-- LunaCON CON to Lunatic translator -- requires LPeg, http://www.inf.puc-rio.br/~roberto/lpeg/lpeg.html local lpeg = require("lpeg") local Pat, Set, Range, Var = lpeg.P, lpeg.S, lpeg.R, lpeg.V ---- All keywords pattern -- needed for CON syntax local con_keyword = dofile("con_lang.lua") local function match_until(matchsp, untilsp) -- (!untilsp matchsp)* in PEG -- sp: string or pattern return (matchsp - Pat(untilsp))^0 end ----==== patterns ====---- ---- basic ones local newline = Pat("\n") -- need to do stuff on newline later... local anychar = Pat(1) -- comments local comment = "/*" * match_until(anychar, "*/") * "*/" local linecomment = "//" * match_until(anychar, newline) local whitespace = Var("whitespace") local sp0 = whitespace^0 local sp1 = whitespace^1 -- + (-1) -- matches EOF, too local alpha = Range("AZ", "az") -- locale? local alphanum = alpha + Range("09") local alnumtok = alphanum + Set("{}/\\*-_.") -- see isaltok() in gamedef.c --- basic lexical elements ("tokens") local t_number = Range("09")^1 + (Pat("0x") + "0X")*Range("09", "af")^1 -- Valid identifier names are disjunct from keywords! -- XXX: CON is more permissive with identifier name characters: local t_identifier = Var("t_identifier") -- This one matches keywords, too: local t_identifier_all = Var("t_identifier_all") local t_define = Var("t_define") local t_filename = (anychar-Set(" \t\r\n"))^1 --alnumtok^1 -- XXX local t_newline_term_str = match_until(anychar, newline) -- new-style inline arrays and structures: local t_arrayexp = Var("t_arrayexp") -- defines and constants can take the place of vars that are only read: local t_rvar = t_arrayexp + t_define -- not so with written-to vars: local t_wvar = t_arrayexp + t_identifier ---- helper patterns / pattern constructing functions local maybe_quoted_filename = ('"' * t_filename * '"' + t_filename) local newline_term_string = (whitespace-newline)^1 * t_newline_term_str -- XXX: empty string? -- (sp1 * t_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 * t_define * pat end return pat end local D, R, W, I = -1, -2, -3, -4; -- 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 * t_wvar * sp1 * t_rvar * sp1 * t_define * sp1 * t_define -- "command_with_no_args": gencmd() -- --> Pat(true) local function cmd(...) local pat = Pat(true) local vartypes = {...} local spat = "" for i=1,#vartypes do assert(vartypes[i] < 0) if (vartypes[i] == D) then pat = pat * sp1 * t_define elseif (vartypes[i] == R) then pat = pat * sp1 * t_rvar elseif (vartypes[i] == W) then pat = pat * sp1 * t_wvar else -- I assert(vartypes[i] == I) pat = pat * sp1 * t_identifier end end return pat end -- The command names will be attached to the front of the patterns later! --== Top level CON commands ==-- local Co = { --- 1. Preprocessor include = sp1 * maybe_quoted_filename, includedefault = cmd(), define = cmd(I,D), --define = sp1 * t_identifier * sp1 * t_define, --- 2. Defines and Meta-Settings dynamicremap = cmd(), setcfgname = sp1 * t_filename, setdefname = sp1 * t_filename, setgamename = newline_term_string, precache = cmd(D,D,D), scriptsize = cmd(D), -- unused 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) * newline_term_string, -- XXX: TS defineskillname = sp1 * t_define * newline_term_string, definevolumename = sp1 * t_define * newline_term_string, definequote = sp1 * t_define * newline_term_string, defineprojectile = cmd(D,D,D), definesound = sp1 * t_define * sp1 * maybe_quoted_filename * n_defines(5), -- XXX: TS -- XXX: need to see how that behaves with e.g. stuff like gamevar.ogg: music = match_until(sp1 * t_filename, con_keyword), --- 3. Game Settings -- gamestartup has 25/29 fixed defines, depending on 1.3D/1.5 version: gamestartup = (sp1 * t_define)^25 * (sp1 * t_define)^-4, 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), gamearray = cmd(I,D), --- 5. Top level commands that are also run-time commands action = sp1 * t_identifier * (sp1 * t_define)^-5, ai = sp1 * t_identifier * (sp1 * t_define)^0, move = sp1 * t_identifier * (sp1 * t_define)^-2, --- 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) -- t_define is t_rvar without t_arrayexp, actually, so that no nesting is allowed: local arraypat = sp0 * "[" * sp0 * t_define * sp0 * "]" -- The member name must match keywords, too (_all), because e.g. cstat is a member -- of sprite[] local memberpat = sp0 * "." * sp0 * t_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 * t_identifier)^-1 * sp1 * t_wvar -- XXX: This is still wrong. arraypat * memberpat * sp1 * (t_identifier * sp1 * t_wvar + t_wvar) local setstructcmd = -- set[]. ()? -- existence of a second parameter is determined later arraypat * memberpat * sp1 * (t_identifier * sp1 * t_rvar + t_rvar) local getperxvarcmd = -- getvar[]. <> arraypat * memberpat * sp1 * t_wvar local setperxvarcmd = -- setvar[]. arraypat * memberpat * sp1 * t_rvar local Ci = { -- these can appear anywhere in the script ["break"] = cmd(), ["return"] = cmd(), state = cmd(I), --- 1. get*, set* getactor = getstructcmd, getinput = getstructcmd, getplayer = getstructcmd, getprojectile = getstructcmd, getsector = getstructcmd, getsprite = getstructcmd, getthisprojectile = getstructcmd, gettspr = getstructcmd, getuserdef = getstructcmd, getwall = getstructcmd, getactorvar = getperxvarcmd, getplayervar = getperxvarcmd, setactor = setstructcmd, setinput = setstructcmd, setplayer = setstructcmd, setprojectile = setstructcmd, setsector = setstructcmd, setsprite = setstructcmd, setthisprojectile = setstructcmd, settspr = setstructcmd, setuserdef = setstructcmd, setwall = setstructcmd, setactorvar = setperxvarcmd, setplayervar = setperxvarcmd, setvarvar = varvarop, addvarvar = varvarop, subvarvar = varvarop, mulvarvar = varvarop, divvarvar = varvarop, modvarvar = varvarop, andvarvar = varvarop, orvarvar = varvarop, xorvarvar = varvarop, randvarvar = varvarop, setvar = varop, addvar = varop, subvar = varop, mulvar = varop, divvar = varop, modvar = varop, andvar = varop, orvar = varop, xorvar = varop, randvar = varop, shiftvarl = varop, shiftvarr = varop, --- 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), getangle = cmd(W,R,R), getincangle = cmd(W,R,R), --- 3. Actors -- These three need more attention (different kind of labels; move -- additionally may accept 0 or 1): action = cmd(D), ai = cmd(D), move = sp1 * t_define * (sp1 * t_define)^0, cactor = cmd(D), count = cmd(D), cstator = cmd(D), cstat = cmd(D), clipdist = cmd(D), sizeto = cmd(D,D), sizeat = cmd(D,D), strength = cmd(D), addstrength = cmd(D), spritepal = cmd(D), hitradius = cmd(D,D,D,D,D), 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), starttrackvar = cmd(R), clearmapstate = cmd(R), activatecheat = cmd(R), setgamepalette = cmd(R), -- some commands taking defines addammo = cmd(D,D), addweapon = cmd(D,D), -- exec SPECIAL HANDLING! debris = cmd(D,D), addinventory = cmd(D,D), guts = cmd(D,D), -- cont'd addkills = cmd(D), addphealth = cmd(D), angoff = cmd(D), debug = cmd(D), endofgame = cmd(D), eqspawn = cmd(D), espawn = cmd(D), globalsound = cmd(D), lotsofglass = cmd(D), mail = cmd(D), money = cmd(D), paper = cmd(D), qspawn = cmd(D), quote = cmd(D), savenn = cmd(D), save = cmd(D), sleeptime = cmd(D), soundonce = cmd(D), sound = cmd(D), spawn = cmd(D), stopsound = cmd(D), eshoot = cmd(D), ezshoot = cmd(R,D), ezshootvar = cmd(R,R), shoot = cmd(D), zshoot = cmd(R,D), zshootvar = cmd(R,R), fall = cmd(), flash = cmd(), getlastpal = cmd(), insertspriteq = cmd(), killit = cmd(), mikesnd = cmd(), nullop = cmd(), operate = cmd(), pkick = cmd(), pstomp = cmd(), resetactioncount = cmd(), resetcount = cmd(), resetplayer = cmd(), respawnhitag = cmd(), tip = cmd(), tossweapon = cmd(), wackplayer = cmd(), -- sprite searching findplayer = cmd(D,D), findotherplayer = cmd(D,D), findnearspritezvar = cmd(D,R,R,W), findnearspritez = cmd(D,D,D,W), findnearspritevar = cmd(D,R,W), findnearsprite3dvar = cmd(D,R,W), findnearsprite3d = cmd(D,D,W), findnearsprite = cmd(D,D,W), findnearactorzvar = cmd(D,R,R,W), findnearactorz = cmd(D,D,D,W), findnearactorvar = cmd(D,R,W), findnearactor3dvar = cmd(D,R,W), findnearactor3d = cmd(D,D,W), findnearactor = cmd(D,D,W), -- quotes qsprintf = sp1 * t_rvar * sp1 * t_rvar * (sp1 * t_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 * t_identifier * arraypat * sp1 * t_identifier * arraypat, setarray = sp1 * t_identifier * arraypat * sp1 * t_rvar, activatebysector = cmd(R,R), addlog = cmd(), addlogvar = cmd(R), addweaponvar = cmd(R,R), -- exec SPECIAL HANDLING! 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), 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(W,R,R,R,R,R,R,R,R,R,R,R), -- 1W 11R minitext = cmd(R,R,R,R,R), ldist = cmd(W), 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), operatesectors = cmd(R), palfrom = (sp1 * t_define)^-4, myos = cmd(R,R,R,R,R), myospal = cmd(R,R,R,R,R,R), myospalx = cmd(R,R,R,R,R,R), myosx = cmd(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 * t_define * newline_term_string, 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 = { -- XXX: ai, action, move/def labels ifai = cmd(D), ifaction = cmd(D), ifmove = cmd(D), ifrnd = cmd(D), ifpdistl = cmd(D), ifpdistg = cmd(D), ifwasweapon = cmd(D), ifactioncount = cmd(D), ifcount = cmd(D), ifactor = cmd(D), ifstrength = cmd(D), ifspawnedby = cmd(D), ifgapzl = cmd(D), iffloordistl = cmd(D), ifceilingdistl = cmd(D), ifphealthl = cmd(D), ifspritepal = cmd(D), ifgotweaponce = cmd(D), ifangdiffl = cmd(D), ifsound = cmd(D), ifpinventory = cmd(D,D), ifp = (sp1 * t_define)^1, ifclient = cmd(), ifserver = cmd(), ifonwater = cmd(), ifinwater = cmd(), ifactornotstayput = cmd(), ifactorsound = cmd(), ifcansee = cmd(), ifhitweapon = cmd(), ifsquished = cmd(), ifdead = cmd(), ifcanshoottarget = cmd(), ifhitspace = cmd(), ifoutside = cmd(), ifmultiplayer = cmd(), ifinspace = cmd(), ifbulletnear = cmd(), ifrespawn = cmd(), ifinouterspace = cmd(), ifnotmoving = cmd(), ifawayfromwall = cmd(), ifcanseetarget = cmd(), ifnosounds = cmd(), ifvarl = cmd(R,D), ifvarg = cmd(R,D), ifvare = cmd(R,D), ifvarn = cmd(R,D), ifvarand = cmd(R,D), ifvaror = cmd(R,D), ifvarxor = cmd(R,D), ifvareither = cmd(R,D), ifactorsound = cmd(R,R), ifvarvarg = cmd(R,R), ifvarvarl = cmd(R,R), ifvarvare = cmd(R,R), ifvarvarn = cmd(R,R), ifvarvarand = cmd(R,R), ifvarvaror = cmd(R,R), ifvarvarxor = cmd(R,R), ifvarvareither = cmd(R,R), } -- A generic trace function, prints a position together with the match content -- A non-existing 'doit' means 'true'. function TraceFunc(pat, doit) pat = Pat(pat) if (doit==nil or doit) then pat = lpeg.Cmt(pat, function (subj, pos, a) print(pos..":"..a); return true; end) end return pat end -- These are tracers for specific patterns which can be disabled -- if desired. local function Keyw(kwname) return TraceFunc(kwname, false) end local function Stmt(cmdpat) return TraceFunc(cmdpat, false) end -- attach the command names at the front! function attachnames(kwtab) for cmdname,cmdpat in pairs(kwtab) do kwtab[cmdname] = Keyw(cmdname) * cmdpat end end attachnames(Co) attachnames(Ci) attachnames(Cif) -- Takes one or more tables and +'s all its patterns together in the order of -- appearance. -- The tables must map command names to their patterns. function all_alt_pattern(...) local pat = Pat(false) local args = {...} for argi=1,#args do local pattab = args[argi] for cmdname,cmdpat in pairs(pattab) do pat = pat + cmdpat end end return pat end -- actor ORGANTIC is greeting! local function warn_on_lonely_else(subj, pos) print(pos..": warning: found `else' with no `if'") return true end -- About prefixes: I think it's not a problem if e.g. "getactor" comes before -- "getactorvar", because the pattern for the former will fail eventually in -- the ordered choice if fed with the latter. local con_outer_command = all_alt_pattern(Co) local con_inner_command = all_alt_pattern(Ci) local con_if_begs = all_alt_pattern(Cif) local lone_else = lpeg.Cmt("else" * sp1, warn_on_lonely_else) local stmt_list = Var("stmt_list") -- possibly empty statement list: local stmt_list_or_eps = (stmt_list * sp1)^-1 -- common to all three: [ [ [ [... ]]]] local common_actor_end = sp1 * t_define * sp1 * (t_define * sp1)^0 * stmt_list_or_eps * "enda" --== block delimiters (no recursion) ==-- local Cb = { -- actor (...) actor = common_actor_end, -- eventloadactor (...) eventloadactor = common_actor_end, -- useractor (...) useractor = sp1 * t_define * common_actor_end, onevent = sp1 * t_define * sp1 * stmt_list_or_eps * "endevent", state = sp1 * t_identifier * sp1 * stmt_list_or_eps * "ends", } attachnames(Cb) --- 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 * ((con_outer_command + all_alt_pattern(Cb)) * (sp1 + (-1)))^0, -- Deps. These appear here because we're hitting a limit with LPeg else: -- http://lua-users.org/lists/lua-l/2008-11/msg00462.html whitespace = Set(" \t\r") + newline + Set("(),;") + comment + linecomment, t_identifier_all = Range("AZ", "az", "__") * Range("AZ", "az", "__", "09")^0, -- NOTE: -con_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 = -(con_keyword * (sp1 + "[")) * t_identifier_all, t_define = Pat("-")^-1 * sp0 * (t_identifier + t_number), t_arrayexp = t_identifier * arraypat * memberpat^-1, switch_stmt = Keyw("switch") * (sp1 * (Var("case") + Var("default")))^0 * sp1 * "endswitch", case = Keyw("case") * sp1 * t_define * sp0 * Pat(":")^-1 * sp1 * stmt_list_or_eps * "break", default = Keyw("default") * sp0 * Pat(":")^-1 * sp1 * stmt_list_or_eps * "break", -- The "lone" if statement is tested first, so that a potential dangling "else" is -- attached to the outermost possible "if", as done by CON if_stmt = con_if_begs * sp1 * Var("single_stmt") * -(sp1 * Pat("else")) + con_if_begs * sp1 * Var("single_stmt") * sp1 * "else" * sp1 * Var("single_stmt"), while_stmt = Keyw("whilevarvarn") * sp1 * t_rvar * sp1 * t_rvar * sp1 * Var("single_stmt") + Keyw("whilevarn") * sp1 * t_rvar * sp1 * t_define * sp1 * Var("single_stmt"), -- TODO: some sp1 --> sp0? single_stmt = Stmt( lone_else^-1 * ( Keyw("{") * sp0 * "}" + Keyw("{") * sp1 * stmt_list * sp1 * "}" + (con_inner_command + Var("switch_stmt") + Var("if_stmt") + Var("while_stmt")) -- + lpeg.Cmt(t_newline_term_str, function (subj, curpos) print("Error at "..curpos) end) )), -- a non-empty statement/command list stmt_list = Var("single_stmt") * (sp1 * Var("single_stmt"))^0, } local math = require("math") local string = require("string") local function printf(fmt, ...) print(string.format(fmt, ...)) end -- Returns index into the sorted table tab such that -- tab[index] <= searchelt < tab[index+1]. -- Preconditions: -- tab[i] < tab[i+1] for i < i+1 and 1 < i < #tab -- tab[1] <= searchelt < tab[#tab] -- If tab has less than 2 elements, returns nil. local function bsearch(tab, searchelt) -- printf("bsearch(tab, %d)", searchelt) local l, r = 1, #tab local i if (r <= 1) then return 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 ---=== stand-alone: ===--- if (not EDUKE32_LUNATIC) then local io = require("io") local filename = arg[1] assert(filename) local contents = io.open(filename):read("*all") local idx = lpeg.match(Grammar, contents) -- newlineidxs will contain the 1-based file offsets to "\n" characters local newlineidxs = {} for i in string.gmatch(contents, "()\n") do newlineidxs[#newlineidxs+1] = i end newlineidxs[#newlineidxs+1] = #contents+1 -- dummy newline if (not idx) then print("Match failed.") return end if (idx == #contents+1) then print("Matched whole contents.") return end printf("Match succeeded up to %d (len=%d)", idx, #contents) local i = bsearch(newlineidxs, idx) local bi, ei = newlineidxs[i]+1, newlineidxs[i+1]-1 printf("Line goes from %d to %d", bi, ei) print(string.sub(contents, bi, ei)) end