- started with cleanup and separation of DECORATE code.

* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
This commit is contained in:
Christoph Oelckers 2016-10-12 19:22:33 +02:00
commit b1a83bfd26
132 changed files with 234 additions and 198 deletions

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/*
** decorations.cpp
** Loads custom actors out of DECORATE lumps.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "decallib.h"
#include "i_system.h"
#include "thingdef.h"
#include "codegeneration/thingdef_exp.h"
#include "r_data/r_translate.h"
// TYPES -------------------------------------------------------------------
struct FExtraInfo
{
char DeathSprite[5];
unsigned int SpawnStart, SpawnEnd;
unsigned int DeathStart, DeathEnd;
unsigned int IceDeathStart, IceDeathEnd;
unsigned int FireDeathStart, FireDeathEnd;
bool bSolidOnDeath, bSolidOnBurn;
bool bBurnAway, bDiesAway, bGenericIceDeath;
bool bExplosive;
double DeathHeight, BurnHeight;
};
class AFakeInventory : public AInventory
{
DECLARE_CLASS (AFakeInventory, AInventory);
public:
bool Respawnable;
bool ShouldRespawn ()
{
return Respawnable && Super::ShouldRespawn();
}
bool TryPickup (AActor *&toucher)
{
INTBOOL success = P_ExecuteSpecial(special, NULL, toucher, false,
args[0], args[1], args[2], args[3], args[4]);
if (success)
{
GoAwayAndDie ();
return true;
}
return false;
}
void DoPickupSpecial (AActor *toucher)
{
// The special was already executed by TryPickup, so do nothing here
}
};
IMPLEMENT_CLASS (AFakeInventory)
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray);
static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScanner &sc);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *RenderStyles[] =
{
"STYLE_None",
"STYLE_Normal",
"STYLE_Fuzzy",
"STYLE_SoulTrans",
"STYLE_OptFuzzy",
"STYLE_Stencil",
"STYLE_Translucent",
"STYLE_Add",
//"STYLE_Shaded",
NULL
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(respawns, 0, FakeInventory)
{
defaults->Respawnable = true;
}
//==========================================================================
//
// ParseOldDecoration
//
// Reads an old style decoration object
//
//==========================================================================
PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName);
void ParseOldDecoration(FScanner &sc, EDefinitionType def)
{
Baggage bag;
TArray<FState> StateArray;
FExtraInfo extra;
PClassActor *type;
PClassActor *parent;
FName typeName;
parent = (def == DEF_Pickup) ? RUNTIME_CLASS(AFakeInventory) : RUNTIME_CLASS(AActor);
sc.MustGetString();
typeName = FName(sc.String);
type = DecoDerivedClass(FScriptPosition(sc), parent, typeName);
ResetBaggage(&bag, parent);
bag.Info = type;
#ifdef _DEBUG
bag.ClassName = type->TypeName;
#endif
type->GameFilter = GAME_Any;
sc.MustGetStringName("{");
memset (&extra, 0, sizeof(extra));
ParseInsideDecoration (bag, (AActor *)(type->Defaults), extra, def, sc, StateArray);
bag.Info->NumOwnedStates = StateArray.Size();
if (bag.Info->NumOwnedStates == 0)
{
sc.ScriptError ("%s does not define any animation frames", typeName.GetChars() );
}
else if (extra.SpawnEnd == 0)
{
sc.ScriptError ("%s does not have a Frames definition", typeName.GetChars() );
}
else if (def == DEF_BreakableDecoration && extra.DeathEnd == 0)
{
sc.ScriptError ("%s does not have a DeathFrames definition", typeName.GetChars() );
}
else if (extra.IceDeathEnd != 0 && extra.bGenericIceDeath)
{
sc.ScriptError ("You cannot use IceDeathFrames and GenericIceDeath together");
}
if (extra.IceDeathEnd != 0)
{
// Make a copy of the final frozen frame for A_FreezeDeathChunks
FState icecopy = StateArray[extra.IceDeathEnd-1];
StateArray.Push (icecopy);
type->NumOwnedStates += 1;
}
type->OwnedStates = new FState[type->NumOwnedStates];
memcpy (type->OwnedStates, &StateArray[0], type->NumOwnedStates * sizeof(type->OwnedStates[0]));
if (type->NumOwnedStates == 1)
{
type->OwnedStates->Tics = -1;
type->OwnedStates->TicRange = 0;
type->OwnedStates->Misc1 = 0;
}
else
{
size_t i;
// Spawn states loop endlessly
for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
type->OwnedStates[i].NextState = &type->OwnedStates[extra.SpawnStart];
// Death states are one-shot and freeze on the final state
if (extra.DeathEnd != 0)
{
for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
if (extra.bDiesAway || def == DEF_Projectile)
{
type->OwnedStates[i].NextState = NULL;
}
else
{
type->OwnedStates[i].Tics = -1;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
}
if (def == DEF_Projectile)
{
if (extra.bExplosive)
{
type->OwnedStates[extra.DeathStart].SetAction("A_Explode");
}
}
else
{
// The first frame plays the death sound and
// the second frame makes it nonsolid.
type->OwnedStates[extra.DeathStart].SetAction("A_Scream");
if (extra.bSolidOnDeath)
{
}
else if (extra.DeathStart + 1 < extra.DeathEnd)
{
type->OwnedStates[extra.DeathStart+1].SetAction("A_NoBlocking");
}
else
{
type->OwnedStates[extra.DeathStart].SetAction("A_ScreamAndUnblock");
}
if (extra.DeathHeight == 0)
{
extra.DeathHeight = ((AActor*)(type->Defaults))->Height;
}
type->DeathHeight = extra.DeathHeight;
}
bag.statedef.SetStateLabel("Death", &type->OwnedStates[extra.DeathStart]);
}
// Burn states are the same as death states, except they can optionally terminate
if (extra.FireDeathEnd != 0)
{
for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
if (extra.bBurnAway)
{
type->OwnedStates[i].NextState = NULL;
}
else
{
type->OwnedStates[i].Tics = -1;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
}
// The first frame plays the burn sound and
// the second frame makes it nonsolid.
type->OwnedStates[extra.FireDeathStart].SetAction("A_ActiveSound");
if (extra.bSolidOnBurn)
{
}
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
{
type->OwnedStates[extra.FireDeathStart+1].SetAction("A_NoBlocking");
}
else
{
type->OwnedStates[extra.FireDeathStart].SetAction("A_ActiveAndUnblock");
}
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->Height;
type->BurnHeight = extra.BurnHeight;
bag.statedef.SetStateLabel("Burn", &type->OwnedStates[extra.FireDeathStart]);
}
// Ice states are similar to burn and death, except their final frame enters
// a loop that eventually causes them to bust to pieces.
if (extra.IceDeathEnd != 0)
{
for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
type->OwnedStates[i].NextState = &type->OwnedStates[type->NumOwnedStates-1];
type->OwnedStates[i].Tics = 5;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].SetAction("A_FreezeDeath");
i = type->NumOwnedStates - 1;
type->OwnedStates[i].NextState = &type->OwnedStates[i];
type->OwnedStates[i].Tics = 1;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].SetAction("A_FreezeDeathChunks");
bag.statedef.SetStateLabel("Ice", &type->OwnedStates[extra.IceDeathStart]);
}
else if (extra.bGenericIceDeath)
{
bag.statedef.SetStateLabel("Ice", RUNTIME_CLASS(AActor)->FindState(NAME_GenericFreezeDeath));
}
}
if (def == DEF_BreakableDecoration)
{
((AActor *)(type->Defaults))->flags |= MF_SHOOTABLE;
}
if (def == DEF_Projectile)
{
((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
}
bag.statedef.SetStateLabel("Spawn", &type->OwnedStates[extra.SpawnStart]);
bag.statedef.InstallStates (type, ((AActor *)(type->Defaults)));
}
//==========================================================================
//
// ParseInsideDecoration
//
// Parses attributes out of a definition terminated with a }
//
//==========================================================================
static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray)
{
AFakeInventory *const inv = static_cast<AFakeInventory *>(defaults);
char sprite[5] = "TNT1";
sc.MustGetString ();
while (!sc.Compare ("}"))
{
if (sc.Compare ("DoomEdNum"))
{
sc.MustGetNumber ();
if (sc.Number < -1 || sc.Number > 32767)
{
sc.ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
bag.Info->DoomEdNum = (SWORD)sc.Number;
}
else if (sc.Compare ("SpawnNum"))
{
sc.MustGetNumber ();
if (sc.Number < 0 || sc.Number > 255)
{
sc.ScriptError ("SpawnNum must be in the range [0,255]");
}
bag.Info->SpawnID = (BYTE)sc.Number;
}
else if (sc.Compare ("Sprite") || (
(def == DEF_BreakableDecoration || def == DEF_Projectile) &&
sc.Compare ("DeathSprite") &&
(extra.DeathSprite[0] = 1)) // This is intentionally = and not ==
)
{
sc.MustGetString ();
if (sc.StringLen != 4)
{
sc.ScriptError ("Sprite name must be exactly four characters long");
}
if (extra.DeathSprite[0] == 1)
{
memcpy (extra.DeathSprite, sc.String, 4);
}
else
{
memcpy (sprite, sc.String, 4);
}
}
else if (sc.Compare ("Frames"))
{
sc.MustGetString ();
extra.SpawnStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, sc);
extra.SpawnEnd = StateArray.Size();
}
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
sc.Compare ("DeathFrames"))
{
sc.MustGetString ();
extra.DeathStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, sc);
extra.DeathEnd = StateArray.Size();
}
else if (def == DEF_BreakableDecoration && sc.Compare ("IceDeathFrames"))
{
sc.MustGetString ();
extra.IceDeathStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, sc);
extra.IceDeathEnd = StateArray.Size();
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathFrames"))
{
sc.MustGetString ();
extra.FireDeathStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, sc);
extra.FireDeathEnd = StateArray.Size();
}
else if (def == DEF_BreakableDecoration && sc.Compare ("GenericIceDeath"))
{
extra.bGenericIceDeath = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnsAway"))
{
extra.bBurnAway = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("DiesAway"))
{
extra.bDiesAway = true;
}
else if (sc.Compare ("Alpha"))
{
sc.MustGetFloat ();
defaults->Alpha = clamp (sc.Float, 0.0, 1.0);
}
else if (sc.Compare ("Scale"))
{
sc.MustGetFloat ();
defaults->Scale.X = defaults->Scale.Y = sc.Float;
}
else if (sc.Compare ("RenderStyle"))
{
sc.MustGetString ();
defaults->RenderStyle = LegacyRenderStyles[sc.MustMatchString (RenderStyles)];
}
else if (sc.Compare ("Radius"))
{
sc.MustGetFloat ();
defaults->radius = sc.Float;
}
else if (sc.Compare ("Height"))
{
sc.MustGetFloat ();
defaults->Height = sc.Float;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("DeathHeight"))
{
sc.MustGetFloat ();
extra.DeathHeight = sc.Float;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnHeight"))
{
sc.MustGetFloat ();
extra.BurnHeight = sc.Float;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("Health"))
{
sc.MustGetNumber ();
defaults->health = sc.Number;
}
else if (def == DEF_Projectile && sc.Compare ("ExplosionRadius"))
{
sc.MustGetNumber ();
bag.Info->ExplosionRadius = sc.Number;
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("ExplosionDamage"))
{
sc.MustGetNumber ();
bag.Info->ExplosionDamage = sc.Number;
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("DoNotHurtShooter"))
{
bag.Info->DontHurtShooter = true;
}
else if (def == DEF_Projectile && sc.Compare ("Damage"))
{
sc.MustGetNumber ();
defaults->SetDamage(sc.Number);
}
else if (def == DEF_Projectile && sc.Compare ("DamageType"))
{
sc.MustGetString ();
if (sc.Compare ("Normal"))
{
defaults->DamageType = NAME_None;
}
else
{
defaults->DamageType = sc.String;
}
}
else if (def == DEF_Projectile && sc.Compare ("Speed"))
{
sc.MustGetFloat ();
defaults->Speed = sc.Float;
}
else if (sc.Compare ("Mass"))
{
sc.MustGetFloat ();
defaults->Mass = SDWORD(sc.Float);
}
else if (sc.Compare ("Translation1"))
{
sc.MustGetNumber ();
if (sc.Number < 0 || sc.Number > 2)
{
sc.ScriptError ("Translation1 must be in the range [0,2]");
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc.Number);
}
else if (sc.Compare ("Translation2"))
{
sc.MustGetNumber ();
if (sc.Number < 0 || sc.Number >= MAX_ACS_TRANSLATIONS)
{
#define ERROR(foo) "Translation2 must be in the range [0," #foo "]"
sc.ScriptError (ERROR(MAX_ACS_TRANSLATIONS));
#undef ERROR
}
defaults->Translation = TRANSLATION(TRANSLATION_LevelScripted, sc.Number);
}
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
sc.Compare ("DeathSound"))
{
sc.MustGetString ();
defaults->DeathSound = sc.String;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathSound"))
{
sc.MustGetString ();
defaults->ActiveSound = sc.String;
}
else if (def == DEF_Projectile && sc.Compare ("SpawnSound"))
{
sc.MustGetString ();
defaults->SeeSound = sc.String;
}
else if (def == DEF_Projectile && sc.Compare ("DoomBounce"))
{
defaults->BounceFlags = BOUNCE_DoomCompat;
}
else if (def == DEF_Projectile && sc.Compare ("HereticBounce"))
{
defaults->BounceFlags = BOUNCE_HereticCompat;
}
else if (def == DEF_Projectile && sc.Compare ("HexenBounce"))
{
defaults->BounceFlags = BOUNCE_HexenCompat;
}
else if (def == DEF_Pickup && sc.Compare ("PickupSound"))
{
sc.MustGetString ();
inv->PickupSound = sc.String;
}
else if (def == DEF_Pickup && sc.Compare ("PickupMessage"))
{
sc.MustGetString ();
static_cast<PClassInventory *>(bag.Info)->PickupMessage = sc.String;
}
else if (def == DEF_Pickup && sc.Compare ("Respawns"))
{
inv->Respawnable = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnDeath"))
{
extra.bSolidOnDeath = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnBurn"))
{
extra.bSolidOnBurn = true;
}
else if (sc.String[0] != '*')
{
HandleActorFlag(sc, bag, sc.String, NULL, '+');
}
else
{
sc.ScriptError (NULL);
}
sc.MustGetString ();
}
unsigned int i;
int spr = GetSpriteIndex(sprite);
for (i = 0; i < StateArray.Size(); ++i)
{
StateArray[i].sprite = spr;
}
if (extra.DeathSprite[0] && extra.DeathEnd != 0)
{
int spr = GetSpriteIndex(extra.DeathSprite);
for (i = extra.DeathStart; i < extra.DeathEnd; ++i)
{
StateArray[i].sprite = spr;
}
}
}
//==========================================================================
//
// ParseSpriteFrames
//
// Parses a sprite-based animation sequence out of a decoration definition.
// You can have multiple sequences, and they will be appended together.
// A sequence definition looks like this:
//
// "<rate>:<frames>,<rate>:<frames>,<rate>:<frames>,..."
//
// Rate is a number describing the number of tics between frames in this
// sequence. If you don't specify it, then a rate of 4 is used. Frames is
// a list of consecutive frame characters. Each frame can be postfixed with
// the * character to indicate that it is fullbright.
//
// Examples:
// ShortRedTorch looks like this:
// "ABCD"
//
// HeadCandles looks like this:
// "6:AB"
//
// TechLamp looks like this:
// "A*B*C*D*"
//
// BloodyTwich looks like this:
// "10:A, 15:B, 8:C, 6:B"
//==========================================================================
static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScanner &sc)
{
FState state;
char *token = strtok (sc.String, ",\t\n\r");
memset (&state, 0, sizeof(state));
while (token != NULL)
{
// Skip leading white space
while (*token == ' ')
token++;
int rate = 4;
bool firstState = true;
char *colon = strchr (token, ':');
if (colon != NULL)
{
char *stop;
*colon = 0;
rate = strtol (token, &stop, 10);
if (stop == token || rate < 1 || rate > 65534)
{
sc.ScriptError ("Rates must be in the range [0,65534]");
}
token = colon + 1;
}
state.Tics = rate;
state.TicRange = 0;
while (*token)
{
if (*token == ' ')
{
}
else if (*token == '*')
{
if (firstState)
{
sc.ScriptError ("* must come after a frame");
}
state.Fullbright = true;
}
else if (*token < 'A' || *token > ']')
{
sc.ScriptError ("Frames must be A-Z, [, \\, or ]");
}
else
{
if (!firstState)
{
states.Push (state);
}
firstState = false;
state.Frame = *token-'A';
}
++token;
}
if (!firstState)
{
states.Push (state);
}
token = strtok (NULL, ",\t\n\r");
}
}

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/*
** thingdef_exp.cpp
**
** Expression parsing for DECORATE
**
**---------------------------------------------------------------------------
** Copyright 2005 Jan Cholasta
** 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.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** 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 "actor.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "cmdlib.h"
#include "i_system.h"
#include "m_random.h"
#include "a_pickups.h"
#include "thingdef.h"
#include "p_lnspec.h"
#include "doomstat.h"
#include "codegeneration/thingdef_exp.h"
FRandom pr_exrandom ("EX_Random");
static FxExpression *ParseRandom(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseRandomPick(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseRandom2(FScanner &sc, PClassActor *cls);
static FxExpression *ParseAbs(FScanner &sc, PClassActor *cls);
static FxExpression *ParseAtan2(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseMinMax(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseClamp(FScanner &sc, PClassActor *cls);
//
// ParseExpression
// [GRB] Parses an expression and stores it into Expression array
// It's worth mentioning that this is using C++ operator precedence
//
static FxExpression *ParseExpressionM (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionL (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionK (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionJ (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionI (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionH (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionG (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionF (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionE (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionD (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionC (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionB (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpressionA (FScanner &sc, PClassActor *cls);
static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls);
FxExpression *ParseExpression (FScanner &sc, PClassActor *cls, bool mustresolve)
{
FxExpression *data = ParseExpressionM (sc, cls);
if (mustresolve)
{
FCompileContext ctx(cls);
data = data->Resolve(ctx);
}
return data;
}
static FxExpression *ParseExpressionM (FScanner &sc, PClassActor *cls)
{
FxExpression *base = ParseExpressionL (sc, cls);
if (sc.CheckToken('?'))
{
FxExpression *truex = ParseExpressionM (sc, cls);
sc.MustGetToken(':');
FxExpression *falsex = ParseExpressionM (sc, cls);
return new FxConditional(base, truex, falsex);
}
else if (sc.CheckToken('='))
{
FxExpression *right = ParseExpressionM(sc, cls);
return new FxAssign(base, right);
}
else
{
FxBinary *exp;
FxAssignSelf *left = new FxAssignSelf(sc);
sc.GetToken();
switch (sc.TokenType)
{
case TK_AddEq:
exp = new FxAddSub('+', left, nullptr);
break;
case TK_SubEq:
exp = new FxAddSub('-', left, nullptr);
break;
case TK_MulEq:
exp = new FxMulDiv('*', left, nullptr);
break;
case TK_DivEq:
exp = new FxMulDiv('/', left, nullptr);
break;
case TK_ModEq:
exp = new FxMulDiv('%', left, nullptr);
break;
case TK_LShiftEq:
exp = new FxBinaryInt(TK_LShift, left, nullptr);
break;
case TK_RShiftEq:
exp = new FxBinaryInt(TK_RShift, left, nullptr);
break;
case TK_URShiftEq:
exp = new FxBinaryInt(TK_URShift, left, nullptr);
break;
case TK_AndEq:
exp = new FxBinaryInt('&', left, nullptr);
break;
case TK_XorEq:
exp = new FxBinaryInt('^', left, nullptr);
break;
case TK_OrEq:
exp = new FxBinaryInt('|', left, nullptr);
break;
default:
sc.UnGet();
delete left;
return base;
}
exp->right = ParseExpressionM(sc, cls);
FxAssign *ret = new FxAssign(base, exp);
left->Assignment = ret;
return ret;
}
}
static FxExpression *ParseExpressionL (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionK (sc, cls);
while (sc.CheckToken(TK_OrOr))
{
FxExpression *right = ParseExpressionK (sc, cls);
tmp = new FxBinaryLogical(TK_OrOr, tmp, right);
}
return tmp;
}
static FxExpression *ParseExpressionK (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionJ (sc, cls);
while (sc.CheckToken(TK_AndAnd))
{
FxExpression *right = ParseExpressionJ (sc, cls);
tmp = new FxBinaryLogical(TK_AndAnd, tmp, right);
}
return tmp;
}
static FxExpression *ParseExpressionJ (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionI (sc, cls);
while (sc.CheckToken('|'))
{
FxExpression *right = ParseExpressionI (sc, cls);
tmp = new FxBinaryInt('|', tmp, right);
}
return tmp;
}
static FxExpression *ParseExpressionI (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionH (sc, cls);
while (sc.CheckToken('^'))
{
FxExpression *right = ParseExpressionH (sc, cls);
tmp = new FxBinaryInt('^', tmp, right);
}
return tmp;
}
static FxExpression *ParseExpressionH (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionG (sc, cls);
while (sc.CheckToken('&'))
{
FxExpression *right = ParseExpressionG (sc, cls);
tmp = new FxBinaryInt('&', tmp, right);
}
return tmp;
}
static FxExpression *ParseExpressionG (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionF (sc, cls);
while (sc.GetToken() && (sc.TokenType == TK_Eq || sc.TokenType == TK_Neq))
{
int token = sc.TokenType;
FxExpression *right = ParseExpressionF (sc, cls);
tmp = new FxCompareEq(token, tmp, right);
}
if (!sc.End) sc.UnGet();
return tmp;
}
static FxExpression *ParseExpressionF (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionE (sc, cls);
while (sc.GetToken() && (sc.TokenType == '<' || sc.TokenType == '>' || sc.TokenType == TK_Leq || sc.TokenType == TK_Geq))
{
int token = sc.TokenType;
FxExpression *right = ParseExpressionE (sc, cls);
tmp = new FxCompareRel(token, tmp, right);
}
if (!sc.End) sc.UnGet();
return tmp;
}
static FxExpression *ParseExpressionE (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionD (sc, cls);
while (sc.GetToken() && (sc.TokenType == TK_LShift || sc.TokenType == TK_RShift || sc.TokenType == TK_URShift))
{
int token = sc.TokenType;
FxExpression *right = ParseExpressionD (sc, cls);
tmp = new FxBinaryInt(token, tmp, right);
}
if (!sc.End) sc.UnGet();
return tmp;
}
static FxExpression *ParseExpressionD (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionC (sc, cls);
while (sc.GetToken() && (sc.TokenType == '+' || sc.TokenType == '-'))
{
int token = sc.TokenType;
FxExpression *right = ParseExpressionC (sc, cls);
tmp = new FxAddSub(token, tmp, right);
}
if (!sc.End) sc.UnGet();
return tmp;
}
static FxExpression *ParseExpressionC (FScanner &sc, PClassActor *cls)
{
FxExpression *tmp = ParseExpressionB (sc, cls);
while (sc.GetToken() && (sc.TokenType == '*' || sc.TokenType == '/' || sc.TokenType == '%'))
{
int token = sc.TokenType;
FxExpression *right = ParseExpressionB (sc, cls);
tmp = new FxMulDiv(token, tmp, right);
}
if (!sc.End) sc.UnGet();
return tmp;
}
static FxExpression *ParseExpressionB (FScanner &sc, PClassActor *cls)
{
sc.GetToken();
int token = sc.TokenType;
switch(token)
{
case '~':
return new FxUnaryNotBitwise(ParseExpressionA (sc, cls));
case '!':
return new FxUnaryNotBoolean(ParseExpressionA (sc, cls));
case '-':
return new FxMinusSign(ParseExpressionA (sc, cls));
case '+':
return new FxPlusSign(ParseExpressionA (sc, cls));
case TK_Incr:
case TK_Decr:
return new FxPreIncrDecr(ParseExpressionA(sc, cls), token);
default:
sc.UnGet();
return ParseExpressionA (sc, cls);
}
}
//==========================================================================
//
// ParseExpressionB
//
//==========================================================================
static FxExpression *ParseExpressionA (FScanner &sc, PClassActor *cls)
{
FxExpression *base_expr = ParseExpression0 (sc, cls);
while(1)
{
FScriptPosition pos(sc);
#if 0
if (sc.CheckToken('.'))
{
if (sc.CheckToken(TK_Default))
{
sc.MustGetToken('.');
base_expr = new FxClassDefaults(base_expr, pos);
}
sc.MustGetToken(TK_Identifier);
FName FieldName = sc.String;
pos = sc;
/* later!
if (SC_CheckToken('('))
{
if (base_expr->IsDefaultObject())
{
SC_ScriptError("Cannot call methods for default.");
}
base_expr = ParseFunctionCall(base_expr, FieldName, false, false, pos);
}
else
*/
{
base_expr = new FxDotIdentifier(base_expr, FieldName, pos);
}
}
else
#endif
if (sc.CheckToken('['))
{
FxExpression *index = ParseExpressionM(sc, cls);
sc.MustGetToken(']');
base_expr = new FxArrayElement(base_expr, index);
}
else if (sc.CheckToken(TK_Incr))
{
return new FxPostIncrDecr(base_expr, TK_Incr);
}
else if (sc.CheckToken(TK_Decr))
{
return new FxPostIncrDecr(base_expr, TK_Decr);
}
else break;
}
return base_expr;
}
static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls)
{
FScriptPosition scpos(sc);
if (sc.CheckToken('('))
{
FxExpression *data = ParseExpressionM (sc, cls);
sc.MustGetToken(')');
return data;
}
else if (sc.CheckToken(TK_True))
{
return new FxConstant(true, scpos);
}
else if (sc.CheckToken(TK_False))
{
return new FxConstant(false, scpos);
}
else if (sc.CheckToken(TK_IntConst))
{
return new FxConstant(sc.Number, scpos);
}
else if (sc.CheckToken(TK_FloatConst))
{
return new FxConstant(sc.Float, scpos);
}
else if (sc.CheckToken(TK_NameConst))
{
return new FxConstant(sc.Name, scpos);
}
else if (sc.CheckToken(TK_StringConst))
{
// String parameters are converted to names. Technically, this should be
// done at a higher level, as needed, but since no functions take string
// arguments and ACS_NamedExecuteWithResult/CallACS need names, this is
// a cheap way to get them working when people use "name" instead of 'name'.
return new FxConstant(FName(sc.String), scpos);
}
else if (sc.CheckToken(TK_Bool))
{
sc.MustGetToken('(');
FxExpression *exp = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
return new FxBoolCast(exp);
}
else if (sc.CheckToken(TK_Int))
{
sc.MustGetToken('(');
FxExpression *exp = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
return new FxIntCast(exp);
}
else if (sc.CheckToken(TK_Float))
{
sc.MustGetToken('(');
FxExpression *exp = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
return new FxFloatCast(exp);
}
else if (sc.CheckToken(TK_State))
{
sc.MustGetToken('(');
FxExpression *exp;
if (sc.CheckToken(TK_StringConst))
{
if (sc.String[0] == 0 || sc.Compare("None"))
{
exp = new FxConstant((FState*)nullptr, sc);
}
else
{
exp = new FxMultiNameState(sc.String, sc);
}
}
else
{
exp = new FxRuntimeStateIndex(ParseExpressionM(sc, cls));
}
sc.MustGetToken(')');
return exp;
}
else if (sc.CheckToken(TK_Identifier))
{
FName identifier = FName(sc.String);
FArgumentList *args;
PFunction *func;
switch (identifier)
{
case NAME_Random:
case NAME_FRandom:
return ParseRandom(sc, identifier, cls);
case NAME_RandomPick:
case NAME_FRandomPick:
return ParseRandomPick(sc, identifier, cls);
case NAME_Random2:
return ParseRandom2(sc, cls);
default:
if (cls != nullptr)
{
func = dyn_cast<PFunction>(cls->Symbols.FindSymbol(identifier, true));
// There is an action function ACS_NamedExecuteWithResult which must be ignored here for this to work.
if (func != nullptr && identifier != NAME_ACS_NamedExecuteWithResult)
{
args = new FArgumentList;
if (sc.CheckToken('('))
{
sc.UnGet();
ParseFunctionParameters(sc, cls, *args, func, "", nullptr);
}
if (args->Size() == 0)
{
delete args;
args = nullptr;
}
return new FxVMFunctionCall(func, args, sc, false);
}
}
break;
}
if (sc.CheckToken('('))
{
switch (identifier)
{
case NAME_Min:
case NAME_Max:
return ParseMinMax(sc, identifier, cls);
case NAME_Clamp:
return ParseClamp(sc, cls);
case NAME_Abs:
return ParseAbs(sc, cls);
case NAME_ATan2:
case NAME_VectorAngle:
return ParseAtan2(sc, identifier, cls);
default:
args = new FArgumentList;
try
{
if (!sc.CheckToken(')'))
{
do
{
args->Push(ParseExpressionM (sc, cls));
}
while (sc.CheckToken(','));
sc.MustGetToken(')');
}
return new FxFunctionCall(NULL, identifier, args, sc);
}
catch (...)
{
delete args;
throw;
}
break;
}
}
else
{
return new FxIdentifier(identifier, sc);
}
}
else
{
FString tokname = sc.TokenName(sc.TokenType, sc.String);
sc.ScriptError ("Unexpected token %s", tokname.GetChars());
}
return NULL;
}
static FRandom *ParseRNG(FScanner &sc)
{
FRandom *rng;
if (sc.CheckToken('['))
{
sc.MustGetToken(TK_Identifier);
rng = FRandom::StaticFindRNG(sc.String);
sc.MustGetToken(']');
}
else
{
rng = &pr_exrandom;
}
return rng;
}
static FxExpression *ParseRandom(FScanner &sc, FName identifier, PClassActor *cls)
{
FRandom *rng = ParseRNG(sc);
sc.MustGetToken('(');
FxExpression *min = ParseExpressionM (sc, cls);
sc.MustGetToken(',');
FxExpression *max = ParseExpressionM (sc, cls);
sc.MustGetToken(')');
if (identifier == NAME_Random)
{
return new FxRandom(rng, min, max, sc);
}
else
{
return new FxFRandom(rng, min, max, sc);
}
}
static FxExpression *ParseRandomPick(FScanner &sc, FName identifier, PClassActor *cls)
{
bool floaty = identifier == NAME_FRandomPick;
FRandom *rng;
TArray<FxExpression*> list;
list.Clear();
int index = 0;
rng = ParseRNG(sc);
sc.MustGetToken('(');
for (;;)
{
FxExpression *expr = ParseExpressionM(sc, cls);
list.Push(expr);
if (sc.CheckToken(')'))
break;
sc.MustGetToken(',');
}
return new FxRandomPick(rng, list, floaty, sc);
}
static FxExpression *ParseRandom2(FScanner &sc, PClassActor *cls)
{
FRandom *rng = ParseRNG(sc);
FxExpression *mask = NULL;
sc.MustGetToken('(');
if (!sc.CheckToken(')'))
{
mask = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
}
return new FxRandom2(rng, mask, sc);
}
static FxExpression *ParseAbs(FScanner &sc, PClassActor *cls)
{
FxExpression *x = ParseExpressionM (sc, cls);
sc.MustGetToken(')');
return new FxAbs(x);
}
static FxExpression *ParseAtan2(FScanner &sc, FName identifier, PClassActor *cls)
{
FxExpression *a = ParseExpressionM(sc, cls);
sc.MustGetToken(',');
FxExpression *b = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
return identifier == NAME_ATan2 ? new FxATan2(a, b, sc) : new FxATan2(b, a, sc);
}
static FxExpression *ParseMinMax(FScanner &sc, FName identifier, PClassActor *cls)
{
TArray<FxExpression*> list;
for (;;)
{
FxExpression *expr = ParseExpressionM(sc, cls);
list.Push(expr);
if (sc.CheckToken(')'))
break;
sc.MustGetToken(',');
}
return new FxMinMax(list, identifier, sc);
}
static FxExpression *ParseClamp(FScanner &sc, PClassActor *cls)
{
FxExpression *src = ParseExpressionM(sc, cls);
sc.MustGetToken(',');
FxExpression *min = ParseExpressionM(sc, cls);
sc.MustGetToken(',');
FxExpression *max = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
// Build clamp(a,x,y) as min(max(a,x),y)
TArray<FxExpression *> list(2);
list.Reserve(2);
list[0] = src;
list[1] = min;
FxExpression *maxexpr = new FxMinMax(list, NAME_Max, sc);
list[0] = maxexpr;
list[1] = max;
return new FxMinMax(list, NAME_Min, sc);
}

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@ -0,0 +1,725 @@
/*
** thingdef_states.cpp
**
** Actor definitions - the state parser
**
**---------------------------------------------------------------------------
** Copyright 2002-2007 Christoph Oelckers
** Copyright 2004-2007 Randy Heit
** 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.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** 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 "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "p_local.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "i_system.h"
#include "colormatcher.h"
#include "codegeneration/thingdef_exp.h"
#include "version.h"
#include "templates.h"
TDeletingArray<FStateTempCall *> StateTempCalls;
//==========================================================================
//***
// DoActionSpecials
// handles action specials as code pointers
//
//==========================================================================
FxVMFunctionCall *DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
{
int i;
int min_args, max_args;
FString specname = sc.String;
int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
if (special > 0 && min_args >= 0)
{
FArgumentList *args = new FArgumentList;
args->Push(new FxConstant(special, sc));
i = 0;
// Make this consistent with all other parameter parsing
if (sc.CheckToken('('))
{
while (i < 5)
{
args->Push(new FxIntCast(ParseExpression(sc, bag.Info)));
i++;
if (!sc.CheckToken (',')) break;
}
sc.MustGetToken (')');
}
if (i < min_args)
{
sc.ScriptError ("Too few arguments to %s", specname.GetChars());
}
if (i > max_args)
{
sc.ScriptError ("Too many arguments to %s", specname.GetChars());
}
return new FxVMFunctionCall(FindGlobalActionFunction("A_CallSpecial"), args, sc, false);
}
return NULL;
}
//==========================================================================
//***
// Reads a state label that may contain '.'s.
// processes a state block
//
//==========================================================================
static FString ParseStateString(FScanner &sc)
{
FString statestring;
sc.MustGetString();
statestring = sc.String;
if (sc.CheckString("::"))
{
sc.MustGetString ();
statestring << "::" << sc.String;
}
while (sc.CheckString ("."))
{
sc.MustGetString ();
statestring << "." << sc.String;
}
return statestring;
}
//==========================================================================
//***
// ParseStates
// parses a state block
//
//==========================================================================
void ParseStates(FScanner &sc, PClassActor * actor, AActor * defaults, Baggage &bag)
{
FString statestring;
FState state;
char lastsprite[5] = "";
FStateTempCall *tcall = NULL;
FArgumentList *args = NULL;
sc.MustGetStringName ("{");
sc.SetEscape(false); // disable escape sequences in the state parser
while (!sc.CheckString ("}") && !sc.End)
{
memset(&state,0,sizeof(state));
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
do_goto:
statestring = ParseStateString(sc);
if (sc.CheckString ("+"))
{
sc.MustGetNumber ();
statestring += '+';
statestring += sc.String;
}
if (!bag.statedef.SetGotoLabel(statestring))
{
sc.ScriptError("GOTO before first state");
}
}
else if (!statestring.CompareNoCase("STOP"))
{
do_stop:
if (!bag.statedef.SetStop())
{
sc.ScriptError("STOP before first state");
continue;
}
}
else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
{
if (!bag.statedef.SetWait())
{
sc.ScriptError("%s before first state", sc.String);
continue;
}
}
else if (!statestring.CompareNoCase("LOOP"))
{
if (!bag.statedef.SetLoop())
{
sc.ScriptError("LOOP before first state");
continue;
}
}
else
{
sc.MustGetString();
if (sc.Compare (":"))
{
do
{
bag.statedef.AddStateLabel(statestring);
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
goto do_goto;
}
else if (!statestring.CompareNoCase("STOP"))
{
goto do_stop;
}
sc.MustGetString ();
} while (sc.Compare (":"));
// continue;
}
sc.UnGet ();
if (statestring.Len() != 4)
{
sc.ScriptError ("Sprite names must be exactly 4 characters\n");
}
state.sprite = GetSpriteIndex(statestring);
state.Misc1 = state.Misc2 = 0;
sc.MustGetString();
statestring = sc.String;
if (tcall == NULL)
{
tcall = new FStateTempCall;
}
if (sc.CheckString("RANDOM"))
{
int min, max;
sc.MustGetStringName("(");
sc.MustGetNumber();
min = clamp<int>(sc.Number, -1, SHRT_MAX);
sc.MustGetStringName(",");
sc.MustGetNumber();
max = clamp<int>(sc.Number, -1, SHRT_MAX);
sc.MustGetStringName(")");
if (min > max)
{
swapvalues(min, max);
}
state.Tics = min;
state.TicRange = max - min;
}
else
{
sc.MustGetNumber();
state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
state.TicRange = 0;
}
while (sc.GetString() && (!sc.Crossed || sc.Compare("{")))
{
if (sc.Compare("BRIGHT"))
{
state.Fullbright = true;
continue;
}
if (sc.Compare("FAST"))
{
state.Fast = true;
continue;
}
if (sc.Compare("SLOW"))
{
state.Slow = true;
continue;
}
if (sc.Compare("NODELAY"))
{
if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
{
state.NoDelay = true;
}
else
{
sc.ScriptMessage("NODELAY may only be used immediately after Spawn:");
}
continue;
}
if (sc.Compare("OFFSET"))
{
// specify a weapon offset
sc.MustGetStringName("(");
sc.MustGetNumber();
state.Misc1 = sc.Number;
sc.MustGetStringName (",");
sc.MustGetNumber();
state.Misc2 = sc.Number;
sc.MustGetStringName(")");
continue;
}
if (sc.Compare("LIGHT"))
{
sc.MustGetStringName("(");
do
{
sc.MustGetString();
#ifdef DYNLIGHT
AddStateLight(&state, sc.String);
#endif
}
while (sc.CheckString(","));
sc.MustGetStringName(")");
continue;
}
if (sc.Compare("CANRAISE"))
{
state.CanRaise = true;
continue;
}
bool hasfinalret;
tcall->Code = ParseActions(sc, state, statestring, bag, hasfinalret);
if (!hasfinalret && tcall->Code != nullptr)
{
static_cast<FxSequence *>(tcall->Code)->Add(new FxReturnStatement(nullptr, sc));
}
goto endofstate;
}
sc.UnGet();
endofstate:
int count = bag.statedef.AddStates(&state, statestring);
if (count < 0)
{
sc.ScriptError ("Invalid frame character string '%s'", statestring.GetChars());
count = -count;
}
if (tcall->Code != NULL)
{
tcall->ActorClass = actor;
tcall->FirstState = bag.statedef.GetStateCount() - count;
tcall->NumStates = count;
StateTempCalls.Push(tcall);
tcall = NULL;
}
}
}
if (tcall != NULL)
{
delete tcall;
}
if (args != NULL)
{
delete args;
}
sc.SetEscape(true); // re-enable escape sequences
}
//==========================================================================
//
// ParseActions
//
//==========================================================================
static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *add, *cond;
FxExpression *true_part, *false_part = nullptr;
bool true_ret, false_ret = false;
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName("{"); // braces are mandatory
true_part = ParseActions(sc, state, statestring, bag, true_ret);
sc.MustGetString();
if (sc.Compare("else"))
{
if (sc.CheckString("if"))
{
false_part = ParseIf(sc, state, statestring, bag, false_ret);
}
else
{
sc.MustGetStringName("{"); // braces are still mandatory
false_part = ParseActions(sc, state, statestring, bag, false_ret);
sc.MustGetString();
}
}
add = new FxIfStatement(cond, true_part, false_part, sc);
// If one side does not end with a return, we don't consider the if statement
// to end with a return. If the else case is missing, it can never be considered
// as ending with a return.
if (true_ret && false_ret)
{
lastwasret = true;
}
return add;
}
static FxExpression *ParseWhile(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *cond, *code;
bool ret;
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, ret);
sc.MustGetString();
lastwasret = false; // A while loop always jumps back.
return new FxWhileLoop(cond, code, sc);
}
static FxExpression *ParseDoWhile(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *cond, *code;
bool ret;
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, ret);
sc.MustGetStringName("while");
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName(";");
sc.MustGetString();
lastwasret = false;
return new FxDoWhileLoop(cond, code, sc);
}
static FxExpression *ParseFor(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
{
FxExpression *init = nullptr;
FxExpression *cond = nullptr;
FxExpression *iter = nullptr;
FxExpression *code = nullptr;
bool ret;
// Parse the statements.
sc.MustGetStringName("(");
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
init = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(")"))
{
sc.UnGet();
iter = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
}
// Now parse the loop's content.
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, ret);
sc.MustGetString();
lastwasret = false;
return new FxForLoop(init, cond, iter, code, sc);
}
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &endswithret)
{
// If it's not a '{', then it should be a single action.
// Otherwise, it's a sequence of actions.
if (!sc.Compare("{"))
{
FxVMFunctionCall *call = ParseAction(sc, state, statestring, bag);
endswithret = true;
return new FxReturnStatement(call, sc);
}
const FScriptPosition pos(sc);
FxSequence *seq = NULL;
bool lastwasret = false;
sc.MustGetString();
while (!sc.Compare("}"))
{
FxExpression *add;
lastwasret = false;
if (sc.Compare("if"))
{ // Handle an if statement
add = ParseIf(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("while"))
{ // Handle a while loop
add = ParseWhile(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("do"))
{ // Handle a do-while loop
add = ParseDoWhile(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("for"))
{ // Handle a for loop
add = ParseFor(sc, state, statestring, bag, lastwasret);
}
else if (sc.Compare("return"))
{ // Handle a return statement
lastwasret = true;
FxExpression *retexp = nullptr;
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
retexp = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
add = new FxReturnStatement(retexp, sc);
}
else if (sc.Compare("break"))
{
add = new FxJumpStatement(TK_Break, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else if (sc.Compare("continue"))
{
add = new FxJumpStatement(TK_Continue, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else
{ // Handle a regular expression
sc.UnGet();
add = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
sc.MustGetString();
}
// Only return a sequence if it has actual content.
if (add != NULL)
{
if (seq == NULL)
{
seq = new FxSequence(pos);
}
seq->Add(add);
}
}
endswithret = lastwasret;
return seq;
}
//==========================================================================
//
// ParseAction
//
//==========================================================================
FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag)
{
FxVMFunctionCall *call;
// Make the action name lowercase
strlwr (sc.String);
call = DoActionSpecials(sc, state, bag);
if (call != NULL)
{
return call;
}
FName symname = FName(sc.String, true);
symname = CheckCastKludges(symname);
PFunction *afd = dyn_cast<PFunction>(bag.Info->Symbols.FindSymbol(symname, true));
if (afd != NULL)
{
FArgumentList *args = new FArgumentList;
ParseFunctionParameters(sc, bag.Info, *args, afd, statestring, &bag.statedef);
call = new FxVMFunctionCall(afd, args->Size() > 0 ? args : NULL, sc, false);
if (args->Size() == 0)
{
delete args;
}
return call;
}
sc.ScriptError("Invalid parameter '%s'\n", sc.String);
return NULL;
}
//==========================================================================
//
// ParseFunctionParameters
//
// Parses the parameters for a VM function. Called by both ParseStates
// (which will set statestring and statedef) and by ParseExpression0 (which
// will not set them). The first token returned by the scanner when entering
// this function should be '('.
//
//==========================================================================
void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
PFunction *afd, FString statestring, FStateDefinitions *statedef)
{
const TArray<PType *> &params = afd->Variants[0].Implementation->Proto->ArgumentTypes;
const TArray<DWORD> &paramflags = afd->Variants[0].ArgFlags;
int numparams = (int)params.Size();
int pnum = 0;
bool zeroparm;
if (afd->Flags & VARF_Method)
{
numparams--;
pnum++;
}
if (afd->Flags & VARF_Action)
{
numparams -= 2;
pnum += 2;
}
assert(numparams >= 0);
zeroparm = numparams == 0;
if (numparams > 0 && !(paramflags[pnum] & VARF_Optional))
{
sc.MustGetStringName("(");
}
else
{
if (!sc.CheckString("("))
{
return;
}
}
while (numparams > 0)
{
FxExpression *x;
if (statedef != NULL && params[pnum] == TypeState && sc.CheckNumber())
{
// Special case: State label as an offset
if (sc.Number > 0 && statestring.Len() > 1)
{
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
}
int v = sc.Number;
if (v < 0)
{
sc.ScriptError("Negative jump offsets are not allowed");
}
if (v > 0)
{
x = new FxStateByIndex(statedef->GetStateCount() + v, sc);
}
else
{
x = new FxConstant((FState*)NULL, sc);
}
}
else
{
// Use the generic parameter parser for everything else
x = ParseParameter(sc, cls, params[pnum], false);
}
out_params.Push(x);
pnum++;
numparams--;
if (numparams > 0)
{
if (params[pnum] == NULL)
{ // varargs function
if (sc.CheckString(")"))
{
return;
}
pnum--;
numparams++;
}
else if ((paramflags[pnum] & VARF_Optional) && sc.CheckString(")"))
{
return;
}
sc.MustGetStringName (",");
}
}
if (zeroparm)
{
if (!sc.CheckString(")"))
{
sc.ScriptError("You cannot pass parameters to '%s'\n", afd->SymbolName.GetChars());
}
}
else
{
sc.MustGetStringName(")");
}
}
//==========================================================================
//
// CheckCastKludges
//
//==========================================================================
FName CheckCastKludges(FName in)
{
switch (in)
{
case NAME_Int:
return NAME___decorate_internal_int__;
case NAME_Bool:
return NAME___decorate_internal_bool__;
case NAME_State:
return NAME___decorate_internal_state__;
case NAME_Float:
return NAME___decorate_internal_float__;
default:
return in;
}
}