gzdoom-gles/src/thingdef/thingdef_exp.h
Leonard2 c4eafc1c38 DECORATE can now handle jump statements
break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
2016-07-30 00:26:41 +02:00

1067 lines
25 KiB
C++

#ifndef THINGDEF_EXP_H
#define THINGDEF_EXP_H
/*
** thingdef_exp.h
**
** 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 "m_random.h"
#define CHECKRESOLVED() if (isresolved) return this; isresolved=true;
#define SAFE_DELETE(p) if (p!=NULL) { delete p; p=NULL; }
#define RESOLVE(p,c) if (p!=NULL) p = p->Resolve(c)
#define ABORT(p) if (!(p)) { delete this; return NULL; }
#define SAFE_RESOLVE(p,c) RESOLVE(p,c); ABORT(p)
class VMFunctionBuilder;
class FxJumpStatement;
//==========================================================================
//
//
//
//==========================================================================
struct FCompileContext
{
TArray<FxJumpStatement *> Jumps;
PClassActor *Class;
FCompileContext(PClassActor *cls = nullptr);
PSymbol *FindInClass(FName identifier);
PSymbol *FindGlobal(FName identifier);
void HandleJumps(int token, FxExpression *handler);
};
//==========================================================================
//
//
//
//==========================================================================
struct ExpVal
{
PType *Type;
union
{
int Int;
double Float;
void *pointer;
};
ExpVal()
{
Type = TypeSInt32;
Int = 0;
}
~ExpVal()
{
if (Type == TypeString)
{
((FString *)&pointer)->~FString();
}
}
ExpVal(const FString &str)
{
Type = TypeString;
::new(&pointer) FString(str);
}
ExpVal(const ExpVal &o)
{
Type = o.Type;
if (o.Type == TypeString)
{
::new(&pointer) FString(*(FString *)&o.pointer);
}
else
{
memcpy(&Float, &o.Float, 8);
}
}
ExpVal &operator=(const ExpVal &o)
{
if (Type == TypeString)
{
((FString *)&pointer)->~FString();
}
Type = o.Type;
if (o.Type == TypeString)
{
::new(&pointer) FString(*(FString *)&o.pointer);
}
else
{
memcpy(&Float, &o.Float, 8);
}
return *this;
}
int GetInt() const
{
int regtype = Type->GetRegType();
return regtype == REGT_INT ? Int : regtype == REGT_FLOAT ? int(Float) : 0;
}
double GetFloat() const
{
int regtype = Type->GetRegType();
return regtype == REGT_INT ? double(Int) : regtype == REGT_FLOAT ? Float : 0;
}
const FString GetString() const
{
return Type == TypeString ? *(FString *)&pointer : Type == TypeName ? FString(FName(ENamedName(Int)).GetChars()) : "";
}
bool GetBool() const
{
int regtype = Type->GetRegType();
return regtype == REGT_INT ? !!Int : regtype == REGT_FLOAT ? Float!=0. : false;
}
FName GetName() const
{
return Type == TypeName ? ENamedName(Int) : NAME_None;
}
};
struct ExpEmit
{
ExpEmit() : RegNum(0), RegType(REGT_NIL), Konst(false), Fixed(false) {}
ExpEmit(int reg, int type) : RegNum(reg), RegType(type), Konst(false), Fixed(false) {}
ExpEmit(int reg, int type, bool konst) : RegNum(reg), RegType(type), Konst(konst), Fixed(false) {}
ExpEmit(VMFunctionBuilder *build, int type);
void Free(VMFunctionBuilder *build);
void Reuse(VMFunctionBuilder *build);
BYTE RegNum, RegType, Konst:1, Fixed:1;
};
//==========================================================================
//
//
//
//==========================================================================
class FxExpression
{
protected:
FxExpression(const FScriptPosition &pos)
: ScriptPosition(pos)
{
isresolved = false;
ScriptPosition = pos;
ValueType = NULL;
}
public:
virtual ~FxExpression() {}
virtual FxExpression *Resolve(FCompileContext &ctx);
virtual bool isConstant() const;
virtual void RequestAddress();
virtual VMFunction *GetDirectFunction();
bool IsNumeric() const { return ValueType != TypeName && (ValueType->GetRegType() == REGT_INT || ValueType->GetRegType() == REGT_FLOAT); }
bool IsPointer() const { return ValueType->GetRegType() == REGT_POINTER; }
virtual ExpEmit Emit(VMFunctionBuilder *build);
TArray<FxJumpStatement *> JumpAddresses;
FScriptPosition ScriptPosition;
PType *ValueType;
bool isresolved;
};
//==========================================================================
//
// FxIdentifier
//
//==========================================================================
class FxIdentifier : public FxExpression
{
FName Identifier;
public:
FxIdentifier(FName i, const FScriptPosition &p);
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxDotIdentifier
//
//==========================================================================
class FxDotIdentifier : public FxExpression
{
FxExpression *container;
FName Identifier;
public:
FxDotIdentifier(FxExpression*, FName, const FScriptPosition &);
~FxDotIdentifier();
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxClassDefaults
//
//==========================================================================
class FxClassDefaults : public FxExpression
{
FxExpression *obj;
public:
FxClassDefaults(FxExpression*, const FScriptPosition &);
~FxClassDefaults();
FxExpression *Resolve(FCompileContext&);
bool IsDefaultObject() const;
};
//==========================================================================
//
// FxConstant
//
//==========================================================================
class FxConstant : public FxExpression
{
ExpVal value;
public:
FxConstant(bool val, const FScriptPosition &pos) : FxExpression(pos)
{
ValueType = value.Type = TypeBool;
value.Int = val;
isresolved = true;
}
FxConstant(int val, const FScriptPosition &pos) : FxExpression(pos)
{
ValueType = value.Type = TypeSInt32;
value.Int = val;
isresolved = true;
}
FxConstant(double val, const FScriptPosition &pos) : FxExpression(pos)
{
ValueType = value.Type = TypeFloat64;
value.Float = val;
isresolved = true;
}
FxConstant(FSoundID val, const FScriptPosition &pos) : FxExpression(pos)
{
ValueType = value.Type = TypeSound;
value.Int = val;
isresolved = true;
}
FxConstant(FName val, const FScriptPosition &pos) : FxExpression(pos)
{
ValueType = value.Type = TypeName;
value.Int = val;
isresolved = true;
}
FxConstant(const FString &str, const FScriptPosition &pos) : FxExpression(pos)
{
ValueType = TypeString;
value = ExpVal(str);
isresolved = true;
}
FxConstant(ExpVal cv, const FScriptPosition &pos) : FxExpression(pos)
{
value = cv;
ValueType = cv.Type;
isresolved = true;
}
FxConstant(PClass *val, const FScriptPosition &pos) : FxExpression(pos)
{
value.pointer = (void*)val;
ValueType = val;
value.Type = NewClassPointer(RUNTIME_CLASS(AActor));
isresolved = true;
}
FxConstant(FState *state, const FScriptPosition &pos) : FxExpression(pos)
{
value.pointer = state;
ValueType = value.Type = TypeState;
isresolved = true;
}
static FxExpression *MakeConstant(PSymbol *sym, const FScriptPosition &pos);
bool isConstant() const
{
return true;
}
ExpVal GetValue() const
{
return value;
}
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxBoolCast : public FxExpression
{
FxExpression *basex;
public:
FxBoolCast(FxExpression *x);
~FxBoolCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxIntCast : public FxExpression
{
FxExpression *basex;
public:
FxIntCast(FxExpression *x);
~FxIntCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxFloatCast : public FxExpression
{
FxExpression *basex;
public:
FxFloatCast(FxExpression *x);
~FxFloatCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSign
//
//==========================================================================
class FxPlusSign : public FxExpression
{
FxExpression *Operand;
public:
FxPlusSign(FxExpression*);
~FxPlusSign();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSign
//
//==========================================================================
class FxMinusSign : public FxExpression
{
FxExpression *Operand;
public:
FxMinusSign(FxExpression*);
~FxMinusSign();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxUnaryNot
//
//==========================================================================
class FxUnaryNotBitwise : public FxExpression
{
FxExpression *Operand;
public:
FxUnaryNotBitwise(FxExpression*);
~FxUnaryNotBitwise();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxUnaryNot
//
//==========================================================================
class FxUnaryNotBoolean : public FxExpression
{
FxExpression *Operand;
public:
FxUnaryNotBoolean(FxExpression*);
~FxUnaryNotBoolean();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxBinary : public FxExpression
{
public:
int Operator;
FxExpression *left;
FxExpression *right;
FxBinary(int, FxExpression*, FxExpression*);
~FxBinary();
bool ResolveLR(FCompileContext& ctx, bool castnumeric);
void Promote(FCompileContext &ctx);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxAddSub : public FxBinary
{
public:
FxAddSub(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxMulDiv : public FxBinary
{
public:
FxMulDiv(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxCompareRel : public FxBinary
{
public:
FxCompareRel(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxCompareEq : public FxBinary
{
public:
FxCompareEq(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxBinaryInt : public FxBinary
{
public:
FxBinaryInt(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinaryLogical
//
//==========================================================================
class FxBinaryLogical : public FxExpression
{
public:
int Operator;
FxExpression *left;
FxExpression *right;
FxBinaryLogical(int, FxExpression*, FxExpression*);
~FxBinaryLogical();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxConditional
//
//==========================================================================
class FxConditional : public FxExpression
{
public:
FxExpression *condition;
FxExpression *truex;
FxExpression *falsex;
FxConditional(FxExpression*, FxExpression*, FxExpression*);
~FxConditional();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxAbs : public FxExpression
{
FxExpression *val;
public:
FxAbs(FxExpression *v);
~FxAbs();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxATan2 : public FxExpression
{
FxExpression *yval, *xval;
public:
FxATan2(FxExpression *y, FxExpression *x, const FScriptPosition &pos);
~FxATan2();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
private:
ExpEmit ToReg(VMFunctionBuilder *build, FxExpression *val);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMinMax : public FxExpression
{
TDeletingArray<FxExpression *> choices;
FName Type;
public:
FxMinMax(TArray<FxExpression*> &expr, FName type, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxRandom : public FxExpression
{
protected:
FRandom *rng;
FxExpression *min, *max;
public:
FxRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos);
~FxRandom();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxRandomPick : public FxExpression
{
protected:
FRandom *rng;
TDeletingArray<FxExpression*> choices;
public:
FxRandomPick(FRandom *, TArray<FxExpression*> &expr, bool floaty, const FScriptPosition &pos);
~FxRandomPick();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxFRandom : public FxRandom
{
public:
FxFRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxRandom2 : public FxExpression
{
FRandom * rng;
FxExpression *mask;
public:
FxRandom2(FRandom *, FxExpression *m, const FScriptPosition &pos);
~FxRandom2();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxClassMember
//
//==========================================================================
class FxClassMember : public FxExpression
{
public:
FxExpression *classx;
PField *membervar;
bool AddressRequested;
FxClassMember(FxExpression*, PField*, const FScriptPosition&);
~FxClassMember();
FxExpression *Resolve(FCompileContext&);
void RequestAddress();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSelf
//
//==========================================================================
class FxSelf : public FxExpression
{
public:
FxSelf(const FScriptPosition&);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxDamage
//
//==========================================================================
class FxDamage : public FxExpression
{
public:
FxDamage(const FScriptPosition&);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxArrayElement
//
//==========================================================================
class FxArrayElement : public FxExpression
{
public:
FxExpression *Array;
FxExpression *index;
//bool AddressRequested;
FxArrayElement(FxExpression*, FxExpression*);
~FxArrayElement();
FxExpression *Resolve(FCompileContext&);
//void RequestAddress();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxFunctionCall
//
//==========================================================================
typedef TDeletingArray<FxExpression*> FArgumentList;
class FxFunctionCall : public FxExpression
{
FxExpression *Self;
FName MethodName;
FArgumentList *ArgList;
public:
FxFunctionCall(FxExpression *self, FName methodname, FArgumentList *args, const FScriptPosition &pos);
~FxFunctionCall();
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxActionSpecialCall
//
//==========================================================================
class FxActionSpecialCall : public FxExpression
{
FxExpression *Self;
int Special;
FArgumentList *ArgList;
public:
FxActionSpecialCall(FxExpression *self, int special, FArgumentList *args, const FScriptPosition &pos);
~FxActionSpecialCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxFlopFunctionCall
//
//==========================================================================
class FxFlopFunctionCall : public FxExpression
{
int Index;
FArgumentList *ArgList;
public:
FxFlopFunctionCall(size_t index, FArgumentList *args, const FScriptPosition &pos);
~FxFlopFunctionCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxVMFunctionCall
//
//==========================================================================
class FxVMFunctionCall : public FxExpression
{
PFunction *Function;
FArgumentList *ArgList;
public:
FxVMFunctionCall(PFunction *func, FArgumentList *args, const FScriptPosition &pos);
~FxVMFunctionCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
ExpEmit Emit(VMFunctionBuilder *build, bool tailcall);
bool CheckEmitCast(VMFunctionBuilder *build, bool returnit, ExpEmit &reg);
unsigned GetArgCount() const { return ArgList == NULL ? 0 : ArgList->Size(); }
PFunction *GetFunction() const { return Function; }
VMFunction *GetVMFunction() const { return Function->Variants[0].Implementation; }
bool IsDirectFunction();
};
//==========================================================================
//
// FxSequence
//
//==========================================================================
class FxSequence : public FxExpression
{
TDeletingArray<FxExpression *> Expressions;
public:
FxSequence(const FScriptPosition &pos) : FxExpression(pos) {}
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
void Add(FxExpression *expr) { if (expr != NULL) Expressions.Push(expr); }
VMFunction *GetDirectFunction();
};
//==========================================================================
//
// FxIfStatement
//
//==========================================================================
class FxIfStatement : public FxExpression
{
FxExpression *Condition;
FxExpression *WhenTrue;
FxExpression *WhenFalse;
public:
FxIfStatement(FxExpression *cond, FxExpression *true_part, FxExpression *false_part, const FScriptPosition &pos);
~FxIfStatement();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxJumpStatement
//
//==========================================================================
class FxJumpStatement : public FxExpression
{
public:
FxJumpStatement(int token, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
int Token;
size_t Address;
FxExpression *AddressResolver;
};
//==========================================================================
//
// FxReturnStatement
//
//==========================================================================
class FxReturnStatement : public FxExpression
{
FxVMFunctionCall *Call;
public:
FxReturnStatement(FxVMFunctionCall *call, const FScriptPosition &pos);
~FxReturnStatement();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
VMFunction *GetDirectFunction();
};
//==========================================================================
//
//
//
//==========================================================================
class FxClassTypeCast : public FxExpression
{
PClass *desttype;
FxExpression *basex;
public:
FxClassTypeCast(PClass *dtype, FxExpression *x);
~FxClassTypeCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// Only used to resolve the old jump by index feature of DECORATE
//
//==========================================================================
class FxStateByIndex : public FxExpression
{
int index;
public:
FxStateByIndex(int i, const FScriptPosition &pos) : FxExpression(pos)
{
index = i;
}
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMultiNameState : public FxExpression
{
PClassActor *scope;
TArray<FName> names;
public:
FxMultiNameState(const char *statestring, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxDamageValue : public FxExpression
{
FxExpression *val;
bool Calculated;
VMScriptFunction *MyFunction;
public:
FxDamageValue(FxExpression *v, bool calc);
~FxDamageValue();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
VMScriptFunction *GetFunction() const { return MyFunction; }
void SetFunction(VMScriptFunction *func) { MyFunction = func; }
};
//==========================================================================
//
//
//
//==========================================================================
class FxNop : public FxExpression
{
public:
FxNop(const FScriptPosition &p)
: FxExpression(p)
{
isresolved = true;
}
ExpEmit Emit(VMFunctionBuilder *build)
{
return ExpEmit();
}
};
FxExpression *ParseExpression (FScanner &sc, PClassActor *cls, bool mustresolve = false);
#endif