raze-gles/polymer/eduke32/source/lunatic/lunacon.lua

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-- LunaCON CON to Lunatic translator
-- requires LPeg, http://www.inf.puc-rio.br/~roberto/lpeg/lpeg.html
local require = require
local lpeg = require("lpeg")
local bit
local math = require("math")
local string = require("string")
local table = require("table")
local arg = arg
local assert = assert
--local error = error
local ipairs = ipairs
local loadstring = loadstring
local pairs = pairs
local pcall = pcall
local print = print
local setmetatable = setmetatable
local tonumber = tonumber
local tostring = tostring
local type = type
local unpack = unpack
-- non-nil if running from EDuke32
-- (read_into_string~=nil iff string.dump==nil)
local read_into_string = read_into_string
local ffi, ffiC
if (string.dump) then -- running stand-alone
local ljp = pcall(function() require("ffi") end)
-- "lbit" is the same module as LuaJIT's "bit" (LuaBitOp:
-- http://bitop.luajit.org/), but under a different name for (IMO) less
-- confusion. Useful for running with Rio Lua for cross-checking.
bit = ljp and require("bit") or require("lbit")
require("strict")
else
bit = require("bit")
ffi = require("ffi")
ffiC = ffi.C
end
module("lunacon")
-- I think that the "too many pending calls/choices" is unavoidable in general.
-- This limit is of course still arbitrary, but writing long if/else cascades
-- in CON isn't pretty either (though sometimes necessary because nested switches
-- don't work?)
-- See also: http://lua-users.org/lists/lua-l/2010-03/msg00086.html
lpeg.setmaxstack(1024);
local Pat, Set, Range, Var = lpeg.P, lpeg.S, lpeg.R, lpeg.V
local POS, Cc, Ctab = lpeg.Cp, lpeg.Cc, lpeg.Ct
-- CON language definitions (among other things, all keywords pattern).
local conl = require("con_lang")
local function match_until(matchsp, untilsp) -- (!untilsp matchsp)* in PEG
-- sp: string or pattern
return (matchsp - Pat(untilsp))^0
end
--[[
local function format(fmt, ...)
local ok, res = pcall(string.format, fmt, ...)
if (not ok) then
error(string.format("FAILED format(%q, ...) | message: %s", fmt, res))
end
return res
end
--]]
local format = string.format
local function printf(fmt, ...)
print(format(fmt, ...))
end
---=== semantic action functions ===---
local inf = 1/0
local NaN = 0/0
local MAXTILES = (ffiC and ffiC.MAXTILES or 30720)
-- Last keyword position, for error diagnosis.
local g_lastkwpos = nil
local g_lastkw = nil
local g_badids = {} -- maps bad id strings to 'true'
local g_recurslevel = -1 -- 0: base CON file, >0 included
local g_filename = "???"
local g_directory = "" -- with trailing slash if not empty
local g_maxerrors = 20
local g_numerrors = 0
-- Default directory to search for GAME.CON etc.
-- Stand-alone LunaCON only.
local g_defaultDir = nil
-- Warning options. Key names are the same as cmdline options, e.g.
-- -Wno-bad-identifier for disabling the "bad identifier" warning.
local g_warn = { ["not-redefined"]=true, ["bad-identifier"]=false,
["number-conversion"]=true, ["system-gamevar"]=true,
["error-bad-getactorvar"]=false, }
-- Code generation and output options.
local g_cgopt = { ["no"]=false, ["debug-lineinfo"]=false, ["gendir"]=nil,
["cache-sap"]=false, ["error-nostate"]=true, }
local function csapp() return g_cgopt["cache-sap"] end
-- Stack with *true* on top if the innermost block is a "whilevar*n".
local g_isWhile = {}
-- Sequence number of 'while' statements, used to implement CON "break" inside
-- whilevar*n, which really behaves like what sane languages call "continue"...
local g_whilenum = 0
---=== Code generation ===---
local GVFLAG = {
PERPLAYER=1, PERACTOR=2, PERX_MASK=3,
SYSTEM = 0x00000800,
READONLY = 0x00001000,
NODEFAULT = 0x00000400, -- don't reset on actor spawn
NORESET = 0x00020000, -- don't reset when restoring map state
}
-- NOTE: This differs from enum GamevarFlags_t's GAMEVAR_USER_MASK
GVFLAG.USER_MASK = GVFLAG.PERX_MASK + GVFLAG.NODEFAULT + GVFLAG.NORESET
-- CON --> mangled Lua function name, also existence check:
local g_funcname = {}
-- while parsing a block, it is a table of "gencode" tables:
local g_switchCode = nil
-- Global number of switch statements:
local g_switchCount = 0
-- [identifier] = { name=<mangled name / code>, flags=<gamevar flags> }
local g_gamevar = {}
-- [identifier] = { name=<mangled name / code>, size=<initial size> }
local g_gamearray = {}
-- * nil if dynamic tile remapping disabled
-- * true if enabled but no remappings made
-- * else, a table { [name]=<g_dynTileList index> }
local g_dyntilei = nil
local g_have_file = {} -- [filename]=true
local g_curcode = nil -- a table of string pieces or other "gencode" tables
-- will be a table, see reset_codegen()
local g_code = nil
local function ACS(s) return (csapp() and "_a" or "actor[_aci]")..s end
local function SPS(s) return (csapp() and "_spr" or "sprite[_aci]")..s end
local function PLS(s) return (csapp() and "_ps" or "player[_pli]")..s end
local function PLSX(s) return "player[_pli]"..s end
local function getlinecol(pos) end -- fwd-decl
local function new_initial_codetab()
-- NOTE: Keep this one line per line to not confuse the Lua->CON line
-- mapping system.
return {
-- Requires.
"local _con, _bit, _math = require'con', require'bit', require'math'",
"local _xmath, _geom = require'xmath', require'geom'",
-- Cache globals into locals.
"local sector, sprite, wall, spriteext, atsprite = sector, sprite, wall, spriteext, atsprite",
"local actor, player, projectile = actor, player, projectile",
"local gameactor, gameevent, _gv = gameactor, gameevent, gv",
"local updatesector, updatesectorz, cansee = updatesector, updatesectorz, cansee",
"local print, printf = print, printf",
-- Cache a couple of often-used functions.
"local _band, _bor, _bxor = _bit.band, _bit.bor, _bit.bxor",
"local _lsh, _rsh, _arsh = _bit.lshift, _bit.rshift, _bit.arshift",
-- Switch function table, indexed by global switch sequence number:
"local _SW = {}",
-- CON "states" (subroutines), gamevars and gamearrays (see mangle_name())
"local _F,_V,_A={},{},{}",
-- Static ivec3s so that no allocations need to be made.
"local _IVEC = { _geom.ivec3(), _geom.ivec3() }",
"local function _IV(num, x, y, z)",
" local v=_IVEC[num]; v.x=x; v.y=y; v.z=z; return v;",
"end",
}
end
-- CON global system gamevar
local function CSV(var) return "_gv._csv"..var end
-- Creates the table of predefined game variables.
-- KEEPINSYNC gamevars.c: Gv_AddSystemVars()
local function new_initial_gvartab()
local wmembers = conl.wdata_members
local MAX_WEAPONS = ffiC and ffiC.MAX_WEAPONS or 12
local function GamevarCreationFunc(addflags)
return function(varname)
return { name=varname, flags=GVFLAG.SYSTEM+addflags }
end
end
local RW = GamevarCreationFunc(0)
local RO = GamevarCreationFunc(GVFLAG.READONLY)
local PRW = GamevarCreationFunc(GVFLAG.PERPLAYER)
local PRO = GamevarCreationFunc(GVFLAG.READONLY+GVFLAG.PERPLAYER)
local gamevar = {
-- NOTE: THISACTOR can mean different things in some contexts.
THISACTOR = RO "_aci",
RETURN = RW "_gv.g_RETURN",
HITAG = RW(CSV".HITAG"),
LOTAG = RW(CSV".LOTAG"),
TEXTURE = RW(CSV".TEXTURE"),
-- This will warn when defining from CON, but it's the most
-- straightforward implementation.
LOGO_FLAGS = RW "_gv.g_logoFlags",
xdim = RO "_gv.xdim",
ydim = RO "_gv.ydim",
windowx1 = RO "_gv.windowx1",
windowy1 = RO "_gv.windowy1",
windowx2 = RO "_gv.windowx2",
windowy2 = RO "_gv.windowy2",
yxaspect = RO "_gv._get_yxaspect()",
viewingrange = RO "_gv._get_viewingrange()",
numsectors = RO "_gv.numsectors",
NUMSECTORS = RO "_gv.numsectors",
NUMWALLS = RO "_gv.numwalls",
-- TODO: Numsprites
randomseed = RW "_gv.randomseed",
totalclock = RO "_gv.totalclock",
framerate = RO "_gv._currentFramerate()",
current_menu = RO "_gv._currentMenu()",
rendmode = RO "_gv.currentRenderMode()",
screenpeek = RO "_gv.screenpeek",
camerax = RW "_gv.cam.pos.x",
cameray = RW "_gv.cam.pos.y",
cameraz = RW "_gv.cam.pos.z",
cameraang = RW "_gv.cam.ang",
camerahoriz = RW "_gv.cam.horiz",
camerasect = RW "_gv.cam.sect",
cameradist = RW "_gv.cam.dist",
cameraclock = RW "_gv.cam.clock",
-- HUD weapon gamevars
currentweapon = RW "_gv.hudweap.cur",
weaponcount = RW "_gv.hudweap.count",
weapon_xoffset = RW "_gv.hudweap.gunposx",
looking_angSR1 = RW "_gv.hudweap.lookhalfang",
gun_pos = RW "_gv.hudweap.gunposy",
looking_arc = RW "_gv.hudweap.lookhoriz",
gs = RW "_gv.hudweap.shade",
-- Some per-player gamevars
ZRANGE = PRW(PLSX".zrange"),
ANGRANGE = PRW(PLSX".angrange"),
AUTOAIMANGLE = PRW(PLSX".autoaimang"),
PIPEBOMB_CONTROL = PRW(PLSX".pipebombControl"),
GRENADE_LIFETIME = PRW(PLSX".pipebombLifetime"),
GRENADE_LIFETIME_VAR = PRW(PLSX".pipebombLifetimeVar"),
TRIPBOMB_CONTROL = PRW(PLSX".tripbombControl"),
STICKYBOMB_LIFETIME = PRW(PLSX".tripbombLifetime"),
STICKYBOMB_LIFETIME_VAR = PRW(PLSX".tripbombLifetimeVar"),
-- These are not 100% authentic (they're only updated in certain
-- circumstances, see player.c: P_SetWeaponGamevars()). But IMO it's
-- more useful like this.
WEAPON = PRO(PLSX".curr_weapon"),
WORKSLIKE = PRO(format(PLSX".weapon[%s].workslike", PLSX".curr_weapon")),
VOLUME = RO "_gv.currentEpisode()",
LEVEL = RO "_gv.currentLevel()",
}
-- Reserved bits
gamevar.LOGO_FLAGS.rbits = bit.bnot(4095)
for w=0,MAX_WEAPONS-1 do
for i=1,#wmembers do
local member = wmembers[i]:gsub(".*_t ","") -- strip e.g. "const int32_t "
:gsub("^_","") -- strip potentially leading underscore
local name = format("WEAPON%d_%s", w, member:upper())
gamevar[name] = PRW(format(PLSX".weapon[%d].%s", w, member))
if (member=="flags") then
gamevar[name].rbits = bit.bnot(0x1ffff)
end
end
end
return gamevar
end
local function reset_codegen()
g_funcname = {}
g_switchCode = nil
g_switchCount = 0
g_gamevar = new_initial_gvartab()
g_gamearray = {
tilesizx = { name="g_tile.sizx", size=MAXTILES, sysp=true },
tilesizy = { name="g_tile.sizy", size=MAXTILES, sysp=true },
}
g_dyntilei = nil
g_have_file = {}
g_curcode = new_initial_codetab()
-- [{actor, event, actor}num]=gencode_table
g_code = { actor={}, event={}, loadactor={} }
g_recurslevel = -1
g_numerrors = 0
end
local function addcode(x)
assert(type(x)=="string" or type(x)=="table")
g_curcode[#g_curcode+1] = x
end
local function addcodef(fmt, ...)
addcode(format(fmt, ...))
end
local function paddcodef(pos, fmt, ...)
addcodef(fmt.."--"..getlinecol(pos), ...)
end
local function add_code_and_end(codetab, endstr)
assert(type(codetab)=="table")
addcode(codetab)
addcode(endstr)
end
local function get_cache_sap_code()
return csapp() and "local _spr,_a,_ps=_con._getsap(_aci,_pli)" or ""
end
-- fwd-decls
local warnprintf, errprintf, pwarnprintf, perrprintf
local on = {}
-- Map from CON actor usertype to SFLAGs.
local MAP_ACTOR_FLAGS = {
[0] = 0,
[1] = conl.SFLAG.SFLAG_BADGUY,
[2] = conl.SFLAG.SFLAG_BADGUY + conl.SFLAG.SFLAG_BADGUYSTAYPUT,
[3] = conl.SFLAG.SFLAG_BADGUY + conl.SFLAG.SFLAG_BADGUYSTAYPUT,
}
for i=4,7 do
MAP_ACTOR_FLAGS[i] = MAP_ACTOR_FLAGS[i-4] + conl.SFLAG.SFLAG_ROTFIXED
end
function on.actor_end(pos, usertype, tsamm, codetab)
local tilenum = tsamm[1]
local flags = 0
if (usertype ~= nil) then -- useractor
if (not (bit.band(usertype, bit.bnot(7)) == 0)) then
perrprintf(pos, "invalid usertype: must be bitwise OR of 1, 2 and/or 4")
else
flags = MAP_ACTOR_FLAGS[usertype]
end
end
local str = flags..","
for i=2,math.min(#tsamm,4) do
if ((i==3 or i==4) and tsamm[i]=="0") then
-- HACK, gameactor() currently doesn't support literals for actions
-- and moves.
tsamm[i] = "'NO'"
end
str = str .. tostring(tsamm[i])..","
end
if (#tsamm >= 5) then
local movflags = bit.bor(unpack(tsamm, 5))
str = str .. movflags..","
end
paddcodef(pos, "gameactor(%d,%sfunction(_aci, _pli, _dist)", tilenum, str)
addcode(get_cache_sap_code())
add_code_and_end(codetab, "end)")
if (g_code.actor[tilenum] ~= nil) then
pwarnprintf(pos, "redefined actor %d", tilenum)
end
g_code.actor[tilenum] = codetab
end
local BAD_ID_CHARS0 = "_/\\*?" -- allowed 1st identifier chars
local BAD_ID_CHARS1 = "_/\\*-+?" -- allowed following identifier chars
-- Return the Lua code by which the CON object <name> is referenced in the
-- translated code.
local function mangle_name(name, prefix)
if (name:match("^[A-Za-z_][A-Za-z_0-9]*$")) then
return format("_%s.%s", prefix, name)
else
return format("_%s[%q]", prefix, name)
end
end
function on.state_begin_Cmt(_subj, _pos, statename)
-- We must register the state name early (Cmt) because otherwise, it won't
-- be found in a recursive state. XXX: The real issue seems to be the use
-- of "Cmt"s in other places, which messes up the sequence of running the
-- semantic actions.
local ourname = mangle_name(statename, "F")
g_funcname[statename] = ourname
return true, ourname
end
function on.state_end(pos, funcname, codetab)
paddcodef(pos, "%s=function(_aci, _pli, _dist)", funcname)
addcode(get_cache_sap_code())
add_code_and_end(codetab, "end")
end
function on.event_end(pos, eventidx, codetab)
assert(type(codetab)=="table")
-- 0x20000000: actor.FLAGS.chain_beg
paddcodef(pos, "gameevent(%d,0x20000000,function (_aci, _pli, _dist)", eventidx)
addcode(get_cache_sap_code())
addcode(codetab)
addcode("end)")
g_code.event[eventidx] = codetab
end
function on.eventloadactor_end(pos, tilenum, codetab)
-- Translate eventloadactor into a chained EVENT_LOADACTOR block
paddcodef(pos, "gameevent('LOADACTOR', function (_aci, _pli, _dist)")
addcode(get_cache_sap_code())
addcodef("if (%s==%d) then", SPS".picnum", tilenum)
addcode(codetab)
addcode("end")
addcode("end)")
if (g_code.loadactor[tilenum] ~= nil) then
-- NOTE: C-CON redefines loadactor code if encountered multiple times.
pwarnprintf(pos, "chained additional loadactor %d code", tilenum)
end
g_code.loadactor[tilenum] = codetab
end
----------
local function linecolstr(pos)
local line, col = getlinecol(pos)
return format("%d:%d", line, col)
end
local function increment_numerrors()
g_numerrors = g_numerrors+1
if (g_numerrors == g_maxerrors) then
g_numerrors = inf
printf("Too many errors (%d), aborting...", g_maxerrors)
end
end
function perrprintf(pos, fmt, ...)
printf("%s %s: error: "..fmt, g_filename, linecolstr(pos), ...)
increment_numerrors()
end
function errprintf(fmt, ...)
if (g_lastkwpos) then
perrprintf(g_lastkwpos, fmt, ...)
else
printf("%s ???: error: "..fmt, g_filename, ...)
increment_numerrors()
end
end
function pwarnprintf(pos, fmt, ...)
printf("%s %s: warning: "..fmt, g_filename, linecolstr(pos), ...)
end
function warnprintf(fmt, ...)
if (g_lastkwpos) then
pwarnprintf(g_lastkwpos, fmt, ...)
else
printf("%s ???: warning: "..fmt, g_filename, ...)
end
end
local function parse_number(pos, numstr)
-- <numstr> is a full number string, potentially prefixed with a minus sign.
local num = tonumber((numstr:gsub("h$", "")))
-- local onum = num
local hex = numstr:match("0[xX]([^h]*)h?") -- get hex digits, if any
-- num==nil for Rio Lua, which doesn't handle large hex literals.
if (num==nil or not (num >= -0x80000000 and num <= 0xffffffff)) then
-- number is <INT32_MIN or >UINT32_MAX or NaN
if (hex and #hex>8 and hex:sub(1,#hex-8):match("^[fF]$")) then
-- Too many hex digits, but they're all Fs.
pwarnprintf(pos, "number %s truncated to 32 bits", numstr)
num = bit.band(num, 0xffffffff)
else
perrprintf(pos, "number %s out of the range of a 32-bit integer", numstr)
-- Be careful not to write bound checks like
-- "if (i<LOWBOUND or i>HIGHBOUND) then error('...') end":
num = NaN
end
elseif (num >= 0x80000000) then
if (not hex and g_warn["number-conversion"]) then
pwarnprintf(pos, "number %s converted to a negative one", numstr)
end
num = bit.band(num, 0xffffffff)
end
-- printf("numstr:%s, num=%d (0x%s) '%s', resnum=%d (0x%s)",
-- numstr, onum, bit.tohex(onum), hex, num, bit.tohex(num))
return num
end
-- returns: OK?
local function check_tilenum(tilenum)
if (not (tilenum >= 0 and tilenum < MAXTILES)) then
errprintf("invalid tile number %d", tilenum)
return false
end
return true
end
-- Mapping of various "define" types to the respective number of members and
-- vice versa
local LABEL = { MOVE=2, AI=3, ACTION=5, [2]="move", [3]="ai", [5]="action",
NUMBER=1, [1]="number" }
-- Function names in the 'con' module
local LABEL_FUNCNAME = { [2]="move", [3]="ai", [5]="action" }
local g_labeldef = {} -- Lua numbers for numbers, strings for composites
local g_labeltype = {}
local function reset_labels()
g_badids = {}
-- NO is also a valid `move', `ai' or `action', but they are handled
-- separately in lookup.composite().
g_labeldef = {
NO = 0,
-- NOTE: these are read-only gamevars in C-CON
CLIPMASK0 = 65536+1, -- blocking
CLIPMASK1 = (256*65536)+64, -- hittable
-- TODO_MP
COOP = 0,
MULTIMODE = 0,
numplayers = 1,
myconnectindex = 0,
}
for varname,_ in pairs(g_labeldef) do
g_labeltype[varname] = LABEL.NUMBER
end
-- Initialize default defines.
for i=1,#conl.labels do
for label, val in pairs(conl.labels[i]) do
g_labeldef[label] = val
g_labeltype[label] = LABEL.NUMBER
end
end
end
-- Table of functions doing various lookups (label, gamevar, ...)
local lookup = {}
function lookup.defined_label(pos, maybe_minus_str, identifier)
local num = g_labeldef[identifier]
if (num == nil) then
perrprintf(pos, "label \"%s\" is not defined", identifier)
return -inf -- return a number for type cleanness
end
if (g_labeltype[identifier] ~= LABEL.NUMBER) then
perrprintf(pos, "label \"%s\" is not a `define'd number", identifier)
return -inf
end
assert(type(num)=="number")
return (maybe_minus_str=="" and 1 or -1) * num
end
local function check_sysvar_def_attempt(identifier)
if (identifier=="actorvar") then
errprintf("cannot define reserved symbol `actorvar'")
return true
end
end
local function do_define_label(identifier, num)
if (check_sysvar_def_attempt(identifier)) then
return
end
local oldtype = g_labeltype[identifier]
local oldval = g_labeldef[identifier]
if (oldval) then
if (oldtype ~= LABEL.NUMBER) then
errprintf("refusing to overwrite `%s' label \"%s\" with a `define'd number",
LABEL[oldtype], identifier)
else
-- conl.labels[...]: don't warn for wrong PROJ_ redefinitions
if (g_warn["not-redefined"]) then
if (oldval ~= num and conl.PROJ[identifier]==nil) then
warnprintf("label \"%s\" not redefined with new value %d (old: %d)",
identifier, num, oldval)
end
end
end
else
if (g_gamevar[identifier]) then
warnprintf("symbol `%s' already used for game variable", identifier)
end
if (ffi and g_dyntilei and (num>=0 and num<MAXTILES)) then
if (g_dyntilei==true) then
-- Init name -> g_dynTileList index mapping
g_dyntilei = {}
for i=0,math.huge do
local str = ffiC.g_dynTileList[i].str
if (str==nil) then
break
end
g_dyntilei[ffi.string(str)] = i
end
end
-- Potentially process one dynamic tile remapping
if (g_dyntilei[identifier]) then
local di = ffiC.g_dynTileList[g_dyntilei[identifier]]
if (ffiC._DEBUG_LUNATIC~=0 and di.staticval~=num) then
printf("REMAP %s (%d) --> %d", ffi.string(di.str), di.staticval, num)
end
di.dynvalptr[0] = num
end
end
-- New definition of a label
g_labeldef[identifier] = num
g_labeltype[identifier] = LABEL.NUMBER
end
end
local function check_composite_literal(labeltype, pos, num)
if (num==0 or num==1) then
return (num==0) and "0" or "1"
else
perrprintf(pos, "literal `%s' number must be either 0 or 1", LABEL[labeltype])
return "_INVALIT"
end
end
function lookup.composite(labeltype, pos, identifier)
if (identifier=="NO") then
-- NO is a special case and is valid for move, action and ai,
-- being the same as passing a literal 0.
return "0"
end
local val = g_labeldef[identifier]
if (val == nil) then
perrprintf(pos, "label \"%s\" is not defined", identifier)
return "_NOTDEF"
elseif (g_labeltype[identifier] ~= labeltype) then
if (identifier=="randomangle" and labeltype==LABEL.MOVE) then
pwarnprintf(pos, "label \"randomangle\" is not a `move' value, assuming 0")
return "0"
else
perrprintf(pos, "label \"%s\" is not a%s `%s' value", identifier,
labeltype==LABEL.MOVE and "" or "n", LABEL[labeltype])
return "_WRONGTYPE"
end
end
-- Generate a quoted identifier name.
val = format("%q", identifier)
return val
end
local function do_define_composite(labeltype, identifier, ...)
local oldtype = g_labeltype[identifier]
local oldval = g_labeldef[identifier]
if (oldval) then
if (oldtype ~= labeltype) then
errprintf("refusing to overwrite `%s' label \"%s\" with a `%s' value",
LABEL[oldtype], identifier, LABEL[labeltype])
else
warnprintf("duplicate `%s' definition of \"%s\" ignored",
LABEL[labeltype], identifier)
end
return
end
-- Fill up omitted arguments denoting composites with zeros.
local isai = (labeltype == LABEL.AI)
local args = {...}
for i=#args+1,labeltype do
-- Passing nil/nothing as remaining args to con.ai will make the
-- action/move the null one.
args[i] = (isai and i<=2) and "nil" or 0
end
if (isai) then
assert(type(args[1])=="string")
assert(type(args[2])=="string")
-- OR together the flags
for i=#args,LABEL.AI+1, -1 do
-- TODO: check?
args[LABEL.AI] = bit.bor(args[LABEL.AI], args[i])
args[i] = nil
end
end
-- Make a string out of that.
for i=1+(isai and 2 or 0),#args do
args[i] = format("%d", args[i])
end
addcodef("_con.%s(%q,%s)", LABEL_FUNCNAME[labeltype], identifier, table.concat(args, ","))
g_labeldef[identifier] = ""
g_labeltype[identifier] = labeltype
end
local function parse(contents) end -- fwd-decl
local function do_include_file(dirname, filename)
assert(type(filename)=="string")
if (g_have_file[filename] ~= nil) then
printf("[%d] Fatal error: infinite loop including \"%s\"", filename)
g_numerrors = inf
return
end
local contents
if (read_into_string) then
-- running from EDuke32
contents = read_into_string(filename)
else
-- running stand-alone
local io = require("io")
local fd, msg = io.open(dirname..filename)
if (fd == nil) then
-- strip up to and including first slash:
filename = filename:gsub("^.-/", "")
fd, msg = io.open(dirname..filename)
-- As a last resort, try the "default directory"
if (fd==nil and g_defaultDir) then
-- strip up to and including last slash (if any):
filename = filename:gsub("^.*/", "")
dirname = g_defaultDir.."/"
fd, msg = io.open(dirname..filename)
end
if (fd == nil) then
printf("[%d] Fatal error: couldn't open %s", g_recurslevel, msg)
g_numerrors = inf
return
end
end
contents = fd:read("*all")
fd:close()
end
if (contents == nil) then
-- maybe that file name turned out to be a directory or other
-- special file accidentally
printf("[%d] Fatal error: couldn't read from \"%s\"",
g_recurslevel, dirname..filename)
g_numerrors = inf
return
end
printf("%s[%d] Translating file \"%s\"", (g_recurslevel==-1 and "\n---- ") or "",
g_recurslevel+1, dirname..filename);
local oldfilename = g_filename
g_filename = filename
parse(contents)
g_filename = oldfilename
end
-- Table of various outer command handling functions.
local Cmd = {}
function Cmd.NYI(msg)
return function()
errprintf(msg.." not yet implemented")
end
end
function Cmd.nyi(msg)
return function()
warnprintf(msg.." not yet implemented")
end
end
function Cmd.include(filename)
do_include_file(g_directory, filename)
end
--- Per-module game data
local g_data = {}
local EPMUL = conl.MAXLEVELS
local function reset_gamedata()
g_data = {}
-- [EPMUL*ep + lev] = { ptime=<num>, dtime=<num>, fn=<str>, name=<str> }
g_data.level = {}
-- [ep] = <str>
g_data.volname = {}
-- [skillnum] = <str>
g_data.skillname = {}
-- [quotenum] = <str>
g_data.quote = {}
-- table of length 26 or 30 containg numbers
g_data.startup = {}
-- [soundnum] = { fn=<str>, params=<table of length 5> }
g_data.sound = {}
-- [volnum] = <table of length numlevels (<= MAXLEVELS) of <str>>
g_data.music = {}
end
function Cmd.definelevelname(vol, lev, fn, ptstr, dtstr, levname)
if (not (vol >= 0 and vol < conl.MAXVOLUMES)) then
errprintf("volume number exceeds maximum volume count.")
return
end
if (not (lev >= 0 and lev < conl.MAXLEVELS)) then
errprintf("level number exceeds maximum number of levels per episode.")
return
end
-- TODO: Bcorrectfilename(fn)
local function secs(tstr)
local m, s = string.match(tstr, ".+:.+")
m, s = tonumber(m), tonumber(s)
return (m and s) and m*60+s or 0
end
local map = {
ptime=secs(ptstr), dtime=secs(dtstr), fn="/"..fn, name=levname
}
if (ffi) then
ffiC.C_DefineLevelName(vol, lev, map.fn, map.ptime, map.dtime, map.name)
end
g_data.level[EPMUL*vol+lev] = map
end
local function defineXname(what, ffiCfuncname, X, name)
name = name:upper()
if (ffi) then
ffiC[ffiCfuncname](X, name)
if (#name > 32) then
warnprintf("%s %d name truncated to 32 characters.", what, X)
end
end
return name
end
function Cmd.defineskillname(skillnum, name)
if (not (skillnum >= 0 and skillnum < conl.MAXSKILLS)) then
errprintf("skill number is negative or exceeds maximum skill count.")
return
end
name = defineXname("skill", "C_DefineSkillName", skillnum, name)
g_data.skillname[skillnum] = name
end
function Cmd.definevolumename(vol, name)
if (not (vol >= 0 and vol < conl.MAXVOLUMES)) then
errprintf("volume number is negative or exceeds maximum volume count.")
return
end
name = defineXname("volume", "C_DefineVolumeName", vol, name)
g_data.volname[vol] = name
end
function Cmd.definegamefuncname(idx, name)
local NUMGAMEFUNCTIONS = (ffi and ffiC.NUMGAMEFUNCTIONS or 56)
if (not (idx >= 0 and idx < NUMGAMEFUNCTIONS)) then
errprintf("function number exceeds number of game functions.")
return
end
assert(type(name)=="string")
-- XXX: in place of C-CON's "invalid character in function name" report:
name = name:gsub("[^A-Za-z0-9]", "_")
if (ffi) then
ffiC.C_DefineGameFuncName(idx, name)
end
end
-- strip whitespace from front and back
local function stripws(str)
return str:match("^%s*(.*)%s*$")
end
function Cmd.definequote(qnum, quotestr)
if (not (qnum >= 0 and qnum < conl.MAXQUOTES)) then
errprintf("quote number is negative or exceeds limit of %d.", conl.MAXQUOTES-1)
return ""
end
quotestr = stripws(quotestr)
if (#quotestr >= conl.MAXQUOTELEN) then
-- NOTE: Actually, C_DefineQuote takes care of this! That is,
-- standalone, the string isn't truncated.
warnprintf("quote %d truncated to %d characters.", qnum, conl.MAXQUOTELEN-1)
end
if (ffi) then
ffiC.C_DefineQuote(qnum, quotestr)
end
g_data.quote[qnum] = quotestr
return ""
end
function Cmd.defineprojectile(tilenum, what, val)
local ok = check_tilenum(tilenum)
if (ffi and ok) then
-- TODO: potentially bound-check some members?
ffiC.C_DefineProjectile(tilenum, what, val)
end
end
-- flags: if string, look up in ffiC and OR, else set number directly.
function Cmd.xspriteflags(tilenum, flags)
local ok = check_tilenum(tilenum)
if (ffi and ok) then
if (type(flags)=="number") then
ffiC.g_tile[tilenum].flags = flags
else
assert(type(flags)=="string")
ffiC.g_tile[tilenum].flags = bit.bor(ffiC.g_tile[tilenum].flags, ffiC[flags])
end
end
end
function Cmd.cheatkeys(sc1, sc2)
if (ffi) then
ffiC.CheatKeys[0] = sc1
ffiC.CheatKeys[1] = sc2
end
end
function Cmd.setdefname(filename)
assert(type(filename)=="string")
if (ffi) then
if (ffiC.C_SetDefName(filename) ~= 0) then
error("OUT OF MEMORY", 0)
end
end
end
function Cmd.gamestartup(...)
local args = {...}
if (#args ~= 26 and #args ~= 30) then
errprintf("must pass either 26 (1.3D) or 30 (1.5) values")
return
end
if (ffi) then
-- running from EDuke32
if (#args == 30) then
ffiC.g_scriptVersion = 14
end
local params = ffi.new("int32_t [30]", args)
ffiC.G_DoGameStartup(params)
end
g_data.startup = args -- TODO: sanity-check them
end
function Cmd.definesound(sndnum, fn, ...)
if (not (sndnum >= 0 and sndnum < conl.MAXSOUNDS)) then
errprintf("sound number is negative or exceeds sound limit of %d", conl.MAXSOUNDS-1)
return
end
local params = {...} -- TODO: sanity-check them
if (ffi) then
local cparams = ffi.new("int32_t [5]", params)
assert(type(fn)=="string")
ffiC.C_DefineSound(sndnum, fn, cparams)
end
g_data.sound[sndnum] = { fn=fn, params=params }
end
function Cmd.music(volnum, ...)
local envmusicp = (volnum==0)
if (not (volnum >= 0 and volnum <= conl.MAXVOLUMES)) then
-- NOTE: Don't allow MAXVOLUMES+1 for now.
errprintf("volume number must be between 0 and MAXVOLUMES=%d", conl.MAXVOLUMES)
return
end
local filenames = {...}
local MAXFNS = envmusicp and conl.MAXVOLUMES or conl.MAXLEVELS
if (#filenames > MAXFNS) then
warnprintf("ignoring extraneous %d music file names", #filenames-MAXFNS)
for i=MAXFNS+1,#filenames do
filenames[i] = nil
end
end
if (ffi) then
for i=1,#filenames do
assert(type(filenames[i])=="string")
ffiC.C_DefineMusic(volnum-1, i-1, "/"..filenames[i])
end
end
g_data.music[volnum] = filenames
end
--- GAMEVARS / GAMEARRAYS
function Cmd.gamearray(identifier, initsize)
if (check_sysvar_def_attempt(identifier)) then
return
end
if (not (initsize >= 0 and initsize < 0x7fffffff)) then
errprintf("invalid initial size %d for gamearray `%s'", initsize, identifier)
return
end
local oga = g_gamearray[identifier]
if (oga) then
if (oga.sysp) then
errprintf("attempt to define system gamearray `%s'", identifier)
return
elseif (initsize ~= oga.size) then
errprintf("duplicate gamearray definition `%s' has different size", identifier)
return
else
warnprintf("duplicate gamearray definition `%s' ignored", identifier)
return
end
end
if (g_gamevar[identifier]) then
warnprintf("symbol `%s' already used for game variable", identifier)
end
local ga = { name=mangle_name(identifier, "A"), size=initsize }
g_gamearray[identifier] = ga
addcodef("%s=_con._gamearray(%d)", ga.name, initsize)
end
function Cmd.gamevar(identifier, initval, flags)
if (check_sysvar_def_attempt(identifier)) then
return
end
-- TODO: handle user bits like NORESET or NODEFAULT
if (bit.band(flags, bit.bnot(GVFLAG.USER_MASK)) ~= 0) then
-- TODO: a couple of the presumably safe ones
errprintf("gamevar flags other than 1, 2, 1024 or 131072: NYI or forbidden")
return
end
local GVFLAG_NYI = GVFLAG.NODEFAULT + GVFLAG.NORESET
if (bit.band(flags, GVFLAG_NYI) ~= 0) then
warnprintf("gamevar \"%s\" flag(s) %d: not yet implemented",
identifier, bit.band(flags, GVFLAG_NYI))
end
if (flags==GVFLAG.PERPLAYER+GVFLAG.PERACTOR) then
errprintf("invalid gamevar flags: must be either PERPLAYER or PERACTOR, not both")
return
end
local ogv = g_gamevar[identifier]
if (ogv ~= nil) then
local oflags = ogv.flags
if (oflags ~= flags) then
if (bit.band(oflags, GVFLAG.SYSTEM) ~= 0) then
-- Attempt to override a system gamevar. See if it's read-only...
if (bit.band(oflags, GVFLAG.READONLY) ~= 0) then
errprintf("attempt to override read-only system gamevar `%s'", identifier)
return
end
local flagsnosys = bit.band(oflags, bit.bnot(GVFLAG.SYSTEM))
if (flagsnosys ~= flags and g_warn["system-gamevar"]) then
warnprintf("overrode initial value of `%s', but kept "..
"flags (%d)", identifier, flagsnosys)
end
if (ogv.rbits and bit.band(ogv.rbits, initval)~=0) then
warnprintf("set one or more reserved bits (0x%s) in overriding `%s'",
bit.tohex(bit.band(ogv.rbits, initval)), identifier)
end
local linestr = "--"..getlinecol(g_lastkwpos)
-- Emit code to set the variable at Lua parse time.
if (bit.band(oflags, GVFLAG.PERPLAYER) ~= 0) then
-- Replace player index by 0.
-- TODO_MP: init for all players.
local pvar, numrepls = ogv.name:gsub("_pli", "0")
assert(numrepls>=1)
addcodef("%s=%d%s", pvar, initval, linestr)
else
addcodef("%s=%d%s", ogv.name, initval, linestr)
end
return
end
errprintf("duplicate gamevar definition `%s' has different flags", identifier)
return
else
warnprintf("duplicate gamevar definition `%s' ignored", identifier)
return
end
end
local ltype = g_labeltype[identifier]
if (ltype ~= nil) then
warnprintf("symbol `%s' already used for a defined %s", identifier, LABEL[ltype])
end
local gv = { name=mangle_name(identifier, "V"), flags=flags }
g_gamevar[identifier] = gv
-- TODO: Write gamevar system on the Lunatic side and hook it up.
-- TODO: per-player gamevars. Currently, no error on using per-player var
-- in no-player context!
if (bit.band(flags, GVFLAG.PERX_MASK)==GVFLAG.PERACTOR) then
addcodef("%s=_con.actorvar(%d)", gv.name, initval)
else
addcodef("%s=%d", gv.name, initval)
end
end
function lookup.gamearray(identifier)
local ga = g_gamearray[identifier]
if (ga == nil) then
errprintf("symbol `%s' is not a game array", identifier)
return "_INVALIDGA"
end
return ga.name
end
-- <aorpvar>: code for actor or player index
function lookup.gamevar(identifier, aorpvar, writable)
local gv = g_gamevar[identifier]
if (gv == nil) then
errprintf("symbol `%s' is not a game variable", identifier)
return "_INVALIDGV"
end
if (writable and bit.band(gv.flags, GVFLAG.READONLY) ~= 0) then
errprintf("gamevar `%s' is read-only", identifier)
return "_READONLYGV"
end
if (bit.band(gv.flags, GVFLAG.PERACTOR)~=0) then
return format("%s[%s]", gv.name, aorpvar)
else
return gv.name
end
end
local function maybe_gamevar_Cmt(subj, pos, identifier)
if (g_gamevar[identifier]) then
return true, lookup.gamevar(identifier, "_aci", false)
end
end
----==== patterns ====----
---- basic ones
-- Windows, *nix and Mac newlines all exist in the wild!
local newline = "\r"*Pat("\n")^-1 + "\n"
local EOF = Pat(-1)
local anychar = Pat(1)
-- comments
local comment = "/*" * match_until(anychar, "*/") * "*/"
local linecomment = "//" * match_until(anychar, newline)
local whitespace = Var("whitespace")
local sp0 = whitespace^0
-- This "WS+" pattern matches EOF too, so that a forgotten newline at EOF is
-- properly handled
local sp1 = whitespace^1 + EOF
local alpha = Range("AZ", "az") -- locale?
local alphanum = alpha + Range("09")
--local alnumtok = alphanum + Set("{}/\\*-_.") -- see isaltok() in gamedef.c
--- Basic lexical elements ("tokens"). See the final grammar ("Grammar") for
--- their definitions.
local tok =
{
maybe_minus = (Pat("-") * sp0)^-1,
number = Var("t_number"),
-- Valid identifier names are disjunct from keywords!
-- XXX: CON is more permissive with identifier name characters:
identifier = Var("t_identifier"),
-- This one matches keywords, too:
identifier_all = Var("t_identifier_all"),
define = Var("t_define"),
move = Var("t_move"),
ai = Var("t_ai"),
action = Var("t_action"),
-- NOTE: no chance to whitespace and double quotes in filenames:
filename = lpeg.C((anychar-Set(" \t\r\n\""))^1),
newline_term_str = match_until(anychar, newline),
rvar = Var("t_rvar"),
wvar = Var("t_wvar"),
gamearray = Var("t_gamearray"),
-- for definelevelname
time = lpeg.C(alphanum*alphanum^-1*":"*alphanum*alphanum^-1),
state_ends = Pat("ends")
+ POS() * "else" * sp1 * "ends"
/ function(pos) pwarnprintf(pos, "stray `else' at end of state") end,
}
---- helper patterns / pattern constructing functions
local maybe_quoted_filename = ('"' * tok.filename * '"' + tok.filename)
-- empty string is handled too; we must not eat the newline then!
local newline_term_string = (#newline + EOF)*lpeg.Cc("")
+ (whitespace-newline)^1 * lpeg.C(tok.newline_term_str)
-- (sp1 * tok.define) repeated exactly n times
local function n_defines(n) -- works well only for small n
local pat = Pat(true)
for i=1,n do
pat = sp1 * tok.define * pat
end
return pat
end
local D, R, W, I, GARI, AC, MV, AI = -1, -2, -3, -4, -5, -6, -7, -8
local TOKEN_PATTERN = { [D]=tok.define, [R]=tok.rvar, [W]=tok.wvar,
[I]=tok.identifier, [GARI]=tok.gamearray,
[AC]=tok.action, [MV]=tok.move, [AI]=tok.ai }
-- Generic command pattern, types given by varargs.
-- The command name to be matched is attached later.
-- Example:
-- "command" writtenvar readvar def def: gencmd(W,R,D,D)
-- --> sp1 * tok.wvar * sp1 * tok.rvar * sp1 * tok.define * sp1 * tok.define
-- "command_with_no_args": gencmd()
-- --> Pat(true)
local function cmd(...)
local pat = Pat(true)
local vartypes = {...}
for i=1,#vartypes do
pat = pat * sp1 * assert(TOKEN_PATTERN[vartypes[i]])
end
return pat
end
-- The command names will be attached to the front of the patterns later!
--== Top level CON commands ==--
-- XXX: many of these are also allowed inside actors/states/events in CON.
local Couter = {
--- 1. Preprocessor
include = sp1 * maybe_quoted_filename
/ Cmd.include,
includedefault = cmd()
/ Cmd.NYI("`includedefault'"),
define = cmd(I,D)
/ do_define_label,
--- 2. Defines and Meta-Settings
dynamicremap = cmd()
/ function() print("Using dynamic tile remapping"); g_dyntilei=true; end,
setcfgname = sp1 * tok.filename
/ Cmd.nyi("`setcfgname'"),
setdefname = sp1 * tok.filename
/ Cmd.setdefname,
setgamename = newline_term_string
/ Cmd.nyi("`setgamename'"),
precache = cmd(D,D,D)
, -- / Cmd.nyi("`precache'"),
scriptsize = cmd(D)
/ "", -- no-op
cheatkeys = cmd(D,D)
/ Cmd.cheatkeys,
definecheat = newline_term_string -- XXX: actually tricker syntax (TS)
, -- / Cmd.nyi("`definecheat'"),
definegamefuncname = sp1 * tok.define * newline_term_string -- XXX: TS?
/ Cmd.definegamefuncname,
definegametype = n_defines(2) * newline_term_string
/ Cmd.NYI("`definegametype'"), -- TODO_MP
definelevelname = n_defines(2) * sp1 * tok.filename * sp1 * tok.time * sp1 * tok.time *
newline_term_string
/ Cmd.definelevelname,
defineskillname = sp1 * tok.define * newline_term_string
/ Cmd.defineskillname,
definevolumename = sp1 * tok.define * newline_term_string
/ Cmd.definevolumename,
definequote = sp1 * tok.define * newline_term_string
/ Cmd.definequote,
defineprojectile = cmd(D,D,D)
/ Cmd.defineprojectile,
definesound = sp1 * tok.define * sp1 * maybe_quoted_filename * n_defines(5)
/ Cmd.definesound,
-- NOTE: gamevar.ogg and the like is OK, too
music = sp1 * tok.define * match_until(sp1 * tok.filename, sp1 * conl.keyword * sp1)
/ Cmd.music,
--- 3. Game Settings
-- gamestartup has 26/30 fixed defines, depending on 1.3D/1.5 version:
gamestartup = (sp1 * tok.define)^26
/ Cmd.gamestartup,
spritenopal = cmd(D)
/ function(tilenum, flags) Cmd.xspriteflags(tilenum, "SFLAG_NOPAL") end,
spritenoshade = cmd(D)
/ function(tilenum, flags) Cmd.xspriteflags(tilenum, "SFLAG_NOSHADE") end,
spritenvg = cmd(D)
/ function(tilenum, flags) Cmd.xspriteflags(tilenum, "SFLAG_NVG") end,
spriteshadow = cmd(D)
/ function(tilenum, flags) Cmd.xspriteflags(tilenum, "SFLAG_SHADOW") end,
spriteflags = cmd(D,D) -- also see inner
/ function(tilenum, flags) Cmd.xspriteflags(tilenum, flags) end,
--- 4. Game Variables / Arrays
gamevar = cmd(I,D,D)
/ Cmd.gamevar,
gamearray = cmd(I,D)
/ Cmd.gamearray,
--- 5. Top level commands that are also run-time commands
move = sp1 * tok.identifier * (sp1 * tok.define)^-2 -- hvel, vvel
/ function(...) do_define_composite(LABEL.MOVE, ...) end,
-- startframe, numframes, viewtype, incval, delay:
action = sp1 * tok.identifier * (sp1 * tok.define)^-5
/ function(...) do_define_composite(LABEL.ACTION, ...) end,
-- action, move, flags...:
ai = sp1 * tok.identifier * (sp1 * tok.action *
(sp1 * tok.move * (sp1 * tok.define)^0)^-1
)^-1
/ function(...) do_define_composite(LABEL.AI, ...) end,
--- 6. Deprecated TLCs
betaname = newline_term_string,
enhanced = cmd(D),
}
--== Run time CON commands ==--
--- 1. Gamevar Operators
local varop = cmd(W,D)
local varvarop = cmd(W,R)
local function varopf(op)
if (#op <= 2) then
return varop / ("%1=%1"..op.."%2")
else
return varop / ("%1="..op.."(%1,%2)")
end
end
local function varvaropf(op)
if (#op <= 2) then
return varvarop / ("%1=%1"..op.."%2")
else
return varvarop / ("%1="..op.."(%1,%2)")
end
end
-- Allow nesting... stuff like
-- ifvarl actorvar[sprite[THISACTOR].owner].burning 0
-- is kinda breaking the classic "no array nesting" rules
-- (if there ever were any) but making our life harder else.
local arraypat = sp0 * "[" * sp0 * tok.rvar * sp0 * "]"
-- Have to bite the bullet here and list actor/player members with second
-- parameters, even though it's ugly to make it part of the syntax. Also,
-- stuff like
-- actor[xxx].loogiex parm2 x
-- will be wrongly accepted at the parsing stage (loogiex is player's member)
-- because we don't discriminate between actor and player here.
local parm2memberpat = lpeg.C(Pat("htg_t") + "loogiex" + "loogiey" + "ammo_amount" +
"weaprecs" + "gotweapon" + "pals" + "max_ammo_amount") * sp1 * tok.rvar
-- The member name must match keywords, too (_all), because e.g. cstat is a member
-- of sprite[].
local bothmemberpat = sp0 * "." * sp0 * lpeg.Ct(parm2memberpat + tok.identifier_all)
local singlememberpat = sp0 * "." * sp0 * tok.identifier_all
local getstructcmd = -- get<structname>[<idx>].<member> (<parm2>)? <<var>>
arraypat * bothmemberpat * sp1 * tok.wvar
local setstructcmd = -- set<structname>[<idx>].<<member>> (<parm2>)? <var>
arraypat * bothmemberpat * sp1 * tok.rvar
local getperxvarcmd = -- get<actor/player>var[<idx>].<varname> <<var>>
arraypat * singlememberpat * sp1 * tok.wvar
local setperxvarcmd = -- set<actor/player>var[<idx>].<<varname>> <var>
arraypat * singlememberpat * sp1 * tok.rvar
local function thisactor_to_pli(var)
return (var=="_aci") and "_pli" or var
end
-- Function generating code for a struct read/write access.
local function StructAccess(Structname, writep, index, membertab)
assert(type(membertab)=="table")
-- Lowercase the member name for CON compatibility
local member, parm2 = membertab[1]:lower(), membertab[2]
local MemberCode = conl.StructAccessCode[Structname] or conl.StructAccessCode2[Structname]
-- Look up array+member name first, e.g. "spriteext[%s].angoff".
local armembcode = MemberCode[member]
if (armembcode == nil) then
errprintf("%s: invalid %s member `.%s'", g_lastkw, Structname, member)
return "_MEMBINVALID"
end
if (type(armembcode)=="table") then
-- Read and write accesses differ.
armembcode = armembcode[writep and 2 or 1]
if (armembcode==nil) then
errprintf("%s access to %s[].%s is not available",
writep and "write" or "read", Structname, member)
return "_MEMBNOACCESS"
end
end
if (Structname~="userdef") then
-- Count number of parameters ("%s"), don't count "%%s".
local _, numparms = armembcode:gsub("[^%%]%%s", "", 2)
if (#membertab ~= numparms) then
local nums = { "one", "two" }
errprintf("%s[].%s has %s parameter%s, but %s given", Structname,
member, nums[numparms], numparms==1 and "" or "s",
nums[#membertab])
return "_MEMBINVPARM"
end
end
-- THISACTOR special meanings
if (Structname=="player" or Structname=="input") then
index = thisactor_to_pli(index)
elseif (Structname=="sector") then
if (index=="_aci") then
index = SPS".sectnum"
end
end
-- METHOD_MEMBER
local ismethod = (armembcode:find("%%s",1,true)~=nil)
-- If ismethod is true, then the formatted string will now have an "%s"
local code
if (Structname=="userdef") then
-- assert(index==nil)
assert(parm2==nil)
code = format(armembcode, parm2)
else
code = format(armembcode, index, parm2)
end
if (csapp()) then
if (Structname=="player") then
code = code:gsub("^player%[_pli%]", "_ps")
elseif (Structname=="sprite") then
code = code:gsub("^actor%[_aci%]", "_a")
code = code:gsub("^sprite%[_aci%]", "_spr")
end
end
return code, ismethod
end
function lookup.array_expr(writep, structname, index, membertab)
if (conl.StructAccessCode[structname] == nil) then
-- Try a gamearray
local ganame = g_gamearray[structname] and lookup.gamearray(structname)
if (ganame == nil) then
if (structname=="actorvar") then
-- actorvar[] inline array expr
-- XXX: kind of CODEDUP with GetOrSetPerxvarCmd() factory
local gv = g_gamevar[structname]
if (gv and bit.band(gv.flags, GVFLAG.PERX_MASK)~=GVFLAG.PERACTOR) then
errprintf("gamevar `%s' is not per-actor", structname, "actor")
end
if (membertab == nil) then
errprintf("actorvar[] requires a pseudo member (gamevar) name")
return "_INVALIDAV"
end
if (#membertab > 1) then
errprintf("actorvar[] cannot be used with a second parameter")
return "_INVALIDAV"
end
assert(#membertab == 1)
return lookup.gamevar(membertab[1], index, writep)
end
errprintf("symbol `%s' is neither a struct nor a gamearray", structname)
return "_INVALIDAR"
end
if (membertab ~= nil) then
errprintf("gamearrays cannot be indexed with member names")
return "_INVALIDAR"
end
assert(type(ganame)=="string")
return format("%s[%s]", ganame, index)
end
local membercode, ismethod = StructAccess(structname, writep, index, membertab)
-- Written METHOD_MEMBER syntax not supported as "qwe:method(asd) = val"
-- isn't valid Lua syntax.
assert(not (writep and ismethod))
return membercode
end
local Access =
{
sector = function(...) return StructAccess("sector", ...) end,
wall = function(...) return StructAccess("wall", ...) end,
xsprite = function(...) return StructAccess("sprite", ...) end,
player = function(...) return StructAccess("player", ...) end,
tspr = function(...) return StructAccess("tspr", ...) end,
projectile = function(...) return StructAccess("projectile", ...) end,
thisprojectile = function(...) return StructAccess("thisprojectile", ...) end,
userdef = function(...) return StructAccess("userdef", ...) end,
input = function(...) return StructAccess("input", ...) end,
}
local function GetStructCmd(accessfunc, pattern)
return (pattern or getstructcmd) /
function(idx, memb, var)
return format("%s=%s", var, accessfunc(false, idx, memb))
end
end
local function SetStructCmd(accessfunc, pattern)
local function capfunc(idx, memb, var)
local membercode, ismethod = accessfunc(true, idx, memb)
--[[
local member = memb[1]:lower()
if (type(var)=="number" and var<0 and member:match("picnum")) then
warnprintf("member '.%s' is set to a negative value", member)
end
--]]
if (ismethod) then
-- METHOD_MEMBER syntax
-- BE EXTRA CAREFUL! We must be sure that percent characters have
-- not been smuggled into the member code string via variable names
-- etc.
local _, numpercents = membercode:gsub("%%", "", 2)
assert(numpercents==1)
return format(membercode, var)
else
return format("%s=%s", membercode, var)
end
end
return (pattern or setstructcmd) / capfunc
end
-- <Setp>: whether the perxvar is set
local function GetOrSetPerxvarCmd(Setp, Actorp)
local EXPECTED_PERX_BIT = Actorp and GVFLAG.PERACTOR or GVFLAG.PERPLAYER
local pattern = (Setp and setperxvarcmd or getperxvarcmd)
local function capfunc(idx, perxvarname, var)
local gv = g_gamevar[perxvarname]
if (gv and bit.band(gv.flags, GVFLAG.PERX_MASK)~=EXPECTED_PERX_BIT) then
-- [gs]set*var for wrong gamevar type. See if it's a getactorvar,
-- in which case we may only warn and get the global gamevar
-- (TODO_MP) instead.
local warnp = not Setp and Actorp and not g_warn["error-bad-getactorvar"]
local xprintf = warnp and warnprintf or errprintf
xprintf("gamevar `%s' is not per-%s", perxvarname, Actorp and "actor" or "player")
end
if (not Actorp) then
-- THISACTOR -> player index for {g,s}etplayervar
idx = thisactor_to_pli(idx)
end
if (Setp) then
return format("%s=%s", lookup.gamevar(perxvarname, idx, true), var)
else
return format("%s=%s", var, lookup.gamevar(perxvarname, idx, false))
end
end
return pattern / capfunc
end
local function n_s_fmt(n)
return string.rep("%s,", n-1).."%s"
end
-- Various inner command handling functions / string capture strings.
local handle =
{
NYI = function()
errprintf("command `%s' not yet implemented", g_lastkw)
return ""
end,
dynNYI = function()
-- XXX: what if file name contains a double quote? (Similarly commands below.)
return format([[print("%s:%d: `%s' not yet implemented")]],
g_filename, getlinecol(g_lastkwpos), g_lastkw)
end,
addlog = function()
return format("print('%s:%d: addlog')", g_filename, getlinecol(g_lastkwpos))
end,
addlogvar = function(val)
return format("printf('%s:%d: addlogvar %%s', %s)", g_filename, getlinecol(g_lastkwpos), val)
end,
debug = function(val)
return format("print('%s:%d: debug %d')", g_filename, getlinecol(g_lastkwpos), val)
end,
getzrange = function(...)
local v = {...}
assert(#v == 10) -- 4R 4W 2R
return format("%s,%s,%s,%s=_con._getzrange(%s,%s,%s,%s,%s,%s)",
v[5], v[6], v[7], v[8], -- outargs
v[1], v[2], v[3], v[4], v[9], v[10]) -- inargs
end,
hitscan = function(...)
local v = {...}
assert(#v == 14) -- 7R 6W 1R
local vals = {
v[8], v[9], v[10], v[11], v[12], v[13], -- outargs
v[1], v[2], v[3], v[4], v[5], v[6], v[7], v[14] -- inargs
}
return format("%s,%s,%s,%s,%s,%s=_con._hitscan(%s,%s,%s,%s,%s,%s,%s,%s)",
unpack(vals))
end,
neartag = function(...)
local v = {...}
assert(#v == 11) -- 5R 4W 2R
local vals = {
v[6], v[7], v[8], v[9], -- outargs
v[1], v[2], v[3], v[4], v[5], v[10], v[11] -- inargs
}
return format("%s,%s,%s,%s=_con._neartag(%s,%s,%s,%s,%s,%s,%s)",
unpack(vals))
end,
palfrom = function(...)
local v = {...}
return format(PLS":_palfrom(%d,%d,%d,%d)",
v[1] or 0, v[2] or 0, v[3] or 0, v[4] or 0)
end,
qsprintf = function(qdst, qsrc, ...)
local codes = {...}
return format("_con._qsprintf(%s,%s%s%s)", qdst, qsrc,
#codes>0 and "," or "", table.concat(codes, ','))
end,
move = function(mv, ...)
local flags = {...}
return format(ACS":set_move(%s,%d)", mv, (flags[1] and bit.bor(...)) or 0)
end,
rotatesprite = function(...)
return format("_con._rotspr(%s,%s,%s,%s,%s,%s,%s,%s,0,%s,%s,%s,%s)", ...)
end,
rotatesprite16 = function(...) -- (orientation|ROTATESPRITE_FULL16)
return format("_con._rotspr(%s,%s,%s,%s,%s,%s,%s,_bor(%s,2048),0,%s,%s,%s,%s)", ...)
end,
rotatespritea = function(...)
return format("_con._rotspr(%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s)", ...)
end,
-- readgamevar or savegamevar
RSgamevar = function(identifier, dosave)
-- check identifier for sanity
if (not identifier:match("^[A-Za-z][A-Za-z0-9_%-]*$")) then
errprintf("%s: bad identifier `%s' for config file persistence",
g_lastkw, identifier)
return "_BADRSGV()"
end
local gv = g_gamevar[identifier]
-- For per-actor or per-player gamevars, the value at the current actor or
-- player index gets saved / loaded.
local gvkind = bit.band(gv.flags, GVFLAG.PERX_MASK)
local index = (gvkind==GVFLAG.PERACTOR) and "_aci" or
(gvkind==GVFLAG.PERPLAYER) and "_pli" or nil
-- NOTE: more strict than C-CON: we require the gamevar being writable
-- even if we're saving it.
local code = lookup.gamevar(identifier, index, true)
if (dosave) then
return format("_con._savegamevar(%q,%s)", identifier, code)
else
return format("%s=_con._readgamevar(%q)", code, identifier)
end
end,
state = function(statename)
if (g_funcname[statename]==nil) then
local warn = not g_cgopt["error-nostate"]
local xprintf = warn and warnprintf or errprintf
xprintf("state `%s' not found.", statename)
return warn and "" or "_NULLSTATE()"
end
return format("%s(_aci,_pli,_dist)", g_funcname[statename])
end,
addweapon = format("if (%s) then _con.longjmp() end", PLS":addweapon(%1,%2)"),
-- Sound commands
sound = "_con._sound(_aci,%1)",
globalsound = "_con._globalsound(_pli,%1)",
stopsound = "_con._stopsound(_aci,%1)",
soundonce = "_con._soundonce(_aci,%1)",
}
local userdef_common_pat = (arraypat + sp1)/{} * lpeg.Cc(0) * lpeg.Ct(singlememberpat) * sp1
-- NOTE about prefixes: most is handled by all_alt_pattern(), however commands
-- that have no arguments and that are prefixes of other commands MUST be
-- suffixed with a "* #sp1" pattern.
local Cinner = {
-- these can appear anywhere in the script
["break"] = cmd()
/ function()
return g_isWhile[#g_isWhile]
and format("goto l%d", #g_isWhile)
or "do return end"
end,
["return"] = cmd() -- NLCF
/ "_con.longjmp()",
state = cmd(I)
/ handle.state,
--- 1. get*, set*
getsector = GetStructCmd(Access.sector),
getwall = GetStructCmd(Access.wall),
getactor = GetStructCmd(Access.xsprite),
getplayer = GetStructCmd(Access.player),
getinput = GetStructCmd(Access.input),
getprojectile = GetStructCmd(Access.projectile),
getthisprojectile = GetStructCmd(Access.thisprojectile),
gettspr = GetStructCmd(Access.tspr),
-- NOTE: {get,set}userdef is the only struct that can be accessed without
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
-- an "array part", e.g. H266MOD has "setuserdef .weaponswitch 0" (space
-- between keyword and "." is mandatory).
-- NOTE2: userdef has at least three members with a second parameter:
-- user_name, ridecule, savegame. Then there's wchoice. Given that they're
-- arrays, I highly doubt that they worked (much less were safe) in CON.
-- We disallow them, recent EDuke32 versions didn't expose them either.
getuserdef = GetStructCmd(Access.userdef, userdef_common_pat * tok.wvar),
getplayervar = GetOrSetPerxvarCmd(false, false), -- THISACTOR
getactorvar = GetOrSetPerxvarCmd(false, true),
setsector = SetStructCmd(Access.sector),
setwall = SetStructCmd(Access.wall),
setactor = SetStructCmd(Access.xsprite),
setplayer = SetStructCmd(Access.player),
setinput = SetStructCmd(Access.input),
setprojectile = SetStructCmd(Access.projectile),
setthisprojectile = SetStructCmd(Access.thisprojectile),
settspr = SetStructCmd(Access.tspr),
setuserdef = SetStructCmd(Access.userdef, userdef_common_pat * tok.rvar),
setplayervar = GetOrSetPerxvarCmd(true, false), -- THISACTOR
setactorvar = GetOrSetPerxvarCmd(true, true),
setvarvar = varvarop / "%1=%2",
addvarvar = varvaropf "+",
-- NOTE the space after the minus sign so that e.g. "subvar x -1" won't get
-- translated to "x=x--1" (-- being the Lua line comment start).
subvarvar = varvaropf "- ",
mulvarvar = varvaropf "*",
divvarvar = varvaropf "_con._div",
modvarvar = varvaropf "_con._mod",
andvarvar = varvaropf "_band",
orvarvar = varvaropf "_bor",
xorvarvar = varvaropf "_bxor",
randvarvar = varvarop / "%1=_con._rand(%2)",
setvar = varop / "%1=%2",
addvar = varopf "+",
subvar = varopf "- ",
mulvar = varopf "*",
divvar = varopf "_con._div",
modvar = varopf "_con._mod",
andvar = varopf "_band",
orvar = varopf "_bor",
xorvar = varopf "_bxor",
randvar = varop / "%1=_con._rand(%2)",
shiftvarl = varopf "_lsh",
shiftvarr = varopf "_arsh",
--- 2. Math operations
sqrt = cmd(R,W)
/ "%2=_gv.ksqrt(%1)",
calchypotenuse = cmd(W,R,R)
/ "%1=_con._hypot(%2,%3)",
sin = cmd(W,R)
/ "%1=_xmath.ksin(%2)",
cos = cmd(W,R)
/ "%1=_xmath.kcos(%2)",
mulscale = cmd(W,R,R,R)
/ "%1=_gv.Mulscale(%2,%3,%4)",
getangle = cmd(W,R,R)
/ "%1=_gv.getangle(%2,%3)",
getincangle = cmd(W,R,R)
/ "%1=_con._angdiff(%2,%3)",
--- 3. Actors
action = cmd(AC)
/ ACS":set_action(%1)",
ai = cmd(AI)
/ ACS":set_ai(%1)",
move = sp1 * tok.move * (sp1 * tok.define)^0
/ handle.move,
cactor = cmd(D)
/ SPS":set_picnum(%1)",
count = cmd(D)
/ ACS":set_count(%1)",
cstator = cmd(D)
/ (SPS".cstat=_bor(%1,"..SPS".cstat)"),
cstat = cmd(D)
/ SPS".cstat=%1",
clipdist = cmd(D)
/ SPS".clipdist=%1",
sizeto = cmd(D,D)
/ "_con._sizeto(_aci,%1,%2)", -- TODO: see control.lua:_sizeto
sizeat = cmd(D,D)
/ (SPS".xrepeat,"..SPS".yrepeat=%1,%2"),
strength = cmd(D)
/ SPS".extra=%1",
addstrength = cmd(D)
/ (SPS".extra="..SPS".extra+%1"),
spritepal = cmd(D)
/ SPS".pal=%1",
hitradius = cmd(D,D,D,D,D)
/ "_con._A_RadiusDamage(_aci,%1,%2,%3,%4,%5)",
hitradiusvar = cmd(R,R,R,R,R)
/ "_con._A_RadiusDamage(_aci,%1,%2,%3,%4,%5)",
-- some commands taking read vars
operaterespawns = cmd(R)
/ "_con._G_OperateRespawns(%1)",
operatemasterswitches = cmd(R)
/ "_con._G_OperateMasterSwitches(%1)",
checkactivatormotion = cmd(R)
/ "_gv.g_RETURN=_con._checkactivatormotion(%1)",
time = cmd(R) -- no-op
/ "",
inittimer = cmd(R)
/ "_con._inittimer(%1)",
lockplayer = cmd(R)
/ PLS".transporter_hold=%1",
quake = cmd(R)
/ "_gv.doQuake(%1,81)", -- EARTHQUAKE
jump = cmd(R)
/ handle.NYI, -- will never be
cmenu = cmd(R)
/ "_gv._changeMenu(%1)",
checkavailweapon = cmd(R) -- THISACTOR
/ function(pli)
return format("_con._checkavailweapon(%s)", thisactor_to_pli(pli))
end,
checkavailinven = cmd(R) -- THISACTOR
/ function(pli)
return format("_con._selectnextinv(player[%s])", thisactor_to_pli(pli))
end,
guniqhudid = cmd(R)
/ "_gv._set_guniqhudid(%1)",
echo = cmd(R)
/ "_con._echo(%1)",
activatecheat = cmd(R)
/ handle.NYI,
setgamepalette = cmd(R)
/ "_con._setgamepalette(_pli,%1)",
-- Sound commands
sound = cmd(D)
/ handle.sound,
soundvar = cmd(R)
/ handle.sound,
globalsound = cmd(D)
/ handle.globalsound,
globalsoundvar = cmd(R)
/ handle.globalsound,
stopsound = cmd(D)
/ handle.stopsound,
stopsoundvar = cmd(R)
/ handle.stopsound,
soundonce = cmd(D)
/ handle.soundonce,
soundoncevar = cmd(R)
/ handle.soundonce,
stopactorsound = cmd(R,R)
/ "_con._stopactorsound(%1,%2)",
stopallsounds = cmd()
/ "_con._stopallsounds()",
mikesnd = cmd()
/ format("_con._soundonce(_aci,%s)", SPS".yvel"),
setactorsoundpitch = cmd(R,R,R)
/ "_con._setactorsoundpitch(%1,%2,%3)",
-- some commands taking defines
addammo = cmd(D,D) -- NLCF
/ format("if (%s) then _con.longjmp() end", PLS":addammo(%1,%2)"),
addweapon = cmd(D,D) -- NLCF
/ handle.addweapon,
debris = cmd(D,D)
/ "_con._debris(_aci, %1, %2)",
addinventory = cmd(D,D)
/ format("_con._addinventory(%s,%%1,%%2,_aci)", PLS""),
guts = cmd(D,D)
/ "_con._A_DoGuts(_aci,%1,%2)",
spawn = cmd(D)
/ "_con.spawn(_aci,%1)",
espawn = cmd(D)
/ "_gv.g_RETURN=_con.spawn(_aci,%1)",
espawnvar = cmd(R)
/ "_gv.g_RETURN=_con.spawn(_aci,%1)",
qspawn = cmd(D)
/ "_con.spawn(_aci,%1,true)",
qspawnvar = cmd(R)
/ "_con.spawn(_aci,%1,true)",
eqspawn = cmd(D)
/ "_gv.g_RETURN=_con.spawn(_aci,%1,true)",
eqspawnvar = cmd(R)
/ "_gv.g_RETURN=_con.spawn(_aci,%1,true)",
angoff = cmd(D)
/ "spriteext[_aci].angoff=%1",
angoffvar = cmd(R)
/ "spriteext[_aci].angoff=%1",
-- cont'd
addkills = cmd(D)
/ (PLS".actors_killed="..PLS".actors_killed+%1;"..ACS".actorstayput=-1"),
addphealth = cmd(D)
/ format("_con._addphealth(%s,_aci,%%1)", PLS""),
debug = cmd(D)
/ handle.debug,
endofgame = cmd(D)
/ "_con._endofgame(_pli,%1)",
lotsofglass = cmd(D)
/ "_con._A_SpawnGlass(_aci,%1)",
mail = cmd(D)
/ "_con._spawnmany(_aci,4410,%1)", -- TODO: dyntile
money = cmd(D)
/ "_con._spawnmany(_aci,1233,%1)", -- TODO: dyntile
paper = cmd(D)
/ "_con._spawnmany(_aci,4460,%1)", -- TODO: dyntile
sleeptime = cmd(D)
/ ACS".timetosleep=%1",
eshoot = cmd(D)
/ "_gv.g_RETURN=_con._shoot(_aci,%1)",
eshootvar = cmd(R)
/ "_gv.g_RETURN=_con._shoot(_aci,%1)",
ezshoot = cmd(R,D)
/ "_gv.g_RETURN=_con._shoot(_aci,%2,%1)",
ezshootvar = cmd(R,R)
/ "_gv.g_RETURN=_con._shoot(_aci,%2,%1)",
shoot = cmd(D)
/ "_con._shoot(_aci,%1)",
shootvar = cmd(R)
/ "_con._shoot(_aci,%1)",
zshoot = cmd(R,D)
/ "_con._shoot(_aci,%2,%1)",
zshootvar = cmd(R,R)
/ "_con._shoot(_aci,%2,%1)",
fall = cmd()
/ "_con._VM_FallSprite(_aci)",
flash = cmd()
/ format("_con._flash(%s,%s)", SPS"", PLS""),
getlastpal = cmd()
/ "_con._getlastpal(_aci)",
insertspriteq = cmd()
/ "_con._addtodelqueue(_aci)",
killit = cmd() -- NLCF
/ "_con.killit()",
nullop = cmd()
/ "", -- NOTE: really generate no code
pkick = cmd()
/ format("_con._pkick(%s,%s)", PLS"", ACS""),
pstomp = cmd()
/ PLS":stomp(_aci)",
resetactioncount = cmd()
/ ACS":reset_acount()",
resetcount = cmd()
/ ACS":set_count(0)",
resetplayer = cmd() -- NLCF
/ "if (_con._VM_ResetPlayer2(_pli,_aci)) then _con.longjmp() end",
respawnhitag = cmd()
/ format("_con._respawnhitag(%s)", SPS""),
tip = cmd()
/ PLS".tipincs=26",
tossweapon = cmd()
/ "", -- TODO_MP
wackplayer = cmd()
/ PLS":wack()",
-- player/sprite searching
findplayer = cmd(W)
/ "_gv.g_RETURN,%1=_con._findplayer(_pli,_aci)", -- player index, distance
findotherplayer = cmd(W)
/ "_gv.g_RETURN,%1=0,0x7fffffff", -- TODO_MP
findnearspritezvar = cmd(D,R,R,W)
/ "%4=_con._findnear(_aci,true,'z',%1,%2,%3)",
findnearspritez = cmd(D,D,D,W)
/ "%4=_con._findnear(_aci,true,'z',%1,%2,%3)",
findnearsprite3dvar = cmd(D,R,W)
/ "%3=_con._findnear(_aci,true,'d3',%1,%2)",
findnearsprite3d = cmd(D,D,W)
/ "%3=_con._findnear(_aci,true,'d3',%1,%2)",
findnearspritevar = cmd(D,R,W)
/ "%3=_con._findnear(_aci,true,'d2',%1,%2)",
findnearsprite = cmd(D,D,W)
/ "%3=_con._findnear(_aci,true,'d2',%1,%2)",
findnearactorzvar = cmd(D,R,R,W)
/ "%4=_con._findnear(_aci,false,'z',%1,%2,%3)",
findnearactorz = cmd(D,D,D,W)
/ "%4=_con._findnear(_aci,false,'z',%1,%2,%3)",
findnearactor3dvar = cmd(D,R,W)
/ "%3=_con._findnear(_aci,false,'d3',%1,%2)",
findnearactor3d = cmd(D,D,W)
/ "%3=_con._findnear(_aci,false,'d3',%1,%2)",
findnearactorvar = cmd(D,R,W)
/ "%3=_con._findnear(_aci,false,'d2',%1,%2)",
findnearactor = cmd(D,D,W)
/ "%3=_con._findnear(_aci,false,'d2',%1,%2)",
-- quotes
qsprintf = sp1 * tok.rvar * sp1 * tok.rvar * (sp1 * tok.rvar)^-32
/ handle.qsprintf,
qgetsysstr = cmd(R,R)
/ "_con._qgetsysstr(%1,%2,_pli)",
qstrcat = cmd(R,R)
/ "_con._qstrcat(%1,%2)",
qstrcpy = cmd(R,R)
/ "_con._qstrcpy(%1,%2)",
qstrlen = cmd(W,R)
/ "%1=_con._qstrlen(%2)",
qstrncat = cmd(R,R)
/ handle.NYI,
qsubstr = cmd(R,R)
/ handle.NYI,
quote = cmd(D)
/ "_con._quote(_pli,%1)",
userquote = cmd(R)
/ "_con._userquote(%1)",
getkeyname = cmd(R,R,R)
/ "_con._getkeyname(%1,%2,%3)",
getpname = cmd(R,R) -- THISACTOR
/ handle.NYI,
-- array stuff
-- TODO: handle system gamearrays. Right now, the generated code will be wrong.
copy = sp1 * tok.gamearray * arraypat * sp1 * tok.gamearray * arraypat * sp1 * tok.rvar
/ "%1:copyto(%2,%3,%4,%5)",
setarray = sp1 * tok.gamearray * arraypat * sp1 * tok.rvar
/ "%1[%2]=%3",
resizearray = cmd(GARI,R)
/ "%1:resize(%2)",
getarraysize = cmd(GARI,W)
/ "%2=%1._size",
readarrayfromfile = cmd(GARI,D)
/ "%1:read(%2,nil)", -- false: error on no file, nil: don't.
writearraytofile = cmd(GARI,D)
/ "%1:write(%2)",
-- Persistence
clearmapstate = cmd(R)
/ handle.NYI,
loadmapstate = cmd()
/ "_con._loadmapstate()",
savemapstate = cmd()
/ "_con._savemapstate()",
savegamevar = cmd(I)
/ function(id) return handle.RSgamevar(id, true) end,
readgamevar = cmd(I)
/ function(id) return handle.RSgamevar(id, false) end,
savenn = cmd(D)
/ handle.dynNYI,
save = cmd(D)
/ handle.dynNYI,
addlogvar = cmd(R)
/ handle.addlogvar,
addlog = cmd() * #sp1
/ handle.addlog,
addweaponvar = cmd(R,R) -- NLCF
/ handle.addweapon,
cansee = cmd(R,R,R,R,R,R,R,R,W)
/ "%9=cansee(_IV(1,%1,%2,%3),%4, _IV(2,%5,%6,%7),%8) and 1 or 0",
canseespr = cmd(R,R,W)
/ "%3=_con._canseespr(%1,%2)",
changespritesect = cmd(R,R)
/ "sprite.changesect(%1,%2,true)",
changespritestat = cmd(R,R)
/ "sprite.changestat(%1,%2,true)",
displayrand = cmd(W)
/ "%1=_con._displayrand(32767)",
displayrandvar = cmd(W,D)
/ "%1=_con._displayrand(%2)",
displayrandvarvar = cmd(W,R)
/ "%1=_con._displayrand(%2)",
dist = cmd(W,R,R)
/ "%1=_xmath.dist(sprite[%2],sprite[%3])",
ldist = cmd(W,R,R)
/ "%1=_xmath.ldist(sprite[%2],sprite[%3])",
dragpoint = cmd(R,R,R)
/ handle.NYI,
rotatepoint = cmd(R,R,R,R,R,W,W)
/ "%6,%7=_con._rotatepoint(%1,%2,%3,%4,%5)",
-- collision detection etc.
hitscan = cmd(R,R,R,R,R,R,R,W,W,W,W,W,W,R) -- 7R 6W 1R
/ handle.hitscan,
clipmove = cmd(W,W,W,R,W,R,R,R,R,R,R)
/ handle.NYI,
clipmovenoslide = cmd(W,W,W,R,W,R,R,R,R,R,R)
/ handle.NYI,
lineintersect = cmd(R,R,R,R,R,R,R,R,R,R,W,W,W,W) -- 10R 4W
/ handle.NYI,
rayintersect = cmd(R,R,R,R,R,R,R,R,R,R,W,W,W,W) -- 10R 4W
/ handle.NYI,
movesprite = cmd(R,R,R,R,R,W)
/ "%6=_con._movesprite(%1,%2,%3,%4,%5)",
neartag = cmd(R,R,R,R,R,W,W,W,W,R,R) -- 5R 4W 2R
/ handle.neartag,
getzrange = cmd(R,R,R,R,W,W,W,W,R,R)
/ handle.getzrange,
-- screen text and numbers display
gametext = cmd(R,R,R,R,R,R,R,R,R,R,R) -- 11 R
/ function(...)
return format("_con._gametext("..n_s_fmt(11)..",65536)", ...)
end,
gametextz = cmd(R,R,R,R,R,R,R,R,R,R,R,R) -- 12 R
/ function(...)
return format("_con._gametext("..n_s_fmt(12)..")", ...)
end,
digitalnumber = cmd(R,R,R,R,R,R,R,R,R,R,R) -- 11R
/ function(...)
return format("_con._digitalnumber("..n_s_fmt(11)..",65536)", ...)
end,
digitalnumberz = cmd(R,R,R,R,R,R,R,R,R,R,R,R) -- 12R
/ function(...)
return format("_con._digitalnumber("..n_s_fmt(12)..")", ...)
end,
minitext = cmd(R,R,R,R,R)
/ "_con._minitext(%1,%2,%3,%4,%5)",
palfrom = (sp1 * tok.define)^-4
/ handle.palfrom,
activatebysector = cmd(R,R)
/ "_con._activatebysector(%1,%2)",
operateactivators = cmd(R,R) -- THISACTOR
/ function(tag, pli)
return format("_con._operateactivators(%s,%s)", tag, thisactor_to_pli(pli))
end,
operatesectors = cmd(R,R)
/ "_con._operatesectors(%1,%2)",
operate = cmd() * #sp1
/ "_con._operate(_aci)",
myos = cmd(R,R,R,R,R)
/ "_con._myos(%1,%2,65536,%3,%4,%5)",
myosx = cmd(R,R,R,R,R)
/ "_con._myos(%1,%2,32768,%3,%4,%5)",
myospal = cmd(R,R,R,R,R,R)
/ "_con._myos(%1,%2,65536,%3,%4,%5,%6)",
myospalx = cmd(R,R,R,R,R,R)
/ "_con._myos(%1,%2,32768,%3,%4,%5,%6)",
headspritesect = cmd(W,R)
/ "%1=sprite._headspritesect[%2]",
headspritestat = cmd(W,R)
/ "%1=sprite._headspritestat[%2]",
nextspritesect = cmd(W,R)
/ "%1=sprite._nextspritesect[%2]",
nextspritestat = cmd(W,R)
/ "%1=sprite._nextspritestat[%2]",
prevspritesect = cmd(W,R)
/ "%1=sprite._prevspritesect[%2]",
prevspritestat = cmd(W,R)
/ "%1=sprite._prevspritestat[%2]",
-- NOTE: Yup, it's also an inner command. Do this one concession to
-- cleanness for backward compatibility (e.g. Sonic3D v0.3).
definequote = sp1 * tok.define * newline_term_string
/ Cmd.definequote,
redefinequote = sp1 * tok.define * newline_term_string
/ function(qnum, qstr) return format("_con._definequote(%d,%q)", qnum, stripws(qstr)) end,
rotatesprite = cmd(R,R,R,R,R,R,R,R,R,R,R,R) -- 12R
/ handle.rotatesprite,
rotatesprite16 = cmd(R,R,R,R,R,R,R,R,R,R,R,R) -- 12R
/ handle.rotatesprite16,
rotatespritea = cmd(R,R,R,R,R,R,R,R,R,R,R,R,R) -- 13R
/ handle.rotatespritea,
sectorofwall = cmd(W,R,R)
/ handle.NYI,
sectclearinterpolation = cmd(R)
/ "_con._togglesectinterp(%1,0)",
sectsetinterpolation = cmd(R)
/ "_con._togglesectinterp(%1,1)",
sectgethitag = cmd()
/ (CSV".HITAG=sector["..SPS".sectnum].hitag"),
sectgetlotag = cmd()
/ (CSV".LOTAG=sector["..SPS".sectnum].lotag"),
spgethitag = cmd()
/ (CSV".HITAG="..SPS".hitag"),
spgetlotag = cmd()
/ (CSV".LOTAG="..SPS".lotag"),
gettextureceiling = cmd()
/ (CSV".TEXTURE=sector["..SPS".sectnum].ceilingpicnum"),
gettexturefloor = cmd()
/ (CSV".TEXTURE=sector["..SPS".sectnum].floorpicnum"),
startlevel = cmd(R,R)
/ "_con._startlevel(%1,%2)",
starttrack = cmd(D)
/ "_con._starttrack(%1)",
starttrackvar = cmd(R)
/ "_con._starttrack(%1)",
setaspect = cmd(R,R)
/ "_con._setaspect(%1,%2)",
showview = cmd(R,R,R,R,R,R,R,R,R,R) -- 10R
/ "", -- TODO
showviewunbiased = cmd(R,R,R,R,R,R,R,R,R,R) -- 10R
/ "", -- TODO
smaxammo = cmd(R,R)
/ PLS".max_ammo_amount[%1]=%2",
gmaxammo = cmd(R,W)
/ ("%2="..PLS".max_ammo_amount[%1]"),
spriteflags = cmd(R) -- also see outer
/ ACS".flags=%1",
ssp = cmd(R,R)
/ handle.NYI,
setsprite = cmd(R,R,R,R)
/ "sprite[%1]:setpos(_IV(1,%2,%3,%4))",
updatesector = cmd(R,R,W)
/ format("%%3=updatesector(_IV(1,%%1,%%2,0),%s)", SPS".sectnum"),
updatesectorz = cmd(R,R,R,W)
/ format("%%4=updatesectorz(_IV(1,%%1,%%2,%%3),%s)", SPS".sectnum"),
getactorangle = cmd(W)
/ ("%1="..SPS".ang"),
setactorangle = cmd(R)
/ SPS".ang=_band(%1,2047)",
getplayerangle = cmd(W)
/ ("%1="..PLS".ang"),
setplayerangle = cmd(R)
/ PLS".ang=_band(%1,2047)",
getangletotarget = cmd(W)
/ "%1=_con._angtotarget(_aci)",
getceilzofslope = cmd(R,R,R,W)
/ "%4=sector[%1]:ceilingzat(_IV(1,%2,%3,0))",
getflorzofslope = cmd(R,R,R,W)
/ "%4=sector[%1]:floorzat(_IV(1,%2,%3,0))",
getcurraddress = cmd(W)
/ handle.NYI, -- will never be
getticks = cmd(W)
/ "%1=_gv.getticks()",
gettimedate = cmd(W,W,W,W,W,W,W,W)
/ "%1,%2,%3,%4,%5,%6,%7,%8=_con._gettimedate()",
}
local Cif = {
ifai = cmd(AI)
/ ACS":has_ai(%1)",
ifaction = cmd(AC)
/ ACS":has_action(%1)",
ifmove = cmd(MV)
/ ACS":has_move(%1)",
ifrnd = cmd(D)
/ "_con.rnd(%1)",
ifpdistl = cmd(D) -- DEFER
/ function(val) return { "_dist<"..val, nil, "_con._sleepcheck(_aci,_dist)" } end,
ifpdistg = cmd(D) -- DEFER
/ function(val) return { "_dist>"..val, nil, "_con._sleepcheck(_aci,_dist)" } end,
ifactioncount = cmd(D)
/ ACS":get_acount()>=%1",
ifcount = cmd(D)
/ ACS":get_count()>=%1",
ifactor = cmd(D)
/ SPS".picnum==%1",
ifstrength = cmd(D)
/ SPS".extra<=%1",
ifspawnedby = cmd(D)
/ ACS".picnum==%1",
ifwasweapon = cmd(D)
/ ACS".picnum==%1",
ifgapzl = cmd(D) -- factor into a con.* function?
/ format("_arsh(%s-%s,8)<%%1", ACS".floorz", ACS".ceilingz"),
iffloordistl = cmd(D)
/ format("(%s-%s)<=256*%%1", ACS".floorz", SPS".z"),
ifceilingdistl = cmd(D)
/ format("(%s-%s)<=256*%%1", SPS".z", ACS".ceilingz"),
ifphealthl = cmd(D)
/ format("sprite[%s].extra<%%1", PLS".i"),
ifspritepal = cmd(D)
/ SPS".pal==%1",
ifgotweaponce = cmd(D)
/ "false", -- TODO_MP
ifangdiffl = cmd(D)
/ format("_con._angdiffabs(%s,%s)<=%%1", PLS".ang", SPS".ang"),
ifsound = cmd(D)
/ "_con._soundplaying(_aci,%1)",
ifpinventory = cmd(D,D)
/ format("_con._checkpinventory(%s,%%1,%%2,_aci)", PLS""),
ifvarl = cmd(R,D)
/ "%1<%2",
ifvarg = cmd(R,D)
/ "%1>%2",
ifvare = cmd(R,D)
/ "%1==%2",
ifvarn = cmd(R,D)
/ "%1~=%2",
ifvarand = cmd(R,D)
/ "_band(%1,%2)~=0",
ifvaror = cmd(R,D)
/ "_bor(%1,%2)~=0",
ifvarxor = cmd(R,D)
/ "_bxor(%1,%2)~=0",
ifvareither = cmd(R,D)
/ "%1~=0 or %2~=0",
ifvarvarl = cmd(R,R)
/ "%1<%2",
ifvarvarg = cmd(R,R)
/ "%1>%2",
ifvarvare = cmd(R,R)
/ "%1==%2",
ifvarvarn = cmd(R,R)
/ "%1~=%2",
ifvarvarand = cmd(R,R)
/ "_band(%1,%2)~=0",
ifvarvaror = cmd(R,R)
/ "_bor(%1,%2)~=0",
ifvarvarxor = cmd(R,R)
/ "_bxor(%1,%2)~=0",
ifvarvareither = cmd(R,R)
/ "%1~=0 or %2~=0",
ifactorsound = cmd(R,R)
/ "_con._soundplaying(%1,%2)",
ifp = (sp1 * tok.define)^1
/ function (...) return format("_con._ifp(%d,_pli,_aci)", bit.bor(...)) end,
ifsquished = cmd()
/ "_con._squished(_aci,_pli)",
ifserver = cmd()
/ "false", -- TODO_MP
ifrespawn = cmd()
/ format("_con._checkrespawn(%s)", SPS""),
ifoutside = cmd()
/ format("_band(sector[%s].ceilingstat,1)~=0", SPS".sectnum"),
ifonwater = cmd()
/ format("sector[%s].lotag==1 and _math.abs(%s-sector[%s].floorz)<32*256",
SPS".sectnum", SPS".z", SPS".sectnum"),
ifnotmoving = cmd()
/ "_band(actor[_aci]._movflag,49152)>16384",
ifnosounds = cmd()
/ "not _con._ianysound(_aci)",
ifmultiplayer = cmd()
/ "false", -- TODO_MP
ifinwater = cmd()
/ format("sector[%s].lotag==2", SPS".sectnum"),
ifinspace = cmd()
/ format("_con._checkspace(%s,false)", SPS".sectnum"),
ifinouterspace = cmd()
/ format("_con._checkspace(%s,true)", SPS".sectnum"),
ifhitweapon = cmd()
/ "_con._A_IncurDamage(_aci)>=0",
ifhitspace = cmd()
/ "_con._testkey(_pli,29)", -- XXX
ifdead = cmd()
/ SPS".extra<=0",
ifclient = cmd()
/ "false", -- TODO_MP
ifcanshoottarget = cmd()
/ "_con._canshoottarget(_dist,_aci)",
ifcanseetarget = cmd() -- DEFER -- XXX: 1536 is SLEEPTIME
/ function()
return { format("_con._canseetarget(%s,%s)", SPS"", PLS""), ACS".timetosleep=1536" }
end,
ifcansee = cmd() * #sp1
/ format("_con._cansee(_aci,%s)", PLS""),
ifbulletnear = cmd()
/ "_con._bulletnear(_aci)",
ifawayfromwall = cmd()
/ format("_con._awayfromwall(%s,108)", SPS""),
ifactornotstayput = cmd()
/ ACS".actorstayput==-1",
}
----==== Tracing and reporting ====----
-- g_newlineidxs will contain the 1-based file offsets to "\n" characters
local g_newlineidxs = {}
-- Returns index into the sorted table tab such that
-- tab[index] <= searchelt < tab[index+1].
-- Preconditions:
-- tab[i] < tab[i+1] for 0 <= i < #tab
-- tab[0] <= searchelt < tab[#tab]
-- If #tab is less than 2, returns 0. This plays nicely with newline index
-- tables like { [0]=0, [1]=len+1 }, e.g. if the file doesn't contain any.
local function bsearch(tab, searchelt)
-- printf("bsearch(tab, %d)", searchelt)
local l, r = 0, #tab
local i
if (r < 2) then
return 0
end
while (l ~= r) do
i = l + math.ceil((r-l)/2) -- l < i <= r
assert(l < i and i <= r)
local elt = tab[i]
-- printf("l=%d tab[%d]=%d r=%d", l, i, elt, r)
if (searchelt == elt) then
return i
end
if (searchelt < elt) then
r = i-1
else -- (searchelt > elt)
l = i
end
end
-- printf("return tab[%d]=%d", l, tab[l])
return l
end
function getlinecol(pos) -- local
assert(type(pos)=="number")
local line = bsearch(g_newlineidxs, pos)
assert(line and g_newlineidxs[line]<=pos and pos<g_newlineidxs[line+1])
local col = pos-g_newlineidxs[line]
return line+1, col-1
end
-- A generic trace function, prints a position together with the match content.
-- The 'doit' parameter can be used to temporarily enable/disable a particular
-- tracing function.
local function TraceFunc(pat, label, doit)
assert(doit ~= nil)
pat = Pat(pat)
if (doit) then
local function tfunc(subj, pos, a)
printf("%s:%s: %s", linecolstr(pos), label, a)
return true
end
pat = lpeg.Cmt(pat, tfunc)
elseif (label=="kw") then -- HACK
local function tfunc(subj, pos, a)
g_lastkwpos = pos
g_lastkw = a
return true
end
-- XXX: is there a better way?
pat = lpeg.Cmt(pat, tfunc)
end
return pat
end
local function BadIdent(pat)
local function tfunc(subj, pos, a)
if (g_warn["bad-identifier"] and not g_badids[a]) then
warnprintf("bad identifier: %s", a)
g_badids[a] = true
end
return true
end
return lpeg.Cmt(Pat(pat), tfunc)
end
-- These are tracers for specific patterns which can be disabled
-- if desired.
local function Keyw(kwname) return TraceFunc(kwname, "kw", false) end
--local function NotKeyw(text) return TraceFunc(text, "!kw", false) end
--local function Ident(idname) return TraceFunc(idname, "id", false) end
local function Stmt(cmdpat) return TraceFunc(cmdpat, "st", false) end
--local function Temp(kwname) return TraceFunc(kwname, "temp", true) end
--Cinner["myosx"] = Temp(Cinner["myosx"])
----==== Translator continued ====----
local function attachlinenum(capts, pos)
capts[1] = capts[1].."--"..getlinecol(pos)
return capts[1]
end
local function after_inner_cmd_Cmt(subj, pos, ...)
if (g_numerrors == inf) then
return nil
end
local capts = {...}
assert(type(capts[1])=="string" and capts[2]==nil)
return true, attachlinenum(capts, pos)
end
local function after_if_cmd_Cmt(subj, pos, ...)
if (g_numerrors == inf) then
return nil
end
local capts = {...}
assert(capts[1] ~= nil)
assert(#capts <= 3)
for i=#capts,1, -1 do
assert(type(capts[i])=="string" or type(capts[i])=="table")
end
-- IF_LINE_NUMBERING
local firstistab = (type(capts[1])=="table")
attachlinenum(firstistab and capts[1] or capts, pos)
return true, unpack(capts)
end
local function after_cmd_Cmt(subj, pos, ...)
if (g_numerrors == inf) then
-- print("Aborting parsing...")
return nil -- make the match fail, bail out of parsing
end
return true -- don't return any captures
end
-- Attach the command names at the front!
local function attachnames(kwtab, matchtimefunc)
for cmdname,cmdpat in pairs(kwtab) do
-- The match-time function capture at the end is so that every command
-- acts as a barrier to captures to delay (but not fully prevent) stack
-- overflow (and to make lpeg.match return a subject position at the
-- end)
local newpat = Keyw(cmdname) * cmdpat
if (cmdname~="break") then
kwtab[cmdname] = lpeg.Cmt(newpat, matchtimefunc)
else
-- Must not attack a Cmt to "break" because it would break the
-- while/switch sequencing.
kwtab[cmdname] = newpat
end
end
end
attachnames(Couter, after_cmd_Cmt)
attachnames(Cinner, after_inner_cmd_Cmt)
attachnames(Cif, after_if_cmd_Cmt)
-- Takes one or more tables and +'s all its patterns together in reverse
-- lexicographical order.
-- Each such PATTAB must be a table that maps command names to their patterns.
local function all_alt_pattern(...)
local cmds = {}
local args = {...}
assert(#args <= 2)
for argi=1,#args do
local pattab = args[argi]
-- pairs() iterates in undefined order, so we first fill in the names...
for cmdname,_ in pairs(pattab) do
cmds[#cmds+1] = cmdname
end
end
-- ...and then sort them in ascending lexicographical order
table.sort(cmds)
local pat = Pat(false)
for i=1,#cmds do
local ourpat = args[1][cmds[i]] or args[2][cmds[i]]
-- shorter commands go at the end!
pat = pat + ourpat
end
return pat
end
-- actor ORGANTIC is greeting!
function on.lonely_else(pos)
pwarnprintf(pos, "found `else' with no `if'")
end
local con_inner_command = all_alt_pattern(Cinner)
local con_if_begs = all_alt_pattern(Cif)
local lone_else = (POS() * "else" * sp1)/on.lonely_else
local stmt_list = Var("stmt_list")
-- possibly empty statement list:
local stmt_list_or_eps = lpeg.Ct((stmt_list * sp1)^-1)
local stmt_list_nosp_or_eps = lpeg.Ct((stmt_list * (sp1 * stmt_list)^0)^-1)
-- Reused LPeg patterns
local common = {}
-- common to actor and useractor: <name/tilenum> [<strength> [<action> [<move> [<flags>... ]]]]
common.actor_end = sp1 * lpeg.Ct(tok.define *
(sp1 * tok.define *
(sp1 * tok.action *
(sp1 * tok.move *
(sp1 * tok.define)^0
)^-1
)^-1
)^-1)
* sp1 * stmt_list_or_eps * "enda"
common.block_begin = lpeg.Cc(nil) / function()
g_switchCode = {}
end
common.block_end = lpeg.Cc(nil) / function()
if (#g_switchCode > 0) then
addcode(g_switchCode)
end
g_switchCode = nil
end
--== block delimiters (no syntactic recursion) ==--
local Cblock = {
-- actor (...)
actor = POS() * lpeg.Cc(nil) * common.actor_end / on.actor_end,
-- useractor <actortype> (...)
useractor = POS() * sp1 * tok.define * common.actor_end / on.actor_end,
-- eventloadactor <name/tilenum>
eventloadactor = POS() * sp1 * tok.define * sp1 * stmt_list_or_eps * "enda"
/ on.eventloadactor_end,
onevent = POS() * sp1 * tok.define * sp1 * stmt_list_or_eps * "endevent"
/ on.event_end,
state = POS() * sp1 * (lpeg.Cmt(tok.identifier, on.state_begin_Cmt))
* sp1 * stmt_list_or_eps * tok.state_ends
/ on.state_end,
}
for cmdname, cmdpat in pairs(Cblock) do
Cblock[cmdname] = common.block_begin * cmdpat * common.block_end
end
attachnames(Cblock, after_cmd_Cmt)
local t_good_identifier = Range("AZ", "az", "__") * Range("AZ", "az", "__", "09")^0
-- CON isaltok also has chars in "{}.", but these could potentially
-- interfere with *CON* syntax. The "]" is so that the number in e.g. array[80]
-- isn't considered a broken identifier.
-- "-" is somewhat problematic, but we allow it only as 2nd and up character, so
-- there's no ambiguity with unary minus. (Commands must be separated by spaces
-- in CON, so a trailing "-" is "OK", too.)
-- This is broken in itself, so we ought to make a compatibility/modern CON switch.
local t_broken_identifier = BadIdent(-((tok.number + t_good_identifier) * (sp1 + Set("[]:"))) *
(alphanum + Set(BAD_ID_CHARS0)) * (alphanum + Set(BAD_ID_CHARS1))^0)
---
local function do_flatten_codetab(code, intotab)
for i=1,math.huge do
local elt = code[i]
if (type(elt)=="string") then
intotab[#intotab+1] = elt
elseif (type(elt)=="table") then
do_flatten_codetab(elt, intotab)
else
assert(elt==nil)
return
end
end
end
-- Return a "string buffer" table that can be table.concat'ed
-- to get the code string.
local function flatten_codetab(codetab)
local tmpcode = {}
do_flatten_codetab(codetab, tmpcode)
return tmpcode
end
function on.if_else_end(ifconds, ifstmt, elsestmt, ...)
assert(#{...}==0)
assert(type(ifconds)=="table" and #ifconds>=1)
-- A condition may be a table carrying "deferred" code to add either
-- [1] after the 'if' or
-- [2] after the whole if/else block.
-- In CON, it's always the same code for the same kind of "deferedness",
-- and it's always idempotent (executing it multiple times has the same
-- effect as executing it once), so generate code for it only once, too.
local deferred = { nil, nil }
local linenum = ""
local ifcondstr = {}
for i=1,#ifconds do
local cond = ifconds[i]
local hasmore = type(cond=="table")
ifcondstr[i] = hasmore and cond[1] or cond
assert(type(ifcondstr[i])=="string")
-- IF_LINE_NUMBERING
local tlinum = assert(ifcondstr[i]:match("^.*(%-%-[0-9]+)$"))
ifcondstr[i] = assert(ifcondstr[i]:match("^(.*)%-%-[0-9]+$"))
if (linenum == "") then
linenum = tlinum
end
if (hasmore) then
for i=1,2 do
if (deferred[i]==nil) then
deferred[i] = cond[i+1]
end
end
end
end
-- Construct a string of ANDed conditions
local conds = "(" .. table.concat(ifcondstr, ")and(") .. ")"
local code = {
format("if %s then%s", conds, linenum),
assert(ifstmt),
}
code[#code+1] = deferred[1]
if (elsestmt~=nil) then
local elseifp = false
if (type(elsestmt)=="table") then
elsestmt = flatten_codetab(elsestmt)
if (#elsestmt>=2 and elsestmt[1]:match("^if ") and elsestmt[#elsestmt]=="end") then
elsestmt[1] = elsestmt[1]:sub(4)
elsestmt[#elsestmt] = nil
elseifp = true
end
end
code[#code+1] = elseifp and "elseif" or "else"
code[#code+1] = elsestmt
end
code[#code+1] = "end"
code[#code+1] = deferred[2]
return code
end
function on.while_begin(v1, v2)
table.insert(g_isWhile, true)
return format("while (%s~=%s) do", v1, v2)
end
function on.while_end()
local whilenum = #g_isWhile
table.remove(g_isWhile)
return format("::l%d:: end", whilenum)
end
function on.switch_begin()
table.insert(g_isWhile, false)
end
function on.switch_end(testvar, blocks)
local SW = format("_SW[%d]", g_switchCount)
local swcode = { format("%s={", SW) }
local have = {}
local havedefault = false
table.remove(g_isWhile)
for i=1,#blocks do
local block = blocks[i]
assert(#block >= 1)
local isdefault = (#block==1)
local index = isdefault and "'default'" or tostring(block[1])
if (have[index]) then
if (isdefault) then
errprintf("duplicate 'default' block in switch statement")
return "_INVALIDSW()"
else
warnprintf("duplicate case %s in switch statement", index)
end
end
have[index] = true
swcode[#swcode+1] = format("[%s]=function(_aci,_pli,_dist)", index)
swcode[#swcode+1] = get_cache_sap_code()
-- insert the case/default code:
swcode[#swcode+1] = block[#block]
swcode[#swcode+1] = "end,"
end
swcode[#swcode+1] = "}"
-- insert additional case test numbers (e.g. case 0: >>> case 1 <<<: <code...>)
for i=1,#blocks do
local block = blocks[i]
for j=2,#block-1 do
local index = tostring(block[j])
swcode[#swcode+1] = format("%s[%d]=%s[%d]", SW, index, SW, tostring(block[1]))
end
end
assert(g_switchCode ~= nil)
g_switchCode[#g_switchCode+1] = swcode
-- The code for the switch statement itself:
local code = format("_con._switch(_SW[%d], %s, _aci,_pli,_dist)", g_switchCount, testvar)
g_switchCount = g_switchCount+1
return code
end
--- The final grammar!
local Grammar = Pat{
-- The starting symbol.
-- A translation unit is a (possibly empty) sequence of outer CON
-- commands, separated by at least one whitespace which may be
-- omitted at the EOF.
sp0 * (all_alt_pattern(Couter, Cblock) * sp1)^0,
-- Some often-used terminals follow. These appear here because we're
-- hitting a limit with LPeg else.
-- http://lua-users.org/lists/lua-l/2008-11/msg00462.html
-- NOTE: NW demo (NWSNOW.CON) contains a Ctrl-Z char (decimal 26)
whitespace = Set(" \t\r\26") + newline + Set("(),;") + comment + linecomment,
t_number = POS() * lpeg.C(
tok.maybe_minus * ((Pat("0x") + "0X") * Range("09", "af", "AF")^1 * Pat("h")^-1
+ Range("09")^1)
) / parse_number,
t_identifier_all = lpeg.C(t_broken_identifier + t_good_identifier),
-- NOTE: -conl.keyword alone would be wrong, e.g. "state breakobject":
-- NOTE 2: The + "[" is so that stuff like
-- getactor[THISACTOR].x x
-- getactor[THISACTOR].y y
-- is parsed correctly. (Compared with this:)
-- getactor[THISACTOR].x x
-- getactor [THISACTOR].y y
-- This is in need of cleanup!
t_identifier = -(conl.keyword * (sp1 + "[")) * tok.identifier_all,
-- TODO?: SST TC has e.g. "1267AT", relying on it to be parsed as a number "1267".
-- However, this conflicts with bad-identifiers, so it should be checked last.
-- This would also handle LNGA2's "00000000h", though would give problems with
-- e.g. "800h" (hex 0x800 or decimal 800?).
t_define = (POS() * lpeg.C(tok.maybe_minus) * tok.identifier / lookup.defined_label) + tok.number,
-- Defines and constants can take the place of vars that are only read.
-- XXX: now, when tok.rvar fails, the tok.define failure message is printed.
t_rvar = Var("t_botharrayexp") + lpeg.Cmt(tok.identifier, maybe_gamevar_Cmt) + tok.define,
-- For written-to vars, only (non-parm2) array exprs and writable gamevars
-- are permitted. NOTE: C-CON doesn't support inline array exprs here.
t_wvar = Var("t_singlearrayexp") / function() errprintf("t_wvar: array exprs NYI") return "_NYIVAR" end
+ (tok.identifier / function(id) return lookup.gamevar(id, "_aci", true) end),
t_gamearray = Var("t_identifier") / lookup.gamearray,
t_move =
POS()*tok.identifier / function(...) return lookup.composite(LABEL.MOVE, ...) end +
POS()*tok.number / function(...) return check_composite_literal(LABEL.MOVE, ...) end,
t_ai =
POS()*tok.identifier / function(...) return lookup.composite(LABEL.AI, ...) end +
POS()*tok.number / function(...) return check_composite_literal(LABEL.AI, ...) end,
t_action =
POS()*tok.identifier / function(...) return lookup.composite(LABEL.ACTION, ...) end +
POS()*tok.number / function(...) return check_composite_literal(LABEL.ACTION, ...) end,
-- New-style inline arrays and structures.
t_botharrayexp = tok.identifier * arraypat * bothmemberpat^-1
/ function(...) return lookup.array_expr(false, ...) end,
t_singlearrayexp = tok.identifier * arraypat * singlememberpat^-1,
-- SWITCH
switch_stmt = Keyw("switch") * sp1 * tok.rvar * (lpeg.Cc(nil)/on.switch_begin) *
lpeg.Ct((Var("case_block") + Var("default_block"))^0) * sp1 * "endswitch"
/ on.switch_end,
-- NOTE: some old DNWMD has "case: PIGCOP". I don't think I'll allow that.
case_block = lpeg.Ct((sp1 * Keyw("case") * sp1 * tok.define * (sp0*":")^-1)^1 * sp1 *
stmt_list_nosp_or_eps), -- * "break",
default_block = lpeg.Ct(sp1 * Keyw("default") * (sp0*":"*sp0 + sp1) *
stmt_list_nosp_or_eps), -- * "break",
if_stmt = lpeg.Ct((con_if_begs * sp1)^1) * Var("single_stmt")
* (sp1 * Keyw("else") * sp1 * Var("single_stmt"))^-1 / on.if_else_end,
while_stmt = Keyw("whilevarvarn") * sp1 * tok.rvar * sp1 * tok.rvar / on.while_begin
* sp1 * Var("single_stmt") * (lpeg.Cc(nil) / on.while_end)
+ Keyw("whilevarn") * sp1 * tok.rvar * sp1 * tok.define / on.while_begin
* sp1 * Var("single_stmt") * (lpeg.Cc(nil) / on.while_end),
stmt_common = Keyw("{") * sp1 * "}" / "" -- space separation of commands in CON is for a reason!
+ Keyw("{") * sp1 * lpeg.Ct(stmt_list) * sp1 * "}"
+ con_inner_command + Var("switch_stmt") + lpeg.Ct(Var("while_stmt")),
single_stmt = Stmt( lone_else^-1 * (Var("stmt_common") + Var("if_stmt")) ),
-- a non-empty statement/command list
stmt_list = Var("single_stmt") * (sp1 * Var("single_stmt"))^0,
}
local function setup_newlineidxs(contents)
local newlineidxs = {}
for i in string.gmatch(contents, "()\n") do
newlineidxs[#newlineidxs+1] = i
end
if (#newlineidxs == 0) then
-- try CR only (old Mac)
for i in string.gmatch(contents, "()\r") do
newlineidxs[#newlineidxs+1] = i
end
-- if (#newlineidxs > 0) then print('CR-only lineends detected.') end
end
-- dummy newlines at beginning and end
newlineidxs[#newlineidxs+1] = #contents+1
newlineidxs[0] = 0
return newlineidxs
end
--== Lua -> CON line number mapping for error messages ==--
local lineinfo_mt = {
__index = {
-- Get CON file name and CON line number from Lua line number.
getfline = function(self, lualine)
local llines, lfiles = self.llines, self.lfiles
assert(lualine >= 1 and lualine <= #llines)
-- Get the CON line number: a simple lookup.
local conline = llines[lualine]
-- Find the CON file name next.
local confile = nil
for i=1,#lfiles do
if (lfiles[i].line > lualine) then
break
end
-- Shorten the file name by stripping the directory parts.
confile = lfiles[i].name:match("[^/]+$")
end
return confile or "???", conline
end,
},
__metatable = true,
}
-- Handle a line of translated CON->Lua code. Return its CON line number.
local function lineinfo_handle_line(i, code, curline, curfile, lfiles)
local lnumstr = code:match("%-%-([0-9]+)$")
local begfn = lnumstr and nil or code:match("^%-%- BEGIN (.+)$")
local endfn = lnumstr and nil or code:match("^%-%- END (.+)$")
if (lnumstr) then
curline[#curline] = assert(tonumber(lnumstr))
elseif (begfn) then
curfile[#curfile+1] = begfn
curline[#curline+1] = 1
-- Begin an included file.
lfiles[#lfiles+1] = { line=i, name=begfn }
elseif (endfn) then
assert(endfn==curfile[#curfile]) -- assert proper nesting
curfile[#curfile] = nil
curline[#curline] = nil
-- End an included file, so reset the name to the includer's one.
lfiles[#lfiles+1] = { line=i, name=curfile[#curfile] }
end
return assert(curline[#curline])
end
-- Construct Lua->CON line mapping info. This walks the generated code and
-- looks for our inserted comment strings, so it's kind of hackish.
function get_lineinfo(flatcode)
local curline, curfile = { 0 }, { "<none>" } -- stacks
-- llines: [<Lua code line number>] = <CON code line number>
-- lfiles: [<sequence number>] = { line=<Lua line number>, name=<filename> }
local llines, lfiles = {}, {}
if (type(flatcode)=="table") then
for i=1,#flatcode do
llines[i] = lineinfo_handle_line(i, flatcode[i], curline, curfile, lfiles)
end
else
-- Already concat'ed code given.
assert(type(flatcode)=="string")
local olinestart = 1
for i=1,math.huge do
local curnli = flatcode:find("\n", olinestart, true)
local line
if (curnli ~= nil) then
line = flatcode:sub(olinestart, curnli-1)
olinestart = curnli+1
else
-- Last line
line = flatcode:sub(olinestart, -1)
break
end
llines[i] = lineinfo_handle_line(i, line, curline, curfile, lfiles)
end
end
return setmetatable({ llines=llines, lfiles=lfiles }, lineinfo_mt)
end
-- <lineinfop>: Get line info?
local function get_code_string(codetab, lineinfop)
-- Finalize translated code: return table containing gamevar and gamearray
-- tables. CON_GAMEVARS.
codetab[#codetab+1] = "return { V=_V, A=_A }"
local flatcode = flatten_codetab(codetab)
local lineinfo = lineinfop and get_lineinfo(flatcode)
return table.concat(flatcode, "\n"), lineinfo
end
function on.parse_begin()
g_isWhile = {}
g_have_file[g_filename] = true
-- set up new state
-- TODO: pack into one "parser state" table?
g_lastkw, g_lastkwpos, g_numerrors = nil, nil, 0
g_recurslevel = g_recurslevel+1
end
---=== EXPORTED FUNCTIONS ===---
function parse(contents) -- local
-- save outer state
local lastkw, lastkwpos, numerrors = g_lastkw, g_lastkwpos, g_numerrors
local newlineidxs = g_newlineidxs
on.parse_begin()
g_newlineidxs = setup_newlineidxs(contents)
addcodef("-- BEGIN %s", g_filename)
local idx = lpeg.match(Grammar, contents)
if (not idx) then
printf("[%d] Match failed.", g_recurslevel)
g_numerrors = inf
elseif (idx == #contents+1) then
if (g_numerrors ~= 0) then
printf("[%d] Matched whole contents (%d errors).",
g_recurslevel, g_numerrors)
elseif (g_recurslevel==0) then
printf("[0] Matched whole contents.")
end
else
local i, col = getlinecol(idx)
local bi, ei = g_newlineidxs[i-1]+1, g_newlineidxs[i]-1
printf("[%d] Match succeeded up to line %d, col %d (pos=%d, len=%d)",
g_recurslevel, i, col, idx, #contents)
g_numerrors = inf
-- printf("Line goes from %d to %d", bi, ei)
local suffix = ""
if (ei-bi > 76) then
ei = bi+76
suffix = " (...)"
end
printf("%s%s", string.sub(contents, bi, ei), suffix)
if (g_lastkwpos) then
i, col = getlinecol(g_lastkwpos)
printf("Last keyword was at line %d, col %d: %s", i, col, g_lastkw)
end
end
addcodef("-- END %s", g_filename)
g_recurslevel = g_recurslevel-1
-- restore outer state
g_lastkw, g_lastkwpos = lastkw, lastkwpos
g_numerrors = math.max(g_numerrors, numerrors)
g_newlineidxs = newlineidxs
end
local function handle_cmdline_arg(str)
if (str:sub(1,1)=="-") then
if (#str == 1) then
printf("Warning: input from stdin not supported")
else
local ok = false
local kind = str:sub(2,2)
-- -W(no-)*: warnings
if (kind=="W" and #str >= 3) then
local val = true
local warnstr = str:sub(3)
if (warnstr == "all") then
-- Enable all warnings.
for wopt in pairs(g_warn) do
g_warn[wopt] = true
end
ok = true
else
-- Enable or disable a particular warning.
if (warnstr:sub(1,3)=="no-") then
val = false
warnstr = warnstr:sub(4)
end
if (type(g_warn[warnstr])=="boolean") then
g_warn[warnstr] = val
ok = true
end
end
-- -fno* special handling
elseif (str:sub(2)=="fno") then
-- Disable printing code entirely.
g_cgopt["no"] = true
ok = true
elseif (str:sub(2)=="fno=onlycheck") then
-- Disable printing code, only do syntax check of gen'd code.
g_cgopt["no"] = "onlycheck"
ok = true
-- -fgendir=<directory>: specify directory for generated code
elseif (str:sub(2,9)=="fgendir=" and #str >= 10) then
g_cgopt["gendir"] = str:sub(10)
ok = true
-- -f(no-)*: code generation options
elseif (kind=="f" and #str >= 3) then
local val = true
local cgstr = str:sub(3)
if (cgstr:sub(1,3)=="no-") then
val = false
cgstr = cgstr:sub(4)
end
if (type(g_cgopt[cgstr])=="boolean") then
g_cgopt[cgstr] = val
ok = true
end
-- -I<directory>: default search directory (only ONCE, not search path)
elseif (kind=="I" and #str >= 3) then
g_defaultDir = str:sub(3)
ok = true
end
if (not ffi and not ok) then
printf("Warning: Unrecognized option %s", str)
end
end
return true
end
end
local function reset_all()
reset_labels()
reset_gamedata()
reset_codegen()
end
local function print_on_failure(msg)
if (g_lastkwpos ~= nil) then
printf("LAST KEYWORD POSITION: %s, %s", linecolstr(g_lastkwpos), g_lastkw)
end
print(msg)
end
if (string.dump) then
-- running stand-alone
local io = require("io")
-- Handle command-line arguments and remove those that have been processed.
local i = 1
while (arg[i]) do
if (handle_cmdline_arg(arg[i])) then
table.remove(arg, i)
else
i = i+1
end
end
local function compile(filename)
reset_all()
-- Construct file name for the output code: (...)/xxx/qwe.con -->
-- xxx_qwe.con, so that common root CON file names like EDUKE.CON will
-- result in distinct file names for different mods. From that name,
-- strip the extension.
local codedir = g_cgopt["gendir"]
local codefn = codedir and
codedir.."/"..filename:match("[^/]+/[^/]+$"):gsub('/','_')..".lua"
-- Get the directory part...
g_directory = filename:match(".*/") or ""
-- ...and the file name alone.
filename = filename:sub(#g_directory+1, -1)
-- NOTE: xpcall isn't useful here since the traceback won't give us
-- anything inner to the lpeg.match call
local ok, msg = pcall(do_include_file, g_directory, filename)
-- ^v Swap commenting (comment top, uncomment bottom line) to get backtraces
-- local ok, msg = true, do_include_file(g_directory, filename)
if (not ok) then
print_on_failure(msg)
end
if (not (g_cgopt["no"]==true)) then
local onlycheck = (g_cgopt["no"] == "onlycheck")
-- The file for the output messages:
local msgfile = onlycheck and io.stdout or io.stderr
local code, lineinfo = get_code_string(g_curcode, g_cgopt["debug-lineinfo"])
local func, errmsg = loadstring(code, "CON")
-- msgfile:write(format("-- GENERATED CODE for \"%s\":\n", filename))
if (func == nil) then
msgfile:write(format("-- INVALID Lua CODE: %s\n", errmsg))
end
if (lineinfo) then
for i=1,#lineinfo.llines do
msgfile:write(format("%d -> %s:%d\n", i, lineinfo:getfline(i)))
end
elseif (not onlycheck) then
-- The file for the generated code:
local codefile = codefn and assert(io.open(codefn, "w+")) or msgfile
codefile:write(code)
codefile:write("\n")
end
end
end
local havelists = false
for argi=1,#arg do
local filename = arg[argi]
if (filename=="@") then
-- Start file list processing from the next positional argument on.
havelists = true
elseif (havelists) then
printf("\n------ Handling list of CON files \"%s\"", filename)
for fn in io.lines(filename) do
-- A hash at the beginning of a line denotes a comment, an
-- empty line is skipped.
if (#fn>0 and not fn:match("^#")) then
compile(fn)
end
end
else
compile(filename)
end
end
else
local i=0
while (ffiC.g_argv[i] ~= nil) do
handle_cmdline_arg(ffi.string(ffiC.g_argv[i]))
i = i+1
end
-- running from EDuke32
function compile(filenames)
-- TODO: pathsearchmode=1 set in G_CompileScripts
reset_all()
for _, fname in ipairs(filenames) do
local ok, msg = pcall(do_include_file, "", fname)
if (not ok or g_numerrors > 0) then
if (not ok) then
-- Unexpected error in the Lua code (i.e. a bug here).
print_on_failure(msg)
end
return nil
end
end
return get_code_string(g_curcode, true)
end
end