gzdoom-gles/src/thingdef/thingdef_expression.cpp
Randy Heit 344dda4a1a - Replaced toint/quickertoint with the portable routines from xs_Float.h. The
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)
2009-11-20 05:34:20 +00:00

2909 lines
68 KiB
C++

/*
** thingdef_expression.cpp
**
** Expression evaluation
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "actor.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "cmdlib.h"
#include "i_system.h"
#include "m_random.h"
#include "a_pickups.h"
#include "thingdef.h"
#include "p_lnspec.h"
#include "doomstat.h"
#include "thingdef_exp.h"
#include "m_fixed.h"
int testglobalvar = 1337; // just for having one global variable to test with
DEFINE_GLOBAL_VARIABLE(testglobalvar)
// Accessible actor member variables
DEFINE_MEMBER_VARIABLE(alpha, AActor)
DEFINE_MEMBER_VARIABLE(angle, AActor)
DEFINE_MEMBER_VARIABLE(args, AActor)
DEFINE_MEMBER_VARIABLE(ceilingz, AActor)
DEFINE_MEMBER_VARIABLE(floorz, AActor)
DEFINE_MEMBER_VARIABLE(health, AActor)
DEFINE_MEMBER_VARIABLE(pitch, AActor)
DEFINE_MEMBER_VARIABLE(special, AActor)
DEFINE_MEMBER_VARIABLE(special1, AActor)
DEFINE_MEMBER_VARIABLE(special2, AActor)
DEFINE_MEMBER_VARIABLE(tid, AActor)
DEFINE_MEMBER_VARIABLE(TIDtoHate, AActor)
DEFINE_MEMBER_VARIABLE(waterlevel, AActor)
DEFINE_MEMBER_VARIABLE(x, AActor)
DEFINE_MEMBER_VARIABLE(y, AActor)
DEFINE_MEMBER_VARIABLE(z, AActor)
DEFINE_MEMBER_VARIABLE(velx, AActor)
DEFINE_MEMBER_VARIABLE(vely, AActor)
DEFINE_MEMBER_VARIABLE(velz, AActor)
DEFINE_MEMBER_VARIABLE_ALIAS(momx, velx, AActor)
DEFINE_MEMBER_VARIABLE_ALIAS(momy, vely, AActor)
DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor)
DEFINE_MEMBER_VARIABLE(Damage, AActor)
DEFINE_MEMBER_VARIABLE(Score, AActor)
//==========================================================================
//
// EvalExpression
// [GRB] Evaluates previously stored expression
//
//==========================================================================
int EvalExpressionI (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetInt();
}
int EvalExpressionCol (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetColor();
}
FSoundID EvalExpressionSnd (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetSoundID();
}
double EvalExpressionF (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetFloat();
}
fixed_t EvalExpressionFix (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
ExpVal val = x->EvalExpression (self);
switch (val.Type)
{
default:
return 0;
case VAL_Int:
return val.Int << FRACBITS;
case VAL_Float:
return fixed_t(val.Float*FRACUNIT);
}
}
FName EvalExpressionName (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetName();
}
const PClass * EvalExpressionClass (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetClass();
}
FState *EvalExpressionState (DWORD xi, AActor *self)
{
FxExpression *x = StateParams.Get(xi);
if (x == NULL) return 0;
return x->EvalExpression (self).GetState();
}
//==========================================================================
//
//
//
//==========================================================================
static ExpVal GetVariableValue (void *address, FExpressionType &type)
{
// NOTE: This cannot access native variables of types
// char, short and float. These need to be redefined if necessary!
ExpVal ret;
switch(type.Type)
{
case VAL_Int:
ret.Type = VAL_Int;
ret.Int = *(int*)address;
break;
case VAL_Sound:
ret.Type = VAL_Sound;
ret.Int = *(FSoundID*)address;
break;
case VAL_Name:
ret.Type = VAL_Name;
ret.Int = *(FName*)address;
break;
case VAL_Color:
ret.Type = VAL_Color;
ret.Int = *(int*)address;
break;
case VAL_Bool:
ret.Type = VAL_Int;
ret.Int = *(bool*)address;
break;
case VAL_Float:
ret.Type = VAL_Float;
ret.Float = *(double*)address;
break;
case VAL_Fixed:
ret.Type = VAL_Float;
ret.Float = (*(fixed_t*)address) / 65536.;
break;
case VAL_Angle:
ret.Type = VAL_Float;
ret.Float = (*(angle_t*)address) * 90./ANGLE_90; // intentionally not using ANGLE_1
break;
case VAL_Object:
case VAL_Class:
ret.Type = ExpValType(type.Type); // object and class pointers don't retain their specific class information as values
ret.pointer = *(void**)address;
break;
default:
ret.Type = VAL_Unknown;
ret.pointer = NULL;
break;
}
return ret;
}
//==========================================================================
//
//
//
//==========================================================================
ExpVal FxExpression::EvalExpression (AActor *self)
{
ScriptPosition.Message(MSG_ERROR, "Unresolved expression found");
ExpVal val;
val.Type = VAL_Int;
val.Int = 0;
return val;
}
//==========================================================================
//
//
//
//==========================================================================
bool FxExpression::isConstant() const
{
return false;
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxExpression::Resolve(FCompileContext &ctx)
{
isresolved = true;
return this;
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxExpression::ResolveAsBoolean(FCompileContext &ctx)
{
FxExpression *x = Resolve(ctx);
if (x != NULL)
{
switch (x->ValueType.Type)
{
case VAL_Sound:
case VAL_Color:
case VAL_Name:
x->ValueType = VAL_Int;
break;
default:
break;
}
}
return x;
}
//==========================================================================
//
//
//
//==========================================================================
void FxExpression::RequestAddress()
{
ScriptPosition.Message(MSG_ERROR, "invalid dereference\n");
}
//==========================================================================
//
//
//
//==========================================================================
ExpVal FxConstant::EvalExpression (AActor *self)
{
return value;
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxConstant::MakeConstant(PSymbol *sym, const FScriptPosition &pos)
{
FxExpression *x;
if (sym->SymbolType == SYM_Const)
{
PSymbolConst *csym = static_cast<PSymbolConst*>(sym);
switch(csym->ValueType)
{
case VAL_Int:
x = new FxConstant(csym->Value, pos);
break;
case VAL_Float:
x = new FxConstant(csym->Float, pos);
break;
default:
pos.Message(MSG_ERROR, "Invalid constant '%s'\n", csym->SymbolName.GetChars());
return NULL;
}
}
else
{
pos.Message(MSG_ERROR, "'%s' is not a constant\n", sym->SymbolName.GetChars());
x = NULL;
}
return x;
}
//==========================================================================
//
//
//
//==========================================================================
FxIntCast::FxIntCast(FxExpression *x)
: FxExpression(x->ScriptPosition)
{
basex=x;
ValueType = VAL_Int;
}
//==========================================================================
//
//
//
//==========================================================================
FxIntCast::~FxIntCast()
{
SAFE_DELETE(basex);
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(basex, ctx);
if (basex->ValueType == VAL_Int)
{
FxExpression *x = basex;
basex = NULL;
delete this;
return x;
}
else if (basex->ValueType == VAL_Float)
{
if (basex->isConstant())
{
ExpVal constval = basex->EvalExpression(NULL);
FxExpression *x = new FxConstant(constval.GetInt(), ScriptPosition);
delete this;
return x;
}
return this;
}
else
{
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
delete this;
return NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
ExpVal FxIntCast::EvalExpression (AActor *self)
{
ExpVal baseval = basex->EvalExpression(self);
baseval.Int = baseval.GetInt();
baseval.Type = VAL_Int;
return baseval;
}
//==========================================================================
//
//
//
//==========================================================================
FxPlusSign::FxPlusSign(FxExpression *operand)
: FxExpression(operand->ScriptPosition)
{
Operand=operand;
}
//==========================================================================
//
//
//
//==========================================================================
FxPlusSign::~FxPlusSign()
{
SAFE_DELETE(Operand);
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxPlusSign::Resolve(FCompileContext& ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(Operand, ctx);
if (Operand->ValueType.isNumeric())
{
FxExpression *e = Operand;
Operand = NULL;
delete this;
return e;
}
else
{
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
delete this;
return NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
FxMinusSign::FxMinusSign(FxExpression *operand)
: FxExpression(operand->ScriptPosition)
{
Operand=operand;
}
//==========================================================================
//
//
//
//==========================================================================
FxMinusSign::~FxMinusSign()
{
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;
}