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 ipairs = ipairs
local pairs = pairs
local pcall = pcall
local print = print
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
bit = require("bit")
-- For Rio Lua:
-- bit = { bor=function() return 0 end }
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 = lpeg.Cp
-- 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 format = string.format
local function printf(fmt, ...)
print(format(fmt, ...))
end
---=== semantic action functions ===---
local inf = 1/0
local NaN = 0/0
-- 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
-- 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"]=true,
["number-conversion"]=true, }
-- Code generation options.
local g_cgopt = { ["no"]=false, ["_incomplete"]=false, }
-- How many 'if' statements are following immediately each other,
-- needed to cope with CONs dangling-else resolution
local g_iflevel = 0
local g_ifelselevel = 0
---=== Code generation ===---
local GVFLAG = {
PERPLAYER=1, PERACTOR=2, PERX_MASK=3,
SYSTEM = 0x00000800,
READONLY = 0x00001000,
}
-- CON --> mangled Lua function name, also existence check:
local g_funcname = {}
-- [identifier] = { name=<mangled name / code>, flags=<gamevar flags> }
local g_gamevar = {}
local g_have_file = {} -- [filename]=true
local g_curcode = nil -- a table of string pieces or other "gencode" tables
-- [{actor, event, actor}num]=gencode_table
local g_code = { actor={}, event={}, loadactor={} }
local function ACS(s) return "actor[_aci]"..s end
local function SPS(s) return "sprite[_aci]"..s end
local function PLS(s) return "player[_pli]"..s end
local function getlinecol(pos) end -- fwd-decl
local function new_initial_codetab()
return {
"local _con, _bit, _math = require'con', require'bit', require'math';",
"local sector, sprite, actor, player = sector, sprite, actor, player;",
"local gameactor, gameevent, _gv = gameactor, gameevent, gv;"
}
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 RW = function(varname)
return { name=varname, flags=GVFLAG.SYSTEM }
end
local RO = function(varname)
return { name=varname, flags=GVFLAG.SYSTEM+GVFLAG.READONLY }
end
local gamevar = {
-- XXX: TODO: THISACTOR can mean different things in some contexts,
-- e.g. sector[THISACTOR] is sector[sprite[<current actor>].sectnum]
THISACTOR = RO "_aci",
-- TODO
RETURN = RW "_RETURN_",
xdim = RO "_gv.xdim",
ydim = RO "_gv.ydim",
windowx1 = RO "_gv.windowx1",
windowy1 = RO "_gv.windowy1",
windowx2 = RO "_gv.windowx2",
windowy2 = RO "_gv.windowy2",
numsectors = RO "_gv.numsectors",
NUMSECTORS = RO "_gv.numsectors",
NUMWALLS = RO "_gv.numwalls",
randomseed = RW "_gv.randomseed",
totalclock = RO "_gv.totalclock",
framerate = RO "_gv._get_framerate()",
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 = RW(PLS".zrange"),
ANGRANGE = RW(PLS".angrange"),
AUTOAIMANGLE = RW(PLS".autoaimang"),
PIPEBOMB_CONTROL = RW(PLS".pipebombControl"),
GRENADE_LIFETIME = RW(PLS".pipebombLifetime"),
GRENADE_LIFETIME_VAR = RW(PLS".pipebombLifetimeVar"),
TRIPBOMB_CONTROL = RW(PLS".tripbombControl"),
STICKYBOMB_LIFETIME = RW(PLS".tripbombLifetime"),
STICKYBOMB_LIFETIME_VAR = RW(PLS".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 = RO(PLS".curr_weapon"),
WORKSLIKE = RO(format(PLS".weapon[%s].workslike", PLS".curr_weapon")),
VOLUME = RO "_gv.currentEpisode()",
LEVEL = RO "_gv.currentLevel()",
}
for w=0,MAX_WEAPONS-1 do
for i=1,#wmembers do
local member = wmembers[i]:gsub(".* ","") -- strip e.g. "int32_t "
local name = format("WEAPON%d_%s", w, member:upper())
local code = format(PLS".weapon[%d].%s", w, member)
gamevar[name] = { name=code, flags=GVFLAG.PERPLAYER+GVFLAG.SYSTEM }
end
end
return gamevar
end
local function reset_codegen()
g_funcname = {}
g_gamevar = new_initial_gvartab()
g_have_file = {}
g_curcode = new_initial_codetab()
g_code.actor, g_code.event, g_code.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 add_code_and_end(codetab, endstr)
assert(type(codetab)=="table")
addcode(codetab)
addcode(endstr)
end
local function on_actor_end(usertype, tsamm, codetab)
local tilenum = tsamm[1]
local str = ""
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
tsamm[i] = "'NO'"
end
str = str .. tostring(tsamm[i])..","
end
if (#tsamm==5) then
local flags = bit.bor(unpack(tsamm, 5))
str = str .. flags..","
end
-- TODO: usertype (is non-nil only for 'useractor')
addcodef("gameactor(%d,%sfunction(_aci, _pli, _dist)", tilenum, str)
add_code_and_end(codetab, "end)")
g_code.actor[tilenum] = codetab
end
local BAD_ID_CHARS0 = "_/\\*?" -- allowed 1st identifier chars
local BAD_ID_CHARS1 = "_/\\*-+?" -- allowed following identifier chars
local function mangle_name(name, prefix)
-- NOTE: the underscore char has to be replaced too, because we're using
-- it as the escape char.
for i=1,#BAD_ID_CHARS1 do
name = name:gsub(BAD_ID_CHARS1:sub(i,i), "_"..i)
end
return prefix..name
end
local 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
local function on_state_end(funcname, codetab)
addcodef("local function %s(_aci, _pli, _dist)", funcname)
add_code_and_end(codetab, "end")
end
local function on_event_end(eventidx, codetab)
addcodef("gameevent(%d, function (_aci, _pli, _dist)", eventidx)
add_code_and_end(codetab, "end)")
g_code.event[eventidx] = 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
local function perrprintf(pos, fmt, ...)
printf("%s %s: error: "..fmt, g_filename, linecolstr(pos), ...)
increment_numerrors()
end
local function errprintf(fmt, ...)
if (g_lastkwpos) then
perrprintf(g_lastkwpos, fmt, ...)
else
printf("%s ???: error: "..fmt, g_filename, ...)
increment_numerrors()
end
end
local function pwarnprintf(pos, fmt, ...)
printf("%s %s: warning: "..fmt, g_filename, linecolstr(pos), ...)
end
local 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)
local num = tonumber((numstr:gsub("h$", "")))
if (num==nil or num < -0x80000000 or num > 0xffffffff) then
perrprintf(pos, "number %s out of the range of a 32-bit integer", numstr)
num = NaN
elseif (num >= 0x80000000 and numstr:sub(1,2):lower()~="0x") then
if (g_warn["number-conversion"]) then
pwarnprintf(pos, "number %s converted to a negative one", numstr)
end
num = num-(0xffffffff+1)
end
return num
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
}
g_labeltype = {
NO = LABEL.NUMBER,
CLIPMASK0 = LABEL.NUMBER,
CLIPMASK1 = LABEL.NUMBER,
}
-- 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
local 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 do_define_label(identifier, num)
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
-- 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
local 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 with zeros.
local isai = (labeltype == LABEL.AI)
local args = {...}
for i=#args+1,labeltype do
-- passing nil 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 = string.gsub(filename, "^.-/", "")
fd, msg = io.open(dirname..filename)
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.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 (vol < 0 or vol >= conl.MAXVOLUMES) then
errprintf("volume number exceeds maximum volume count.")
return
end
if (lev < 0 or 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 (skillnum < 0 or 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 (vol < 0 or 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
-- strip whitespace from front and back
local function stripws(str)
return str:match("^%s*(.*)%s*$")
end
function Cmd.definequote(qnum, quotestr)
--[[
-- have the INT_MAX limit simply for some sanity
if (not (qnum >= 0 and <= 0x7fffffff)) then
errprintf("quote number is negative or exceeds limit of INT32_MAX.")
return
end
--]]
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 (ffi) then
if (#quotestr >= conl.MAXQUOTELEN) then
warnprintf("quote %d truncated to %d characters.", conl.MAXQUOTELEN-1)
end
ffiC.C_DefineQuote(qnum, quotestr)
end
g_data.quote[qnum] = quotestr
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, ...)
if (not (volnum >= 0 and volnum < conl.MAXVOLUMES+1)) then
-- NOTE: MAXVOLUMES is OK, since it's MapInfo[(MAXVOLUMES+1)*MAXLEVELS]
errprintf("volume number is negative or exceeds MAXVOLUMES=%d", conl.MAXVOLUMES)
return
end
local filenames = {...}
if (#filenames > conl.MAXLEVELS) then
warnprintf("ignoring extraneous %d music file names", #filenames-conl.MAXLEVELS)
for i=conl.MAXLEVELS+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, i-1, "/"..filenames[i])
end
end
g_data.music[volnum] = filenames
end
--- GAMEVARS / GAMEARRAYS
function Cmd.gamevar(identifier, initval, flags)
local invalid_code = "local _INVALIDGV"
if (bit.band(flags, bit.bnot(GVFLAG.PERX_MASK)) ~= 0) then
-- TODO: a couple of the presumably safe ones
errprintf("gamevar flags other than PERPLAYER or PERACTOR: NYI or forbidden")
return invalid_code
end
if (flags==GVFLAG.PERPLAYER+GVFLAG.PERACTOR) then
errprintf("invalid gamevar flags: must be either PERPLAYER or PERACTOR, not both")
return invalid_code
end
local ogv = g_gamevar[identifier]
if (ogv ~= nil) then
if (ogv.flags ~= flags) then
errprintf("duplicate gamevar definition `%s' has different flags", identifier)
return invalid_code
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
if (flags==GVFLAG.PERACTOR) then
addcodef("local %s=_con.peractorvar(%d)", gv.name, initval)
else
addcodef("local %s=%d", gv.name, initval)
end
end
local function lookup_gamevar(identifier, 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("variable `%s' is read-only", identifier)
return "_READONLYGV"
end
if (gv.flags==GVFLAG.PERACTOR) then
return format("%s[_aci]", gv.name)
else
return gv.name
end
end
local function maybe_gamevar_Cmt(subj, pos, identifier)
if (g_gamevar[identifier]) then
return true, lookup_gamevar(identifier)
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),
-- new-style inline arrays and structures:,
arrayexp = Var("t_arrayexp"),
rvar = Var("t_rvar"),
wvar = Var("t_wvar"),
-- 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, AC, MV, AI = -1, -2, -3, -4, -5, -6, -7
local TOKEN_PATTERN = { [D]=tok.define, [R]=tok.rvar, [W]=tok.wvar, [I]=tok.identifier,
[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(),
define = cmd(I,D) / do_define_label,
--- 2. Defines and Meta-Settings
dynamicremap = cmd(),
setcfgname = sp1 * tok.filename,
setdefname = sp1 * tok.filename,
setgamename = newline_term_string,
precache = cmd(D,D,D),
scriptsize = cmd(D)
/ "", -- no-op
cheatkeys = cmd(D,D),
definecheat = newline_term_string, -- XXX: actually tricker syntax (TS)
definegamefuncname = newline_term_string, -- XXX: TS?
definegametype = n_defines(2) * newline_term_string,
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),
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),
spritenoshade = cmd(D),
spritenvg = cmd(D),
spriteshadow = cmd(D),
spriteflags = cmd(D,D), -- also see inner
--- 4. Game Variables / Arrays
gamevar = cmd(I,D,D) / Cmd.gamevar,
gamearray = cmd(I,D),
--- 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 == 1) then
return varop / ("%1=%1"..op.."%2")
else
return varop / ("%1="..op.."(%1,%2)")
end
end
local function varvaropf(op)
if (#op == 1) 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 because we don't discriminate between
-- actor and player (but it will be rejected later).
local parm2memberpat = (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 memberpat = sp0 * "." * sp0 * (parm2memberpat + tok.identifier_all)
local getstructcmd = -- get<structname>[<idx>].<member> (<parm2>)? <<var>>
-- existence of a second parameter is determined later
-- This is wrong, (sp1 id)? will match (sp1 wvar) if there's no 2nd param:
-- arraypat * memberpat * (sp1 * tok.identifier)^-1 * sp1 * tok.wvar
arraypat * memberpat * sp1 * (tok.rvar * sp1 * tok.wvar + tok.wvar)
local setstructcmd = -- set<structname>[<idx>].<member> (<parm2>)? <var>
-- existence of a second parameter is determined later
arraypat * memberpat * sp1 * (tok.rvar * sp1 * tok.rvar + tok.rvar)
local getperxvarcmd = -- get<actor/player>var[<idx>].<member> <<var>>
arraypat * memberpat * sp1 * tok.wvar
local setperxvarcmd = -- set<actor/player>var[<idx>].<member> <var>
arraypat * memberpat * sp1 * tok.rvar
-- Various inner command handling functions.
local handle =
{
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,
move = function(mv, ...)
local flags = {...}
return format(ACS":set_move(%s,%d)", mv, (flags[1] and bit.bor(...)) or 0)
end,
debug = function(val)
return format("print('%s:%d: debug %d')", g_filename, getlinecol(g_lastkwpos), val)
end,
state = function(statename)
if (g_funcname[statename]==nil) then
errprintf("state `%s' not found.", statename)
return "_NULLSTATE()"
end
return format("%s(_aci,_pli,_dist)", g_funcname[statename])
end,
}
-- 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()
/ "do return end",
["return"] = cmd() -- NLCF
/ "_con.longjmp()",
state = cmd(I)
/ handle.state,
--- 1. get*, set*
getactor = getstructcmd,
getinput = getstructcmd,
getplayer = getstructcmd,
getprojectile = getstructcmd,
getsector = getstructcmd,
getthisprojectile = getstructcmd,
gettspr = getstructcmd,
-- 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)
getuserdef = (arraypat + sp1) * memberpat * sp1 * (tok.rvar * sp1 * tok.wvar + tok.wvar),
-- getuserdef = getstructcmd,
getwall = getstructcmd,
getactorvar = getperxvarcmd,
getplayervar = getperxvarcmd,
setactor = setstructcmd,
setinput = setstructcmd,
setplayer = setstructcmd,
setprojectile = setstructcmd,
setsector = setstructcmd,
setthisprojectile = setstructcmd,
settspr = setstructcmd,
setuserdef = (arraypat + sp1) * memberpat * sp1 * (tok.rvar * sp1 * tok.wvar + tok.rvar),
-- setuserdef = setstructcmd,
setwall = setstructcmd,
setactorvar = setperxvarcmd,
setplayervar = setperxvarcmd,
setsprite = cmd(R,R,R,R),
setvarvar = varvarop / "%1=%2",
addvarvar = varvaropf "+",
subvarvar = varvaropf "-",
mulvarvar = varvaropf "*",
divvarvar = varvaropf "_con._div",
modvarvar = varvaropf "_con._mod",
andvarvar = varvaropf "_bit.band",
orvarvar = varvaropf "_bit.bor",
xorvarvar = varvaropf "_bit.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 "_bit.band",
orvar = varopf "_bit.bor",
xorvar = varopf "_bit.bxor",
randvar = varop / "%1=_con._rand(%2)",
shiftvarl = varopf "_bit.lshift",
shiftvarr = varopf "_bit.rshift",
--- 2. Math operations
sqrt = cmd(R,W),
calchypotenuse = cmd(W,R,R),
sin = cmd(W,R),
cos = cmd(W,R),
mulscale = cmd(W,R,R,R),
getangle = cmd(W,R,R),
getincangle = cmd(W,R,R),
--- 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=_bit.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),
-- some commands taking read vars
eshootvar = cmd(R),
espawnvar = cmd(R),
qspawnvar = cmd(R),
eqspawnvar = cmd(R),
operaterespawns = cmd(R),
operatemasterswitches = cmd(R),
checkactivatormotion = cmd(R),
time = cmd(R), -- no-op
inittimer = cmd(R),
lockplayer = cmd(R),
shootvar = cmd(R),
quake = cmd(R),
jump = cmd(R),
cmenu = cmd(R),
soundvar = cmd(R),
globalsoundvar = cmd(R),
stopsoundvar = cmd(R),
soundoncevar = cmd(R),
angoffvar = cmd(R),
checkavailweapon = cmd(R),
checkavailinven = cmd(R),
guniqhudid = cmd(R),
savegamevar = cmd(R),
readgamevar = cmd(R),
userquote = cmd(R),
echo = cmd(R) / "_con._echo(%1)",
starttrackvar = cmd(R),
clearmapstate = cmd(R),
activatecheat = cmd(R),
setgamepalette = cmd(R),
-- 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
/ format("if (%s) then _con.longjmp() end", PLS":addweapon(%1,%2)"),
debris = cmd(D,D)
/ "_con._debris(_aci, %1, %2)",
addinventory = cmd(D,D)
/ PLS":addinventory(%1,%2)",
guts = cmd(D,D)
/ "_con._A_DoGuts(_aci,%1,%2)",
-- 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""),
angoff = cmd(D)
/ "spritext[_aci].angoff=%1",
debug = cmd(D)
/ handle.debug,
endofgame = cmd(D)
/ "_con._endofgame(_pli,%1)",
eqspawn = cmd(D),
espawn = cmd(D),
globalsound = cmd(D)
/ "_con._globalsound(_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
qspawn = cmd(D)
/ "_con.spawn(_aci,%1,true)",
quote = cmd(D)
/ "_con._quote(_pli,%1)",
savenn = cmd(D),
save = cmd(D),
sleeptime = cmd(D)
/ ACS".timetosleep=%1",
soundonce = cmd(D)
/ "_con._soundonce(_aci,%1)",
sound = cmd(D)
/ "_con._sound(_aci,%1)",
spawn = cmd(D)
/ "_con.spawn(_aci,%1)",
stopsound = cmd(D)
/ "_con._stopsound(_aci,%1)",
eshoot = cmd(D),
ezshoot = cmd(R,D),
ezshootvar = cmd(R,R),
shoot = cmd(D)
/ "_con._A_Shoot(_aci,%1)",
zshoot = cmd(R,D),
zshootvar = cmd(R,R),
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()",
mikesnd = cmd()
/ format("_con._soundonce(_aci,%s)", SPS".yvel"),
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
wackplayer = cmd()
/ PLS":wack()",
-- player/sprite searching
findplayer = cmd(W),
findotherplayer = cmd(W),
findnearspritezvar = cmd(D,R,R,W),
findnearspritez = cmd(D,D,D,W),
findnearsprite3dvar = cmd(D,R,W),
findnearsprite3d = cmd(D,D,W),
findnearspritevar = cmd(D,R,W),
findnearsprite = cmd(D,D,W),
findnearactorzvar = cmd(D,R,R,W),
findnearactorz = cmd(D,D,D,W),
findnearactor3dvar = cmd(D,R,W),
findnearactor3d = cmd(D,D,W),
findnearactorvar = cmd(D,R,W),
findnearactor = cmd(D,D,W),
-- quotes
qsprintf = sp1 * tok.rvar * sp1 * tok.rvar * (sp1 * tok.rvar)^-32,
qgetsysstr = cmd(R,R),
qstrcat = cmd(R,R),
qstrcpy = cmd(R,R),
qstrlen = cmd(R,R),
qstrncat = cmd(R,R),
qsubstr = cmd(R,R),
-- array stuff
copy = sp1 * tok.identifier * arraypat * sp1 * tok.identifier * arraypat * sp1 * tok.rvar,
setarray = sp1 * tok.identifier * arraypat * sp1 * tok.rvar,
activatebysector = cmd(R,R),
addlogvar = cmd(R),
addlog = cmd() * #sp1,
addweaponvar = cmd(R,R), -- NLCF
cansee = cmd(R,R,R,R,R,R,R,R,W),
canseespr = cmd(R,R,W),
changespritesect = cmd(R,R),
changespritestat = cmd(R,R),
clipmove = cmd(W,W,W,R,W,R,R,R,R,R,R),
clipmovenoslide = cmd(W,W,W,R,W,R,R,R,R,R,R),
displayrand = cmd(W),
displayrandvar = cmd(W,D),
displayrandvarvar = cmd(W,R),
dist = cmd(W,R,R),
dragpoint = cmd(R,R,R),
hitscan = cmd(R,R,R,R,R,R,R,W,W,W,W,W,W,R), -- 7R 6W 1R
-- screen text and numbers display
gametext = cmd(R,R,R,R,R,R,R,R,R,R,R), -- 11 R
gametextz = cmd(R,R,R,R,R,R,R,R,R,R,R,R), -- 12 R
digitalnumber = cmd(R,R,R,R,R,R,R,R,R,R,R), -- 11R
digitalnumberz = cmd(R,R,R,R,R,R,R,R,R,R,R,R), -- 12R
minitext = cmd(R,R,R,R,R),
ldist = cmd(W,R,R),
lineintersect = cmd(R,R,R,R,R,R,R,R,R,R,W,W,W,W), -- 10R 4W
rayintersect = cmd(R,R,R,R,R,R,R,R,R,R,W,W,W,W), -- 10R 4W
loadmapstate = cmd(),
savemapstate = cmd(),
movesprite = cmd(R,R,R,R,R,W),
neartag = cmd(R,R,R,R,R,W,W,W,W,R,R),
operateactivators = cmd(R,R),
operatesectors = cmd(R,R),
palfrom = (sp1 * tok.define)^-4
/ handle.palfrom,
operate = cmd() * #sp1
/ "_con._operate(_aci)",
myos = cmd(R,R,R,R,R),
myosx = cmd(R,R,R,R,R),
myospal = cmd(R,R,R,R,R,R),
myospalx = cmd(R,R,R,R,R,R),
headspritesect = cmd(R,R),
headspritestat = cmd(R,R),
nextspritesect = cmd(R,R),
nextspritestat = cmd(R,R),
prevspritesect = cmd(R,R),
prevspritestat = cmd(R,R),
readarrayfromfile = cmd(I,D),
writearraytofile = cmd(I,D),
redefinequote = sp1 * tok.define * newline_term_string
/ function(qnum, qstr) return format("_con._definequote(%d,%q)", qnum, stripws(qstr)) end,
resizearray = cmd(I,R),
getarraysize = cmd(I,W),
rotatepoint = cmd(R,R,R,R,R,W,W),
rotatesprite = cmd(R,R,R,R,R,R,R,R,R,R,R,R), -- 12R
rotatesprite16 = cmd(R,R,R,R,R,R,R,R,R,R,R,R), -- 12R
sectorofwall = cmd(W,R,R),
sectclearinterpolation = cmd(R),
sectsetinterpolation = cmd(R),
sectgethitag = cmd(),
sectgetlotag = cmd(),
spgethitag = cmd(),
spgetlotag = cmd(),
showview = cmd(R,R,R,R,R,R,R,R,R,R), -- 10R
showviewunbiased = cmd(R,R,R,R,R,R,R,R,R,R), -- 10R
smaxammo = cmd(R,R),
gmaxammo = cmd(R,W),
spriteflags = cmd(R), -- also see outer
ssp = cmd(R,R),
startlevel = cmd(R,R),
starttrack = cmd(D),
stopactorsound = cmd(R,R),
stopallsounds = cmd(),
updatesector = cmd(R,R,W),
updatesectorz = cmd(R,R,R,W),
getactorangle = cmd(W),
setactorangle = cmd(R),
getplayerangle = cmd(W),
setplayerangle = cmd(R),
getangletotarget = cmd(W),
getceilzofslope = cmd(R,R,R,W),
getflorzofslope = cmd(R,R,R,W),
getcurraddress = cmd(W), -- XXX
getkeyname = cmd(R,R,R),
getpname = cmd(R,R),
gettextureceiling = cmd(),
gettexturefloor = cmd(),
getticks = cmd(W),
gettimedate = cmd(W,W,W,W,W,W,W,W),
getzrange = cmd(R,R,R,R,W,W,W,W,R,R),
setactorsoundpitch = cmd(R,R,R),
setaspect = cmd(R,R),
}
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)
/ function(val) return "_dist<"..val, "", "_con._sleepcheck(_aci,_dist)" end,
ifpdistg = cmd(D)
/ function(val) return "_dist>"..val, "", "_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("_bit.arshift(%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? (multiplayer only)
ifangdiffl = cmd(D)
/ format("_con._angdiffabs(%s,%s)<=%%1", PLS".ang", SPS".ang"),
ifsound = cmd(D)
/ "_con._soundplaying(_aci,%1)",
-- vvv TODO: this is not correct for GET_ACCESS or GET_SHIELD.
ifpinventory = cmd(D,D)
/ format("_con._getinventory(%s,%%1,_aci)~=%%2", 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)
/ "_bit.band(%1,%2)~=0",
ifvaror = cmd(R,D)
/ "_bit.bor(%1,%2)~=0",
ifvarxor = cmd(R,D)
/ "_bit.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)
/ "_bit.band(%1,%2)~=0",
ifvarvaror = cmd(R,R)
/ "_bit.bor(%1,%2)~=0",
ifvarvarxor = cmd(R,R)
/ "_bit.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()
/ "false", -- TODO
ifserver = cmd(),
ifrespawn = cmd()
/ format("_con._checkrespawn(%s)", SPS""),
ifoutside = cmd()
/ format("_bit.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()
/ "_bit.band(actor[_aci].movflag,49152)>16384",
ifnosounds = cmd()
/ "not _con._ianysound()",
ifmultiplayer = cmd()
/ "false", -- TODO?
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(),
ifcanshoottarget = cmd()
/ "_con._canshoottarget(_dist,_aci)",
ifcanseetarget = cmd() -- 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 after_inner_cmd_Cmt(subj, pos, ...)
local capts = {...}
if (g_numerrors == inf) then
return nil
end
if (type(capts[1])=="string" and capts[2]==nil) then
return true, capts[1] .."--"..linecolstr(pos) --TEMP
end
return true
end
local function after_if_cmd_Cmt(subj, pos, ...)
local capts = {...}
if (g_numerrors == inf) then
return nil
end
if (not g_cgopt["_incomplete"] and capts[1] ~= nil) then
assert(#capts <= 3)
for i=1,#capts do
assert(type(capts[i]=="string"))
end
return true, unpack(capts, 1, #capts)
end
return true
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 prevent stack overflow (and
-- to make lpeg.match return a subject position at the end)
kwtab[cmdname] = lpeg.Cmt(Keyw(cmdname) * cmdpat, matchtimefunc)
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!
local function warn_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)/warn_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 = (stmt_list * (sp1 * stmt_list)^0)^-1
-- common to actor and useractor: <name/tilenum> [<strength> [<action> [<move> [<flags>... ]]]]
local 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"
--== block delimiters (no syntactic recursion) ==--
local Cblock = {
-- actor (...)
actor = lpeg.Cc(nil) * common_actor_end / on_actor_end,
-- useractor <actortype> (...)
useractor = sp1 * tok.define * common_actor_end / on_actor_end,
-- eventloadactor <name/tilenum>
eventloadactor = lpeg.Cc(nil) * sp1 * lpeg.Ct(tok.define)
* sp1 * stmt_list_or_eps * "enda" / on_actor_end,
onevent = sp1 * tok.define * sp1 * stmt_list_or_eps * "endevent"
/ on_event_end,
state = sp1 * (lpeg.Cmt(tok.identifier, on_state_begin_Cmt)) * sp1 * stmt_list_or_eps * tok.state_ends
/ on_state_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)
-- These two tables hold code to be inserted at a later point: either at
-- the end of the "if" body, or the end of the whole "if [else]" block.
-- For CON interpreter patterns like these:
-- VM_CONDITIONAL(<condition>);
-- <do_something_afterwards>
-- (Still not the same if the body returns or jumps out)
local g_endIfCode = {}
local g_endIfElseCode = {}
local function add_deferred_code(tab, lev, str)
if (str ~= nil) then
assert(type(str)=="string")
tab[lev] = str
end
end
local function get_deferred_code(tab, lev, code)
if (tab[lev]) then
code = code..tab[lev]
tab[lev] = nil
end
return code
end
local function begin_if_fn(condstr, endifstr, endifelsestr)
condstr = condstr or "TODO"
assert(type(condstr)=="string")
add_deferred_code(g_endIfCode, g_iflevel, endifstr)
add_deferred_code(g_endIfElseCode, g_ifelselevel, endifelsestr)
g_iflevel = g_iflevel+1
g_ifelselevel = g_ifelselevel+1
return format("if (%s) then", condstr)
end
local function end_if_fn()
g_iflevel = g_iflevel-1
local code = get_deferred_code(g_endIfCode, g_iflevel, "")
if (code ~= "") then
return code
end
end
local function end_if_else_fn()
g_ifelselevel = g_ifelselevel-1
return get_deferred_code(g_endIfElseCode, g_ifelselevel, "end ")
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 = 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 = -NotKeyw(conl.keyword * (sp1 + "[")) * lpeg.C(tok.identifier_all),
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 = tok.arrayexp + lpeg.Cmt(tok.identifier, maybe_gamevar_Cmt) + tok.define,
-- not so with written-to vars:
t_wvar = tok.arrayexp + (tok.identifier / function(id) return lookup_gamevar(id, true) end),
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,
t_arrayexp = tok.identifier * arraypat * memberpat^-1,
-- SWITCH
switch_stmt = Keyw("switch") * sp1 * tok.rvar *
(Var("case_block") + Var("default_block"))^0 * sp1 * "endswitch",
-- NOTE: some old DNWMD has "case: PIGCOP". I don't think I'll allow that.
case_block = (sp1 * Keyw("case") * sp1 * tok.define/"XXX_CASE" * (sp0*":")^-1)^1 * sp1 *
stmt_list_nosp_or_eps, -- * "break",
default_block = sp1 * Keyw("default") * (sp0*":"*sp0 + sp1) * stmt_list_nosp_or_eps, -- * "break",
optional_else = (sp1 * lpeg.C("else") * sp1 * Var("single_stmt"))^-1,
if_else_bodies = Var("single_stmt2") * (Pat("")/end_if_fn) * Var("optional_else"),
if_stmt = con_if_begs/begin_if_fn * sp1
* Var("if_else_bodies")
* (Pat("")/end_if_else_fn),
if_stmt2 = con_if_begs/begin_if_fn * sp1
* (-con_if_begs * Var("single_stmt") * (Pat("")/end_if_fn)
+ Var("if_else_bodies"))
* (Pat("")/end_if_else_fn),
-- TODO?: SST TC has "state ... else ends"
while_stmt = Keyw("whilevarvarn") * sp1 * tok.rvar * sp1 * tok.rvar * sp1 * Var("single_stmt")
+ Keyw("whilevarn") * sp1 * tok.rvar * sp1 * tok.define/"WHILE_XXX" * sp1 * Var("single_stmt"),
stmt_common = Keyw("{") * sp1 * "}" -- space separation of commands in CON is for a reason!
+ Keyw("{") * sp1 * stmt_list * sp1 * "}"
+ con_inner_command + Var("switch_stmt") + Var("while_stmt"),
single_stmt = Stmt( lone_else^-1 * (Var("stmt_common") + Var("if_stmt")) ),
single_stmt2 = Stmt( lone_else^-1 * (Var("stmt_common") + Var("if_stmt2")) ),
-- 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
---
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
local function get_code_string(codetab)
return table.concat(flatten_codetab(g_curcode), "\n")
end
local function on_parse_begin()
g_iflevel = 0
g_ifelselevel = 0
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 = (g_numerrors==inf and inf) or 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)
if (kind=="W" and #str >= 3) then
-- warnings
local val = true
local warnstr = str:sub(3)
if (#warnstr >= 4 and 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
elseif (str:sub(2)=="fno") then
-- Disable printing code.
g_cgopt["no"] = true
ok = true
elseif (str:sub(2)=="f_incomplete") then
-- TEMP
g_cgopt["_incomplete"] = true
ok = true
end
if (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 i = 1
while (arg[i]) do
if (handle_cmdline_arg(arg[i])) then
table.remove(arg, i)
else
i = i+1
end
end
for argi=1,#arg do
local filename = arg[argi]
reset_all()
g_directory = filename:match("(.*/)") or ""
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"]) then
local file = require("io").stderr
file:write(format("-- GENERATED CODE for \"%s\":\n", filename))
file:write(get_code_string(g_curcode))
file:write("\n")
end
end
else
-- 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) then
print_on_failure(msg)
return nil
end
end
return get_code_string(g_curcode)
end
end