- removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
- fixed uninitialized counter variable in DECORATE parser. - allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'. - fixed crash with actor replacement in script compiler. - add the lump number to tree nodes because parts of the property parser need that to make decisions. - removed test stuff. - converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully. - removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
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a72fbb771f
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18 changed files with 601 additions and 844 deletions
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@ -70,7 +70,7 @@ void ZCCCompiler::ProcessClass(ZCC_Class *cnode, PSymbolTreeNode *treenode)
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name << "nodes - " << FName(cnode->NodeName);
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cls->TreeNodes.SetName(name);
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if (!static_cast<PClassActor *>(cnode->Type)->SetReplacement(cnode->Replaces->Id))
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if (cnode->Replaces != nullptr && !static_cast<PClassActor *>(cnode->Type)->SetReplacement(cnode->Replaces->Id))
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{
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Warn(cnode, "Replaced type '%s' not found for %s", FName(cnode->Replaces->Id).GetChars(), cnode->Type->TypeName.GetChars());
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}
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@ -1565,7 +1565,9 @@ void ZCCCompiler::DispatchProperty(FPropertyInfo *prop, ZCC_PropertyStmt *proper
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if (exp->NodeType != AST_ExprConstant)
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{
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Error(exp, "%s: non-constant parameter", prop->name);
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// If we get TypeError, there has already been a message from deeper down so do not print another one.
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if (exp->Type != TypeError) Error(exp, "%s: non-constant parameter", prop->name);
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return;
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}
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conv.s = nullptr;
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pref.s = nullptr;
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@ -1654,6 +1656,7 @@ void ZCCCompiler::DispatchProperty(FPropertyInfo *prop, ZCC_PropertyStmt *proper
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if (exp != property->Values)
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{
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Error(property, "Too many values for '%s'", prop->name);
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return;
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}
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break;
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}
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@ -1662,6 +1665,7 @@ void ZCCCompiler::DispatchProperty(FPropertyInfo *prop, ZCC_PropertyStmt *proper
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if (*p < 'a')
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{
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Error(property, "Insufficient parameters for %s", prop->name);
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return;
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}
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break;
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}
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@ -1816,7 +1820,7 @@ void ZCCCompiler::InitDefaults()
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bag.StateSet = false;
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bag.fromZScript = true;
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bag.CurrentState = 0;
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bag.Lumpnum = Wads.CheckNumForFullName(*c->cls->SourceName, true);
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bag.Lumpnum = c->cls->SourceLump;
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bag.DropItemList = nullptr;
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bag.ScriptPosition.StrictErrors = true;
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// The actual script position needs to be set per property.
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@ -2061,6 +2065,8 @@ void ZCCCompiler::CompileStates()
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}
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FString statename; // The state builder wants the label as one complete string, not separated into tokens.
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FStateDefinitions statedef;
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statedef.MakeStateDefines(dyn_cast<PClassActor>(c->Type()->ParentClass));
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for (auto s : c->States)
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{
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auto st = s->Body;
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