//========================================================================== // // Reads an actor definition // //========================================================================== static void ParseActor(FScanner &sc) { PClassActor *info = NULL; Baggage bag; info = ParseActorHeader(sc, &bag); sc.MustGetToken('{'); while (sc.MustGetAnyToken(), sc.TokenType != '}') { switch (sc.TokenType) { case TK_Action: ParseActionDef (sc, info); break; case TK_Const: ParseConstant (sc, &info->Symbols, info); break; case TK_Enum: ParseEnum (sc, &info->Symbols, info); break; case TK_Native: ParseNativeFunction (sc, info); break; case TK_Var: ParseUserVariable (sc, &info->Symbols, info); break; case TK_Identifier: ParseActorProperty(sc, bag); break; case TK_States: if (bag.StateSet) { sc.ScriptMessage("'%s' contains multiple state declarations", bag.Info->TypeName.GetChars()); FScriptPosition::ErrorCounter++; } ParseStates(sc, bag.Info, (AActor *)bag.Info->Defaults, bag); bag.StateSet = true; break; case '+': case '-': ParseActorFlag(sc, bag, sc.TokenType); break; default: sc.ScriptError("Unexpected '%s' in definition of '%s'", sc.String, bag.Info->TypeName.GetChars()); break; } } FinishActor(sc, info, bag); sc.SetCMode (false); }
static void ParseActorProperty(FScanner &sc, Baggage &bag) { static const char *statenames[] = { "Spawn", "See", "Melee", "Missile", "Pain", "Death", "XDeath", "Burn", "Ice", "Raise", "Crash", "Crush", "Wound", "Disintegrate", "Heal", NULL }; strlwr (sc.String); FString propname = sc.String; if (sc.CheckString (".")) { sc.MustGetString (); propname += '.'; strlwr (sc.String); propname += sc.String; } else { sc.UnGet (); } FPropertyInfo *prop = FindProperty(propname); if (prop != NULL) { if (bag.Info->Class->IsDescendantOf(prop->cls)) { ParsePropertyParams(sc, prop, (AActor *)bag.Info->Class->Defaults, bag); } else { sc.ScriptMessage("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->cls->TypeName.GetChars()); FScriptPosition::ErrorCounter++; } } else if (!propname.CompareNoCase("States")) { if (bag.StateSet) { sc.ScriptMessage("'%s' contains multiple state declarations", bag.Info->Class->TypeName.GetChars()); FScriptPosition::ErrorCounter++; } ParseStates(sc, bag.Info, (AActor *)bag.Info->Class->Defaults, bag); bag.StateSet=true; } else if (MatchString(propname, statenames) != -1) { bag.statedef.SetStateLabel(propname, CheckState (sc, bag.Info->Class)); } else { sc.ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars()); } }