
}
}
yy57:
++YYCURSOR;
#line 97 "scanner.re"
{ RET(STRING); }
#line 411 "scanner.c"
yy59:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
if(yych <= '@') {
if(yych <= '/') goto yy55;
if(yych <= '9') goto yy62;
goto yy55;
} else {
if(yych <= 'F') goto yy62;
if(yych <= '`') goto yy55;
if(yych <= 'f') goto yy62;
goto yy55;
}
yy60:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
if(yych <= '"') {
if(yych == 0x0A) goto yy55;
if(yych <= '!') goto yy53;
goto yy57;
} else {
if(yych <= '7') {
if(yych <= '/') goto yy53;
goto yy60;
} else {
if(yych == '\\') goto yy56;
goto yy53;
}
}
yy62:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
if(yych <= '9') {
if(yych <= '!') {
if(yych == 0x0A) goto yy55;
goto yy53;
} else {
if(yych <= '"') goto yy57;
if(yych <= '/') goto yy53;
goto yy62;
}
} else {
if(yych <= '[') {
if(yych <= '@') goto yy53;
if(yych <= 'F') goto yy62;
goto yy53;
} else {
if(yych <= '\\') goto yy56;
if(yych <= '`') goto yy53;
if(yych <= 'f') goto yy62;
goto yy53;
}
}
yy64:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
yy65:
if(yych <= '/') goto yy18;
if(yych <= '9') goto yy64;
goto yy18;
yy66:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
yy67:
if(yych <= '/') goto yy18;
if(yych <= '9') goto yy66;
goto yy18;
yy68:
yych = *++YYCURSOR;
if(yych <= '@') {
if(yych <= '/') goto yy55;
if(yych >= ':') goto yy55;
} else {
if(yych <= 'F') goto yy69;
if(yych <= '`') goto yy55;
if(yych >= 'g') goto yy55;
}
yy69:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
if(yych <= '@') {
if(yych <= '/') goto yy18;
if(yych <= '9') goto yy69;
goto yy18;
} else {
if(yych <= 'F') goto yy69;
if(yych <= '`') goto yy18;
if(yych <= 'f') goto yy69;
goto yy18;
}
yy71:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
yy72:
if(yych <= 'Z') {
if(yych <= '/') goto yy5;
if(yych <= '9') goto yy71;
if(yych <= '@') goto yy5;
goto yy71;
} else {
if(yych <= '_') {
if(yych <= '^') goto yy5;
goto yy71;
} else {
if(yych <= '`') goto yy5;
if(yych <= 'z') goto yy71;
goto yy5;
}
}
yy73:
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych != 'd') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
yych = *++YYCURSOR;
if(yych != 'r') goto yy72;
yych = *++YYCURSOR;
if(yych != 'S') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'y') goto yy72;
yych = *++YYCURSOR;
if(yych != 'l') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy84;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy84;
if(yych <= 'z') goto yy71;
}
}
yy84:
#line 89 "scanner.re"
{ RET(RenderStyles); }
#line 565 "scanner.c"
yy85:
yych = *++YYCURSOR;
if(yych != 'r') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'S') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy94;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy94;
if(yych <= 'z') goto yy71;
}
}
yy94:
#line 88 "scanner.re"
{ RET(FirstState); }
#line 599 "scanner.c"
yy95:
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'h') goto yy72;
yych = *++YYCURSOR;
if(yych != 'S') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy104;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy104;
if(yych <= 'z') goto yy71;
}
}
yy104:
#line 86 "scanner.re"
{ RET(DeathState); }
#line 633 "scanner.c"
yy105:
yych = *++YYCURSOR;
if(yych != 'i') goto yy72;
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych != 'g') goto yy72;
yych = *++YYCURSOR;
if(yych != 'B') goto yy72;
yych = *++YYCURSOR;
if(yych != 'i') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy113;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy113;
if(yych <= 'z') goto yy71;
}
}
yy113:
#line 85 "scanner.re"
{ RET(ThingBits); }
#line 665 "scanner.c"
yy114:
yych = *++YYCURSOR;
if(yych != 'f') goto yy72;
yych = *++YYCURSOR;
if(yych != 'o') goto yy72;
yych = *++YYCURSOR;
if(yych != 'N') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 'm') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy122;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy122;
if(yych <= 'z') goto yy71;
}
}
yy122:
#line 84 "scanner.re"
{ RET(InfoNames); }
#line 697 "scanner.c"
yy123:
yych = *++YYCURSOR;
if(yych == 'u') goto yy142;
goto yy72;
yy124:
yych = *++YYCURSOR;
if(yych == 'a') goto yy133;
goto yy72;
yy125:
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
yych = *++YYCURSOR;
if(yych != 'M') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 'p') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy132;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy132;
if(yych <= 'z') goto yy71;
}
}
yy132:
#line 82 "scanner.re"
{ RET(StateMap); }
#line 735 "scanner.c"
yy133:
yych = *++YYCURSOR;
if(yych != 'w') goto yy72;
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych != 'S') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy141;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy141;
if(yych <= 'z') goto yy71;
}
}
yy141:
#line 87 "scanner.re"
{ RET(SpawnState); }
#line 767 "scanner.c"
yy142:
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych != 'd') goto yy72;
yych = *++YYCURSOR;
if(yych != 'M') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 'p') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy148;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy148;
if(yych <= 'z') goto yy71;
}
}
yy148:
#line 83 "scanner.re"
{ RET(SoundMap); }
#line 795 "scanner.c"
yy149:
yych = *++YYCURSOR;
if(yych != 'd') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
yych = *++YYCURSOR;
if(yych != 'P') goto yy72;
yych = *++YYCURSOR;
if(yych != 'C') goto yy72;
yych = *++YYCURSOR;
if(yych != 'o') goto yy72;
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych != 'v') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy157;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy157;
if(yych <= 'z') goto yy71;
}
}
yy157:
#line 80 "scanner.re"
{ RET(CodePConv); }
#line 827 "scanner.c"
yy158:
yych = *++YYCURSOR;
if(yych != 'g') goto yy72;
yych = *++YYCURSOR;
if(yych == 'H') goto yy160;
if(yych == 'S') goto yy161;
goto yy72;
yy160:
yych = *++YYCURSOR;
if(yych == 'e') goto yy170;
goto yy72;
yy161:
yych = *++YYCURSOR;
if(yych != 'p') goto yy72;
yych = *++YYCURSOR;
if(yych != 'r') goto yy72;
yych = *++YYCURSOR;
if(yych != 'N') goto yy72;
yych = *++YYCURSOR;
if(yych != 'a') goto yy72;
yych = *++YYCURSOR;
if(yych != 'm') goto yy72;
yych = *++YYCURSOR;
if(yych != 'e') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy169;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy169;
if(yych <= 'z') goto yy71;
}
}
yy169:
#line 81 "scanner.re"
{ RET(OrgSprNames); }
#line 870 "scanner.c"
yy170:
yych = *++YYCURSOR;
if(yych != 'i') goto yy72;
yych = *++YYCURSOR;
if(yych != 'g') goto yy72;
yych = *++YYCURSOR;
if(yych != 'h') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy176;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy176;
if(yych <= 'z') goto yy71;
}
}
yy176:
#line 78 "scanner.re"
{ RET(OrgHeights); }
#line 898 "scanner.c"
yy177:
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
yych = *++YYCURSOR;
if(yych != 'i') goto yy72;
yych = *++YYCURSOR;
if(yych != 'o') goto yy72;
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych == 'L') goto yy184;
if(yych != 's') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy183;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy183;
if(yych <= 'z') goto yy71;
}
}
yy183:
#line 77 "scanner.re"
{ RET(Actions); }
#line 927 "scanner.c"
yy184:
yych = *++YYCURSOR;
if(yych != 'i') goto yy72;
yych = *++YYCURSOR;
if(yych != 's') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy188;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy188;
if(yych <= 'z') goto yy71;
}
}
yy188:
#line 79 "scanner.re"
{ RET(ActionList); }
#line 951 "scanner.c"
yy189:
yych = *++YYCURSOR;
if(yych != 'i') goto yy72;
yych = *++YYCURSOR;
if(yych != 'n') goto yy72;
yych = *++YYCURSOR;
if(yych != 't') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy193;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy193;
if(yych <= 'z') goto yy71;
}
}
yy193:
#line 76 "scanner.re"
{ RET(PRINT); }
#line 975 "scanner.c"
yy194:
yych = *++YYCURSOR;
if(yych != 'd') goto yy72;
yych = *++YYCURSOR;
if(yych != 'l') goto yy72;
++YYCURSOR;
if((yych = *YYCURSOR) <= 'Z') {
if(yych <= '/') goto yy197;
if(yych <= '9') goto yy71;
if(yych >= 'A') goto yy71;
} else {
if(yych <= '_') {
if(yych >= '_') goto yy71;
} else {
if(yych <= '`') goto yy197;
if(yych <= 'z') goto yy71;
}
}
yy197:
#line 75 "scanner.re"
{ RET(ENDL); }
#line 997 "scanner.c"
yy198:
++YYCURSOR;
if(YYLIMIT == YYCURSOR) YYFILL(1);
yych = *YYCURSOR;
if(yych == 0x0A) goto yy202;
goto yy198;
yy200:
++YYCURSOR;
#line 67 "scanner.re"
{ goto comment; }
#line 1008 "scanner.c"
yy202:
++YYCURSOR;
#line 69 "scanner.re"
{
if(cursor == s->eof) RET(EOI);
s->tok = s->pos = cursor; s->line++;
goto std;
}
#line 1017 "scanner.c"
}
#line 128 "scanner.re"
comment:
#line 1024 "scanner.c"
{
YYCTYPE yych;
if((YYLIMIT - YYCURSOR) < 2) YYFILL(2);
yych = *YYCURSOR;
if(yych == 0x0A) goto yy208;
if(yych != '*') goto yy210;
++YYCURSOR;
if((yych = *YYCURSOR) == '/') goto yy211;
yy207:
#line 139 "scanner.re"
{ goto comment; }
#line 1036 "scanner.c"
yy208:
++YYCURSOR;
#line 134 "scanner.re"
{
if(cursor == s->eof) RET(EOI);
s->tok = s->pos = cursor; s->line++;
goto comment;
}
#line 1045 "scanner.c"
yy210:
yych = *++YYCURSOR;
goto yy207;
yy211:
++YYCURSOR;
#line 132 "scanner.re"
{ goto std; }
#line 1053 "scanner.c"
}
#line 140 "scanner.re"
}
int lex(Scanner *s, struct Token *tok)
{
int tokentype = scan(s);
char *p, *q;
tok->val = 0;
tok->string = NULL;
switch (tokentype)
{
case NUM:
tok->val = strtol((char *)s->tok, NULL, 0);
break;
case STRING:
tok->string = (char *)malloc(s->cur - s->tok - 1);
strncpy(tok->string, (char *)s->tok + 1, s->cur - s->tok - 2);
tok->string[s->cur - s->tok - 2] = '\0';
for (p = q = tok->string; *p; ++p, ++q)
{
if (p[0] == '\\' && p[1] == '\\')
++p;
*q = *p;
}
break;
case SYM:
tok->string = (char *)malloc(s->cur - s->tok + 1);
strncpy(tok->string, (char *)s->tok, s->cur - s->tok);
tok->string[s->cur - s->tok] = '\0';
break;
}
return tokentype;
}