thug/Code/Gel/Scripting/tokens.h

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2016-02-13 21:39:12 +00:00
// This file gets included in the compiler tool code (qcomp.cpp) as well as
// in the PS2 code. So whenever this file is modified, qcomp must be recompiled.
// qcomp.exe is a PC executable that converts a .q file into a .qb file
// for loading into the PS2.
// The following are token values used to represent the various things in
// the .qb.
#ifndef __SCRIPTING_TOKENS_H
#define __SCRIPTING_TOKENS_H
namespace Script
{
// Note! Careful if inserting new token values here, because this file also gets
// included in the qcomp tool.
// If the numerical values of the symbols here change, all the .qb's must be
// recompiled. This won't automatically happen, so everyone will have to be
// told to delete their .qb's to force them to be recompiled.
// When adding a new token value, it would be best to add it to the bottom, to
// prevent having to tell everyone to recompile all the qb's.
enum EScriptToken
{
// Misc
ESCRIPTTOKEN_ENDOFFILE, // 0
ESCRIPTTOKEN_ENDOFLINE, // 1
ESCRIPTTOKEN_ENDOFLINENUMBER, // 2
ESCRIPTTOKEN_STARTSTRUCT, // 3
ESCRIPTTOKEN_ENDSTRUCT, // 4
ESCRIPTTOKEN_STARTARRAY, // 5
ESCRIPTTOKEN_ENDARRAY, // 6
ESCRIPTTOKEN_EQUALS, // 7
ESCRIPTTOKEN_DOT, // 8
ESCRIPTTOKEN_COMMA, // 9
ESCRIPTTOKEN_MINUS, // 10
ESCRIPTTOKEN_ADD, // 11
ESCRIPTTOKEN_DIVIDE, // 12
ESCRIPTTOKEN_MULTIPLY, // 13
ESCRIPTTOKEN_OPENPARENTH, // 14
ESCRIPTTOKEN_CLOSEPARENTH, // 15
// This is ignored by the interpreter.
// Allows inclusion of source level debugging info, eg line number.
ESCRIPTTOKEN_DEBUGINFO, // 16
// Comparisons
ESCRIPTTOKEN_SAMEAS, // 17
ESCRIPTTOKEN_LESSTHAN, // 18
ESCRIPTTOKEN_LESSTHANEQUAL, // 19
ESCRIPTTOKEN_GREATERTHAN, // 20
ESCRIPTTOKEN_GREATERTHANEQUAL, // 21
// Types
ESCRIPTTOKEN_NAME, // 22
ESCRIPTTOKEN_INTEGER, // 23
ESCRIPTTOKEN_HEXINTEGER, // 24
ESCRIPTTOKEN_ENUM, // 25
ESCRIPTTOKEN_FLOAT, // 26
ESCRIPTTOKEN_STRING, // 27
ESCRIPTTOKEN_LOCALSTRING, // 28
ESCRIPTTOKEN_ARRAY, // 29
ESCRIPTTOKEN_VECTOR, // 30
ESCRIPTTOKEN_PAIR, // 31
// Key words
ESCRIPTTOKEN_KEYWORD_BEGIN, // 32
ESCRIPTTOKEN_KEYWORD_REPEAT, // 33
ESCRIPTTOKEN_KEYWORD_BREAK, // 34
ESCRIPTTOKEN_KEYWORD_SCRIPT, // 35
ESCRIPTTOKEN_KEYWORD_ENDSCRIPT, // 36
ESCRIPTTOKEN_KEYWORD_IF, // 37
ESCRIPTTOKEN_KEYWORD_ELSE, // 38
ESCRIPTTOKEN_KEYWORD_ELSEIF, // 39
ESCRIPTTOKEN_KEYWORD_ENDIF, // 40
ESCRIPTTOKEN_KEYWORD_RETURN, // 41
ESCRIPTTOKEN_UNDEFINED, // 42
// For debugging
ESCRIPTTOKEN_CHECKSUM_NAME, // 43
// Token for the <...> symbol
ESCRIPTTOKEN_KEYWORD_ALLARGS, // 44
// Token that preceds a name when the name is enclosed in < > in the source.
ESCRIPTTOKEN_ARG, // 45
// A relative jump. Used to speed up if-else-endif and break statements, and
// used to jump to the end of lists of items in the random operator.
ESCRIPTTOKEN_JUMP, // 46
// Precedes a list of items that are to be randomly chosen from.
ESCRIPTTOKEN_KEYWORD_RANDOM, // 47
// Precedes two integers enclosed in parentheses.
ESCRIPTTOKEN_KEYWORD_RANDOM_RANGE, // 48
// Only used internally by qcomp, never appears in a .qb
ESCRIPTTOKEN_AT, // 49
// Logical operators
ESCRIPTTOKEN_OR, // 50
ESCRIPTTOKEN_AND, // 51
ESCRIPTTOKEN_XOR, // 52
// Shift operators
ESCRIPTTOKEN_SHIFT_LEFT, // 53
ESCRIPTTOKEN_SHIFT_RIGHT, // 54
// These versions use the Rnd2 function, for use in certain things so as not to mess up
// the determinism of the regular Rnd function in replays.
ESCRIPTTOKEN_KEYWORD_RANDOM2, // 55
ESCRIPTTOKEN_KEYWORD_RANDOM_RANGE2, // 56
ESCRIPTTOKEN_KEYWORD_NOT, // 57
ESCRIPTTOKEN_KEYWORD_AND, // 58
ESCRIPTTOKEN_KEYWORD_OR, // 59
ESCRIPTTOKEN_KEYWORD_SWITCH, // 60
ESCRIPTTOKEN_KEYWORD_ENDSWITCH, // 61
ESCRIPTTOKEN_KEYWORD_CASE, // 62
ESCRIPTTOKEN_KEYWORD_DEFAULT, // 63
ESCRIPTTOKEN_KEYWORD_RANDOM_NO_REPEAT, // 64
ESCRIPTTOKEN_KEYWORD_RANDOM_PERMUTE, // 65
ESCRIPTTOKEN_COLON, // 66
// These are calculated at runtime in the game code by PreProcessScripts,
// so they never appear in a qb file.
ESCRIPTTOKEN_RUNTIME_CFUNCTION, // 67
ESCRIPTTOKEN_RUNTIME_MEMBERFUNCTION, // 68
// Warning! Do not exceed 256 entries, since these are stored in bytes.
};
const char *GetTokenName(EScriptToken token);
} // namespace Script
#endif // #ifndef __SCRIPTING_TOKENS_H