mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
344dda4a1a
former used fistp, which is not portable across platforms, so cannot be used in the play simulation. They were only suitable for the renderer. xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED uses that now. (And I also learned that the FPU's round to nearest is not the rounding I learned in grade school but actually Banker's Rounding. I had no idea.) (Also, also, the only thing that could have made quickertoint faster than toint was that it stored a 32-bit int. I never timed them, and I doubt in practice there was any real difference between the two.) - Changed atan2f to atan2. Using floats is not a win, because the result is returned as a double on the x87 stack, which the caller then needs to cast down to a float using fst/fld. SVN r1990 (trunk)
2909 lines
68 KiB
C++
2909 lines
68 KiB
C++
/*
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** thingdef_expression.cpp
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**
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** Expression evaluation
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "i_system.h"
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#include "m_random.h"
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#include "a_pickups.h"
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#include "thingdef.h"
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#include "p_lnspec.h"
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#include "doomstat.h"
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#include "thingdef_exp.h"
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#include "m_fixed.h"
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int testglobalvar = 1337; // just for having one global variable to test with
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DEFINE_GLOBAL_VARIABLE(testglobalvar)
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// Accessible actor member variables
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DEFINE_MEMBER_VARIABLE(alpha, AActor)
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DEFINE_MEMBER_VARIABLE(angle, AActor)
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DEFINE_MEMBER_VARIABLE(args, AActor)
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DEFINE_MEMBER_VARIABLE(ceilingz, AActor)
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DEFINE_MEMBER_VARIABLE(floorz, AActor)
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DEFINE_MEMBER_VARIABLE(health, AActor)
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DEFINE_MEMBER_VARIABLE(pitch, AActor)
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DEFINE_MEMBER_VARIABLE(special, AActor)
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DEFINE_MEMBER_VARIABLE(special1, AActor)
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DEFINE_MEMBER_VARIABLE(special2, AActor)
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DEFINE_MEMBER_VARIABLE(tid, AActor)
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DEFINE_MEMBER_VARIABLE(TIDtoHate, AActor)
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DEFINE_MEMBER_VARIABLE(waterlevel, AActor)
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DEFINE_MEMBER_VARIABLE(x, AActor)
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DEFINE_MEMBER_VARIABLE(y, AActor)
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DEFINE_MEMBER_VARIABLE(z, AActor)
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DEFINE_MEMBER_VARIABLE(velx, AActor)
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DEFINE_MEMBER_VARIABLE(vely, AActor)
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DEFINE_MEMBER_VARIABLE(velz, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momx, velx, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momy, vely, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor)
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DEFINE_MEMBER_VARIABLE(Damage, AActor)
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DEFINE_MEMBER_VARIABLE(Score, AActor)
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//==========================================================================
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//
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// EvalExpression
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// [GRB] Evaluates previously stored expression
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//
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//==========================================================================
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int EvalExpressionI (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetInt();
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}
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int EvalExpressionCol (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetColor();
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}
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FSoundID EvalExpressionSnd (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetSoundID();
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}
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double EvalExpressionF (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetFloat();
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}
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fixed_t EvalExpressionFix (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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ExpVal val = x->EvalExpression (self);
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switch (val.Type)
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{
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default:
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return 0;
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case VAL_Int:
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return val.Int << FRACBITS;
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case VAL_Float:
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return fixed_t(val.Float*FRACUNIT);
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}
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}
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FName EvalExpressionName (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetName();
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}
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const PClass * EvalExpressionClass (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetClass();
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}
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FState *EvalExpressionState (DWORD xi, AActor *self)
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{
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FxExpression *x = StateParams.Get(xi);
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if (x == NULL) return 0;
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return x->EvalExpression (self).GetState();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static ExpVal GetVariableValue (void *address, FExpressionType &type)
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{
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// NOTE: This cannot access native variables of types
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// char, short and float. These need to be redefined if necessary!
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ExpVal ret;
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switch(type.Type)
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{
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case VAL_Int:
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ret.Type = VAL_Int;
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ret.Int = *(int*)address;
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break;
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case VAL_Sound:
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ret.Type = VAL_Sound;
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ret.Int = *(FSoundID*)address;
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break;
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case VAL_Name:
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ret.Type = VAL_Name;
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ret.Int = *(FName*)address;
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break;
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case VAL_Color:
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ret.Type = VAL_Color;
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ret.Int = *(int*)address;
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break;
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case VAL_Bool:
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ret.Type = VAL_Int;
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ret.Int = *(bool*)address;
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break;
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case VAL_Float:
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ret.Type = VAL_Float;
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ret.Float = *(double*)address;
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break;
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case VAL_Fixed:
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ret.Type = VAL_Float;
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ret.Float = (*(fixed_t*)address) / 65536.;
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break;
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case VAL_Angle:
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ret.Type = VAL_Float;
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ret.Float = (*(angle_t*)address) * 90./ANGLE_90; // intentionally not using ANGLE_1
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break;
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case VAL_Object:
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case VAL_Class:
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ret.Type = ExpValType(type.Type); // object and class pointers don't retain their specific class information as values
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ret.pointer = *(void**)address;
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break;
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default:
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ret.Type = VAL_Unknown;
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ret.pointer = NULL;
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break;
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}
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return ret;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxExpression::EvalExpression (AActor *self)
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{
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ScriptPosition.Message(MSG_ERROR, "Unresolved expression found");
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ExpVal val;
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val.Type = VAL_Int;
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val.Int = 0;
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return val;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FxExpression::isConstant() const
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{
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxExpression::Resolve(FCompileContext &ctx)
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{
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isresolved = true;
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return this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxExpression::ResolveAsBoolean(FCompileContext &ctx)
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{
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FxExpression *x = Resolve(ctx);
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if (x != NULL)
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{
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switch (x->ValueType.Type)
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{
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case VAL_Sound:
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case VAL_Color:
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case VAL_Name:
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x->ValueType = VAL_Int;
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break;
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default:
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break;
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}
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}
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return x;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FxExpression::RequestAddress()
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{
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ScriptPosition.Message(MSG_ERROR, "invalid dereference\n");
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxConstant::EvalExpression (AActor *self)
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{
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return value;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxConstant::MakeConstant(PSymbol *sym, const FScriptPosition &pos)
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{
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FxExpression *x;
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if (sym->SymbolType == SYM_Const)
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{
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PSymbolConst *csym = static_cast<PSymbolConst*>(sym);
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switch(csym->ValueType)
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{
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case VAL_Int:
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x = new FxConstant(csym->Value, pos);
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break;
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case VAL_Float:
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x = new FxConstant(csym->Float, pos);
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break;
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default:
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pos.Message(MSG_ERROR, "Invalid constant '%s'\n", csym->SymbolName.GetChars());
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return NULL;
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}
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}
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else
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{
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pos.Message(MSG_ERROR, "'%s' is not a constant\n", sym->SymbolName.GetChars());
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x = NULL;
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}
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return x;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxIntCast::FxIntCast(FxExpression *x)
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: FxExpression(x->ScriptPosition)
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{
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basex=x;
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ValueType = VAL_Int;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxIntCast::~FxIntCast()
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{
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SAFE_DELETE(basex);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(basex, ctx);
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if (basex->ValueType == VAL_Int)
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{
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FxExpression *x = basex;
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basex = NULL;
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delete this;
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return x;
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}
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else if (basex->ValueType == VAL_Float)
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{
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if (basex->isConstant())
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{
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ExpVal constval = basex->EvalExpression(NULL);
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FxExpression *x = new FxConstant(constval.GetInt(), ScriptPosition);
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delete this;
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return x;
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}
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return this;
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}
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else
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{
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ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
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delete this;
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return NULL;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxIntCast::EvalExpression (AActor *self)
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{
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ExpVal baseval = basex->EvalExpression(self);
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baseval.Int = baseval.GetInt();
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baseval.Type = VAL_Int;
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return baseval;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxPlusSign::FxPlusSign(FxExpression *operand)
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: FxExpression(operand->ScriptPosition)
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{
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Operand=operand;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxPlusSign::~FxPlusSign()
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{
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SAFE_DELETE(Operand);
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}
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//==========================================================================
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|
//
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//
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//
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//==========================================================================
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|
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FxExpression *FxPlusSign::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(Operand, ctx);
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|
|
|
if (Operand->ValueType.isNumeric())
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{
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FxExpression *e = Operand;
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Operand = NULL;
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delete this;
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return e;
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}
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else
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{
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ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
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delete this;
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return NULL;
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}
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}
|
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|
|
//==========================================================================
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|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
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|
FxMinusSign::FxMinusSign(FxExpression *operand)
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: FxExpression(operand->ScriptPosition)
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{
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|
Operand=operand;
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|
}
|
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|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxMinusSign::~FxMinusSign()
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|
{
|
|
SAFE_DELETE(Operand);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxMinusSign::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(Operand, ctx);
|
|
|
|
if (Operand->ValueType.isNumeric())
|
|
{
|
|
if (Operand->isConstant())
|
|
{
|
|
ExpVal val = Operand->EvalExpression(NULL);
|
|
FxExpression *e = val.Type == VAL_Int?
|
|
new FxConstant(-val.Int, ScriptPosition) :
|
|
new FxConstant(-val.Float, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
ValueType = Operand->ValueType;
|
|
return this;
|
|
}
|
|
else
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxMinusSign::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
if (ValueType == VAL_Int)
|
|
{
|
|
ret.Int = -Operand->EvalExpression(self).GetInt();
|
|
ret.Type = VAL_Int;
|
|
}
|
|
else
|
|
{
|
|
ret.Float = -Operand->EvalExpression(self).GetFloat();
|
|
ret.Type = VAL_Float;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxUnaryNotBitwise::FxUnaryNotBitwise(FxExpression *operand)
|
|
: FxExpression(operand->ScriptPosition)
|
|
{
|
|
Operand=operand;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxUnaryNotBitwise::~FxUnaryNotBitwise()
|
|
{
|
|
SAFE_DELETE(Operand);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxUnaryNotBitwise::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(Operand, ctx);
|
|
|
|
if (Operand->ValueType == VAL_Float && ctx.lax)
|
|
{
|
|
// DECORATE allows floats here so cast them to int.
|
|
Operand = new FxIntCast(Operand);
|
|
Operand = Operand->Resolve(ctx);
|
|
if (Operand == NULL)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
if (Operand->ValueType != VAL_Int)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Integer type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
if (Operand->isConstant())
|
|
{
|
|
int result = ~Operand->EvalExpression(NULL).GetInt();
|
|
FxExpression *e = new FxConstant(result, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
ValueType = VAL_Int;
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxUnaryNotBitwise::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
ret.Int = ~Operand->EvalExpression(self).GetInt();
|
|
ret.Type = VAL_Int;
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxUnaryNotBoolean::FxUnaryNotBoolean(FxExpression *operand)
|
|
: FxExpression(operand->ScriptPosition)
|
|
{
|
|
Operand=operand;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxUnaryNotBoolean::~FxUnaryNotBoolean()
|
|
{
|
|
SAFE_DELETE(Operand);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxUnaryNotBoolean::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (Operand)
|
|
{
|
|
Operand = Operand->ResolveAsBoolean(ctx);
|
|
}
|
|
if (!Operand)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
if (Operand->ValueType.isNumeric() || Operand->ValueType.isPointer())
|
|
{
|
|
if (Operand->isConstant())
|
|
{
|
|
bool result = !Operand->EvalExpression(NULL).GetBool();
|
|
FxExpression *e = new FxConstant(result, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
ValueType = VAL_Int;
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxUnaryNotBoolean::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
ret.Int = !Operand->EvalExpression(self).GetBool();
|
|
ret.Type = VAL_Int;
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxBinary::FxBinary(int o, FxExpression *l, FxExpression *r)
|
|
: FxExpression(l->ScriptPosition)
|
|
{
|
|
Operator=o;
|
|
left=l;
|
|
right=r;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxBinary::~FxBinary()
|
|
{
|
|
SAFE_DELETE(left);
|
|
SAFE_DELETE(right);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FxBinary::ResolveLR(FCompileContext& ctx, bool castnumeric)
|
|
{
|
|
RESOLVE(left, ctx);
|
|
RESOLVE(right, ctx);
|
|
if (!left || !right)
|
|
{
|
|
delete this;
|
|
return false;
|
|
}
|
|
|
|
if (left->ValueType == VAL_Int && right->ValueType == VAL_Int)
|
|
{
|
|
ValueType = VAL_Int;
|
|
}
|
|
else if (left->ValueType.isNumeric() && right->ValueType.isNumeric())
|
|
{
|
|
ValueType = VAL_Float;
|
|
}
|
|
else if (left->ValueType == VAL_Object && right->ValueType == VAL_Object)
|
|
{
|
|
ValueType = VAL_Object;
|
|
}
|
|
else if (left->ValueType == VAL_Class && right->ValueType == VAL_Class)
|
|
{
|
|
ValueType = VAL_Class;
|
|
}
|
|
else
|
|
{
|
|
ValueType = VAL_Unknown;
|
|
}
|
|
|
|
if (castnumeric)
|
|
{
|
|
// later!
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxAddSub::FxAddSub(int o, FxExpression *l, FxExpression *r)
|
|
: FxBinary(o, l, r)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxAddSub::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (!ResolveLR(ctx, true)) return NULL;
|
|
|
|
if (!ValueType.isNumeric())
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (left->isConstant() && right->isConstant())
|
|
{
|
|
if (ValueType == VAL_Float)
|
|
{
|
|
double v;
|
|
double v1 = left->EvalExpression(NULL).GetFloat();
|
|
double v2 = right->EvalExpression(NULL).GetFloat();
|
|
|
|
v = Operator == '+'? v1 + v2 :
|
|
Operator == '-'? v1 - v2 : 0;
|
|
|
|
FxExpression *e = new FxConstant(v, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
else
|
|
{
|
|
int v;
|
|
int v1 = left->EvalExpression(NULL).GetInt();
|
|
int v2 = right->EvalExpression(NULL).GetInt();
|
|
|
|
v = Operator == '+'? v1 + v2 :
|
|
Operator == '-'? v1 - v2 : 0;
|
|
|
|
FxExpression *e = new FxConstant(v, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
|
|
}
|
|
}
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxAddSub::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
if (ValueType == VAL_Float)
|
|
{
|
|
double v1 = left->EvalExpression(self).GetFloat();
|
|
double v2 = right->EvalExpression(self).GetFloat();
|
|
|
|
ret.Type = VAL_Float;
|
|
ret.Float = Operator == '+'? v1 + v2 :
|
|
Operator == '-'? v1 - v2 : 0;
|
|
}
|
|
else
|
|
{
|
|
int v1 = left->EvalExpression(self).GetInt();
|
|
int v2 = right->EvalExpression(self).GetInt();
|
|
|
|
ret.Type = VAL_Int;
|
|
ret.Int = Operator == '+'? v1 + v2 :
|
|
Operator == '-'? v1 - v2 : 0;
|
|
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxMulDiv::FxMulDiv(int o, FxExpression *l, FxExpression *r)
|
|
: FxBinary(o, l, r)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxMulDiv::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
|
|
if (!ResolveLR(ctx, true)) return NULL;
|
|
|
|
if (!ValueType.isNumeric())
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (left->isConstant() && right->isConstant())
|
|
{
|
|
if (ValueType == VAL_Float)
|
|
{
|
|
double v;
|
|
double v1 = left->EvalExpression(NULL).GetFloat();
|
|
double v2 = right->EvalExpression(NULL).GetFloat();
|
|
|
|
if (Operator != '*' && v2 == 0)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Division by 0");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
v = Operator == '*'? v1 * v2 :
|
|
Operator == '/'? v1 / v2 :
|
|
Operator == '%'? fmod(v1, v2) : 0;
|
|
|
|
FxExpression *e = new FxConstant(v, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
else
|
|
{
|
|
int v;
|
|
int v1 = left->EvalExpression(NULL).GetInt();
|
|
int v2 = right->EvalExpression(NULL).GetInt();
|
|
|
|
if (Operator != '*' && v2 == 0)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Division by 0");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
v = Operator == '*'? v1 * v2 :
|
|
Operator == '/'? v1 / v2 :
|
|
Operator == '%'? v1 % v2 : 0;
|
|
|
|
FxExpression *e = new FxConstant(v, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
|
|
}
|
|
}
|
|
return this;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxMulDiv::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
if (ValueType == VAL_Float)
|
|
{
|
|
double v1 = left->EvalExpression(self).GetFloat();
|
|
double v2 = right->EvalExpression(self).GetFloat();
|
|
|
|
if (Operator != '*' && v2 == 0)
|
|
{
|
|
I_Error("Division by 0");
|
|
}
|
|
|
|
ret.Type = VAL_Float;
|
|
ret.Float = Operator == '*'? v1 * v2 :
|
|
Operator == '/'? v1 / v2 :
|
|
Operator == '%'? fmod(v1, v2) : 0;
|
|
}
|
|
else
|
|
{
|
|
int v1 = left->EvalExpression(self).GetInt();
|
|
int v2 = right->EvalExpression(self).GetInt();
|
|
|
|
if (Operator != '*' && v2 == 0)
|
|
{
|
|
I_Error("Division by 0");
|
|
}
|
|
|
|
ret.Type = VAL_Int;
|
|
ret.Int = Operator == '*'? v1 * v2 :
|
|
Operator == '/'? v1 / v2 :
|
|
Operator == '%'? v1 % v2 : 0;
|
|
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxCompareRel::FxCompareRel(int o, FxExpression *l, FxExpression *r)
|
|
: FxBinary(o, l, r)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxCompareRel::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (!ResolveLR(ctx, true)) return false;
|
|
|
|
if (!ValueType.isNumeric())
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (left->isConstant() && right->isConstant())
|
|
{
|
|
int v;
|
|
|
|
if (ValueType == VAL_Float)
|
|
{
|
|
double v1 = left->EvalExpression(NULL).GetFloat();
|
|
double v2 = right->EvalExpression(NULL).GetFloat();
|
|
v = Operator == '<'? v1 < v2 :
|
|
Operator == '>'? v1 > v2 :
|
|
Operator == TK_Geq? v1 >= v2 :
|
|
Operator == TK_Leq? v1 <= v2 : 0;
|
|
}
|
|
else
|
|
{
|
|
int v1 = left->EvalExpression(NULL).GetInt();
|
|
int v2 = right->EvalExpression(NULL).GetInt();
|
|
v = Operator == '<'? v1 < v2 :
|
|
Operator == '>'? v1 > v2 :
|
|
Operator == TK_Geq? v1 >= v2 :
|
|
Operator == TK_Leq? v1 <= v2 : 0;
|
|
}
|
|
FxExpression *e = new FxConstant(v, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
ValueType = VAL_Int;
|
|
return this;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxCompareRel::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
ret.Type = VAL_Int;
|
|
|
|
if (left->ValueType == VAL_Float || right->ValueType == VAL_Float)
|
|
{
|
|
double v1 = left->EvalExpression(self).GetFloat();
|
|
double v2 = right->EvalExpression(self).GetFloat();
|
|
ret.Int = Operator == '<'? v1 < v2 :
|
|
Operator == '>'? v1 > v2 :
|
|
Operator == TK_Geq? v1 >= v2 :
|
|
Operator == TK_Leq? v1 <= v2 : 0;
|
|
}
|
|
else
|
|
{
|
|
int v1 = left->EvalExpression(self).GetInt();
|
|
int v2 = right->EvalExpression(self).GetInt();
|
|
ret.Int = Operator == '<'? v1 < v2 :
|
|
Operator == '>'? v1 > v2 :
|
|
Operator == TK_Geq? v1 >= v2 :
|
|
Operator == TK_Leq? v1 <= v2 : 0;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxCompareEq::FxCompareEq(int o, FxExpression *l, FxExpression *r)
|
|
: FxBinary(o, l, r)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
|
|
if (!ResolveLR(ctx, true)) return false;
|
|
|
|
if (!left || !right)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
if (!ValueType.isNumeric() && !ValueType.isPointer())
|
|
{
|
|
if (left->ValueType.Type == right->ValueType.Type)
|
|
{
|
|
// compare other types?
|
|
if (left->ValueType == VAL_Sound || left->ValueType == VAL_Color || left->ValueType == VAL_Name)
|
|
{
|
|
left->ValueType = right->ValueType = VAL_Int;
|
|
goto cont;
|
|
}
|
|
}
|
|
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
cont:
|
|
if (left->isConstant() && right->isConstant())
|
|
{
|
|
int v;
|
|
|
|
if (ValueType == VAL_Float)
|
|
{
|
|
double v1 = left->EvalExpression(NULL).GetFloat();
|
|
double v2 = right->EvalExpression(NULL).GetFloat();
|
|
v = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
}
|
|
else
|
|
{
|
|
int v1 = left->EvalExpression(NULL).GetInt();
|
|
int v2 = right->EvalExpression(NULL).GetInt();
|
|
v = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
}
|
|
FxExpression *e = new FxConstant(v, ScriptPosition);
|
|
delete this;
|
|
return e;
|
|
}
|
|
ValueType = VAL_Int;
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxCompareEq::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
ret.Type = VAL_Int;
|
|
|
|
if (left->ValueType == VAL_Float || right->ValueType == VAL_Float)
|
|
{
|
|
double v1 = left->EvalExpression(self).GetFloat();
|
|
double v2 = right->EvalExpression(self).GetFloat();
|
|
ret.Int = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
}
|
|
else if (ValueType == VAL_Int)
|
|
{
|
|
int v1 = left->EvalExpression(self).GetInt();
|
|
int v2 = right->EvalExpression(self).GetInt();
|
|
ret.Int = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
}
|
|
else
|
|
{
|
|
// Implement pointer comparison
|
|
ret.Int = 0;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxBinaryInt::FxBinaryInt(int o, FxExpression *l, FxExpression *r)
|
|
: FxBinary(o, l, r)
|
|
{
|
|
ValueType = VAL_Int;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxBinaryInt::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (!ResolveLR(ctx, false)) return false;
|
|
|
|
if (ctx.lax && ValueType == VAL_Float)
|
|
{
|
|
// For DECORATE which allows floats here.
|
|
if (left->ValueType != VAL_Int)
|
|
{
|
|
left = new FxIntCast(left);
|
|
left = left->Resolve(ctx);
|
|
}
|
|
if (right->ValueType != VAL_Int)
|
|
{
|
|
right = new FxIntCast(right);
|
|
right = left->Resolve(ctx);
|
|
}
|
|
if (left == NULL || right == NULL)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
ValueType = VAL_Int;
|
|
}
|
|
|
|
if (ValueType != VAL_Int)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Integer type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (left->isConstant() && right->isConstant())
|
|
{
|
|
int v1 = left->EvalExpression(NULL).GetInt();
|
|
int v2 = right->EvalExpression(NULL).GetInt();
|
|
|
|
FxExpression *e = new FxConstant(
|
|
Operator == TK_LShift? v1 << v2 :
|
|
Operator == TK_RShift? v1 >> v2 :
|
|
Operator == TK_URShift? int((unsigned int)(v1) >> v2) :
|
|
Operator == '&'? v1 & v2 :
|
|
Operator == '|'? v1 | v2 :
|
|
Operator == '^'? v1 ^ v2 : 0, ScriptPosition);
|
|
|
|
delete this;
|
|
return e;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxBinaryInt::EvalExpression (AActor *self)
|
|
{
|
|
int v1 = left->EvalExpression(self).GetInt();
|
|
int v2 = right->EvalExpression(self).GetInt();
|
|
|
|
ExpVal ret;
|
|
|
|
ret.Type = VAL_Int;
|
|
ret.Int =
|
|
Operator == TK_LShift? v1 << v2 :
|
|
Operator == TK_RShift? v1 >> v2 :
|
|
Operator == TK_URShift? int((unsigned int)(v1) >> v2) :
|
|
Operator == '&'? v1 & v2 :
|
|
Operator == '|'? v1 | v2 :
|
|
Operator == '^'? v1 ^ v2 : 0;
|
|
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxBinaryLogical::FxBinaryLogical(int o, FxExpression *l, FxExpression *r)
|
|
: FxExpression(l->ScriptPosition)
|
|
{
|
|
Operator=o;
|
|
left=l;
|
|
right=r;
|
|
ValueType = VAL_Int;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxBinaryLogical::~FxBinaryLogical()
|
|
{
|
|
SAFE_DELETE(left);
|
|
SAFE_DELETE(right);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxBinaryLogical::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (left) left = left->ResolveAsBoolean(ctx);
|
|
if (right) right = right->ResolveAsBoolean(ctx);
|
|
if (!left || !right)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
int b_left=-1, b_right=-1;
|
|
|
|
if (left->isConstant()) b_left = left->EvalExpression(NULL).GetBool();
|
|
if (right->isConstant()) b_right = right->EvalExpression(NULL).GetBool();
|
|
|
|
// Do some optimizations. This will throw out all sub-expressions that are not
|
|
// needed to retrieve the final result.
|
|
if (Operator == TK_AndAnd)
|
|
{
|
|
if (b_left==0 || b_right==0)
|
|
{
|
|
FxExpression *x = new FxConstant(0, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
else if (b_left==1 && b_right==1)
|
|
{
|
|
FxExpression *x = new FxConstant(1, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
else if (b_left==1)
|
|
{
|
|
FxExpression *x = right;
|
|
right=NULL;
|
|
delete this;
|
|
return x;
|
|
}
|
|
else if (b_right==1)
|
|
{
|
|
FxExpression *x = left;
|
|
left=NULL;
|
|
delete this;
|
|
return x;
|
|
}
|
|
}
|
|
else if (Operator == TK_OrOr)
|
|
{
|
|
if (b_left==1 || b_right==1)
|
|
{
|
|
FxExpression *x = new FxConstant(1, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
if (b_left==0 && b_right==0)
|
|
{
|
|
FxExpression *x = new FxConstant(0, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
else if (b_left==0)
|
|
{
|
|
FxExpression *x = right;
|
|
right=NULL;
|
|
delete this;
|
|
return x;
|
|
}
|
|
else if (b_right==0)
|
|
{
|
|
FxExpression *x = left;
|
|
left=NULL;
|
|
delete this;
|
|
return x;
|
|
}
|
|
}
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxBinaryLogical::EvalExpression (AActor *self)
|
|
{
|
|
bool b_left = left->EvalExpression(self).GetBool();
|
|
ExpVal ret;
|
|
|
|
ret.Type = VAL_Int;
|
|
ret.Int = false;
|
|
|
|
if (Operator == TK_AndAnd)
|
|
{
|
|
ret.Int = (b_left && right->EvalExpression(self).GetBool());
|
|
}
|
|
else if (Operator == TK_OrOr)
|
|
{
|
|
ret.Int = (b_left || right->EvalExpression(self).GetBool());
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxConditional::FxConditional(FxExpression *c, FxExpression *t, FxExpression *f)
|
|
: FxExpression(c->ScriptPosition)
|
|
{
|
|
condition = c;
|
|
truex=t;
|
|
falsex=f;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxConditional::~FxConditional()
|
|
{
|
|
SAFE_DELETE(condition);
|
|
SAFE_DELETE(truex);
|
|
SAFE_DELETE(falsex);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxConditional::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (condition) condition = condition->ResolveAsBoolean(ctx);
|
|
RESOLVE(truex, ctx);
|
|
RESOLVE(falsex, ctx);
|
|
ABORT(condition && truex && falsex);
|
|
|
|
if (truex->ValueType == VAL_Int && falsex->ValueType == VAL_Int)
|
|
ValueType = VAL_Int;
|
|
else if (truex->ValueType.isNumeric() && falsex->ValueType.isNumeric())
|
|
ValueType = VAL_Float;
|
|
//else if (truex->ValueType != falsex->ValueType)
|
|
|
|
if (condition->isConstant())
|
|
{
|
|
ExpVal condval = condition->EvalExpression(NULL);
|
|
bool result = condval.GetBool();
|
|
|
|
FxExpression *e = result? truex:falsex;
|
|
delete (result? falsex:truex);
|
|
falsex = truex = NULL;
|
|
delete this;
|
|
return e;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxConditional::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal condval = condition->EvalExpression(self);
|
|
bool result = condval.GetBool();
|
|
|
|
FxExpression *e = result? truex:falsex;
|
|
return e->EvalExpression(self);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
FxAbs::FxAbs(FxExpression *v)
|
|
: FxExpression(v->ScriptPosition)
|
|
{
|
|
val = v;
|
|
ValueType = v->ValueType;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxAbs::~FxAbs()
|
|
{
|
|
SAFE_DELETE(val);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxAbs::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(val, ctx);
|
|
|
|
|
|
if (!ValueType.isNumeric())
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (val->isConstant())
|
|
{
|
|
ExpVal value = val->EvalExpression(NULL);
|
|
switch (value.Type)
|
|
{
|
|
case VAL_Int:
|
|
value.Int = abs(value.Int);
|
|
break;
|
|
|
|
case VAL_Float:
|
|
value.Float = fabs(value.Float);
|
|
|
|
default:
|
|
// shouldn't happen
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
FxExpression *x = new FxConstant(value, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
ValueType = val->ValueType;
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxAbs::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal value = val->EvalExpression(self);
|
|
switch (value.Type)
|
|
{
|
|
default:
|
|
case VAL_Int:
|
|
value.Int = abs(value.Int);
|
|
break;
|
|
|
|
case VAL_Float:
|
|
value.Float = fabs(value.Float);
|
|
break;
|
|
}
|
|
return value;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
FxRandom::FxRandom(FRandom * r, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
if (mi != NULL && ma != NULL)
|
|
{
|
|
min = new FxIntCast(mi);
|
|
max = new FxIntCast(ma);
|
|
}
|
|
else min = max = NULL;
|
|
rng = r;
|
|
ValueType = VAL_Int;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxRandom::~FxRandom()
|
|
{
|
|
SAFE_DELETE(min);
|
|
SAFE_DELETE(max);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxRandom::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (min && max)
|
|
{
|
|
RESOLVE(min, ctx);
|
|
RESOLVE(max, ctx);
|
|
ABORT(min && max);
|
|
}
|
|
return this;
|
|
};
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxRandom::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal val;
|
|
val.Type = VAL_Int;
|
|
|
|
if (min != NULL && max != NULL)
|
|
{
|
|
int minval = min->EvalExpression (self).GetInt();
|
|
int maxval = max->EvalExpression (self).GetInt();
|
|
|
|
if (maxval < minval)
|
|
{
|
|
swap (maxval, minval);
|
|
}
|
|
|
|
val.Int = (*rng)(maxval - minval + 1) + minval;
|
|
}
|
|
else
|
|
{
|
|
val.Int = (*rng)();
|
|
}
|
|
return val;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
FxFRandom::FxFRandom(FRandom *r, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos)
|
|
: FxRandom(r, NULL, NULL, pos)
|
|
{
|
|
if (mi != NULL && ma != NULL)
|
|
{
|
|
min = mi;
|
|
max = ma;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxFRandom::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal val;
|
|
val.Type = VAL_Float;
|
|
int random = (*rng)(0x40000000);
|
|
double frandom = random / double(0x40000000);
|
|
|
|
if (min != NULL && max != NULL)
|
|
{
|
|
double minval = min->EvalExpression (self).GetFloat();
|
|
double maxval = max->EvalExpression (self).GetFloat();
|
|
|
|
if (maxval < minval)
|
|
{
|
|
swap (maxval, minval);
|
|
}
|
|
|
|
val.Float = frandom * (maxval - minval) + minval;
|
|
}
|
|
else
|
|
{
|
|
val.Float = frandom;
|
|
}
|
|
return val;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxRandom2::FxRandom2(FRandom *r, FxExpression *m, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
rng = r;
|
|
if (m) mask = new FxIntCast(m);
|
|
else mask = new FxConstant(-1, pos);
|
|
ValueType = VAL_Int;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxRandom2::~FxRandom2()
|
|
{
|
|
SAFE_DELETE(mask);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxRandom2::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(mask, ctx);
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxRandom2::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal maskval = mask->EvalExpression(self);
|
|
int imaskval = maskval.GetInt();
|
|
|
|
maskval.Type = VAL_Int;
|
|
maskval.Int = rng->Random2(imaskval);
|
|
return maskval;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxIdentifier::FxIdentifier(FName name, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
Identifier = name;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxIdentifier::Resolve(FCompileContext& ctx)
|
|
{
|
|
PSymbol * sym;
|
|
FxExpression *newex = NULL;
|
|
//FBaseCVar * cv = NULL;
|
|
//FString s;
|
|
int num;
|
|
//const PClass *Class;
|
|
|
|
CHECKRESOLVED();
|
|
// see if the current class (if valid) defines something with this name.
|
|
if ((sym = ctx.FindInClass(Identifier)) != NULL)
|
|
{
|
|
if (sym->SymbolType == SYM_Const)
|
|
{
|
|
ScriptPosition.Message(MSG_DEBUGLOG, "Resolving name '%s' as class constant\n", Identifier.GetChars());
|
|
newex = FxConstant::MakeConstant(sym, ScriptPosition);
|
|
}
|
|
else if (sym->SymbolType == SYM_Variable)
|
|
{
|
|
PSymbolVariable *vsym = static_cast<PSymbolVariable*>(sym);
|
|
ScriptPosition.Message(MSG_DEBUGLOG, "Resolving name '%s' as member variable, index %d\n", Identifier.GetChars(), vsym->offset);
|
|
newex = new FxClassMember((new FxSelf(ScriptPosition))->Resolve(ctx), vsym, ScriptPosition);
|
|
}
|
|
else
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Invalid member identifier '%s'\n", Identifier.GetChars());
|
|
}
|
|
}
|
|
// now check the global identifiers.
|
|
else if ((sym = ctx.FindGlobal(Identifier)) != NULL)
|
|
{
|
|
if (sym->SymbolType == SYM_Const)
|
|
{
|
|
ScriptPosition.Message(MSG_DEBUGLOG, "Resolving name '%s' as global constant\n", Identifier.GetChars());
|
|
newex = FxConstant::MakeConstant(sym, ScriptPosition);
|
|
}
|
|
else if (sym->SymbolType == SYM_Variable) // global variables will always be native
|
|
{
|
|
PSymbolVariable *vsym = static_cast<PSymbolVariable*>(sym);
|
|
ScriptPosition.Message(MSG_DEBUGLOG, "Resolving name '%s' as global variable, address %d\n", Identifier.GetChars(), vsym->offset);
|
|
newex = new FxGlobalVariable(vsym, ScriptPosition);
|
|
}
|
|
else
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Invalid global identifier '%s'\n", Identifier.GetChars());
|
|
}
|
|
}
|
|
/*
|
|
else if ((Class = PClass::FindClass(Identifier)))
|
|
{
|
|
pos.Message(MSG_DEBUGLOG, "Resolving name '%s' as class name\n", Identifier.GetChars());
|
|
newex = new FxClassType(Class, ScriptPosition);
|
|
}
|
|
}
|
|
*/
|
|
|
|
// also check for CVars
|
|
/*
|
|
else if ((cv = FindCVar(Identifier, NULL)) != NULL)
|
|
{
|
|
CLOG(CL_RESOLVE, LPrintf("Resolving name '%s' as cvar\n", Identifier.GetChars()));
|
|
newex = new FxCVar(cv, ScriptPosition);
|
|
}
|
|
*/
|
|
// amd line specials
|
|
else if ((num = P_FindLineSpecial(Identifier, NULL, NULL)))
|
|
{
|
|
ScriptPosition.Message(MSG_DEBUGLOG, "Resolving name '%s' as line special %d\n", Identifier.GetChars(), num);
|
|
newex = new FxConstant(num, ScriptPosition);
|
|
}
|
|
else
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Unknown identifier '%s'", Identifier.GetChars());
|
|
newex = new FxConstant(0, ScriptPosition);
|
|
}
|
|
delete this;
|
|
return newex? newex->Resolve(ctx) : NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxSelf::FxSelf(const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxSelf::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (!ctx.cls)
|
|
{
|
|
// can't really happen with DECORATE's expression evaluator.
|
|
ScriptPosition.Message(MSG_ERROR, "self used outside of a member function");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
ValueType = ctx.cls;
|
|
ValueType.Type = VAL_Object;
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxSelf::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
ret.Type = VAL_Object;
|
|
ret.pointer = self;
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxGlobalVariable::FxGlobalVariable(PSymbolVariable *mem, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
var = mem;
|
|
AddressRequested = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FxGlobalVariable::RequestAddress()
|
|
{
|
|
AddressRequested = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxGlobalVariable::Resolve(FCompileContext&)
|
|
{
|
|
CHECKRESOLVED();
|
|
switch (var->ValueType.Type)
|
|
{
|
|
case VAL_Int:
|
|
case VAL_Bool:
|
|
ValueType = VAL_Int;
|
|
break;
|
|
|
|
case VAL_Float:
|
|
case VAL_Fixed:
|
|
case VAL_Angle:
|
|
ValueType = VAL_Float;
|
|
|
|
case VAL_Object:
|
|
case VAL_Class:
|
|
ValueType = var->ValueType;
|
|
break;
|
|
|
|
default:
|
|
ScriptPosition.Message(MSG_ERROR, "Invalid type for global variable");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxGlobalVariable::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
|
|
if (!AddressRequested)
|
|
{
|
|
ret = GetVariableValue((void*)var->offset, var->ValueType);
|
|
}
|
|
else
|
|
{
|
|
ret.pointer = (void*)var->offset;
|
|
ret.Type = VAL_Pointer;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxClassMember::FxClassMember(FxExpression *x, PSymbolVariable* mem, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
classx = x;
|
|
membervar = mem;
|
|
AddressRequested = false;
|
|
//if (classx->IsDefaultObject()) Readonly=true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxClassMember::~FxClassMember()
|
|
{
|
|
SAFE_DELETE(classx);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FxClassMember::RequestAddress()
|
|
{
|
|
AddressRequested = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxClassMember::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(classx, ctx);
|
|
|
|
if (classx->ValueType != VAL_Object && classx->ValueType != VAL_Class)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Member variable requires a class or object");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
switch (membervar->ValueType.Type)
|
|
{
|
|
case VAL_Int:
|
|
case VAL_Bool:
|
|
ValueType = VAL_Int;
|
|
break;
|
|
|
|
case VAL_Float:
|
|
case VAL_Fixed:
|
|
case VAL_Angle:
|
|
ValueType = VAL_Float;
|
|
break;
|
|
|
|
case VAL_Object:
|
|
case VAL_Class:
|
|
case VAL_Array:
|
|
ValueType = membervar->ValueType;
|
|
break;
|
|
|
|
default:
|
|
ScriptPosition.Message(MSG_ERROR, "Invalid type for member variable %s", membervar->SymbolName.GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxClassMember::EvalExpression (AActor *self)
|
|
{
|
|
char *object = NULL;
|
|
if (classx->ValueType == VAL_Class)
|
|
{
|
|
// not implemented yet
|
|
}
|
|
else
|
|
{
|
|
object = classx->EvalExpression(self).GetPointer<char>();
|
|
}
|
|
if (object == NULL)
|
|
{
|
|
I_Error("Accessing member variable without valid object");
|
|
}
|
|
|
|
ExpVal ret;
|
|
|
|
if (!AddressRequested)
|
|
{
|
|
ret = GetVariableValue(object + membervar->offset, membervar->ValueType);
|
|
}
|
|
else
|
|
{
|
|
ret.pointer = object + membervar->offset;
|
|
ret.Type = VAL_Pointer;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxArrayElement::FxArrayElement(FxExpression *base, FxExpression *_index)
|
|
:FxExpression(base->ScriptPosition)
|
|
{
|
|
Array=base;
|
|
index = _index;
|
|
//AddressRequested = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxArrayElement::~FxArrayElement()
|
|
{
|
|
SAFE_DELETE(Array);
|
|
SAFE_DELETE(index);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
/*
|
|
void FxArrayElement::RequestAddress()
|
|
{
|
|
AddressRequested = true;
|
|
}
|
|
*/
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxArrayElement::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(Array,ctx);
|
|
SAFE_RESOLVE(index,ctx);
|
|
|
|
if (index->ValueType == VAL_Float && ctx.lax)
|
|
{
|
|
// DECORATE allows floats here so cast them to int.
|
|
index = new FxIntCast(index);
|
|
index = index->Resolve(ctx);
|
|
if (index == NULL)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
}
|
|
if (index->ValueType != VAL_Int)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Array index must be integer");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
if (Array->ValueType != VAL_Array)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "'[]' can only be used with arrays.");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
ValueType = Array->ValueType.GetBaseType();
|
|
if (ValueType != VAL_Int)
|
|
{
|
|
// int arrays only for now
|
|
ScriptPosition.Message(MSG_ERROR, "Only integer arrays are supported.");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
Array->RequestAddress();
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// in its current state this won't be able to do more than handle the args array.
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxArrayElement::EvalExpression (AActor *self)
|
|
{
|
|
int * arraystart = Array->EvalExpression(self).GetPointer<int>();
|
|
int indexval = index->EvalExpression(self).GetInt();
|
|
|
|
if (indexval < 0 || indexval >= Array->ValueType.size)
|
|
{
|
|
I_Error("Array index out of bounds");
|
|
}
|
|
|
|
ExpVal ret;
|
|
|
|
ret.Int = arraystart[indexval];
|
|
ret.Type = VAL_Int;
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxFunctionCall::FxFunctionCall(FxExpression *self, FName methodname, FArgumentList *args, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
Self = self;
|
|
MethodName = methodname;
|
|
ArgList = args;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxFunctionCall::~FxFunctionCall()
|
|
{
|
|
SAFE_DELETE(Self);
|
|
SAFE_DELETE(ArgList);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
|
|
{
|
|
// There's currently only 2 global functions.
|
|
// This will have to change later!
|
|
if (MethodName == NAME_Sin || MethodName == NAME_Cos)
|
|
{
|
|
if (Self != NULL)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Global variables cannot have a self pointer");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
FxExpression *x = new FxGlobalFunctionCall(MethodName, ArgList, ScriptPosition);
|
|
ArgList = NULL;
|
|
delete this;
|
|
return x->Resolve(ctx);
|
|
}
|
|
|
|
int min, max;
|
|
int special = P_FindLineSpecial(MethodName.GetChars(), &min, &max);
|
|
if (special > 0 && min >= 0)
|
|
{
|
|
int paramcount = ArgList? ArgList->Size() : 0;
|
|
if (paramcount < min)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Not enough parameters for '%s' (expected %d, got %d)",
|
|
MethodName.GetChars(), min, paramcount);
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (paramcount > max)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "too many parameters for '%s' (expected %d, got %d)",
|
|
MethodName.GetChars(), max, paramcount);
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
FxExpression *x = new FxActionSpecialCall(Self, special, ArgList, ScriptPosition);
|
|
ArgList = NULL;
|
|
delete this;
|
|
return x->Resolve(ctx);
|
|
}
|
|
|
|
ScriptPosition.Message(MSG_ERROR, "Call to unknown function '%s'", MethodName.GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxActionSpecialCall::FxActionSpecialCall(FxExpression *self, int special, FArgumentList *args, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
Self = self;
|
|
Special = special;
|
|
ArgList = args;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxActionSpecialCall::~FxActionSpecialCall()
|
|
{
|
|
SAFE_DELETE(Self);
|
|
SAFE_DELETE(ArgList);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxActionSpecialCall::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
bool failed = false;
|
|
|
|
if (ArgList != NULL)
|
|
{
|
|
for(unsigned i = 0; i < ArgList->Size(); i++)
|
|
{
|
|
(*ArgList)[i] = (*ArgList)[i]->Resolve(ctx);
|
|
if ((*ArgList)[i] == NULL) failed = true;
|
|
if ((*ArgList)[i]->ValueType != VAL_Int)
|
|
{
|
|
if (ctx.lax && ((*ArgList)[i]->ValueType == VAL_Float))
|
|
{
|
|
(*ArgList)[i] = new FxIntCast((*ArgList)[i]);
|
|
}
|
|
else
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Integer expected for parameter %d", i);
|
|
failed = true;
|
|
}
|
|
}
|
|
}
|
|
if (failed)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
}
|
|
ValueType = VAL_Int;
|
|
return this;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxActionSpecialCall::EvalExpression (AActor *self)
|
|
{
|
|
int v[5] = {0,0,0,0,0};
|
|
|
|
if (Self != NULL)
|
|
{
|
|
self = Self->EvalExpression(self).GetPointer<AActor>();
|
|
}
|
|
|
|
if (ArgList != NULL)
|
|
{
|
|
for(unsigned i = 0; i < ArgList->Size(); i++)
|
|
{
|
|
v[i] = (*ArgList)[i]->EvalExpression(self).GetInt();
|
|
}
|
|
}
|
|
ExpVal ret;
|
|
ret.Type = VAL_Int;
|
|
ret.Int = LineSpecials[Special](NULL, self, false, v[0], v[1], v[2], v[3], v[4]);
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxGlobalFunctionCall::FxGlobalFunctionCall(FName fname, FArgumentList *args, const FScriptPosition &pos)
|
|
: FxExpression(pos)
|
|
{
|
|
Name = fname;
|
|
ArgList = args;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxGlobalFunctionCall::~FxGlobalFunctionCall()
|
|
{
|
|
SAFE_DELETE(ArgList);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// // so far just a quick hack to handle sin and cos
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxGlobalFunctionCall::Resolve(FCompileContext& ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
|
|
if (ArgList == NULL || ArgList->Size() != 1)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "%s only has one parameter", Name.GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
(*ArgList)[0] = (*ArgList)[0]->Resolve(ctx);
|
|
if ((*ArgList)[0] == NULL)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
if (!(*ArgList)[0]->ValueType.isNumeric())
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "numeric value expected for parameter");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
ValueType = VAL_Float;
|
|
return this;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxGlobalFunctionCall::EvalExpression (AActor *self)
|
|
{
|
|
double v = (*ArgList)[0]->EvalExpression(self).GetFloat();
|
|
ExpVal ret;
|
|
ret.Type = VAL_Float;
|
|
|
|
// shall we use the CRT's sin and cos functions?
|
|
angle_t angle = angle_t(v * ANGLE_90/90.);
|
|
if (Name == NAME_Sin) ret.Float = FIXED2FLOAT (finesine[angle>>ANGLETOFINESHIFT]);
|
|
else ret.Float = FIXED2FLOAT (finecosine[angle>>ANGLETOFINESHIFT]);
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxClassTypeCast::FxClassTypeCast(const PClass *dtype, FxExpression *x)
|
|
: FxExpression(x->ScriptPosition)
|
|
{
|
|
desttype = dtype;
|
|
basex=x;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxClassTypeCast::~FxClassTypeCast()
|
|
{
|
|
SAFE_DELETE(basex);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxClassTypeCast::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
SAFE_RESOLVE(basex, ctx);
|
|
|
|
if (basex->ValueType != VAL_Name)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Cannot convert to class type");
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
|
|
if (basex->isConstant())
|
|
{
|
|
FName clsname = basex->EvalExpression(NULL).GetName();
|
|
const PClass *cls = NULL;
|
|
|
|
if (clsname != NAME_None || !ctx.isconst)
|
|
{
|
|
cls= PClass::FindClass(clsname);
|
|
if (cls == NULL)
|
|
{
|
|
if (!ctx.lax)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR,"Unknown class name '%s'", clsname.GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
// Since this happens in released WADs it must pass without a terminal error... :(
|
|
ScriptPosition.Message(MSG_WARNING,
|
|
"Unknown class name '%s'",
|
|
clsname.GetChars(), desttype->TypeName.GetChars());
|
|
}
|
|
else
|
|
{
|
|
if (!cls->IsDescendantOf(desttype))
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR,"class '%s' is not compatible with '%s'", clsname.GetChars(), desttype->TypeName.GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
}
|
|
ScriptPosition.Message(MSG_DEBUG,"resolving '%s' as class name", clsname.GetChars());
|
|
}
|
|
FxExpression *x = new FxConstant(cls, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxClassTypeCast::EvalExpression (AActor *self)
|
|
{
|
|
FName clsname = basex->EvalExpression(NULL).GetName();
|
|
const PClass *cls = PClass::FindClass(clsname);
|
|
|
|
if (!cls->IsDescendantOf(desttype))
|
|
{
|
|
Printf("class '%s' is not compatible with '%s'", clsname.GetChars(), desttype->TypeName.GetChars());
|
|
cls = NULL;
|
|
}
|
|
|
|
ExpVal ret;
|
|
ret.Type = VAL_Class;
|
|
ret.pointer = (void*)cls;
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxStateByIndex::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (ctx.cls->ActorInfo == NULL || ctx.cls->ActorInfo->NumOwnedStates == 0)
|
|
{
|
|
// This can't really happen
|
|
assert(false);
|
|
}
|
|
if (ctx.cls->ActorInfo->NumOwnedStates <= index)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "%s: Attempt to jump to non existing state index %d",
|
|
ctx.cls->TypeName.GetChars(), index);
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
FxExpression *x = new FxConstant(ctx.cls->ActorInfo->OwnedStates + index, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxMultiNameState::FxMultiNameState(const char *_statestring, const FScriptPosition &pos)
|
|
:FxExpression(pos)
|
|
{
|
|
FName scopename;
|
|
FString statestring = _statestring;
|
|
int scopeindex = statestring.IndexOf("::");
|
|
|
|
if (scopeindex >= 0)
|
|
{
|
|
scopename = FName(statestring, scopeindex, false);
|
|
statestring = statestring.Right(statestring.Len() - scopeindex - 2);
|
|
}
|
|
else
|
|
{
|
|
scopename = NULL;
|
|
}
|
|
names = MakeStateNameList(statestring);
|
|
names.Insert(0, scopename);
|
|
scope = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
|
|
{
|
|
CHECKRESOLVED();
|
|
if (names[0] == NAME_None)
|
|
{
|
|
scope = NULL;
|
|
}
|
|
else if (names[0] == NAME_Super)
|
|
{
|
|
scope = ctx.cls->ParentClass;
|
|
}
|
|
else
|
|
{
|
|
scope = PClass::FindClass(names[0]);
|
|
if (scope == NULL)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "Unknown class '%s' in state label", names[0].GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
else if (!scope->IsDescendantOf(ctx.cls))
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.cls->TypeName.GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
}
|
|
if (scope != NULL)
|
|
{
|
|
FState *destination = NULL;
|
|
// If the label is class specific we can resolve it right here
|
|
if (names[1] != NAME_None)
|
|
{
|
|
if (scope->ActorInfo == NULL)
|
|
{
|
|
ScriptPosition.Message(MSG_ERROR, "'%s' has no actorinfo", names[0].GetChars());
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
destination = scope->ActorInfo->FindState(names.Size()-1, &names[1], false);
|
|
if (destination == NULL)
|
|
{
|
|
ScriptPosition.Message(ctx.lax? MSG_WARNING:MSG_ERROR, "Unknown state jump destination");
|
|
if (!ctx.lax)
|
|
{
|
|
delete this;
|
|
return NULL;
|
|
}
|
|
return this;
|
|
}
|
|
}
|
|
FxExpression *x = new FxConstant(destination, ScriptPosition);
|
|
delete this;
|
|
return x;
|
|
}
|
|
names.Delete(0);
|
|
names.ShrinkToFit();
|
|
ValueType = VAL_State;
|
|
return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ExpVal FxMultiNameState::EvalExpression (AActor *self)
|
|
{
|
|
ExpVal ret;
|
|
ret.Type = VAL_State;
|
|
ret.pointer = self->GetClass()->ActorInfo->FindState(names.Size(), &names[0]);
|
|
if (ret.pointer == NULL)
|
|
{
|
|
const char *dot="";
|
|
Printf("Jump target '");
|
|
for (unsigned int i=0;i<names.Size();i++)
|
|
{
|
|
Printf("%s%s", dot, names[i].GetChars());
|
|
dot = ".";
|
|
}
|
|
Printf("' not found in %s\n", self->GetClass()->TypeName.GetChars());
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// NOTE: I don't expect any of the following to survive Doomscript ;)
|
|
//
|
|
//==========================================================================
|
|
|
|
FStateExpressions StateParams;
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FStateExpressions::~FStateExpressions()
|
|
{
|
|
for(unsigned i=0; i<Size(); i++)
|
|
{
|
|
if (expressions[i].expr != NULL && !expressions[i].cloned)
|
|
{
|
|
delete expressions[i].expr;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int FStateExpressions::Add(FxExpression *x, const PClass *o, bool c)
|
|
{
|
|
int idx = expressions.Reserve(1);
|
|
FStateExpression &exp = expressions[idx];
|
|
exp.expr = x;
|
|
exp.owner = o;
|
|
exp.constant = c;
|
|
exp.cloned = false;
|
|
return idx;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int FStateExpressions::Reserve(int num, const PClass *cls)
|
|
{
|
|
int idx = expressions.Reserve(num);
|
|
FStateExpression *exp = &expressions[idx];
|
|
for(int i=0; i<num; i++)
|
|
{
|
|
exp[i].expr = NULL;
|
|
exp[i].owner = cls;
|
|
exp[i].constant = false;
|
|
exp[i].cloned = false;
|
|
}
|
|
return idx;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStateExpressions::Set(int num, FxExpression *x, bool cloned)
|
|
{
|
|
if (num >= 0 && num < int(Size()))
|
|
{
|
|
assert(expressions[num].expr == NULL || expressions[num].cloned);
|
|
expressions[num].expr = x;
|
|
expressions[num].cloned = cloned;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStateExpressions::Copy(int dest, int src, int cnt)
|
|
{
|
|
for(int i=0; i<cnt; i++)
|
|
{
|
|
// For now set only a reference because these expressions may change when being resolved
|
|
expressions[dest+i].expr = (FxExpression*)intptr_t(src+i);
|
|
expressions[dest+i].cloned = true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int FStateExpressions::ResolveAll()
|
|
{
|
|
int errorcount = 0;
|
|
|
|
FCompileContext ctx;
|
|
ctx.lax = true;
|
|
for(unsigned i=0; i<Size(); i++)
|
|
{
|
|
if (expressions[i].cloned)
|
|
{
|
|
// Now that everything coming before has been resolved we may copy the actual pointer.
|
|
unsigned ii = unsigned((intptr_t)expressions[i].expr);
|
|
expressions[i].expr = expressions[ii].expr;
|
|
}
|
|
else if (expressions[i].expr != NULL)
|
|
{
|
|
ctx.cls = expressions[i].owner;
|
|
ctx.isconst = expressions[i].constant;
|
|
expressions[i].expr = expressions[i].expr->Resolve(ctx);
|
|
if (expressions[i].expr == NULL)
|
|
{
|
|
errorcount++;
|
|
}
|
|
else if (expressions[i].constant && !expressions[i].expr->isConstant())
|
|
{
|
|
expressions[i].expr->ScriptPosition.Message(MSG_ERROR, "Constant expression expected");
|
|
errorcount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(unsigned i=0; i<Size(); i++)
|
|
{
|
|
if (expressions[i].expr != NULL)
|
|
{
|
|
if (!expressions[i].expr->isresolved)
|
|
{
|
|
expressions[i].expr->ScriptPosition.Message(MSG_ERROR, "Expression at index %d not resolved\n", i);
|
|
errorcount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return errorcount;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FxExpression *FStateExpressions::Get(int num)
|
|
{
|
|
if (num >= 0 && num < int(Size()))
|
|
return expressions[num].expr;
|
|
return NULL;
|
|
}
|
|
|