mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-02 00:43:43 +00:00
fae8ed444c
SVN r3124 (trunk)
445 lines
12 KiB
C++
445 lines
12 KiB
C++
// Emacs style mode select -*- C++ -*-
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//----------------------------------------------------------------------------
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//
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// Copyright(C) 2000 Simon Howard
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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//--------------------------------------------------------------------------
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//
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// Preprocessor.
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//
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// The preprocessor must be called when the script is first loaded.
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// It performs 2 functions:
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// 1: blank out comments (which could be misinterpreted)
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// 2: makes a list of all the sections held within {} braces
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// 3: 'dry' runs the script: goes thru each statement and
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// sets the types of all the DFsSection's in the script
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// 4: Saves locations of all goto() labels
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//
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// the system of DFsSection's is pretty horrible really, but it works
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// and its probably the only way i can think of of saving scripts
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// half-way thru running
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//
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// By Simon Howard
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//
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//---------------------------------------------------------------------------
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//
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// FraggleScript is from SMMU which is under the GPL. Technically,
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// therefore, combining the FraggleScript code with the non-free
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// ZDoom code is a violation of the GPL.
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//
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// As this may be a problem for you, I hereby grant an exception to my
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// copyright on the SMMU source (including FraggleScript). You may use
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// any code from SMMU in (G)ZDoom, provided that:
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//
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// * For any binary release of the port, the source code is also made
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// available.
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// * The copyright notice is kept on any file containing my code.
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//
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//
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/* includes ************************/
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#include "t_script.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "farchive.h"
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//==========================================================================
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//
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// {} sections
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//
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// during preprocessing all of the {} sections
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// are found. these are stored in a hash table
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// according to their offset in the script.
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// functions here deal with creating new sections
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// and finding them from a given offset.
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//
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//==========================================================================
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IMPLEMENT_POINTY_CLASS(DFsSection)
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DECLARE_POINTER(next)
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END_POINTERS
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFsSection::Serialize(FArchive &ar)
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{
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Super::Serialize(ar);
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ar << type << start_index << end_index << loop_index << next;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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char *DFsScript::SectionStart(const DFsSection *sec)
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{
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return data + sec->start_index;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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char *DFsScript::SectionEnd(const DFsSection *sec)
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{
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return data + sec->end_index;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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char *DFsScript::SectionLoop(const DFsSection *sec)
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{
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return data + sec->loop_index;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFsScript::ClearSections()
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{
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for(int i=0;i<SECTIONSLOTS;i++)
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{
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DFsSection * var = sections[i];
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while(var)
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{
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DFsSection *next = var->next;
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var->Destroy();
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var = next;
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}
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sections[i] = NULL;
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}
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}
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//==========================================================================
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//
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// create section
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//
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//==========================================================================
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DFsSection *DFsScript::NewSection(const char *brace)
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{
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int n = section_hash(brace);
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DFsSection *newsec = new DFsSection;
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newsec->start_index = MakeIndex(brace);
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newsec->next = sections[n];
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sections[n] = newsec;
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GC::WriteBarrier(this, newsec);
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return newsec;
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}
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//==========================================================================
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//
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// find a Section from the location of the starting { brace
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//
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//==========================================================================
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DFsSection *DFsScript::FindSectionStart(const char *brace)
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{
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int n = section_hash(brace);
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DFsSection *current = sections[n];
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// use the hash table: check the appropriate hash chain
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while(current)
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{
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if(SectionStart(current) == brace) return current;
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current = current->next;
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}
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return NULL; // not found
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}
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//==========================================================================
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//
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// find a Section from the location of the closing } brace
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//
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//==========================================================================
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DFsSection *DFsScript::FindSectionEnd(const char *brace)
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{
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int n;
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// hash table is no use, they are hashed according to
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// the offset of the starting brace
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// we have to go through every entry to find from the
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// ending brace
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for(n=0; n<SECTIONSLOTS; n++) // check all sections in all chains
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{
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DFsSection *current = sections[n];
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while(current)
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{
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if(SectionEnd(current) == brace) return current; // found it
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current = current->next;
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}
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}
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return NULL; // not found
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}
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//==========================================================================
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//
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// preproocessor main loop
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//
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// This works by recursion. when a { opening
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// brace is found, another instance of the
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// function is called for the data inside
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// the {} section.
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// At the same time, the sections are noted
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// down and hashed. Goto() labels are noted
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// down, and comments are blanked out
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//
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//==========================================================================
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char *DFsScript::ProcessFindChar(char *datap, char find)
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{
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while(*datap)
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{
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if(*datap==find) return datap;
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if(*datap=='\"') // found a quote: ignore stuff in it
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{
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datap++;
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while(*datap && *datap != '\"')
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{
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// escape sequence ?
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if(*datap=='\\') datap++;
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datap++;
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}
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// error: end of script in a constant
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if(!*datap) return NULL;
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}
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// comments: blank out
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if(*datap=='/' && *(datap+1)=='*') // /* -- */ comment
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{
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while(*datap && (*datap != '*' || *(datap+1) != '/') )
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{
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*datap=' '; datap++;
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}
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if(*datap)
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*datap = *(datap+1) = ' '; // blank the last bit
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else
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{
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// script terminated in comment
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script_error("script terminated inside comment\n");
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}
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}
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if(*datap=='/' && *(datap+1)=='/') // // -- comment
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{
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while(*datap != '\n')
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{
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*datap=' '; datap++; // blank out
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}
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}
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/********** labels ****************/
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// labels are also found during the
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// preprocessing. these are of the form
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//
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// label_name:
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//
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// and are used for the goto function.
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// goto labels are stored as variables.
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if(*datap==':' && scriptnum != -1) // not in global scripts
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{
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char *labelptr = datap-1;
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while(!isop(*labelptr)) labelptr--;
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FString labelname(labelptr+1, strcspn(labelptr+1, ":"));
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if (labelname.Len() == 0)
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{
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Printf(PRINT_BOLD,"Script %d: ':' encountrered in incorrect position!\n",scriptnum);
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}
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DFsVariable *newlabel = NewVariable(labelname, svt_label);
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newlabel->value.i = MakeIndex(labelptr);
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}
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if(*datap=='{') // { -- } sections: add 'em
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{
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DFsSection *newsec = NewSection(datap);
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newsec->type = st_empty;
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// find the ending } and save
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char * theend = ProcessFindChar(datap+1, '}');
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if(!theend)
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{ // brace not found
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// This is fatal because it will cause a crash later
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// if the game isn't terminated.
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I_Error("Script %d: section error: no ending brace\n", scriptnum);
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}
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newsec->end_index = MakeIndex(theend);
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// continue from the end of the section
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datap = theend;
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}
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datap++;
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}
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return NULL;
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}
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//==========================================================================
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//
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// second stage parsing
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//
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// second stage preprocessing considers the script
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// in terms of tokens rather than as plain data.
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//
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// we 'dry' run the script: go thru each statement and
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// collect types for Sections
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//
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// this is an important thing to do, it cannot be done
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// at runtime for 2 reasons:
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// 1. gotos() jumping inside loops will pass thru
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// the end of the loop
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// 2. savegames. loading a script saved inside a
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// loop will let it pass thru the loop
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//
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// this is basically a cut-down version of the normal
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// parsing loop.
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//
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//==========================================================================
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void DFsScript::DryRunScript()
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{
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char *end = data + len;
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char *rover = data;
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// allocate space for the tokens
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FParser parse(this);
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try
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{
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while(rover < end && *rover)
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{
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rover = parse.GetTokens(rover);
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if(!parse.NumTokens) continue;
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if(parse.Section && parse.TokenType[0] == function)
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{
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if(!strcmp(parse.Tokens[0], "if"))
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{
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parse.Section->type = st_if;
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continue;
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}
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else if(!strcmp(parse.Tokens[0], "elseif")) // haleyjd: SoM's else code
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{
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parse.Section->type = st_elseif;
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continue;
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}
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else if(!strcmp(parse.Tokens[0], "else"))
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{
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parse.Section->type = st_else;
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continue;
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}
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else if(!strcmp(parse.Tokens[0], "while") ||
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!strcmp(parse.Tokens[0], "for"))
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{
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parse.Section->type = st_loop;
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parse.Section->loop_index = MakeIndex(parse.LineStart);
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continue;
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}
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}
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}
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}
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catch (CFsError err)
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{
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parse.ErrorMessage(err.msg);
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}
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}
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//==========================================================================
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//
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// main preprocess function
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//
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//==========================================================================
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void DFsScript::Preprocess()
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{
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len = (int)strlen(data);
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ProcessFindChar(data, 0); // fill in everything
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DryRunScript();
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}
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//==========================================================================
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//
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// FraggleScript allows 'including' of other lumps.
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// we divert input from the current script (normally
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// levelscript) to a seperate lump. This of course
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// first needs to be preprocessed to remove comments
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// etc.
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//
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// parse an 'include' lump
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//
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//==========================================================================
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void DFsScript::ParseInclude(char *lumpname)
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{
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int lumpnum;
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char *lump;
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if((lumpnum = Wads.CheckNumForName(lumpname)) == -1)
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{
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I_Error("include lump '%s' not found!\n", lumpname);
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return;
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}
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int lumplen=Wads.LumpLength(lumpnum);
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lump=new char[lumplen+10];
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Wads.ReadLump(lumpnum,lump);
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lump[lumplen]=0;
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// preprocess the include
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// we assume that it does not include sections or labels or
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// other nasty things
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ProcessFindChar(lump, 0);
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// now parse the lump
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FParser parse(this);
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parse.Run(lump, lump, lump+lumplen);
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// free the lump
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delete[] lump;
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}
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