raze/source/core/zcc_compile_raze.cpp
2023-10-08 10:06:57 +02:00

1187 lines
33 KiB
C++

/*
** 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);
VMFunction* GetFuncConst(FxExpression* ex, FCompileContext& ctx);
//==========================================================================
//
// ZCCCompiler :: Compile
//
// Compile everything defined at this level.
//
//==========================================================================
int ZCCRazeCompiler::Compile()
{
CreateClassTypes();
CreateStructTypes();
CompileAllConstants();
CompileAllFields();
CompileAllProperties();
InitFunctions();
InitDefaults();
CompileStates();
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<ZCC_Property *> &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<PField *> 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<PField>(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<PProperty>(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<ZCC_FlagDef *> &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<PField>(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<PPropFlag>(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<ZCC_FlagDef*>& 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<PField>(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<FPropParam> params;
static TArray<FString> 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 'G':
conv.fu = GetFuncConst(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<ZCC_Expression *>(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<ZCC_Expression *>(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, &params[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<FxVectorValue *>(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<FxConstant *>(v->xyzw[0])->GetValue().GetFloat(),
static_cast<FxConstant *>(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<FxConstant *>(v->xyzw[0])->GetValue().GetFloat()),
float(static_cast<FxConstant *>(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<FxConstant *>(v->xyzw[0])->GetValue().GetFloat(),
static_cast<FxConstant *>(v->xyzw[1])->GetValue().GetFloat(),
static_cast<FxConstant *>(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<FxConstant*>(v->xyzw[0])->GetValue().GetFloat()),
float(static_cast<FxConstant*>(v->xyzw[1])->GetValue().GetFloat()),
float(static_cast<FxConstant*>(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<FxConstant *>(v->xyzw[0])->GetValue().GetFloat(),
static_cast<FxConstant *>(v->xyzw[1])->GetValue().GetFloat(),
static_cast<FxConstant *>(v->xyzw[2])->GetValue().GetFloat(),
static_cast<FxConstant *>(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<FxConstant*>(v->xyzw[0])->GetValue().GetFloat()),
float(static_cast<FxConstant*>(v->xyzw[1])->GetValue().GetFloat()),
float(static_cast<FxConstant*>(v->xyzw[2])->GetValue().GetFloat()),
float(static_cast<FxConstant *>(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<PBool*>(f->Type)->SetValue(addr, !!GetIntConst(ex, ctx));
}
else if (f->Type == TypeName)
{
*(FName*)addr = GetStringConst(ex, ctx);
}
else if (f->Type == TypeVMFunction)
{
*(VMFunction**)addr = GetFuncConst(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<PInt*>(f->Type)->SetValue(addr, GetIntConst(ex, ctx));
}
else if (f->Type->isFloat())
{
static_cast<PFloat*>(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<PClassPointer*>(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<ZCC_Expression *>(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<ZCC_Identifier *>(namenode->SiblingNext)->Id).GetChars();
}
else
{
Error(prop, "Property name may at most contain two parts");
return;
}
FPropertyInfo *property = FindProperty(propname.GetChars());
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<PProperty>(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<ZCC_Identifier *>(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<PClassActor *>(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<ZCC_PropertyStmt *>(content), bag);
break;
case AST_FlagStmt:
ProcessDefaultFlag(ti, static_cast<ZCC_FlagStmt *>(content));
break;
default:
break;
}
content = static_cast<decltype(content)>(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;
}
//==========================================================================
//
// Sets up the action function call
//
//==========================================================================
FxExpression* ZCCRazeCompiler::SetupActionFunction(PClass* cls, ZCC_TreeNode* af, int StateFlags)
{
// We have 3 cases to consider here:
// 1. A function without parameters. This can be called directly
// 2. A functon with parameters. This needs to be wrapped into a helper function to set everything up.
// 3. An anonymous function.
// 1. and 2. are exposed through AST_ExprFunctionCall
if (af->NodeType == AST_ExprFuncCall)
{
auto fc = static_cast<ZCC_ExprFuncCall*>(af);
assert(fc->Function->NodeType == AST_ExprID);
auto id = static_cast<ZCC_ExprID*>(fc->Function);
PFunction* afd = dyn_cast<PFunction>(cls->VMType->Symbols.FindSymbol(id->Identifier, true));
if (afd != nullptr)
{
if (fc->Parameters == nullptr && !(afd->Variants[0].Flags & VARF_Virtual))
{
FArgumentList argumentlist;
// We can use this function directly without wrapping it in a caller.
assert(PType::toClass(afd->Variants[0].SelfClass) != nullptr); // non classes are not supposed to get here.
int comboflags = afd->Variants[0].UseFlags & StateFlags;
if (comboflags == StateFlags) // the function must satisfy all the flags the state requires
{
if ((afd->Variants[0].Flags & VARF_Private) && afd->OwningClass != cls->VMType)
{
Error(af, "%s is declared private and not accessible", FName(id->Identifier).GetChars());
}
return new FxVMFunctionCall(new FxSelf(*af), afd, argumentlist, *af, false);
}
else
{
Error(af, "Cannot use non-action function %s here.", FName(id->Identifier).GetChars());
}
}
}
}
return ConvertAST(cls->VMType, af);
}
//==========================================================================
//
// CreateAnonymousFunction
//
// Creates a function symbol for an anonymous function
// This contains actual info about the implied variables which is needed
// during code generation.
//
//==========================================================================
PFunction* ZCCRazeCompiler::CreateAnonymousFunction(PContainerType* containingclass, PType* returntype, int flags)
{
TArray<PType*> rets;
TArray<PType*> args;
TArray<uint32_t> argflags;
TArray<FName> argnames;
int fflags = VARF_Method | VARF_Play;
if (returntype) rets.Push(returntype);
SetImplicitArgs(&args, &argflags, &argnames, containingclass, fflags, flags);
PFunction* sym = Create<PFunction>(containingclass, NAME_None); // anonymous functions do not have names.
sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, fflags, flags);
return sym;
}
//==========================================================================
//
// PClassActor :: Finalize
//
// Installs the parsed states and does some sanity checking
//
//==========================================================================
void FinalizeClass(PClass* ccls, FStateDefinitions& statedef)
{
if (!ccls->IsDescendantOf(RUNTIME_CLASS(DCoreActor))) return;
auto cls = static_cast<PClassActor*>(ccls);
try
{
statedef.FinishStates(cls);
}
catch (CRecoverableError&)
{
statedef.MakeStateDefines(nullptr);
throw;
}
auto def = GetDefaultByType(cls);
statedef.InstallStates(cls, def);
statedef.MakeStateDefines(nullptr);
}
//==========================================================================
//
// just a placeholder for now.
//
//==========================================================================
void AddStateLight(FState* State, const char* lname)
{
/*
if (State->Light == 0)
{
ParsedStateLights.Push(NAME_None);
State->Light = ParsedStateLights.Push(FName(lname));
}
else
{
ParsedStateLights.Push(FName(lname));
}
*/
}
//==========================================================================
//
// Compile the states
//
//==========================================================================
void ZCCRazeCompiler::CompileStates()
{
for (auto c : Classes)
{
if (!c->ClassType()->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
{
if (c->States.Size()) Error(c->cls, "%s: States can only be defined for actors.", c->Type()->TypeName.GetChars());
continue;
}
FString statename; // The state builder wants the label as one complete string, not separated into tokens.
FStateDefinitions statedef;
statedef.MakeStateDefines(ValidateActor(c->ClassType()->ParentClass));
int numframes = 0;
for (auto s : c->States)
{
int flags;
if (s->Flags != nullptr)
{
flags = 0;
auto p = s->Flags;
do
{
switch (p->Id)
{
case NAME_Actor:
flags |= SUF_ACTOR;
break;
case NAME_Overlay:
flags |= SUF_OVERLAY;
break;
case NAME_Weapon:
flags |= SUF_WEAPON;
break;
case NAME_Item:
flags |= SUF_ITEM;
break;
default:
Error(p, "Unknown States qualifier %s", FName(p->Id).GetChars());
break;
}
p = static_cast<decltype(p)>(p->SiblingNext);
} while (p != s->Flags);
}
else
{
flags = SUF_ACTOR;
}
auto st = s->Body;
if (st != nullptr) do
{
switch (st->NodeType)
{
case AST_StateLabel:
{
auto sl = static_cast<ZCC_StateLabel*>(st);
statename = FName(sl->Label).GetChars();
statedef.AddStateLabel(statename.GetChars());
break;
}
case AST_StateLine:
{
auto sl = static_cast<ZCC_StateLine*>(st);
FState state;
memset(&state, 0, sizeof(state));
state.UseFlags = flags;
state.sprite = GetSpriteIndex(sl->Sprite->GetChars());
FCompileContext ctx(OutNamespace, c->Type(), false, mVersion);
state.Tics = (int16_t)IntConstFromNode(sl->Duration, c->Type());
if (sl->bBright) state.StateFlags |= STF_FULLBRIGHT;
if (sl->bNoDelay) state.StateFlags |= STF_TICADJUST;
if (sl->Lights != nullptr)
{
auto l = sl->Lights;
do
{
AddStateLight(&state, StringConstFromNode(l, c->Type()).GetChars());
l = static_cast<decltype(l)>(l->SiblingNext);
} while (l != sl->Lights);
}
if (sl->Action != nullptr)
{
auto code = SetupActionFunction(static_cast<PClassActor*>(c->ClassType()), sl->Action, state.UseFlags);
if (code != nullptr)
{
auto funcsym = CreateAnonymousFunction(c->Type(), nullptr, state.UseFlags);
state.ActionFunc = FunctionBuildList.AddFunction(OutNamespace, mVersion, funcsym, code, FStringf("%s.StateFunction.%d", c->Type()->TypeName.GetChars(), statedef.GetStateCount()), false, statedef.GetStateCount(), (int)sl->Frames->Len(), Lump);
}
}
int count = statedef.AddStates(&state, sl->Frames->GetChars(), *sl);
if (count < 0)
{
Error(sl, "Invalid frame character string '%s'", sl->Frames->GetChars());
count = -count;
}
break;
}
case AST_StateGoto:
{
auto sg = static_cast<ZCC_StateGoto*>(st);
statename = "";
if (sg->Qualifier != nullptr)
{
statename << FName(sg->Qualifier->Id).GetChars() << "::";
}
auto part = sg->Label;
do
{
statename << FName(part->Id).GetChars() << '.';
part = static_cast<decltype(part)>(part->SiblingNext);
} while (part != sg->Label);
statename.Truncate(statename.Len() - 1); // remove the last '.' in the label name
if (sg->Offset != nullptr)
{
int offset = IntConstFromNode(sg->Offset, c->Type());
if (offset < 0)
{
Error(sg, "GOTO offset must be positive");
offset = 0;
}
if (offset > 0)
{
statename.AppendFormat("+%d", offset);
}
}
if (!statedef.SetGotoLabel(statename.GetChars()))
{
Error(sg, "GOTO before first state");
}
break;
}
case AST_StateFail:
case AST_StateWait:
if (!statedef.SetWait())
{
Error(st, "%s before first state", st->NodeType == AST_StateFail ? "Fail" : "Wait");
}
break;
case AST_StateLoop:
if (!statedef.SetLoop())
{
Error(st, "LOOP before first state");
}
break;
case AST_StateStop:
if (!statedef.SetStop())
{
Error(st, "STOP before first state");
}
break;
default:
assert(0 && "Bad AST node in state");
}
st = static_cast<decltype(st)>(st->SiblingNext);
} while (st != s->Body);
}
try
{
FinalizeClass(c->ClassType(), statedef);
}
catch (CRecoverableError& err)
{
Error(c->cls, "%s", err.GetMessage());
}
}
}