- allow defining flags in the script declaration of a class and do that for Weapon.
This commit is contained in:
parent
b5c4ab8c47
commit
70d3c31551
14 changed files with 207 additions and 35 deletions
|
|
@ -175,6 +175,10 @@ void ZCCCompiler::ProcessClass(ZCC_Class *cnode, PSymbolTreeNode *treenode)
|
|||
cls->Properties.Push(static_cast<ZCC_Property *>(node));
|
||||
break;
|
||||
|
||||
case AST_FlagDef:
|
||||
cls->FlagDefs.Push(static_cast<ZCC_FlagDef*>(node));
|
||||
break;
|
||||
|
||||
case AST_VarDeclarator:
|
||||
cls->Fields.Push(static_cast<ZCC_VarDeclarator *>(node));
|
||||
break;
|
||||
|
|
@ -1375,6 +1379,10 @@ void ZCCCompiler::CompileAllProperties()
|
|||
{
|
||||
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);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1415,20 +1423,83 @@ bool ZCCCompiler::CompileProperties(PClass *type, TArray<ZCC_Property *> &Proper
|
|||
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;
|
||||
}
|
||||
|
||||
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());
|
||||
//==========================================================================
|
||||
//
|
||||
// ZCCCompiler :: CompileProperties
|
||||
//
|
||||
// builds the internal structure of a single class or struct
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
fields.ShrinkToFit();
|
||||
if (!type->VMType->Symbols.AddSymbol(Create<PProperty>(qualifiedname, fields)))
|
||||
bool ZCCCompiler::CompileFlagDefs(PClass *type, TArray<ZCC_FlagDef *> &Properties, FName prefix)
|
||||
{
|
||||
if (!type->IsDescendantOf(RUNTIME_CLASS(AActor)))
|
||||
{
|
||||
Error(Properties[0], "Flags can only be defined for actors");
|
||||
return false;
|
||||
}
|
||||
for (auto p : Properties)
|
||||
{
|
||||
PField *field;
|
||||
FName referenced = FName(p->RefName);
|
||||
|
||||
if (FName(p->NodeName) == FName("prefix") && Wads.GetLumpFile(Lump) == 0)
|
||||
{
|
||||
Error(id, "Unable to add property %s to class %s", FName(p->NodeName).GetChars(), type->TypeName.GetChars());
|
||||
// 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
|
||||
{
|
||||
field = dyn_cast<PField>(type->FindSymbol(referenced, true));
|
||||
if (field == nullptr)
|
||||
{
|
||||
Error(p, "Variable %s not found in %s", referenced.GetChars(), type->TypeName.GetChars());
|
||||
}
|
||||
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());
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
type->VMType->AddNativeField(FStringf("b%s", name.GetChars()), TypeSInt32, field->Offset, 0, 1 << p->BitValue);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue