-- 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, 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 = {} -- [identifier] = { name=, 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 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 = { -- XXX: TODO: THISACTOR can mean different things in some contexts, -- e.g. sector[THISACTOR] is sector[sprite[].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._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(PLS".zrange"), ANGRANGE = PRW(PLS".angrange"), AUTOAIMANGLE = PRW(PLS".autoaimang"), PIPEBOMB_CONTROL = PRW(PLS".pipebombControl"), GRENADE_LIFETIME = PRW(PLS".pipebombLifetime"), GRENADE_LIFETIME_VAR = PRW(PLS".pipebombLifetimeVar"), TRIPBOMB_CONTROL = PRW(PLS".tripbombControl"), STICKYBOMB_LIFETIME = PRW(PLS".tripbombLifetime"), STICKYBOMB_LIFETIME_VAR = PRW(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 = PRO(PLS".curr_weapon"), WORKSLIKE = PRO(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()) gamevar[name] = PRW(format(PLS".weapon[%d].%s", w, member)) 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 -- TODO...? COOP = 0, MULTIMODE = 0, numplayers = 1, } 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 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=, dtime=, fn=, name= } g_data.level = {} -- [ep] = g_data.volname = {} -- [skillnum] = g_data.skillname = {} -- [quotenum] = g_data.quote = {} -- table of length 26 or 30 containg numbers g_data.startup = {} -- [soundnum] = { fn=, params= } g_data.sound = {} -- [volnum] =
> 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 -- 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) -- 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 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) then warnprintf("overrode initial value of `%s', but kept ".. "flags (%d)", identifier, flagsnosys) end -- Emit code to set the variable at Lua parse time. if (bit.band(oflags, GVFLAG.PERPLAYER) ~= 0) then -- Replace player index by 0. -- TODO: init for all players. local pvar, numrepls = ogv.name:gsub("_pli", "0") assert(numrepls>=1) addcodef("%s=%d", pvar, initval) else addcodef("%s=%d", ogv.name, initval) 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 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[]. ()? <> -- 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[]. ()? -- existence of a second parameter is determined later arraypat * memberpat * sp1 * (tok.rvar * sp1 * tok.rvar + tok.rvar) local getperxvarcmd = -- getvar[]. <> arraypat * memberpat * sp1 * tok.wvar local setperxvarcmd = -- setvar[]. arraypat * memberpat * sp1 * tok.rvar -- Various inner command handling functions / string capture strings. local handle = { NYI = function() errprintf("command `%s' not yet implemented", 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, 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, 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, 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)", } -- 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 -- 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) / "_con._A_RadiusDamage(_aci,%1,%2,%3,%4,%5)", -- 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), 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), -- 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) / "_stopactorsound(%1,%2)", stopallsounds = cmd() / "_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)", -- 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), 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", 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()", 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) / 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), 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(W,R), headspritestat = cmd(W,R), nextspritesect = cmd(W,R), nextspritestat = cmd(W,R), prevspritesect = cmd(W,R), prevspritestat = cmd(W,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) / PLS":set_max_ammo_amount(%1,%2)", gmaxammo = cmd(R,W), spriteflags = cmd(R), -- also see outer ssp = cmd(R,R), startlevel = cmd(R,R), starttrack = cmd(D), 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), 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._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) / "_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 [ [ [ [... ]]]] 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 (...) useractor = sp1 * tok.define * common_actor_end / on_actor_end, -- eventloadactor 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(); -- -- (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), -- 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 = 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), 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