- Added NULL checks to all places where class names are passed as DECORATE

parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
This commit is contained in:
Christoph Oelckers 2008-10-25 17:38:00 +00:00
commit d753d41752
23 changed files with 1467 additions and 967 deletions

View file

@ -52,7 +52,112 @@
#include "i_system.h"
#include "thingdef_exp.h"
#include "w_wad.h"
#include "v_video.h"
void ParseOldDecoration(FScanner &sc, EDefinitionType def);
//==========================================================================
//
// ParseParameter
//
// Parses aparameter - either a default in a function declaration
// or an argument in a function call.
//
//==========================================================================
FxExpression *ParseParameter(FScanner &sc, PClass *cls, char type, bool constant)
{
FxExpression *x = NULL;
int v;
switch(type)
{
case 'S':
case 's': // Sound name
sc.MustGetString();
x = new FxConstant(FSoundID(sc.String), sc);
break;
case 'M':
case 'm': // Actor name
sc.SetEscape(true);
sc.MustGetString();
sc.SetEscape(false);
x = new FxClassTypeCast(RUNTIME_CLASS(AActor), new FxConstant(FName(sc.String), sc));
break;
case 'T':
case 't': // String
sc.SetEscape(true);
sc.MustGetString();
sc.SetEscape(false);
x = new FxConstant(sc.String[0]? FName(sc.String) : NAME_None, sc);
break;
case 'C':
case 'c': // Color
sc.MustGetString ();
if (sc.Compare("none"))
{
v = -1;
}
else if (sc.Compare(""))
{
v = 0;
}
else
{
int c = V_GetColor (NULL, sc.String);
// 0 needs to be the default so we have to mark the color.
v = MAKEARGB(1, RPART(c), GPART(c), BPART(c));
}
{
ExpVal val;
val.Type = VAL_Color;
val.Int = v;
x = new FxConstant(val, sc);
break;
}
case 'L':
case 'l':
{
// This forces quotation marks around the state name.
sc.MustGetToken(TK_StringConst);
if (sc.String[0] == 0 || sc.Compare("None"))
{
x = new FxConstant((FState*)NULL, sc);
}
else if (sc.Compare("*"))
{
if (constant)
{
x = new FxConstant((FState*)(intptr_t)-1, sc);
}
else sc.ScriptError("Invalid state name '*'");
}
else
{
x = new FxMultiNameState(sc.String, sc);
}
break;
}
case 'X':
case 'x':
x = ParseExpression (sc, cls);
if (constant && !x->isConstant())
{
sc.ScriptError("Default parameter must be constant.");
}
break;
default:
assert(false);
return NULL;
}
return x;
}
//==========================================================================
//
@ -62,7 +167,7 @@
//
//==========================================================================
void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
static void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
{
// Read the type and make sure it's int or float.
if (sc.CheckToken(TK_Int) || sc.CheckToken(TK_Float))
@ -108,7 +213,7 @@ void ParseConstant (FScanner &sc, PSymbolTable * symt, PClass *cls)
//
//==========================================================================
void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
static void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
{
int currvalue = 0;
@ -148,7 +253,7 @@ void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
//
//==========================================================================
void ParseVariable (FScanner &sc, PSymbolTable * symt, PClass *cls)
static void ParseVariable (FScanner &sc, PSymbolTable * symt, PClass *cls)
{
FExpressionType valuetype;
@ -227,7 +332,7 @@ void ParseVariable (FScanner &sc, PSymbolTable * symt, PClass *cls)
// Parses a flag name
//
//==========================================================================
void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
static void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
{
sc.MustGetString ();
@ -335,7 +440,7 @@ static int ParseMorphStyle (FScanner &sc)
//
//==========================================================================
FState *CheckState(FScanner &sc, PClass *type)
static FState *CheckState(FScanner &sc, PClass *type)
{
int v=0;
@ -388,7 +493,7 @@ FState *CheckState(FScanner &sc, PClass *type)
//
//==========================================================================
bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Baggage &bag)
static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Baggage &bag)
{
static TArray<FPropParam> params;
static TArray<FString> strings;
@ -417,7 +522,8 @@ bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Ba
if (sc.CheckString ("("))
{
conv.i = 0x40000000 | ParseExpression (sc, false, bag.Info->Class);
FxExpression *x = ParseExpression(sc, bag.Info->Class);
conv.i = 0x40000000 | StateParams.Add(x, bag.Info->Class, false);
params.Push(conv);
sc.MustGetStringName(")");
break;
@ -564,7 +670,7 @@ bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Ba
//
//==========================================================================
void ParseActorProperty(FScanner &sc, Baggage &bag)
static void ParseActorProperty(FScanner &sc, Baggage &bag)
{
static const char *statenames[] = {
"Spawn", "See", "Melee", "Missile", "Pain", "Death", "XDeath", "Burn",
@ -615,44 +721,372 @@ void ParseActorProperty(FScanner &sc, Baggage &bag)
}
}
//==========================================================================
//
// Finalizes an actor definition
// ActorActionDef
//
// Parses an action function definition. A lot of this is essentially
// documentation in the declaration for when I have a proper language
// ready.
//
//==========================================================================
void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag)
static void ParseActionDef (FScanner &sc, PClass *cls)
{
AActor *defaults = (AActor*)info->Class->Defaults;
enum
{
OPTIONAL = 1
};
AFuncDesc *afd;
FName funcname;
FString args;
TArray<FxExpression *> DefaultParams;
bool hasdefaults = false;
if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
{
sc.ScriptError ("action functions can only be imported by internal class and actor definitions!");
}
sc.MustGetToken(TK_Native);
sc.MustGetToken(TK_Identifier);
funcname = sc.String;
afd = FindFunction(sc.String);
if (afd == NULL)
{
sc.ScriptError ("The function '%s' has not been exported from the executable.", sc.String);
}
sc.MustGetToken('(');
if (!sc.CheckToken(')'))
{
while (sc.TokenType != ')')
{
int flags = 0;
char type = '@';
// Retrieve flags before type name
for (;;)
{
if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
{
}
else
{
break;
}
}
// Read the variable type
sc.MustGetAnyToken();
switch (sc.TokenType)
{
case TK_Bool:
case TK_Int:
case TK_Float:
type = 'x';
break;
case TK_Sound: type = 's'; break;
case TK_String: type = 't'; break;
case TK_Name: type = 't'; break;
case TK_State: type = 'l'; break;
case TK_Color: type = 'c'; break;
case TK_Class:
sc.MustGetToken('<');
sc.MustGetToken(TK_Identifier); // Skip class name, since the parser doesn't care
sc.MustGetToken('>');
type = 'm';
break;
case TK_Ellipsis:
type = '+';
sc.MustGetToken(')');
sc.UnGet();
break;
default:
sc.ScriptError ("Unknown variable type %s", sc.TokenName(sc.TokenType, sc.String).GetChars());
break;
}
// Read the optional variable name
if (!sc.CheckToken(',') && !sc.CheckToken(')'))
{
sc.MustGetToken(TK_Identifier);
}
else
{
sc.UnGet();
}
FxExpression *def;
if (sc.CheckToken('='))
{
hasdefaults = true;
flags |= OPTIONAL;
def = ParseParameter(sc, cls, type, true);
}
else
{
def = NULL;
}
DefaultParams.Push(def);
if (!(flags & OPTIONAL) && type != '+')
{
type -= 'a' - 'A';
}
args += type;
sc.MustGetAnyToken();
if (sc.TokenType != ',' && sc.TokenType != ')')
{
sc.ScriptError ("Expected ',' or ')' but got %s instead", sc.TokenName(sc.TokenType, sc.String).GetChars());
}
}
}
sc.MustGetToken(';');
PSymbolActionFunction *sym = new PSymbolActionFunction(funcname);
sym->Arguments = args;
sym->Function = afd->Function;
if (hasdefaults)
{
sym->defaultparameterindex = StateParams.Size();
for(unsigned int i = 0; i < DefaultParams.Size(); i++)
{
StateParams.Add(DefaultParams[i], cls, true);
}
}
else
{
sym->defaultparameterindex = -1;
}
if (cls->Symbols.AddSymbol (sym) == NULL)
{
delete sym;
sc.ScriptError ("'%s' is already defined in class '%s'.",
funcname.GetChars(), cls->TypeName.GetChars());
}
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
static FActorInfo *ParseActorHeader(FScanner &sc, Baggage *bag)
{
FName typeName;
FName parentName;
FName replaceName;
bool native = false;
int DoomEdNum = -1;
// Get actor name
sc.MustGetString();
char *colon = strchr(sc.String, ':');
if (colon != NULL)
{
*colon++ = 0;
}
typeName = sc.String;
// Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well
// without having resort to C-mode (which disallows periods in actor names.)
if (colon == NULL)
{
sc.MustGetString ();
if (sc.String[0]==':')
{
colon = sc.String + 1;
}
}
if (colon != NULL)
{
if (colon[0] == 0)
{
sc.MustGetString ();
colon = sc.String;
}
}
if (colon == NULL)
{
sc.UnGet();
}
parentName = colon;
// Check for "replaces"
if (sc.CheckString ("replaces"))
{
// Get actor name
sc.MustGetString ();
replaceName = sc.String;
}
// Now, after the actor names have been parsed, it is time to switch to C-mode
// for the rest of the actor definition.
sc.SetCMode (true);
if (sc.CheckNumber())
{
if (sc.Number>=-1 && sc.Number<32768) DoomEdNum = sc.Number;
else sc.ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
if (sc.CheckString("native"))
{
native = true;
}
try
{
bag.statedef.FinishStates (info, defaults, bag.StateArray);
FActorInfo *info = CreateNewActor(sc, typeName, parentName, replaceName, DoomEdNum, native);
ResetBaggage (bag, info->Class->ParentClass);
bag->Info = info;
bag->Lumpnum = sc.LumpNum;
#ifdef _DEBUG
bag->ClassName = typeName;
#endif
return info;
}
catch (CRecoverableError &err)
{
sc.ScriptError(err.GetMessage());
sc.ScriptError("%s", err.GetMessage());
return NULL;
}
bag.statedef.InstallStates (info, defaults);
bag.StateArray.Clear ();
if (bag.DropItemSet)
}
//==========================================================================
//
// Reads an actor definition
//
//==========================================================================
static void ParseActor(FScanner &sc)
{
FActorInfo * info=NULL;
Baggage bag;
info = ParseActorHeader(sc, &bag);
sc.MustGetToken('{');
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
if (bag.DropItemList == NULL)
switch (sc.TokenType)
{
if (info->Class->Meta.GetMetaInt (ACMETA_DropItems) != 0)
case TK_Action:
ParseActionDef (sc, info->Class);
break;
case TK_Const:
ParseConstant (sc, &info->Class->Symbols, info->Class);
break;
case TK_Enum:
ParseEnum (sc, &info->Class->Symbols, info->Class);
break;
case TK_Native:
ParseVariable (sc, &info->Class->Symbols, info->Class);
break;
case TK_Identifier:
// other identifier related checks here
case TK_Projectile: // special case: both keyword and property name
ParseActorProperty(sc, bag);
break;
case '+':
case '-':
ParseActorFlag(sc, bag, sc.TokenType);
break;
default:
sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->Class->TypeName.GetChars());
break;
}
}
FinishActor(sc, info, bag);
sc.SetCMode (false);
}
//==========================================================================
//
// ParseDecorate
//
// Parses a single DECORATE lump
//
//==========================================================================
void ParseDecorate (FScanner &sc)
{
// Get actor class name.
for(;;)
{
FScanner::SavedPos pos = sc.SavePos();
if (!sc.GetToken ())
{
return;
}
switch (sc.TokenType)
{
case TK_Include:
{
sc.MustGetString();
FScanner newscanner;
newscanner.Open(sc.String);
ParseDecorate(newscanner);
break;
}
case TK_Const:
ParseConstant (sc, &GlobalSymbols, NULL);
break;
case TK_Enum:
ParseEnum (sc, &GlobalSymbols, NULL);
break;
case TK_Pickup:
ParseOldDecoration (sc, DEF_Pickup);
break;
case TK_Breakable:
ParseOldDecoration (sc, DEF_BreakableDecoration);
break;
case TK_Projectile:
ParseOldDecoration (sc, DEF_Projectile);
break;
case TK_Native:
ParseVariable(sc, &GlobalSymbols, NULL);
break;
case ';':
// ';' is the start of a comment in the non-cmode parser which
// is used to parse parts of the DECORATE lump. If we don't add
// a check here the user will only get weird non-informative
// error messages if a semicolon is found.
sc.ScriptError("Unexpected ';'");
break;
case TK_Identifier:
// 'ACTOR' cannot be a keyword because it is also needed as a class identifier
// so let's do a special case for this.
if (sc.Compare("ACTOR"))
{
info->Class->Meta.SetMetaInt (ACMETA_DropItems, 0);
ParseActor (sc);
break;
}
}
else
{
info->Class->Meta.SetMetaInt (ACMETA_DropItems,
StoreDropItemChain(bag.DropItemList));
default:
// without the option of game filters following, anything but an opening brace
// here means a syntax error.
sc.MustGetStringName("{");
sc.RestorePos(pos);
ParseOldDecoration(sc, DEF_Decoration);
break;
}
}
if (info->Class->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
defaults->flags |= MF_SPECIAL;
}
}