/* ** zcc_compile_raze.cpp ** ** contains the Raze specific parts of the script parser, i.e. ** actor property definitions and associated content. ** **--------------------------------------------------------------------------- ** Copyright 2016-2022 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "coreactor.h" #include "c_console.h" #include "filesystem.h" #include "zcc_parser.h" #include "zcc-parse.h" #include "zcc_compile_raze.h" #include "v_text.h" #include "v_video.h" #include "actorinfo.h" #include "thingdef.h" bool isActor(PContainerType *type); void AddActorInfo(PClass *cls); int GetIntConst(FxExpression* ex, FCompileContext& ctx); double GetFloatConst(FxExpression* ex, FCompileContext& ctx); //========================================================================== // // ZCCCompiler :: Compile // // Compile everything defined at this level. // //========================================================================== int ZCCRazeCompiler::Compile() { CreateClassTypes(); CreateStructTypes(); CompileAllConstants(); CompileAllFields(); CompileAllProperties(); InitDefaults(); InitFunctions(); return FScriptPosition::ErrorCounter; } //========================================================================== // // ZCCCompiler :: CompileAllProperties // // builds the property lists of all actor classes // //========================================================================== void ZCCRazeCompiler::CompileAllProperties() { for (auto c : Classes) { if (c->Properties.Size() > 0) CompileProperties(c->ClassType(), c->Properties, c->Type()->TypeName); if (c->FlagDefs.Size() > 0) CompileFlagDefs(c->ClassType(), c->FlagDefs, c->Type()->TypeName); } for (auto s : Structs) { if (s->FlagDefs.Size() > 0) CompileFlagDefs(s->Type(), s->FlagDefs, s->Type()->TypeName); } } //========================================================================== // // ZCCCompiler :: CompileProperties // // builds the internal structure of a single class or struct // //========================================================================== bool ZCCRazeCompiler::CompileProperties(PClass *type, TArray &Properties, FName prefix) { if (!type->IsDescendantOf(RUNTIME_CLASS(DCoreActor))) { Error(Properties[0], "Properties can only be defined for actors"); return false; } for(auto p : Properties) { TArray fields; ZCC_Identifier *id = (ZCC_Identifier *)p->Body; if (FName(p->NodeName) == FName("prefix") && fileSystem.GetFileContainer(Lump) == 0) { // only for internal definitions: Allow setting a prefix. This is only for compatiblity with the old DECORATE property parser, but not for general use. prefix = id->Id; } else { do { auto f = dyn_cast(type->FindSymbol(id->Id, true)); if (f == nullptr) { Error(id, "Variable %s not found in %s", FName(id->Id).GetChars(), type->TypeName.GetChars()); } fields.Push(f); id = (ZCC_Identifier*)id->SiblingNext; } while (id != p->Body); FString qualifiedname; // Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen. // All these will be removed from the symbol table after the compiler finishes to free up the allocated space. FName name = FName(p->NodeName); if (prefix == NAME_None) qualifiedname.Format("@property@%s", name.GetChars()); else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), name.GetChars()); fields.ShrinkToFit(); if (!type->VMType->Symbols.AddSymbol(Create(qualifiedname, fields))) { Error(id, "Unable to add property %s to class %s", FName(p->NodeName).GetChars(), type->TypeName.GetChars()); } } } return true; } //========================================================================== // // ZCCCompiler :: CompileProperties // // builds the internal structure of a single class or struct // //========================================================================== bool ZCCRazeCompiler::CompileFlagDefs(PClass *type, TArray &Properties, FName prefix) { for (auto p : Properties) { bool internal = (p->BitValue & 0x10000); // defines just a variable for the flag but no property. if (!internal) { if (!type->IsDescendantOf(RUNTIME_CLASS(DCoreActor))) { Error(Properties[0], "Flag properties can only be defined for actors"); return false; } } FName referenced(p->RefName); PField *field; if (!internal && FName(p->NodeName) == FName("prefix") && fileSystem.GetFileContainer(Lump) == 0) { // only for internal definitions: Allow setting a prefix. This is only for compatiblity with the old DECORATE property parser, but not for general use. prefix = referenced; } else { if (referenced != NAME_None) { field = dyn_cast(type->FindSymbol(referenced, true)); if (field == nullptr) { Error(p, "Variable %s not found in %s", referenced.GetChars(), type->TypeName.GetChars()); } else if (!field->Type->isInt() || field->Type->Size != 4) { Error(p, "Variable %s in %s must have a size of 4 bytes for use as flag storage", referenced.GetChars(), type->TypeName.GetChars()); } } else field = nullptr; FName name(p->NodeName); if (!internal) { FString qualifiedname; // Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen. // All these will be removed from the symbol table after the compiler finishes to free up the allocated space. for (int i = 0; i < 2; i++) { if (i == 0) qualifiedname.Format("@flagdef@%s", name.GetChars()); else { if (prefix == NAME_None) continue; qualifiedname.Format("@flagdef@%s.%s", prefix.GetChars(), name.GetChars()); } if (!type->VMType->Symbols.AddSymbol(Create(qualifiedname, field, p->BitValue, i == 0 && prefix != NAME_None))) { Error(p, "Unable to add flag definition %s to class %s", FName(p->NodeName).GetChars(), type->TypeName.GetChars()); } } if (field != nullptr) type->VMType->AddNativeField(FStringf("b%s", name.GetChars()), TypeSInt32, field->Offset, 0, 1 << p->BitValue); } // internal ones get no 'b'. else if (field != nullptr) type->VMType->AddNativeField(name.GetChars(), TypeSInt32, field->Offset, 0, 1 << p->BitValue); } } return true; } bool ZCCRazeCompiler::CompileFlagDefs(PContainerType* type, TArray& Properties, FName prefix) { for (auto p : Properties) { bool internal = (p->BitValue & 0x10000); // defines just a variable for the flag but no property. if (!internal) { Error(Properties[0], "Flag properties can only be defined for actors"); return false; } FName referenced(p->RefName); PField* field; if (referenced != NAME_None) { field = dyn_cast(type->Symbols.FindSymbol(referenced, true)); if (field == nullptr) { Error(p, "Variable %s not found in %s", referenced.GetChars(), type->TypeName.GetChars()); } else if (!field->Type->isInt() || field->Type->Size != 4) { Error(p, "Variable %s in %s must have a size of 4 bytes for use as flag storage", referenced.GetChars(), type->TypeName.GetChars()); } FName name(p->NodeName); type->AddNativeField(name.GetChars(), TypeSInt32, field->Offset, 0, 1 << (p->BitValue & 0xffff)); return true; } } return false; } //========================================================================== // // Parses an actor property's parameters and calls the handler // //========================================================================== void ZCCRazeCompiler::DispatchProperty(FPropertyInfo *prop, ZCC_PropertyStmt *property, DCoreActor *defaults, Baggage &bag) { static TArray params; static TArray strings; params.Clear(); strings.Clear(); params.Reserve(1); params[0].i = 0; if (prop->params[0] != '0') { if (property->Values == nullptr) { Error(property, "%s: arguments missing", prop->name); return; } const char * p = prop->params; auto exp = property->Values; FCompileContext ctx(OutNamespace, bag.Info->VMType, false, mVersion); while (true) { FPropParam conv; FPropParam pref; FxExpression *ex = ConvertNode(exp); ex = ex->Resolve(ctx); if (ex == nullptr) { return; } else if (!ex->isConstant()) { // If we get TypeError, there has already been a message from deeper down so do not print another one. if (exp->Type != TypeError) Error(exp, "%s: non-constant parameter", prop->name); return; } conv.s = nullptr; pref.s = nullptr; pref.i = -1; switch ((*p) & 223) { case 'X': // Expression in parentheses or number. We only support the constant here. The function will have to be handled by a separate property to get past the parser. conv.i = GetIntConst(ex, ctx); params.Push(conv); conv.exp = nullptr; break; case 'I': conv.i = GetIntConst(ex, ctx); break; case 'F': conv.d = GetFloatConst(ex, ctx); break; case 'Z': // an optional string. Does not allow any numeric value. if (ex->ValueType != TypeString) { // apply this expression to the next argument on the list. params.Push(conv); params[0].i++; p++; continue; } conv.s = GetStringConst(ex, ctx); break; case 'C': // this parser accepts colors only in string form. pref.i = 1; [[fallthrough]]; case 'S': case 'T': // a filtered string (ZScript only parses filtered strings so there's nothing to do here.) conv.s = GetStringConst(ex, ctx); break; case 'L': // Either a number or a list of strings if (ex->ValueType != TypeString) { pref.i = 0; conv.i = GetIntConst(ex, ctx); } else { pref.i = 1; params.Push(pref); params[0].i++; do { conv.s = GetStringConst(ex, ctx); if (conv.s != nullptr) { params.Push(conv); params[0].i++; } exp = static_cast(exp->SiblingNext); if (exp != property->Values) { ex = ConvertNode(exp); ex = ex->Resolve(ctx); if (ex == nullptr) return; } } while (exp != property->Values); goto endofparm; } break; default: assert(false); break; } if (pref.i != -1) { params.Push(pref); params[0].i++; } params.Push(conv); params[0].i++; exp = static_cast(exp->SiblingNext); endofparm: p++; // Skip the DECORATE 'no comma' marker if (*p == '_') p++; if (*p == 0) { if (exp != property->Values) { Error(property, "Too many values for '%s'", prop->name); return; } break; } else if (exp == property->Values) { if (*p < 'a') { Error(property, "Insufficient parameters for %s", prop->name); return; } break; } } } // call the handler try { prop->Handler(defaults, bag.Info, bag, ¶ms[0]); } catch (CRecoverableError &error) { Error(property, "%s", error.GetMessage()); } } //========================================================================== // // Parses an actor property's parameters and calls the handler // //========================================================================== void ZCCRazeCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *property, DCoreActor *defaults, Baggage &bag) { ZCC_ExprConstant one; unsigned parmcount = 1; ZCC_TreeNode *x = property->Values; if (x == nullptr) { parmcount = 0; } else { while (x->SiblingNext != property->Values) { x = x->SiblingNext; parmcount++; } } if (parmcount == 0 && prop->Variables.Size() == 1 && prop->Variables[0]->Type == TypeBool) { // allow boolean properties to have the parameter omitted memset(&one, 0, sizeof(one)); one.SourceName = property->SourceName; // This may not be null! one.Operation = PEX_ConstValue; one.NodeType = AST_ExprConstant; one.Type = TypeBool; one.IntVal = 1; property->Values = &one; } else if (parmcount != prop->Variables.Size()) { Error(x == nullptr? property : x, "Argument count mismatch: Got %u, expected %u", parmcount, prop->Variables.Size()); return; } auto exp = property->Values; FCompileContext ctx(OutNamespace, bag.Info->VMType, false, mVersion); for (auto f : prop->Variables) { void *addr; if (f == nullptr) { // This variable was missing. The error had been reported for the property itself already. return; } if (f->Flags & VARF_Meta) { addr = ((char*)bag.Info->Meta) + f->Offset; } else { addr = ((char*)defaults) + f->Offset; } FxExpression *ex = ConvertNode(exp); ex = ex->Resolve(ctx); if (ex == nullptr) { return; } else if (!ex->isConstant()) { if (ex->ExprType == EFX_VectorValue && ex->ValueType == f->Type) { auto v = static_cast(ex); if (f->Type == TypeVector2) { if(!v->isConstVector(2)) { Error(exp, "%s: non-constant Vector2 parameter", prop->SymbolName.GetChars()); return; } (*(DVector2*)addr) = DVector2( static_cast(v->xyzw[0])->GetValue().GetFloat(), static_cast(v->xyzw[1])->GetValue().GetFloat() ); goto vector_ok; } else if (f->Type == TypeFVector2) { if(!v->isConstVector(2)) { Error(exp, "%s: non-constant FVector2 parameter", prop->SymbolName.GetChars()); return; } (*(FVector2*)addr) = FVector2( float(static_cast(v->xyzw[0])->GetValue().GetFloat()), float(static_cast(v->xyzw[1])->GetValue().GetFloat()) ); goto vector_ok; } else if (f->Type == TypeVector3) { if(!v->isConstVector(3)) { Error(exp, "%s: non-constant Vector3 parameter", prop->SymbolName.GetChars()); return; } (*(DVector3*)addr) = DVector3( static_cast(v->xyzw[0])->GetValue().GetFloat(), static_cast(v->xyzw[1])->GetValue().GetFloat(), static_cast(v->xyzw[2])->GetValue().GetFloat() ); goto vector_ok; } else if (f->Type == TypeFVector3) { if(!v->isConstVector(3)) { Error(exp, "%s: non-constant FVector3 parameter", prop->SymbolName.GetChars()); return; } (*(FVector3*)addr) = FVector3( float(static_cast(v->xyzw[0])->GetValue().GetFloat()), float(static_cast(v->xyzw[1])->GetValue().GetFloat()), float(static_cast(v->xyzw[2])->GetValue().GetFloat()) ); goto vector_ok; } else if (f->Type == TypeVector4) { if(!v->isConstVector(4)) { Error(exp, "%s: non-constant Vector4 parameter", prop->SymbolName.GetChars()); return; } (*(DVector4*)addr) = DVector4( static_cast(v->xyzw[0])->GetValue().GetFloat(), static_cast(v->xyzw[1])->GetValue().GetFloat(), static_cast(v->xyzw[2])->GetValue().GetFloat(), static_cast(v->xyzw[3])->GetValue().GetFloat() ); goto vector_ok; } else if (f->Type == TypeFVector4) { if(!v->isConstVector(4)) { Error(exp, "%s: non-constant FVector4 parameter", prop->SymbolName.GetChars()); return; } (*(FVector4*)addr) = FVector4( float(static_cast(v->xyzw[0])->GetValue().GetFloat()), float(static_cast(v->xyzw[1])->GetValue().GetFloat()), float(static_cast(v->xyzw[2])->GetValue().GetFloat()), float(static_cast(v->xyzw[3])->GetValue().GetFloat()) ); goto vector_ok; } else { Error(exp, "%s: invalid vector parameter", prop->SymbolName.GetChars()); return; } } else { if (exp->Type != TypeError) Error(exp, "%s: non-constant parameter", prop->SymbolName.GetChars()); return; } // If we get TypeError, there has already been a message from deeper down so do not print another one. } if (f->Type == TypeBool) { static_cast(f->Type)->SetValue(addr, !!GetIntConst(ex, ctx)); } else if (f->Type == TypeName) { *(FName*)addr = GetStringConst(ex, ctx); } else if (f->Type == TypeSound) { *(FSoundID*)addr = S_FindSound(GetStringConst(ex, ctx)); } else if (f->Type == TypeColor && ex->ValueType == TypeString) // colors can also be specified as ints. { *(PalEntry*)addr = V_GetColor(GetStringConst(ex, ctx), &ex->ScriptPosition); } else if (f->Type->isIntCompatible()) { static_cast(f->Type)->SetValue(addr, GetIntConst(ex, ctx)); } else if (f->Type->isFloat()) { static_cast(f->Type)->SetValue(addr, GetFloatConst(ex, ctx)); } else if (f->Type == TypeString) { *(FString*)addr = GetStringConst(ex, ctx); } else if (f->Type->isClassPointer()) { auto clsname = GetStringConst(ex, ctx); if (*clsname == 0 || !stricmp(clsname, "none")) { *(PClass**)addr = nullptr; } else { auto cls = PClass::FindClass(clsname); auto cp = static_cast(f->Type); if (cls == nullptr) { cls = cp->ClassRestriction->FindClassTentative(clsname); } else if (!cls->IsDescendantOf(cp->ClassRestriction)) { Error(property, "class %s is not compatible with property type %s", clsname, cp->ClassRestriction->TypeName.GetChars()); } *(PClass**)addr = cls; } } else { Error(property, "unhandled property type %s", f->Type->DescriptiveName()); } vector_ok: exp->ToErrorNode(); // invalidate after processing. exp = static_cast(exp->SiblingNext); } } //========================================================================== // // Parses an actor property // //========================================================================== void ZCCRazeCompiler::ProcessDefaultProperty(PClassActor *cls, ZCC_PropertyStmt *prop, Baggage &bag) { auto namenode = prop->Prop; FString propname; if (namenode->SiblingNext == namenode) { // a one-name property propname = FName(namenode->Id).GetChars(); } else if (namenode->SiblingNext->SiblingNext == namenode) { // a two-name property propname << FName(namenode->Id).GetChars() << "." << FName(static_cast(namenode->SiblingNext)->Id).GetChars(); } else { Error(prop, "Property name may at most contain two parts"); return; } FPropertyInfo *property = FindProperty(propname); if (property != nullptr && property->category != CAT_INFO) { auto pcls = PClass::FindActor(property->clsname); if (cls->IsDescendantOf(pcls)) { DispatchProperty(property, prop, (DCoreActor *)bag.Info->Defaults, bag); } else { Error(prop, "'%s' requires an actor of type '%s'\n", propname.GetChars(), pcls->TypeName.GetChars()); } } else { propname.Insert(0, "@property@"); FName name(propname, true); if (name != NAME_None) { auto propp = dyn_cast(cls->FindSymbol(name, true)); if (propp != nullptr) { DispatchScriptProperty(propp, prop, (DCoreActor *)bag.Info->Defaults, bag); return; } } Error(prop, "'%s' is an unknown actor property\n", propname.GetChars()); } } //========================================================================== // // Finds a flag and sets or clears it // //========================================================================== void ZCCRazeCompiler::ProcessDefaultFlag(PClassActor *cls, ZCC_FlagStmt *flg) { auto namenode = flg->name; const char *n1 = FName(namenode->Id).GetChars(), *n2; if (namenode->SiblingNext == namenode) { // a one-name flag n2 = nullptr; } else if (namenode->SiblingNext->SiblingNext == namenode) { // a two-name flag n2 = FName(static_cast(namenode->SiblingNext)->Id).GetChars(); } else { Error(flg, "Flag name may at most contain two parts"); return; } auto fd = FindFlag(cls, n1, n2, true); if (fd != nullptr) { if (fd->varflags & VARF_Deprecated) { Warn(flg, "Deprecated flag '%s%s%s' used", n1, n2 ? "." : "", n2 ? n2 : ""); } if (fd->structoffset == -1) { HandleDeprecatedFlags((DCoreActor*)cls->Defaults, cls, flg->set, fd->flagbit); } else { ModActorFlag((DCoreActor*)cls->Defaults, fd, flg->set); } } else { Error(flg, "Unknown flag '%s%s%s'", n1, n2 ? "." : "", n2 ? n2 : ""); } } //========================================================================== // // Parses the default list // //========================================================================== void ZCCRazeCompiler::InitDefaults() { for (auto c : Classes) { // This may be removed if the conditions change, but right now only subclasses of Actor can define a Default block. if (!c->ClassType()->IsDescendantOf(RUNTIME_CLASS(DCoreActor))) { if (c->Defaults.Size()) Error(c->cls, "%s: Non-actor classes may not have defaults", c->ClassType()->TypeName.GetChars()); if (c->ClassType()->ParentClass) { auto ti = c->ClassType(); ti->InitializeDefaults(); } } else { auto cls = c->ClassType(); // This should never happen. if (cls->Defaults != nullptr) { Error(c->cls, "%s already has defaults", cls->TypeName.GetChars()); } // This can only occur if a native parent is not initialized. In all other cases the sorting of the class list should prevent this from ever happening. else if (cls->ParentClass->Defaults == nullptr && cls != RUNTIME_CLASS(DCoreActor)) { Error(c->cls, "Parent class %s of %s is not initialized", cls->ParentClass->TypeName.GetChars(), cls->TypeName.GetChars()); } else { // Copy the parent's defaults and meta data. auto ti = static_cast(cls); ti->InitializeDefaults(); // Replacements require that the meta data has been allocated by InitializeDefaults. if (c->cls->Replaces != nullptr && !ti->SetReplacement(c->cls->Replaces->Id)) { Warn(c->cls, "Replaced type '%s' not found for %s", FName(c->cls->Replaces->Id).GetChars(), ti->TypeName.GetChars()); } Baggage bag; bag.Version = mVersion; bag.Namespace = OutNamespace; bag.Info = ti; bag.Lumpnum = c->cls->SourceLump; // The actual script position needs to be set per property. for (auto d : c->Defaults) { auto content = d->Content; if (content != nullptr) do { switch (content->NodeType) { case AST_PropertyStmt: bag.ScriptPosition.FileName = *content->SourceName; bag.ScriptPosition.ScriptLine = content->SourceLoc; ProcessDefaultProperty(ti, static_cast(content), bag); break; case AST_FlagStmt: ProcessDefaultFlag(ti, static_cast(content)); break; default: break; } content = static_cast(content->SiblingNext); } while (content != d->Content); } } } } } //========================================================================== // // DCoreActor needs the actor info manually added to its meta data // before adding any scripted fields. // //========================================================================== bool ZCCRazeCompiler::PrepareMetaData(PClass *type) { if (type == RUNTIME_CLASS(DCoreActor)) { assert(type->MetaSize == 0); AddActorInfo(type); return true; } return false; }