#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) extern PSymbolTable GlobalSymbols; //========================================================================== // // // //========================================================================== struct FCompileContext { const PClass *cls; bool lax; bool isconst; FCompileContext(const PClass *_cls = NULL, bool _lax = false, bool _isconst = false) { cls = _cls; lax = _lax; isconst = _isconst; } PSymbol *FindInClass(FName identifier) { return cls? cls->Symbols.FindSymbol(identifier, true) : NULL; } PSymbol *FindGlobal(FName identifier) { return GlobalSymbols.FindSymbol(identifier, true); } }; //========================================================================== // // // //========================================================================== struct ExpVal { ExpValType Type; union { int Int; double Float; void *pointer; }; int GetInt() const { return Type == VAL_Int? Int : Type == VAL_Float? int(Float) : 0; } double GetFloat() const { return Type == VAL_Int? double(Int) : Type == VAL_Float? Float : 0; } bool GetBool() const { return (Type == VAL_Int || Type == VAL_Sound) ? !!Int : Type == VAL_Float? Float!=0. : false; } template T *GetPointer() const { return Type == VAL_Object || Type == VAL_Pointer? (T*)pointer : NULL; } FSoundID GetSoundID() const { return Type == VAL_Sound? Int : 0; } int GetColor() const { return Type == VAL_Color? Int : 0; } FName GetName() const { return Type == VAL_Name? ENamedName(Int) : NAME_None; } FState *GetState() const { return Type == VAL_State? (FState*)pointer : NULL; } const PClass *GetClass() const { return Type == VAL_Class? (const PClass *)pointer : NULL; } }; //========================================================================== // // // //========================================================================== class FxExpression { protected: FxExpression(const FScriptPosition &pos) : ScriptPosition(pos) { isresolved = false; ScriptPosition = pos; } public: virtual ~FxExpression() {} virtual FxExpression *Resolve(FCompileContext &ctx); FxExpression *ResolveAsBoolean(FCompileContext &ctx); virtual ExpVal EvalExpression (AActor *self); virtual bool isConstant() const; virtual void RequestAddress(); FScriptPosition ScriptPosition; FExpressionType 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(int val, const FScriptPosition &pos) : FxExpression(pos) { ValueType = value.Type = VAL_Int; value.Int = val; isresolved = true; } FxConstant(double val, const FScriptPosition &pos) : FxExpression(pos) { ValueType = value.Type = VAL_Float; value.Float = val; isresolved = true; } FxConstant(FSoundID val, const FScriptPosition &pos) : FxExpression(pos) { ValueType = value.Type = VAL_Sound; value.Int = val; isresolved = true; } FxConstant(FName val, const FScriptPosition &pos) : FxExpression(pos) { ValueType = value.Type = VAL_Name; value.Int = val; isresolved = true; } FxConstant(ExpVal cv, const FScriptPosition &pos) : FxExpression(pos) { value = cv; ValueType = cv.Type; isresolved = true; } FxConstant(const PClass *val, const FScriptPosition &pos) : FxExpression(pos) { value.pointer = (void*)val; ValueType = val; value.Type = VAL_Class; isresolved = true; } FxConstant(FState *state, const FScriptPosition &pos) : FxExpression(pos) { value.pointer = state; ValueType = value.Type = VAL_State; isresolved = true; } static FxExpression *MakeConstant(PSymbol *sym, const FScriptPosition &pos); bool isConstant() const { return true; } ExpVal EvalExpression (AActor *self); }; //========================================================================== // // // //========================================================================== class FxIntCast : public FxExpression { FxExpression *basex; public: FxIntCast(FxExpression *x); ~FxIntCast(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // // //========================================================================== class FxFloatCast : public FxExpression { FxExpression *basex; public: FxFloatCast(FxExpression *x); ~FxFloatCast(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxSign // //========================================================================== class FxPlusSign : public FxExpression { FxExpression *Operand; public: FxPlusSign(FxExpression*); ~FxPlusSign(); FxExpression *Resolve(FCompileContext&); }; //========================================================================== // // FxSign // //========================================================================== class FxMinusSign : public FxExpression { FxExpression *Operand; public: FxMinusSign(FxExpression*); ~FxMinusSign(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxUnaryNot // //========================================================================== class FxUnaryNotBitwise : public FxExpression { FxExpression *Operand; public: FxUnaryNotBitwise(FxExpression*); ~FxUnaryNotBitwise(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxUnaryNot // //========================================================================== class FxUnaryNotBoolean : public FxExpression { FxExpression *Operand; public: FxUnaryNotBoolean(FxExpression*); ~FxUnaryNotBoolean(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxBinary // //========================================================================== class FxBinary : public FxExpression { public: int Operator; FxExpression *left; FxExpression *right; FxBinary(int, FxExpression*, FxExpression*); ~FxBinary(); bool ResolveLR(FCompileContext& ctx, bool castnumeric); }; //========================================================================== // // FxBinary // //========================================================================== class FxAddSub : public FxBinary { public: FxAddSub(int, FxExpression*, FxExpression*); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxBinary // //========================================================================== class FxMulDiv : public FxBinary { public: FxMulDiv(int, FxExpression*, FxExpression*); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxBinary // //========================================================================== class FxCompareRel : public FxBinary { public: FxCompareRel(int, FxExpression*, FxExpression*); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxBinary // //========================================================================== class FxCompareEq : public FxBinary { public: FxCompareEq(int, FxExpression*, FxExpression*); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxBinary // //========================================================================== class FxBinaryInt : public FxBinary { public: FxBinaryInt(int, FxExpression*, FxExpression*); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxBinaryLogical // //========================================================================== class FxBinaryLogical : public FxExpression { public: int Operator; FxExpression *left; FxExpression *right; FxBinaryLogical(int, FxExpression*, FxExpression*); ~FxBinaryLogical(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxConditional // //========================================================================== class FxConditional : public FxExpression { public: FxExpression *condition; FxExpression *truex; FxExpression *falsex; FxConditional(FxExpression*, FxExpression*, FxExpression*); ~FxConditional(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // // //========================================================================== class FxAbs : public FxExpression { FxExpression *val; public: FxAbs(FxExpression *v); ~FxAbs(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // // //========================================================================== class FxRandom : public FxExpression { protected: FRandom * rng; FxExpression *min, *max; public: FxRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos); ~FxRandom(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // // //========================================================================== class FxRandomPick : public FxExpression { protected: FRandom * rng; TDeletingArray min; public: FxRandomPick(FRandom *, TArray mi, bool floaty, const FScriptPosition &pos); ~FxRandomPick(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression(AActor *self); }; //========================================================================== // // // //========================================================================== class FxFRandom : public FxRandom { public: FxFRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // // //========================================================================== class FxRandom2 : public FxExpression { FRandom * rng; FxExpression *mask; public: FxRandom2(FRandom *, FxExpression *m, const FScriptPosition &pos); ~FxRandom2(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxGlobalVariable // //========================================================================== class FxGlobalVariable : public FxExpression { public: PSymbolVariable *var; bool AddressRequested; FxGlobalVariable(PSymbolVariable*, const FScriptPosition&); FxExpression *Resolve(FCompileContext&); void RequestAddress(); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxClassMember // //========================================================================== class FxClassMember : public FxExpression { public: FxExpression *classx; PSymbolVariable *membervar; bool AddressRequested; FxClassMember(FxExpression*, PSymbolVariable*, const FScriptPosition&); ~FxClassMember(); FxExpression *Resolve(FCompileContext&); void RequestAddress(); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxSelf // //========================================================================== class FxSelf : public FxExpression { public: FxSelf(const FScriptPosition&); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxArrayElement // //========================================================================== class FxArrayElement : public FxExpression { public: FxExpression *Array; FxExpression *index; //bool AddressRequested; FxArrayElement(FxExpression*, FxExpression*); ~FxArrayElement(); FxExpression *Resolve(FCompileContext&); //void RequestAddress(); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxFunctionCall // //========================================================================== typedef TDeletingArray 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&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // FxGlobalFunctionCall // //========================================================================== class FxGlobalFunctionCall : public FxExpression { public: typedef FxExpression *(*Creator)(FName, FArgumentList *, const FScriptPosition &); struct CreatorAdder { CreatorAdder(FName methodname, Creator creator) { FxGlobalFunctionCall::AddCreator(methodname, creator); } }; static void AddCreator(FName methodname, Creator creator); static FxExpression *StaticCreate(FName methodname, FArgumentList *args, const FScriptPosition &pos); protected: FName Name; FArgumentList *ArgList; FxGlobalFunctionCall(FName fname, FArgumentList *args, const FScriptPosition &pos); ~FxGlobalFunctionCall(); FxExpression *ResolveArgs(FCompileContext &, unsigned min, unsigned max, bool numeric); }; #define GLOBALFUNCTION_DEFINE(CLASS) \ FxGlobalFunctionCall_##CLASS(FName methodname, FArgumentList *args, const FScriptPosition &pos) \ : FxGlobalFunctionCall(methodname, args, pos) {} \ static FxExpression *StaticCreate(FName methodname, FArgumentList *args, const FScriptPosition &pos) \ {return new FxGlobalFunctionCall_##CLASS(methodname, args, pos);} #define GLOBALFUNCTION_ADDER(CLASS) GLOBALFUNCTION_ADDER_NAMED(CLASS, CLASS) #define GLOBALFUNCTION_ADDER_NAMED(CLASS,NAME) \ static FxGlobalFunctionCall::CreatorAdder FxGlobalFunctionCall_##NAME##Adder \ (NAME_##NAME, FxGlobalFunctionCall_##CLASS::StaticCreate) //========================================================================== // // // //========================================================================== class FxClassTypeCast : public FxExpression { const PClass *desttype; FxExpression *basex; public: FxClassTypeCast(const PClass *dtype, FxExpression *x); ~FxClassTypeCast(); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; //========================================================================== // // 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 { const PClass *scope; TArray names; public: FxMultiNameState(const char *statestring, const FScriptPosition &pos); FxExpression *Resolve(FCompileContext&); ExpVal EvalExpression (AActor *self); }; FxExpression *ParseExpression (FScanner &sc, PClass *cls); #endif