qzdoom/src/thingdef/thingdef_exp.h
Christoph Oelckers f8c38e5f54 - Made several DECORATE errors which do not involve parsing non-fatal.
- Added a static error counter to FScriptPosition class.
- Changed initialization of actor class type properties: fuglyname is gone as
  is the postprocessing in FinishThingdef. Instead an empty placeholder class
  is now created when a class is first referenced and this placeholder is later
  filled in. 
- Added option to replace backslash with '^' in state frame definitions because
  the backslash is just causing too many problems because it's also an escape
  character.


SVN r1334 (trunk)
2008-12-29 23:03:38 +00:00

773 lines
18 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)
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<class T> 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)
{
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);
};
//==========================================================================
//
// 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
{
FRandom * rng;
FxExpression *min, *max;
public:
FxRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos);
~FxRandom();
FxExpression *Resolve(FCompileContext&);
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<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&);
ExpVal EvalExpression (AActor *self);
};
//==========================================================================
//
// FxGlobalFunctionCall
//
//==========================================================================
class FxGlobalFunctionCall : public FxExpression
{
FName Name;
FArgumentList *ArgList;
public:
FxGlobalFunctionCall(FName fname, FArgumentList *args, const FScriptPosition &pos);
~FxGlobalFunctionCall();
FxExpression *Resolve(FCompileContext&);
ExpVal EvalExpression (AActor *self);
};
//==========================================================================
//
//
//
//==========================================================================
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<FName> names;
public:
FxMultiNameState(const char *statestring, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpVal EvalExpression (AActor *self);
};
FxExpression *ParseExpression (FScanner &sc, PClass *cls);
#endif