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