qzdoom/src/scripting/codegeneration/codegen.h
Christoph Oelckers 2ac0046cda - fixed and cleaned up state index jump handling
* use the function build list instead of the function to pass the info. The function is permanent so not the best place for compile-time info.
 * pass along the current state index which is needed to calculate the target state.
2016-11-06 13:14:46 +01:00

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#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"
#include "sc_man.h"
#include "s_sound.h"
#include "actor.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)
#define SAFE_RESOLVE_OPT(p,c) if (p!=NULL) { SAFE_RESOLVE(p,c) }
class VMFunctionBuilder;
class FxJumpStatement;
//==========================================================================
//
//
//
//==========================================================================
struct FScriptPosition;
class FxLoopStatement;
class FxCompoundStatement;
class FxLocalVariableDeclaration;
struct FCompileContext
{
FxLoopStatement *Loop = nullptr;
FxCompoundStatement *Block = nullptr;
PPrototype *ReturnProto;
PFunction *Function; // The function that is currently being compiled (or nullptr for constant evaluation.)
PClass *Class; // The type of the owning class.
bool FromDecorate; // DECORATE must silence some warnings and demote some errors.
int StateIndex; // index in actor's state table for anonymous functions, otherwise -1 (not used by DECORATE which pre-resolves state indices)
int StateCount; // amount of states an anoymous function is being used on (must be 1 for state indices to be allowed.)
TDeletingArray<FxLocalVariableDeclaration *> FunctionArgs;
FCompileContext(PFunction *func, PPrototype *ret, bool fromdecorate, int stateindex, int statecount);
FCompileContext(PClass *cls, bool fromdecorate); // only to be used to resolve constants!
PSymbol *FindInClass(FName identifier, PSymbolTable *&symt);
PSymbol *FindInSelfClass(FName identifier, PSymbolTable *&symt);
PSymbol *FindGlobal(FName identifier);
void HandleJumps(int token, FxExpression *handler);
void CheckReturn(PPrototype *proto, FScriptPosition &pos);
FxLocalVariableDeclaration *FindLocalVariable(FName name);
};
//==========================================================================
//
//
//
//==========================================================================
struct ExpVal
{
PType *Type;
union
{
int Int;
double Float;
void *pointer;
};
ExpVal()
{
Type = TypeSInt32;
Int = 0;
}
~ExpVal()
{
if (Type == TypeString)
{
((FString *)&pointer)->~FString();
}
}
ExpVal(const FString &str)
{
Type = TypeString;
::new(&pointer) FString(str);
}
ExpVal(const ExpVal &o)
{
Type = o.Type;
if (o.Type == TypeString)
{
::new(&pointer) FString(*(FString *)&o.pointer);
}
else
{
memcpy(&Float, &o.Float, 8);
}
}
ExpVal &operator=(const ExpVal &o)
{
if (Type == TypeString)
{
((FString *)&pointer)->~FString();
}
Type = o.Type;
if (o.Type == TypeString)
{
::new(&pointer) FString(*(FString *)&o.pointer);
}
else
{
memcpy(&Float, &o.Float, 8);
}
return *this;
}
int GetInt() const
{
int regtype = Type->GetRegType();
return regtype == REGT_INT ? Int : regtype == REGT_FLOAT ? int(Float) : 0;
}
double GetFloat() const
{
int regtype = Type->GetRegType();
return regtype == REGT_INT ? double(Int) : regtype == REGT_FLOAT ? Float : 0;
}
void *GetPointer() const
{
int regtype = Type->GetRegType();
return regtype == REGT_POINTER ? pointer : nullptr;
}
const FString GetString() const
{
return Type == TypeString ? *(FString *)&pointer : Type == TypeName ? FString(FName(ENamedName(Int)).GetChars()) : "";
}
bool GetBool() const
{
int regtype = Type->GetRegType();
return regtype == REGT_INT ? !!Int : regtype == REGT_FLOAT ? Float!=0. : false;
}
FName GetName() const
{
if (Type == TypeString) return FName(*(FString *)&pointer);
return Type == TypeName ? ENamedName(Int) : NAME_None;
}
};
struct ExpEmit
{
ExpEmit() : RegNum(0), RegType(REGT_NIL), RegCount(1), Konst(false), Fixed(false), Final(false), Target(false) {}
ExpEmit(int reg, int type, bool konst = false, bool fixed = false) : RegNum(reg), RegType(type), RegCount(1), Konst(konst), Fixed(fixed), Final(false), Target(false) {}
ExpEmit(VMFunctionBuilder *build, int type, int count = 1);
void Free(VMFunctionBuilder *build);
void Reuse(VMFunctionBuilder *build);
BYTE RegNum, RegType, RegCount, Konst:1, Fixed:1, Final:1, Target:1;
};
enum EFxType
{
EFX_Expression,
EFX_Identifier,
EFX_MemberIdentifier,
EFX_ClassDefaults,
EFX_Constant,
EFX_BoolCast,
EFX_IntCast,
EFX_FloatCast,
EFX_NameCast,
EFX_StringCast,
EFX_ColorCast,
EFX_SoundCast,
EFX_TypeCast,
EFX_PlusSign,
EFX_MinusSign,
EFX_UnaryNotBitwise,
EFX_UnaryNotBoolean,
EFX_SizeAlign,
EFX_PreIncrDecr,
EFX_PostIncrDecr,
EFX_Assign,
EFX_AssignSelf,
EFX_Binary, // one token fits all, the operator is enough to distinguish them.
EFX_BinaryLogical,
EFX_DotCross,
EFX_Conditional,
EFX_Abs,
EFX_ATan2,
EFX_MinMax,
EFX_Random,
EFX_RandomPick,
EFX_FRandom,
EFX_Random2,
EFX_ClassMember,
EFX_StructMember,
EFX_LocalVariable,
EFX_Self,
EFX_ArrayElement,
EFX_FunctionCall,
EFX_MemberFunctionCall,
EFX_ActionSpecialCall,
EFX_FlopFunctionCall,
EFX_VMFunctionCall,
EFX_Sequence,
EFX_CompoundStatement,
EFX_IfStatement,
EFX_LoopStatement,
EFX_WhileLoop,
EFX_DoWhileLoop,
EFX_ForLoop,
EFX_JumpStatement,
EFX_ReturnStatement,
EFX_ClassTypeCast,
EFX_StateByIndex,
EFX_RuntimeStateIndex,
EFX_MultiNameState,
EFX_DamageValue,
EFX_Nop,
EFX_LocalVariableDeclaration,
EFX_SwitchStatement,
EFX_CaseStatement,
EFX_VectorValue,
EFX_VectorBuiltin,
EFX_TypeCheck,
EFX_DynamicCast,
EFX_GlobalVariable,
EFX_COUNT
};
//==========================================================================
//
//
//
//==========================================================================
class FxExpression
{
protected:
FxExpression(EFxType type, const FScriptPosition &pos)
: ScriptPosition(pos), ExprType(type)
{
}
public:
FxExpression *CheckIntForName();
virtual ~FxExpression() {}
virtual FxExpression *Resolve(FCompileContext &ctx);
virtual bool isConstant() const;
virtual bool RequestAddress(bool *writable);
virtual PPrototype *ReturnProto();
virtual VMFunction *GetDirectFunction();
virtual bool CheckReturn() { return false; }
bool IsNumeric() const { return ValueType != TypeName && ValueType->GetRegCount() == 1 && (ValueType->GetRegType() == REGT_INT || ValueType->GetRegType() == REGT_FLOAT); }
bool IsFloat() const { return ValueType->GetRegType() == REGT_FLOAT && ValueType->GetRegCount() == 1; }
bool IsInteger() const { return ValueType != TypeName && (ValueType->GetRegType() == REGT_INT); }
bool IsPointer() const { return ValueType->GetRegType() == REGT_POINTER; }
bool IsVector() const { return ValueType == TypeVector2 || ValueType == TypeVector3; };
bool IsBoolCompat() const { return ValueType->GetRegCount() == 1 && (ValueType->GetRegType() == REGT_INT || ValueType->GetRegType() == REGT_FLOAT || ValueType->GetRegType() == REGT_POINTER); }
virtual ExpEmit Emit(VMFunctionBuilder *build);
FScriptPosition ScriptPosition;
PType *ValueType = nullptr;
bool isresolved = false;
bool NeedResult = true; // should be set to false if not needed and properly handled by all nodes for their subnodes to eliminate redundant code
EFxType ExprType;
};
//==========================================================================
//
// FxIdentifier
//
//==========================================================================
class FxIdentifier : public FxExpression
{
public:
FName Identifier;
FxIdentifier(FName i, const FScriptPosition &p);
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxIdentifier
//
//==========================================================================
class FxMemberIdentifier : public FxIdentifier
{
FxExpression *Object;
public:
FxMemberIdentifier(FxExpression *obj, FName i, const FScriptPosition &p);
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxClassDefaults
//
//==========================================================================
class FxClassDefaults : public FxExpression
{
FxExpression *obj;
bool EmitTail;
public:
FxClassDefaults(FxExpression *, const FScriptPosition &);
~FxClassDefaults();
PPrototype *ReturnProto();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxConstant
//
//==========================================================================
class FxConstant : public FxExpression
{
ExpVal value;
public:
FxConstant(bool val, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
ValueType = value.Type = TypeBool;
value.Int = val;
isresolved = true;
}
FxConstant(int val, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
ValueType = value.Type = TypeSInt32;
value.Int = val;
isresolved = true;
}
FxConstant(double val, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
ValueType = value.Type = TypeFloat64;
value.Float = val;
isresolved = true;
}
FxConstant(FSoundID val, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
ValueType = value.Type = TypeSound;
value.Int = val;
isresolved = true;
}
FxConstant(FName val, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
ValueType = value.Type = TypeName;
value.Int = val;
isresolved = true;
}
FxConstant(const FString &str, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
ValueType = TypeString;
value = ExpVal(str);
isresolved = true;
}
FxConstant(ExpVal cv, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
value = cv;
ValueType = cv.Type;
isresolved = true;
}
FxConstant(PClass *val, PClassPointer *valtype, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
value.pointer = (void*)val;
value.Type = ValueType = valtype;
isresolved = true;
}
FxConstant(FState *state, const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
value.pointer = state;
ValueType = value.Type = TypeState;
isresolved = true;
}
FxConstant(const FScriptPosition &pos) : FxExpression(EFX_Constant, pos)
{
value.pointer = nullptr;
ValueType = value.Type = TypeNullPtr;
isresolved = true;
}
static FxExpression *MakeConstant(PSymbol *sym, const FScriptPosition &pos);
bool isConstant() const
{
return true;
}
ExpVal GetValue() const
{
return value;
}
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxVectorValue : public FxExpression
{
FxExpression *xyz[3];
bool isConst; // gets set to true if all element are const (used by function defaults parser)
public:
friend class ZCCCompiler;
FxVectorValue(FxExpression *x, FxExpression *y, FxExpression *z, const FScriptPosition &sc);
~FxVectorValue();
FxExpression *Resolve(FCompileContext&);
bool isConstVector(int dim)
{
if (!isConst) return false;
return dim == 2 ? xyz[2] == nullptr : xyz[2] != nullptr;
}
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxBoolCast : public FxExpression
{
FxExpression *basex;
bool NeedValue;
public:
FxBoolCast(FxExpression *x, bool needvalue = true);
~FxBoolCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxIntCast : public FxExpression
{
FxExpression *basex;
bool NoWarn;
bool Explicit;
public:
FxIntCast(FxExpression *x, bool nowarn, bool explicitly = false);
~FxIntCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxFloatCast : public FxExpression
{
FxExpression *basex;
public:
FxFloatCast(FxExpression *x);
~FxFloatCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxNameCast : public FxExpression
{
FxExpression *basex;
public:
FxNameCast(FxExpression *x);
~FxNameCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxStringCast : public FxExpression
{
FxExpression *basex;
public:
FxStringCast(FxExpression *x);
~FxStringCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxColorCast : public FxExpression
{
FxExpression *basex;
public:
FxColorCast(FxExpression *x);
~FxColorCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
class FxSoundCast : public FxExpression
{
FxExpression *basex;
public:
FxSoundCast(FxExpression *x);
~FxSoundCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxTypeCast
//
//==========================================================================
class FxTypeCast : public FxExpression
{
FxExpression *basex;
bool NoWarn;
bool Explicit;
public:
FxTypeCast(FxExpression *x, PType *type, bool nowarn, bool explicitly = false);
~FxTypeCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSign
//
//==========================================================================
class FxPlusSign : public FxExpression
{
FxExpression *Operand;
public:
FxPlusSign(FxExpression*);
~FxPlusSign();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSign
//
//==========================================================================
class FxMinusSign : public FxExpression
{
FxExpression *Operand;
public:
FxMinusSign(FxExpression*);
~FxMinusSign();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxUnaryNot
//
//==========================================================================
class FxUnaryNotBitwise : public FxExpression
{
FxExpression *Operand;
public:
FxUnaryNotBitwise(FxExpression*);
~FxUnaryNotBitwise();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxUnaryNot
//
//==========================================================================
class FxUnaryNotBoolean : public FxExpression
{
FxExpression *Operand;
public:
FxUnaryNotBoolean(FxExpression*);
~FxUnaryNotBoolean();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSign
//
//==========================================================================
class FxSizeAlign : public FxExpression
{
FxExpression *Operand;
int Which;
public:
FxSizeAlign(FxExpression*, int which);
~FxSizeAlign();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxPreIncrDecr
//
//==========================================================================
class FxPreIncrDecr : public FxExpression
{
int Token;
FxExpression *Base;
bool AddressRequested;
bool AddressWritable;
public:
FxPreIncrDecr(FxExpression *base, int token);
~FxPreIncrDecr();
FxExpression *Resolve(FCompileContext&);
bool RequestAddress(bool *writable);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxPostIncrDecr
//
//==========================================================================
class FxPostIncrDecr : public FxExpression
{
int Token;
FxExpression *Base;
public:
FxPostIncrDecr(FxExpression *base, int token);
~FxPostIncrDecr();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxAssign
//
//==========================================================================
class FxAssign : public FxExpression
{
FxExpression *Base;
FxExpression *Right;
int IsBitWrite;
bool AddressRequested;
bool AddressWritable;
bool IsModifyAssign;
friend class FxAssignSelf;
public:
FxAssign(FxExpression *base, FxExpression *right, bool ismodify = false);
~FxAssign();
FxExpression *Resolve(FCompileContext&);
//bool RequestAddress(bool *writable);
ExpEmit Emit(VMFunctionBuilder *build);
ExpEmit Address;
};
//==========================================================================
//
// FxAssignSelf
//
//==========================================================================
class FxAssignSelf : public FxExpression
{
public:
FxAssign *Assignment;
FxAssignSelf(const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxBinary : public FxExpression
{
public:
int Operator;
FxExpression *left;
FxExpression *right;
FxBinary(int, FxExpression*, FxExpression*);
~FxBinary();
bool ResolveLR(FCompileContext& ctx, bool castnumeric);
void Promote(FCompileContext &ctx);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxAddSub : public FxBinary
{
public:
FxAddSub(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxMulDiv : public FxBinary
{
public:
FxMulDiv(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxPow : public FxBinary
{
public:
FxPow(FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxCompareRel : public FxBinary
{
public:
FxCompareRel(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxCompareEq : public FxBinary
{
public:
FxCompareEq(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinary
//
//==========================================================================
class FxBinaryInt : public FxBinary
{
public:
FxBinaryInt(int, FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxLtGtEq : public FxBinary
{
public:
FxLtGtEq(FxExpression*, FxExpression*);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinaryLogical
//
//==========================================================================
class FxBinaryLogical : public FxExpression
{
public:
int Operator;
FxExpression *left;
FxExpression *right;
TDeletingArray<FxExpression *> list;
FxBinaryLogical(int, FxExpression*, FxExpression*);
~FxBinaryLogical();
void Flatten();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxBinaryLogical
//
//==========================================================================
class FxDotCross : public FxExpression
{
public:
int Operator;
FxExpression *left;
FxExpression *right;
FxDotCross(int, FxExpression*, FxExpression*);
~FxDotCross();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxTypeCheck : public FxExpression
{
public:
FxExpression *left;
FxExpression *right;
bool EmitTail;
FxTypeCheck(FxExpression*, FxExpression*);
~FxTypeCheck();
FxExpression *Resolve(FCompileContext&);
PPrototype *ReturnProto();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxDynamicCast : public FxExpression
{
PClass *CastType;
public:
FxExpression *expr;
FxDynamicCast(PClass*, FxExpression*);
~FxDynamicCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxConditional
//
//==========================================================================
class FxConditional : public FxExpression
{
public:
FxExpression *condition;
FxExpression *truex;
FxExpression *falsex;
FxConditional(FxExpression*, FxExpression*, FxExpression*);
~FxConditional();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxAbs : public FxExpression
{
FxExpression *val;
public:
FxAbs(FxExpression *v);
~FxAbs();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxATan2 : public FxExpression
{
FxExpression *yval, *xval;
public:
FxATan2(FxExpression *y, FxExpression *x, const FScriptPosition &pos);
~FxATan2();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
private:
ExpEmit ToReg(VMFunctionBuilder *build, FxExpression *val);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMinMax : public FxExpression
{
TDeletingArray<FxExpression *> choices;
FName Type;
public:
FxMinMax(TArray<FxExpression*> &expr, FName type, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxRandom : public FxExpression
{
protected:
bool EmitTail;
FRandom *rng;
FxExpression *min, *max;
public:
FxRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos, bool nowarn);
~FxRandom();
FxExpression *Resolve(FCompileContext&);
PPrototype *ReturnProto();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxRandomPick : public FxExpression
{
protected:
FRandom *rng;
TDeletingArray<FxExpression*> choices;
public:
FxRandomPick(FRandom *, TArray<FxExpression*> &expr, bool floaty, const FScriptPosition &pos, bool nowarn);
~FxRandomPick();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxFRandom : public FxRandom
{
public:
FxFRandom(FRandom *, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxRandom2 : public FxExpression
{
bool EmitTail;
FRandom * rng;
FxExpression *mask;
public:
FxRandom2(FRandom *, FxExpression *m, const FScriptPosition &pos, bool nowarn);
~FxRandom2();
FxExpression *Resolve(FCompileContext&);
PPrototype *ReturnProto();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxGlobalVariab<61>e
//
//==========================================================================
class FxGlobalVariable : public FxExpression
{
public:
PField *membervar;
bool AddressRequested;
bool AddressWritable;
FxGlobalVariable(PField*, const FScriptPosition&);
FxExpression *Resolve(FCompileContext&);
bool RequestAddress(bool *writable);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxClassMember
//
//==========================================================================
class FxStructMember : public FxExpression
{
public:
FxExpression *classx;
PField *membervar;
bool AddressRequested;
bool AddressWritable;
FxStructMember(FxExpression*, PField*, const FScriptPosition&);
~FxStructMember();
FxExpression *Resolve(FCompileContext&);
bool RequestAddress(bool *writable);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxClassMember
//
//==========================================================================
class FxClassMember : public FxStructMember
{
public:
FxClassMember(FxExpression*, PField*, const FScriptPosition&);
};
//==========================================================================
//
// FxLocalVariable
//
//==========================================================================
class FxLocalVariable : public FxExpression
{
public:
FxLocalVariableDeclaration *Variable;
bool AddressRequested;
int RegOffset;
FxLocalVariable(FxLocalVariableDeclaration*, const FScriptPosition&);
FxExpression *Resolve(FCompileContext&);
bool RequestAddress(bool *writable);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxSelf
//
//==========================================================================
class FxSelf : public FxExpression
{
public:
FxSelf(const FScriptPosition&);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxArrayElement
//
//==========================================================================
class FxArrayElement : public FxExpression
{
public:
FxExpression *Array;
FxExpression *index;
bool AddressRequested;
bool AddressWritable;
FxArrayElement(FxExpression*, FxExpression*);
~FxArrayElement();
FxExpression *Resolve(FCompileContext&);
bool RequestAddress(bool *writable);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxFunctionCall
//
//==========================================================================
typedef TDeletingArray<FxExpression*> FArgumentList;
class FxFunctionCall : public FxExpression
{
FName MethodName;
FRandom *RNG;
FArgumentList *ArgList;
public:
FxFunctionCall(FName methodname, FName rngname, FArgumentList *args, const FScriptPosition &pos);
~FxFunctionCall();
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxFunctionCall
//
//==========================================================================
class FxMemberFunctionCall : public FxExpression
{
FxExpression *Self;
FName MethodName;
FArgumentList *ArgList;
public:
FxMemberFunctionCall(FxExpression *self, FName methodname, FArgumentList *args, const FScriptPosition &pos);
~FxMemberFunctionCall();
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxActionSpecialCall
//
//==========================================================================
class FxActionSpecialCall : public FxExpression
{
int Special;
bool EmitTail;
FxExpression *Self;
FArgumentList *ArgList;
public:
FxActionSpecialCall(FxExpression *self, int special, FArgumentList *args, const FScriptPosition &pos);
~FxActionSpecialCall();
FxExpression *Resolve(FCompileContext&);
PPrototype *ReturnProto();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxFlopFunctionCall
//
//==========================================================================
class FxFlopFunctionCall : public FxExpression
{
int Index;
FArgumentList *ArgList;
public:
FxFlopFunctionCall(size_t index, FArgumentList *args, const FScriptPosition &pos);
~FxFlopFunctionCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxFlopFunctionCall
//
//==========================================================================
class FxVectorBuiltin : public FxExpression
{
FName Function;
FxExpression *Self;
public:
FxVectorBuiltin(FxExpression *self, FName name);
~FxVectorBuiltin();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxVMFunctionCall
//
//==========================================================================
class FxVMFunctionCall : public FxExpression
{
bool EmitTail;
bool NoVirtual;
FxExpression *Self;
PFunction *Function;
FArgumentList *ArgList;
public:
FxVMFunctionCall(FxExpression *self, PFunction *func, FArgumentList *args, const FScriptPosition &pos, bool novirtual);
~FxVMFunctionCall();
FxExpression *Resolve(FCompileContext&);
PPrototype *ReturnProto();
VMFunction *GetDirectFunction();
ExpEmit Emit(VMFunctionBuilder *build);
bool CheckEmitCast(VMFunctionBuilder *build, bool returnit, ExpEmit &reg);
};
//==========================================================================
//
// FxSequence (a list of statements with no semantics attached - used to return multiple nodes as one)
//
//==========================================================================
class FxLocalVariableDeclaration;
class FxSequence : public FxExpression
{
TDeletingArray<FxExpression *> Expressions;
public:
FxSequence(const FScriptPosition &pos) : FxExpression(EFX_Sequence, pos) {}
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
void Add(FxExpression *expr) { if (expr != NULL) Expressions.Push(expr); expr->NeedResult = false; }
VMFunction *GetDirectFunction();
bool CheckReturn();
};
//==========================================================================
//
// FxCompoundStatement (like a list but implements maintenance of local variables)
//
//==========================================================================
class FxLocalVariableDeclaration;
class FxCompoundStatement : public FxSequence
{
TArray<FxLocalVariableDeclaration *> LocalVars;
FxCompoundStatement *Outer = nullptr;
friend class FxLocalVariableDeclaration;
public:
FxCompoundStatement(const FScriptPosition &pos) : FxSequence(pos) {}
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
FxLocalVariableDeclaration *FindLocalVariable(FName name, FCompileContext &ctx);
bool CheckLocalVariable(FName name);
};
//==========================================================================
//
// FxSwitchStatement
//
//==========================================================================
class FxSwitchStatement : public FxExpression
{
FxExpression *Condition;
FArgumentList *Content;
struct CaseAddr
{
int casevalue;
size_t jumpaddress;
};
TArray<CaseAddr> CaseAddresses;
public:
FxSwitchStatement(FxExpression *cond, FArgumentList *content, const FScriptPosition &pos);
~FxSwitchStatement();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
bool CheckReturn();
};
//==========================================================================
//
// FxSwitchStatement
//
//==========================================================================
class FxCaseStatement : public FxExpression
{
FxExpression *Condition;
int CaseValue; // copy the value to here for easier access.
friend class FxSwitchStatement;
public:
FxCaseStatement(FxExpression *cond, const FScriptPosition &pos);
~FxCaseStatement();
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// FxIfStatement
//
//==========================================================================
class FxIfStatement : public FxExpression
{
FxExpression *Condition;
FxExpression *WhenTrue;
FxExpression *WhenFalse;
public:
FxIfStatement(FxExpression *cond, FxExpression *true_part, FxExpression *false_part, const FScriptPosition &pos);
~FxIfStatement();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
bool CheckReturn();
};
//==========================================================================
//
// Base class for loops
//
//==========================================================================
class FxLoopStatement : public FxExpression
{
protected:
FxLoopStatement(EFxType etype, const FScriptPosition &pos)
: FxExpression(etype, pos)
{
}
void Backpatch(VMFunctionBuilder *build, size_t loopstart, size_t loopend);
FxExpression *Resolve(FCompileContext&) final;
virtual FxExpression *DoResolve(FCompileContext&) = 0;
public:
TArray<FxJumpStatement *> Jumps;
};
//==========================================================================
//
// FxWhileLoop
//
//==========================================================================
class FxWhileLoop : public FxLoopStatement
{
FxExpression *Condition;
FxExpression *Code;
public:
FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
~FxWhileLoop();
FxExpression *DoResolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxDoWhileLoop
//
//==========================================================================
class FxDoWhileLoop : public FxLoopStatement
{
FxExpression *Condition;
FxExpression *Code;
public:
FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
~FxDoWhileLoop();
FxExpression *DoResolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxForLoop
//
//==========================================================================
class FxForLoop : public FxLoopStatement
{
FxExpression *Init;
FxExpression *Condition;
FxExpression *Iteration;
FxExpression *Code;
public:
FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos);
~FxForLoop();
FxExpression *DoResolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxJumpStatement
//
//==========================================================================
class FxJumpStatement : public FxExpression
{
public:
FxJumpStatement(int token, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
int Token;
size_t Address;
};
//==========================================================================
//
// FxReturnStatement
//
//==========================================================================
class FxReturnStatement : public FxExpression
{
FxExpression *Value;
public:
FxReturnStatement(FxExpression *value, const FScriptPosition &pos);
~FxReturnStatement();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
VMFunction *GetDirectFunction();
bool CheckReturn() { return true; }
};
//==========================================================================
//
//
//
//==========================================================================
class FxClassTypeCast : public FxExpression
{
PClass *desttype;
FxExpression *basex;
public:
FxClassTypeCast(PClassPointer *dtype, FxExpression *x);
~FxClassTypeCast();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// Only used to resolve the old jump by index feature of DECORATE
//
//==========================================================================
class FxStateByIndex : public FxExpression
{
int index;
public:
FxStateByIndex(int i, const FScriptPosition &pos) : FxExpression(EFX_StateByIndex, pos)
{
index = i;
}
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
// Same as above except for expressions which means it will have to be
// evaluated at runtime
//
//==========================================================================
class FxRuntimeStateIndex : public FxExpression
{
bool EmitTail;
FxExpression *Index;
public:
FxRuntimeStateIndex(FxExpression *index);
~FxRuntimeStateIndex();
FxExpression *Resolve(FCompileContext&);
PPrototype *ReturnProto();
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMultiNameState : public FxExpression
{
PClassActor *scope;
TArray<FName> names;
public:
FxMultiNameState(const char *statestring, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxNop : public FxExpression
{
public:
FxNop(const FScriptPosition &p)
: FxExpression(EFX_Nop, p)
{
isresolved = true;
}
ExpEmit Emit(VMFunctionBuilder *build)
{
return ExpEmit();
}
};
//==========================================================================
//
//
//
//==========================================================================
class FxLocalVariableDeclaration : public FxExpression
{
friend class FxCompoundStatement;
friend class FxLocalVariable;
FName Name;
FxExpression *Init;
int VarFlags;
int RegCount;
public:
int RegNum = -1;
FxLocalVariableDeclaration(PType *type, FName name, FxExpression *initval, int varflags, const FScriptPosition &p);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
void Release(VMFunctionBuilder *build);
};
#endif