* Goto did not support the class scope operator '::'. Like in DECORATE, this cannot be done with a simple '.' because it creates semantic problems with first part of a state label. This requires different syntax so that it can unambiguously distinguish between a scope identifier and the actual label
* Goto used the incorrect token PLUS for '+' instead of ADD.
* The state's duration was not stored in the AST.
* Truncating the sprite name inside the parser is probably not the best idea because it used a simple Printf to report this. Let's do this during processing of the AST where this can be properly handled as an error.
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.
The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
This adds:
* builtin types color, state and sound.
* ending a parameter list with an ellipsis to declare a varargs list. (A_Jump uses this.)
* allowing to declare optional arguments by giving them a default value.
* adding an 'action' qualifier for function declarations.
This uses the same property and flag tables as DECORATE with a few changes:
* it sets the parse mode to strict, so that several DECORATE warnings are now errors.
* trying to change a deprecated flag will print a warning.
* setting of editor numbers, spawn and conversation ID id not possible. Use MAPINFO to do this.
* all subclass flags must use the qualified name now (e.g. +ALWAYSPICKUP will print an error.)
* the scriptable Damage property is not yet implemented. This will require a special case with a differently named property in the processing function because in the AST it is no longer possible to distinguish between a damage value and a constant damage function.
- A_OverlayRenderStyle(int layer, int style) - Sets the renderstyle of a layer to one of the STYLE_ types.
- A_OverlayAlpha(int layer, float alphaset) - Sets the alpha of a layer.
- OverlayAlpha(int layer) - Non-action function retrieves the alpha of a layer.
New overlay flags:
- PSPF_ALPHA/STYLE - enables individual alpha and render styles on the layers set with them.
- PSPF_FORCE(ALPHA/STYLE) - Forces the overlay's alpha to be rendered with its own amount instead of multiplying. This does not count towards fuzzy, transsouls, or stencil (use stenciladd, etc. for stencil).
- PSPF_FLIP - Flips the X of the layer over, drawing it in reverse.
This had been defined as a regular compound statement but in the context this will be used in, that makes very little sense, because all it can do is set some constant values.
The most important thing here is that it doesn't provide an unnecessary learning curve to its users and doing it this way will not only ensure that but also avoid redundant documentation.
To allow initialization of other user-defined properties it will require some extensions but that's a job for later and can just as easily be done in the current framework, rather than throwing everything out and start from zero.
- added checks for duplicate field names.
- moved the tree node symbol tables out of PSymbolTreeNode to the worker data. That symbol is a bad location because it restricts the usefulness of the symbol class which is also needed for variables which use different AST structs.
- fixed some memory management issues with the work classes for the compiler that became apparent after moving the symbol tables in there. In several places these were copied around, possibly losing data.
- fixed: The tree nodes for classes and struct members were stored in the global tree nodes table.
- sort variable declarations into their own list for processing.
This uses a different algorithm as the old implementation - instead of recursively resolving unknown symbols it will first collect all constants from all scopes and then process them in one operation, doing multiple passes over the list until no more constants can be resolved anymore.
- fixed class creation. There was an infinite loop and some missing checks for native classes.
- do not write the compiler's symbols to the same symbol table as the output. The output must go to GlobalSymbols but the internal symbols must go to a namespace specific table that can be discarded after compilation.
This is the first thing the compiler has to do to get access to the class's symbol table. Of course at this point the final size of a class is not known yet so these are currently all treated as tentative.