1. Introduction

The Lunatic build of EDuke32 completely reimplements the CON scripting language using the framework provided by its Lua interface. It does so by generating at start-up time one Lunatic module from all specified CON files and mutators.
[In CON, the include directive amounts to merely textual inclusion, as is mutator appending with the -mx switch. All CON code is translated in one global context sharing the same namespace.]

LunaCON implements nearly all of modern EDuke32 CON. One of its main aims is correctness in a broad sense, which encompasses multiple issues.

  • LunaCON more strictly validates the CON source at translation time. For example, using labels of mismatched type, such as a defined number where a move is expected, issues an translation error.

  • Lexically and syntactically, LunaCON accepts only a subset of what the C-CON translator would pass through. This includes rejecting clearly erroneous code such as an unfinished directive at the end of a translation unit, but also code that implies ambiguities in the language.

  • On the run-time side, most checking is done by Lunatic. For example, indexing actor gamevars with out-of-bounds values produces an error that gets permanently displayed on the screen. Like with Lua code, the error entry in the log then contains a traceback annotated with line numbers, making it possible for the CON coder to pinpoint its location and context.

For these reasons, many existing CON mods and TCs are expected to need amendments in order to translate and/or run properly. This is generally a desired thing, since otherwise (most of the time, unintentional) misuse of the CON system may produce behavior that is either erratic, or appears to work on the surface but is hiding potential issues.

A warning

The code generated by LunaCON is unsuitable for human consumption — specifically, it should not be used as a base for new Lunatic code. Even though that code runs in Lunatic’s protected user environment, it uses private interfaces that are subject to change in addition to the officially exposed and documented ones.

Nevertheless, LunaCON is also available as a stand-alone Lua script. Primarily, this allows it to be used as a checking tool during CON development without the need to start EDuke32. Also, multiple CON codebases can be checked in a batch fashion for non-runtime problems.

2. Usage

The stand-alone LunaCON script, lunacon.lua, needs LuaJIT for execution and LPeg as additional dependency.
[In order to translate some very large CON files, minor modifications have to be made to LuaJIT and LPeg. Refer to lunatic/doc/how_to_build_lunatic.txt in the EDuke32 source distribution for details.]
The script also requires con_lang.lua to be present. It expects one or more names of root CON files together with any number of options, in any order (arguments starting with a dash are always interpreted as the latter).

Example usage
luajit ./lunacon.lua -Wall mymod.con

All arguments after a single @ argument are taken to name file lists. These are files containing lines either

  • a file name of a root CON file which gets processed, or

  • a completely blank line or a line starting with #, both of which are ignored.

3. Options

Most options documented in the following can also be passed to the Lunatic build of EDuke32. Options on the command line are processed in their given order, from left to right. Many of them can be negated by appeding no- after the “option category letter”, for example -Wno-not-redefined. This index only lists the positive forms of each non-compound option and labels whether it is enabled or disabled by default.

3.1. General options

-Idirectory (stand-alone only)

Specifies a default directory to search for CON files as a last resort. This can be useful if mods expect part of their included files to reside inside GRP or ZIP containers, which the stand-alone translator cannot examine. This option can only be passed once.

3.2. Warning options

These options affect on which occasions warnings, or in some cases, errors instead of warnings, are produced at translation time.

-Wall

Enables all warning and errors described in this subsection.

-Wbad-identifier (default: off)

Warns whenever an identifier does not match [A-Za-z_][A-Za-z0-9_]*. In words, a “good” identifier is expected to start with a letter or an underscore, followed by zero or more letters, underscores, or digits.

-Wchained-loadactor (default: on)

Warns whenever an eventloadactor block appears multiple times for the same tile number. In LunaCON, these are translated to an EVENT_LOADACTOR block that checks the tile number of its current actor. This event gets chained to the end of all preceding EVENT_LOADACTOR definitions, whereas with C-CON, a new eventloadactor block for the same tile number would override the existing one.

-Werror-bad-getactorvar (default: off)

When enabled, produces an error whenever a global or per-player gamevar is attempted to be read using getactorvar. Otherwise, a warning is emitted. In this case, the generated code is either a read of the (global) gamevar, or an access of the per-player gamevar with the given index or the current player index (depending on -fbad-getactorvar-use-pli), which is probably not what the coder intended.

-Wnot-redefined (default: on)

Warns whenever a define directive was ignored because it attempted to redefine an already existing label to a different number. The label can exist either due to a previous define, or because it is a predefined label such as NO.

-Wnumber-conversion (default: on)

Warns whenever a literal decimal number is encountered that is out of the range for a 32-bit integer, but inside that of an unsigned 32-bit integer. In this case, 232 is subtracted from the number, producing a negative value without changing the bit representation.

-Wnever-used-gamevar (default: off)

After translation, issues a warning for every CON-side user gamevar definition that was never referenced, that is, neither read nor written in the CON code.

-Wnever-read-gamevar (default: off)

After translation, issues a warning for every CON-side user gamevar definition that was assigned to but never read in the CON code.

-Wsystem-gamevar (default: on)

Warns whenever the initial value of a system gamevar was overridden (by issuing gamevar at file scope), but the provided gamevar flags did not match those of the kept predefined ones.

3.3. Code generation options

These options change the way certain CON code constructs are translated to Lua, set the output behavior of the stand-alone translator, or toggle various error conditions.

-fno (stand-alone only)

Disable printing out the generated code and validating its syntax.

-fno=onlycheck (stand-alone only)

Disable printing out the generated code, but validate whether it is syntactically legal Lua code. A failure of this check represents a bug with LunaCON itself.

-fnames (stand-alone only)

Instead of generating Lua code, output all defined names that were ever passed as tile number to actor, useractor or eventloadactor in a form suitable for the names.h file read by Mapster32.

-ferror-nostate (default: on)

If enabled, an attempt to call a state that was not previously defined results in an error. Otherwise, a warning is issued and no code is generated for the state invocation.

-ferror-nonlocal-userdef (default: on)

If enabled, an attept to issue getuserdef or setuserdef when the current player doesn’t equal the local player generates an error. Otherwise, the userdef structure can be accessed irrespective of the current player.

-ferror-negative-tag-write (default: off)

If enabled, an attempt to assign a negative value to the lotag or hitag member of the sector, wall or (t)sprite structures produces an error. Normally, it is legal to assign negative values to these members, but since they are unsigned 16-bit integers on the C side, such values will be converted to positive ones and may entail undesired behavior.

Note From CON as well as Lunatic, hitag and lotag are seen as signed 16-bit integers.
-fbad-getactorvar-use-pli (default: on)

If enabled and -Werror-bad-getactorvar is off, a getactorvar of a per-player variable will result the gamevar being indexed with the current player instead of the provided index. This is the (probably unintended) behavior of C-CON.

-fplayervar (default: on)

If enabled, per-player gamevar definitions really generate con.playervar initializations in the translated Lua code. Otherwise, per-player gamevars are treated as global gamevars, which can be useful for code that attempts to access them in contexts with no current player, yielding errors in Lunatic.

-ftrapv (default: off)

Enable trapping behavior for arithmetic operations whose result overflows the range of a signed 32-bit integer, i.e. generate an error on overflow. By default, overflow results in undefined behavior. Currently, only multiplication is handled.

-fwrapv (default: off)

Enable wrapping behavior for arithmetic operations whose result overflows the range of a signed 32-bit integer, i.e. after each operation, only the 32 lower bits of the result are kept. Currently, only multiplication is handled. Only one of -ftrapv or -fwrapv may be enabled at the same time.

4. Differences from C-CON

Despite the aim to provide as much compatibility to CON as possible where reasonable, a couple of its “features” — some of which are coincidental — cannot be implemented without unnaturally bending the implementation into shape. On the other hand, LunaCON sports some features that C-CON lacks, and does not exhibit some of its strange quirks or outright bugs.

4.1. Syntactic and lexical changes

4.1.1. The two command classes

LunaCON makes a clear distinction between “outer” commands that have an effect when translating a CON file (directives such as gamevar, definesound or spritenvg) and “inner” commands meant to be effective at execution time of actor/useractor, state, event and eventloadactor blocks. Thus, issuing directives inside of these will make LunaCON reject the input file due to a syntax error, as will an attempt to use run-time commands such as sizeat at file scope.

This strict behavior is one hand a consequence of how the LunaCON parser is structured, but on the other hand it may expose code for which the author misunderstood its meaning. An example for the first case would be a gamevar inside a block, which one mistakenly could take to have local scope. Gamevars in CON always have both global scope and lifetime though, so such a mental model on the coder’s part may lead to unexpected bugs. In the second case, run-time commands at file scope are really translated to bytecode by C-CON, but as they reside outside of any block, they are never reached — in other words, they are dead code.

Currently, the only exception to this rule is that a definequote is allowed inside delimited blocks, which however does not change its semantics in any way: it still only defines the initial contents of a quote, and does not magically act like redefinequote.

4.1.2. Ambiguous lexical elements

LunaCON is fairly relaxed as to which character sequences constitute valid identifier names used for e.g. defined labels or variables. It does so out of the necessity of supporting CON code found “in the wild”. An identifier

  • must not be a token denoting a number,

  • must start with an allowed first character,

  • may contain any number of allowed following characters,

where

  • allowed first characters are: letters, digits, and those in “_*?

  • allowed following characters are the same as allowed first characters, plus “+”, “-” and “.”.

Numbers can be written in either decimal or hexadecimal form, optionally prepended by a “-” sign. In the decimal case, the modulus of the number can be (lexically) any sequence of decimal digits, though there are restrictions on the permitted values.
[Specifically, it is forbidden to write a number whose value falls outside the range [–231-1 .. 232–1].]
Hexadecimal number literals must be prefixed with 0x or 0X, and may optionally be suffixed with an h.

The following constructions are not allowed, as they would create ambiguities with the definitions above:

  • A sequence of digits followed by letters to mean the the digits interpreted as a number, ignoring the trailing letters, e.g. 1267AT.

  • A hexadecimal constant denoted using only a trailing h, for example 00000000h.

4.1.3. Miscellaneous

  • Read array expressions as well as switch statements can be arbitrarily nested.

4.2. Run-time changes

4.2.1. Behavior on error

As LunaCON is implemented by translating all given CON code to a Lunatic module, it is the Lunatic runtime that checks for proper use of its services at execution time and takes care of error handling and reporting. In Lua, an error transfers control to the end of the innermost “protected” call of a Lua chunk.

This is in contrast to C-CON, which for some errors would print a message to the log, but otherwise would continue execution as if nothing had happened. In LunaCON, the code following an error is not executed. This way, the author of the CON code is notified of the presence of the bug, and by fixing it eventually obtains cleaner code.

4.2.2. Quote behavior

  • The redefinequote command can be issued even if the given quote number has not been previously allocated using the definequote directive. This makes it possible to use a range of quote numbers on the fly without the need to declare their future use.

4.2.3. Miscellaneous

  • Issuing break inside a part of an event chain (defined using multiple onevent blocks for one event kind) does not abort the whole chain. (Since EDuke32 r5097, this is the behavior of C-CON as well.)

4.3. Unavailable functionality

C-CON’s jump and getcurraddress are not available and will not be implemented.

The following commands are not yet implemented. Those highlighted in bold give errors, while the others merely warn either at translation or execution time.

4.3.1. Directives

includedefault, definecheat, setcfgname, setgamename

4.3.2. Run-time commands

activatecheat, clearmapstate, startcutscene, ifcutscene, save, savenn, lineintersect, rayintersect, sectorofwall.

Additionally, various multiplayer-related commands either unconditionally return results as if no multiplayer game is in progress, or are non-functional for more than the first player. Also, some MP-related variables are merely predefined constants.