2008-10-18 17:17:44 +00:00
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/*
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** thingdef_expression.cpp
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**
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** Expression evaluation
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "i_system.h"
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#include "m_random.h"
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#include "a_pickups.h"
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#include "thingdef.h"
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#include "p_lnspec.h"
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#include "doomstat.h"
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#include "thingdef_exp.h"
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//==========================================================================
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//
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// FScriptPosition::Message
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//
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//==========================================================================
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void STACK_ARGS FScriptPosition::Message (int severity, const char *message, ...)
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{
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FString composed;
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if (message == NULL)
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{
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composed = "Bad syntax.";
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}
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else
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{
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va_list arglist;
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va_start (arglist, message);
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composed.VFormat (message, arglist);
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va_end (arglist);
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}
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const char *type = "";
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int level = PRINT_HIGH;
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switch (severity)
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{
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default:
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return;
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case MSG_WARNING:
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type = "warning";
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break;
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case MSG_ERROR:
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type = "error";
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break;
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case MSG_DEBUG:
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if (!developer) return;
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type = "message";
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break;
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case MSG_LOG:
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type = "message";
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level = PRINT_LOG;
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break;
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case MSG_DEBUGLOG:
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if (!developer) return;
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type = "message";
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level = PRINT_LOG;
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break;
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}
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Printf (level, "Script %s, \"%s\" line %d:\n%s\n", type,
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FileName.GetChars(), ScriptLine, composed.GetChars());
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxConstant::EvalExpression (AActor *self, const PClass *cls)
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{
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return value;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxIntCast::FxIntCast(FxExpression *x)
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: FxExpression(x->ScriptPosition)
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{
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basex=x;
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ValueType = VAL_Int;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxIntCast::~FxIntCast()
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{
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SAFE_DELETE(basex);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(basex, ctx);
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if (basex->isConstant())
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{
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ExpVal constval = basex->EvalExpression(NULL, ctx.cls);
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FxExpression *x = new FxConstant(constval.GetInt(), ScriptPosition);
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delete this;
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return x;
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}
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else if (basex->ValueType == VAL_Int)
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{
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FxExpression *x = basex;
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basex = NULL;
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delete this;
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return x;
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}
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return this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxIntCast::EvalExpression (AActor *self, const PClass *cls)
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{
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ExpVal baseval = basex->EvalExpression(self, cls);
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baseval.Int = baseval.GetInt();
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baseval.Type = VAL_Int;
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return baseval;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxPlusSign::FxPlusSign(FxExpression *operand)
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: FxExpression(operand->ScriptPosition)
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{
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Operand=operand;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxPlusSign::~FxPlusSign()
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{
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SAFE_DELETE(Operand);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxPlusSign::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(Operand, ctx);
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FxExpression *e = Operand;
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Operand = NULL;
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delete this;
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return e;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxMinusSign::FxMinusSign(FxExpression *operand)
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: FxExpression(operand->ScriptPosition)
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{
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Operand=operand;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxMinusSign::~FxMinusSign()
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{
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SAFE_DELETE(Operand);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxMinusSign::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(Operand, ctx);
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if (Operand->isConstant())
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{
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ExpVal val = Operand->EvalExpression(NULL, ctx.cls);
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FxExpression *e = val.Type == VAL_Int?
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new FxConstant(-val.Int, ScriptPosition) :
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new FxConstant(-val.Float, ScriptPosition);
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delete this;
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return e;
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}
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ValueType = Operand->ValueType;
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return this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxMinusSign::EvalExpression (AActor *self, const PClass *cls)
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{
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ExpVal ret;
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if (ValueType == VAL_Int)
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{
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ret.Int = -Operand->EvalExpression(self, cls).GetInt();
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ret.Type = VAL_Int;
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}
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else
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{
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ret.Float = -Operand->EvalExpression(self, cls).GetFloat();
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ret.Type = VAL_Float;
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}
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return ret;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxUnaryNotBitwise::FxUnaryNotBitwise(FxExpression *operand)
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: FxExpression(operand->ScriptPosition)
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{
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Operand=operand;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxUnaryNotBitwise::~FxUnaryNotBitwise()
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{
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SAFE_DELETE(Operand);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxUnaryNotBitwise::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(Operand, ctx);
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/* DECORATE allows this.
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if (Operand->ValueType != VAL_Int)
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{
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ScriptPosition.Message(MSG_ERROR, "Integer type expected");
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delete this;
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return NULL;
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}
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*/
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if (Operand->isConstant())
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{
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int result = ~Operand->EvalExpression(NULL, ctx.cls).GetInt();
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FxExpression *e = new FxConstant(result, ScriptPosition);
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delete this;
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return e;
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}
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ValueType = VAL_Int;
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return this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxUnaryNotBitwise::EvalExpression (AActor *self, const PClass *cls)
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{
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ExpVal ret;
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ret.Int = ~Operand->EvalExpression(self, cls).GetInt();
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ret.Type = VAL_Int;
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return ret;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxUnaryNotBoolean::FxUnaryNotBoolean(FxExpression *operand)
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: FxExpression(operand->ScriptPosition)
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{
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Operand=operand;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxUnaryNotBoolean::~FxUnaryNotBoolean()
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{
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SAFE_DELETE(Operand);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FxExpression *FxUnaryNotBoolean::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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if (Operand)
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{
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Operand = Operand->ResolveAsBoolean(ctx);
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}
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if (!Operand)
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{
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delete this;
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return NULL;
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}
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if (Operand->isConstant())
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{
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bool result = !Operand->EvalExpression(NULL, ctx.cls).GetBool();
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FxExpression *e = new FxConstant(result, ScriptPosition);
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delete this;
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return e;
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}
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ValueType = VAL_Int;
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return this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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ExpVal FxUnaryNotBoolean::EvalExpression (AActor *self, const PClass *cls)
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{
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ExpVal ret;
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ret.Int = !Operand->EvalExpression(self, cls).GetBool();
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ret.Type = VAL_Int;
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return ret;
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}
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//==========================================================================
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|
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//
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//
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//
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//==========================================================================
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
ValueType = left->ValueType;
|
|
|
|
if (castnumeric && right->ValueType == VAL_Float)
|
|
|
|
{
|
|
|
|
ValueType = VAL_Float;
|
|
|
|
}
|
|
|
|
/* not for DECORATE - will be activated later
|
|
|
|
else if (left->ValueType != right->ValueType)
|
|
|
|
{
|
|
|
|
ScriptPosition.Message(MSG_ERROR, "Type mismatch in expression");
|
|
|
|
delete this;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
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 (left->isConstant() && right->isConstant())
|
|
|
|
{
|
|
|
|
if (ValueType == VAL_Float)
|
|
|
|
{
|
|
|
|
double v;
|
|
|
|
double v1 = left->EvalExpression(NULL, ctx.cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(NULL, ctx.cls).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, ctx.cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(NULL, ctx.cls).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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal ret;
|
|
|
|
|
|
|
|
if (left->ValueType == VAL_Float || right->ValueType ==VAL_Float)
|
|
|
|
{
|
|
|
|
double v1 = left->EvalExpression(self, cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(self, cls).GetFloat();
|
|
|
|
|
|
|
|
ret.Type = VAL_Float;
|
|
|
|
ret.Float = Operator == '+'? v1 + v2 :
|
|
|
|
Operator == '-'? v1 - v2 : 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int v1 = left->EvalExpression(self, cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(self, cls).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 (left->isConstant() && right->isConstant())
|
|
|
|
{
|
|
|
|
if (ValueType == VAL_Float)
|
|
|
|
{
|
|
|
|
double v;
|
|
|
|
double v1 = left->EvalExpression(NULL, ctx.cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(NULL, ctx.cls).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, ctx.cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(NULL, ctx.cls).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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal ret;
|
|
|
|
|
|
|
|
if (left->ValueType == VAL_Float || right->ValueType ==VAL_Float)
|
|
|
|
{
|
|
|
|
double v1 = left->EvalExpression(self, cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(self, cls).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, cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(self, cls).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 (left->isConstant() && right->isConstant())
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
|
|
|
|
if (ValueType == VAL_Float)
|
|
|
|
{
|
|
|
|
double v1 = left->EvalExpression(NULL, ctx.cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(NULL, ctx.cls).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, ctx.cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(NULL, ctx.cls).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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal ret;
|
|
|
|
|
|
|
|
ret.Type = VAL_Int;
|
|
|
|
|
|
|
|
if (left->ValueType == VAL_Float || right->ValueType ==VAL_Float)
|
|
|
|
{
|
|
|
|
double v1 = left->EvalExpression(self, cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(self, cls).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, cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(self, cls).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 (left->isConstant() && right->isConstant())
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
|
|
|
|
if (ValueType == VAL_Float)
|
|
|
|
{
|
|
|
|
double v1 = left->EvalExpression(NULL, ctx.cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(NULL, ctx.cls).GetFloat();
|
|
|
|
v = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int v1 = left->EvalExpression(NULL, ctx.cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(NULL, ctx.cls).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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal ret;
|
|
|
|
|
|
|
|
ret.Type = VAL_Int;
|
|
|
|
|
|
|
|
if (left->ValueType == VAL_Float || right->ValueType ==VAL_Float)
|
|
|
|
{
|
|
|
|
double v1 = left->EvalExpression(self, cls).GetFloat();
|
|
|
|
double v2 = right->EvalExpression(self, cls).GetFloat();
|
|
|
|
ret.Int = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int v1 = left->EvalExpression(self, cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(self, cls).GetInt();
|
|
|
|
ret.Int = Operator == TK_Eq? v1 == v2 : v1 != v2;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
|
|
/* later! DECORATE doesn't do proper type checks
|
|
|
|
if (lax)
|
|
|
|
{
|
|
|
|
if (left->ValueType == VAL_Float) left = new FxIntCast(left);
|
|
|
|
if (right->ValueType == VAL_Float) right = new FxIntCast(right);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (left->ValueType != VAL_Int || right->->ValueType != VAL_Int)
|
|
|
|
{
|
|
|
|
ScriptPosition.Message(MSG_ERROR, "Type mismatch in expression");
|
|
|
|
delete this;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
if (left->isConstant() && right->isConstant())
|
|
|
|
{
|
|
|
|
int v1 = left->EvalExpression(NULL, ctx.cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(NULL, ctx.cls).GetInt();
|
|
|
|
|
|
|
|
FxExpression *e = new FxConstant(
|
|
|
|
Operator == TK_LShift? v1 << v2 :
|
|
|
|
Operator == TK_RShift? v1 >> v2 :
|
2008-10-18 21:45:51 +00:00
|
|
|
Operator == TK_URShift? int((unsigned int)(v1) >> v2) :
|
2008-10-18 17:17:44 +00:00
|
|
|
Operator == '&'? v1 & v2 :
|
|
|
|
Operator == '|'? v1 | v2 :
|
|
|
|
Operator == '^'? v1 ^ v2 : 0, ScriptPosition);
|
|
|
|
|
|
|
|
delete this;
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
ExpVal FxBinaryInt::EvalExpression (AActor *self, const PClass *cls)
|
|
|
|
{
|
|
|
|
int v1 = left->EvalExpression(self, cls).GetInt();
|
|
|
|
int v2 = right->EvalExpression(self, cls).GetInt();
|
|
|
|
|
|
|
|
ExpVal ret;
|
|
|
|
|
|
|
|
ret.Type = VAL_Int;
|
|
|
|
ret.Int =
|
|
|
|
Operator == TK_LShift? v1 << v2 :
|
|
|
|
Operator == TK_RShift? v1 >> v2 :
|
2008-10-18 21:45:51 +00:00
|
|
|
Operator == TK_URShift? int((unsigned int)(v1) >> v2) :
|
2008-10-18 17:17:44 +00:00
|
|
|
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, ctx.cls).GetBool();
|
|
|
|
if (right->isConstant()) b_right = right->EvalExpression(NULL, ctx.cls).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, const PClass *cls)
|
|
|
|
{
|
|
|
|
bool b_left = left->EvalExpression(self, cls).GetBool();
|
|
|
|
ExpVal ret;
|
|
|
|
|
|
|
|
ret.Type = VAL_Int;
|
|
|
|
ret.Int = false;
|
|
|
|
|
|
|
|
if (Operator == TK_AndAnd)
|
|
|
|
{
|
|
|
|
ret.Int = (b_left && right->EvalExpression(self, cls).GetBool());
|
|
|
|
}
|
|
|
|
else if (Operator == TK_OrOr)
|
|
|
|
{
|
|
|
|
ret.Int = (b_left || right->EvalExpression(self, cls).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
|
|
|
|
ValueType = VAL_Float;
|
|
|
|
|
|
|
|
if (condition->isConstant())
|
|
|
|
{
|
|
|
|
ExpVal condval = condition->EvalExpression(NULL, ctx.cls);
|
|
|
|
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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal condval = condition->EvalExpression(self, cls);
|
|
|
|
bool result = condval.GetBool();
|
|
|
|
|
|
|
|
FxExpression *e = result? truex:falsex;
|
|
|
|
return e->EvalExpression(self, cls);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
FxAbs::FxAbs(FxExpression *v)
|
|
|
|
: FxExpression(v->ScriptPosition)
|
|
|
|
{
|
|
|
|
val = v;
|
|
|
|
Type = VAL_Int;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FxAbs::~FxAbs()
|
|
|
|
{
|
|
|
|
SAFE_DELETE(val);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FxExpression *FxAbs::Resolve(FCompileContext &ctx)
|
|
|
|
{
|
|
|
|
CHECKRESOLVED();
|
|
|
|
SAFE_RESOLVE(val, ctx);
|
|
|
|
|
|
|
|
if (val->isConstant())
|
|
|
|
{
|
|
|
|
ExpVal value = val->EvalExpression(NULL, ctx.cls);
|
|
|
|
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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal value = val->EvalExpression(self, cls);
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
rng = r;
|
|
|
|
if (min && max)
|
|
|
|
{
|
|
|
|
min = new FxIntCast(mi);
|
|
|
|
max = new FxIntCast(ma);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SAFE_DELETE(mi);
|
|
|
|
SAFE_DELETE(ma);
|
|
|
|
min = max = NULL;
|
|
|
|
}
|
|
|
|
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);
|
|
|
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}
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return this;
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};
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//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
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|
//==========================================================================
|
|
|
|
|
|
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|
ExpVal FxRandom::EvalExpression (AActor *self, const PClass *cls)
|
|
|
|
{
|
|
|
|
int minval = min->EvalExpression (self, cls).GetInt();
|
|
|
|
int maxval = max->EvalExpression (self, cls).GetInt();
|
|
|
|
|
|
|
|
ExpVal val;
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|
|
|
val.Type = VAL_Int;
|
|
|
|
|
|
|
|
if (maxval < minval)
|
|
|
|
{
|
|
|
|
swap (maxval, minval);
|
|
|
|
}
|
|
|
|
|
|
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|
val.Int = (*rng)(maxval - minval + 1) + minval;
|
|
|
|
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, const PClass *cls)
|
|
|
|
{
|
|
|
|
ExpVal maskval = mask->EvalExpression(self, cls);
|
|
|
|
int imaskval = maskval.GetInt();
|
|
|
|
|
|
|
|
maskval.Type = VAL_Int;
|
|
|
|
maskval.Int = rng->Random2(imaskval);
|
|
|
|
return maskval;
|
|
|
|
}
|