raze/source/core/codegen_raze.cpp

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/*
** codegen.cpp
**
** Compiler backend / code generation for ZScript
**
**---------------------------------------------------------------------------
** Copyright 2008-2022 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.
**
** 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 <stdlib.h>
#include "cmdlib.h"
#include "codegen.h"
#include "codegen_raze.h"
#include "v_text.h"
#include "filesystem.h"
#include "v_video.h"
#include "utf8.h"
#include "texturemanager.h"
#include "m_random.h"
#include "v_font.h"
#include "gamecontrol.h"
#include "gi.h"
#include "games/duke/src/duke3d.h"
PFunction* FindBuiltinFunction(FName funcname);
//==========================================================================
//
//
//
//==========================================================================
bool isActor(PContainerType* type)
{
auto cls = PType::toClass(type);
return cls ? cls->Descriptor->IsDescendantOf(RUNTIME_CLASS(DCoreActor)) : false;
}
//==========================================================================
//
//
//
//==========================================================================
static FxExpression* CheckForDefault(FxIdentifier* func, FCompileContext& ctx)
{
auto& ScriptPosition = func->ScriptPosition;
if (func->Identifier == NAME_Default)
{
if (ctx.Function == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "Unable to access class defaults from constant declaration");
delete func;
return nullptr;
}
if (ctx.Function->Variants[0].SelfClass == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "Unable to access class defaults from static function");
delete func;
return nullptr;
}
if (!isActor(ctx.Function->Variants[0].SelfClass))
{
ScriptPosition.Message(MSG_ERROR, "'Default' requires an actor type.");
delete func;
return nullptr;
}
FxExpression* x = new FxClassDefaults(new FxSelf(ScriptPosition), ScriptPosition);
delete func;
return x->Resolve(ctx);
}
return func;
}
//==========================================================================
//
//
//
//==========================================================================
static FxExpression *ResolveForDefault(FxIdentifier *expr, FxExpression*& object, PContainerType* objtype, FCompileContext &ctx)
{
if (expr->Identifier == NAME_Default)
{
if (!isActor(objtype))
{
expr->ScriptPosition.Message(MSG_ERROR, "'Default' requires an actor type.");
delete object;
object = nullptr;
return nullptr;
}
FxExpression * x = new FxClassDefaults(object, expr->ScriptPosition);
object = nullptr;
delete expr;
return x->Resolve(ctx);
}
return expr;
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression* CheckForMemberDefault(FxStructMember *func, FCompileContext &ctx)
{
auto& membervar = func->membervar;
auto& classx = func->classx;
auto& ScriptPosition = func->ScriptPosition;
if (membervar->SymbolName == NAME_Default)
{
if (!classx->ValueType->isObjectPointer()
|| !static_cast<PObjectPointer *>(classx->ValueType)->PointedClass()->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
{
ScriptPosition.Message(MSG_ERROR, "'Default' requires an actor type");
delete func;
return nullptr;
}
FxExpression * x = new FxClassDefaults(classx, ScriptPosition);
classx = nullptr;
delete func;
return x->Resolve(ctx);
}
return func;
}
//==========================================================================
//
//
//
//==========================================================================
bool CheckArgSize(FName fname, FArgumentList &args, int min, int max, FScriptPosition &sc);
static FxExpression *ResolveGlobalCustomFunction(FxFunctionCall *func, FCompileContext &ctx)
{
auto& ScriptPosition = func->ScriptPosition;
if (func->MethodName == NAME_GetDefaultByType)
{
if (CheckArgSize(NAME_GetDefaultByType, func->ArgList, 1, 1, ScriptPosition))
{
auto newfunc = new FxGetDefaultByType(func->ArgList[0]);
func->ArgList[0] = nullptr;
delete func;
return newfunc->Resolve(ctx);
}
}
// the following 3 are just for compile time argument validation, they do not affect code generation.
else if (func->MethodName == NAME_SetAction && isDukeEngine())
{
auto cls = ctx.Function->Variants[0].SelfClass;
if (cls == nullptr || !cls->isClass()) return func;
auto clas = static_cast<PClassType*>(cls)->Descriptor;
if (!clas->IsDescendantOf(RUNTIME_CLASS(Duke3d::DDukeActor))) return func;
if (CheckArgSize(NAME_SetAction, func->ArgList, 1, 1, ScriptPosition))
{
FxExpression* x;
x = func->ArgList[0] = func->ArgList[0]->Resolve(ctx);
if (x && x->isConstant() && (x->ValueType == TypeName || x->ValueType == TypeString))
{
auto c = static_cast<FxConstant*>(x);
auto nm = c->GetValue().GetName();
if (nm == NAME_None) return func;
int pos = Duke3d::LookupAction(clas, nm);
if (pos == 0)
{
ScriptPosition.Message(MSG_ERROR, "Invalid action '%s'", nm.GetChars());
delete func;
return nullptr;
}
}
}
}
else if (func->MethodName == NAME_SetAI && isDukeEngine())
{
auto cls = ctx.Function->Variants[0].SelfClass;
if (cls == nullptr || !cls->isClass()) return func;
auto clas = static_cast<PClassType*>(cls)->Descriptor;
if (!clas->IsDescendantOf(RUNTIME_CLASS(Duke3d::DDukeActor))) return func;
if (CheckArgSize(NAME_SetAI, func->ArgList, 1, 1, ScriptPosition))
{
FxExpression* x;
x = func->ArgList[0] = func->ArgList[0]->Resolve(ctx);
if (x && x->isConstant() && (x->ValueType == TypeName || x->ValueType == TypeString))
{
auto c = static_cast<FxConstant*>(x);
auto nm = c->GetValue().GetName();
if (nm == NAME_None) return func;
int pos = Duke3d::LookupAI(clas, nm);
if (pos == 0)
{
ScriptPosition.Message(MSG_ERROR, "Invalid AI '%s'", nm.GetChars());
delete func;
return nullptr;
}
}
}
}
else if (func->MethodName == NAME_SetMove && isDukeEngine())
{
auto cls = ctx.Function->Variants[0].SelfClass;
if (cls == nullptr || !cls->isClass()) return func;
auto clas = static_cast<PClassType*>(cls)->Descriptor;
if (!clas->IsDescendantOf(RUNTIME_CLASS(Duke3d::DDukeActor))) return func;
if (CheckArgSize(NAME_SetMove, func->ArgList, 1, 2, ScriptPosition))
{
FxExpression* x;
x = func->ArgList[0] = func->ArgList[0]->Resolve(ctx);
if (x && x->isConstant() && (x->ValueType == TypeName || x->ValueType == TypeString))
{
auto c = static_cast<FxConstant*>(x);
auto nm = c->GetValue().GetName();
if (nm == NAME_None) return func;
int pos = Duke3d::LookupMove(clas, nm);
if (pos == 0)
{
ScriptPosition.Message(MSG_ERROR, "Invalid move '%s'", nm.GetChars());
delete func;
return nullptr;
}
}
}
}
// most of these can be resolved right here. Only isWorldTour, isPlutoPak and isShareware can not if Duke is being played.
else if (func->MethodName == NAME_isDuke)
{
return new FxConstant(isDuke(), ScriptPosition);
}
else if (func->MethodName == NAME_isNam)
{
return new FxConstant(isNam(), ScriptPosition);
}
else if (func->MethodName == NAME_isNamWW2GI)
{
return new FxConstant(isNamWW2GI(), ScriptPosition);
}
else if (func->MethodName == NAME_isWW2GI)
{
return new FxConstant(isWW2GI(), ScriptPosition);
}
else if (func->MethodName == NAME_isRR)
{
return new FxConstant(isRR(), ScriptPosition);
}
else if (func->MethodName == NAME_isRRRA)
{
return new FxConstant(isRRRA(), ScriptPosition);
}
else if (func->MethodName == NAME_isRoute66)
{
return new FxConstant(isRoute66(), ScriptPosition);
}
else if (func->MethodName == NAME_isWorldTour)
{
if (!isDuke()) return new FxConstant(false, ScriptPosition);
else return new FxIsGameType(GAMEFLAG_WORLDTOUR, ScriptPosition);
}
else if (func->MethodName == NAME_isPlutoPak)
{
if (!isDuke()) return new FxConstant(false, ScriptPosition);
else return new FxIsGameType(GAMEFLAG_PLUTOPAK, ScriptPosition);
}
else if (func->MethodName == NAME_isShareware)
{
if (!isDuke()) return new FxConstant(isShareware(), ScriptPosition);
else return new FxIsGameType(GAMEFLAG_SHAREWARE, ScriptPosition);
}
else if (func->MethodName == NAME_isVacation)
{
return new FxConstant(isVacation(), ScriptPosition);
}
else if (func->MethodName == NAME_isDukeLike)
{
return new FxConstant(isDukeLike(), ScriptPosition);
}
else if (func->MethodName == NAME_isDukeEngine)
{
return new FxConstant(isDukeEngine(), ScriptPosition);
}
else if (func->MethodName == NAME_isBlood)
{
return new FxConstant(isBlood(), ScriptPosition);
}
else if (func->MethodName == NAME_isSW)
{
return new FxConstant(isSWALL(), ScriptPosition);
}
else if (func->MethodName == NAME_isExhumed)
{
return new FxConstant(isExhumed(), ScriptPosition);
}
return func;
}
//==========================================================================
//
// code generation is only performed for some Duke checks that depend on CON
// which cannot be resolved at compile time.
//
//==========================================================================
FxIsGameType::FxIsGameType(int arg, const FScriptPosition &pos)
: FxExpression(EFX_ActionSpecialCall, pos)
{
state = arg;
}
//==========================================================================
//
//
//
//==========================================================================
FxIsGameType::~FxIsGameType()
{
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxIsGameType::Resolve(FCompileContext& ctx)
{
CHECKRESOLVED();
ValueType = TypeBool;
return this;
}
//==========================================================================
//
//
//
//==========================================================================
ExpEmit FxIsGameType::Emit(VMFunctionBuilder *build)
{
ExpEmit obj(build, REGT_POINTER);
auto addr = (intptr_t)&gameinfo.gametype;
assert(state != 0);
while (state >= 256)
{
state >>= 8;
addr++;
}
build->Emit(OP_LKP, obj.RegNum, build->GetConstantAddress((void*)addr));
ExpEmit loc(build, REGT_INT);
build->Emit(OP_LBIT, loc.RegNum, obj.RegNum, state);
obj.Free(build);
return loc;
}
//==========================================================================
//
//
//
//==========================================================================
FxClassDefaults::FxClassDefaults(FxExpression *X, const FScriptPosition &pos)
: FxExpression(EFX_ClassDefaults, pos)
{
obj = X;
}
FxClassDefaults::~FxClassDefaults()
{
SAFE_DELETE(obj);
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxClassDefaults::Resolve(FCompileContext& ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(obj, ctx);
assert(obj->ValueType->isRealPointer());
ValueType = NewPointer(obj->ValueType->toPointer()->PointedType, true);
return this;
}
//==========================================================================
//
//
//
//==========================================================================
ExpEmit FxClassDefaults::Emit(VMFunctionBuilder *build)
{
ExpEmit ob = obj->Emit(build);
ob.Free(build);
ExpEmit meta(build, REGT_POINTER);
build->Emit(OP_CLSS, meta.RegNum, ob.RegNum);
build->Emit(OP_LP, meta.RegNum, meta.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
return meta;
}
//==========================================================================
//
//
//==========================================================================
FxGetDefaultByType::FxGetDefaultByType(FxExpression *self)
:FxExpression(EFX_GetDefaultByType, self->ScriptPosition)
{
Self = self;
}
FxGetDefaultByType::~FxGetDefaultByType()
{
SAFE_DELETE(Self);
}
FxExpression *FxGetDefaultByType::Resolve(FCompileContext &ctx)
{
SAFE_RESOLVE(Self, ctx);
PClass *cls = nullptr;
if (Self->ValueType == TypeString || Self->ValueType == TypeName)
{
if (Self->isConstant())
{
cls = PClass::FindActor(static_cast<FxConstant *>(Self)->GetValue().GetName());
if (cls == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type, but got %s", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
delete this;
return nullptr;
}
Self = new FxConstant(cls, NewClassPointer(cls), ScriptPosition);
}
else
{
// this is the ugly case. We do not know what we have and cannot do proper type casting.
// For now error out and let this case require explicit handling on the user side.
ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type, but got %s", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
delete this;
return nullptr;
}
}
else
{
auto cp = PType::toClassPointer(Self->ValueType);
if (cp == nullptr || !cp->ClassRestriction->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
{
ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type");
delete this;
return nullptr;
}
cls = cp->ClassRestriction;
}
ValueType = NewPointer(cls, true);
return this;
}
ExpEmit FxGetDefaultByType::Emit(VMFunctionBuilder *build)
{
ExpEmit op = Self->Emit(build);
op.Free(build);
ExpEmit to(build, REGT_POINTER);
if (op.Konst)
{
build->Emit(OP_LKP, to.RegNum, op.RegNum);
op = to;
}
build->Emit(OP_LP, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
return to;
}
void SetRazeCompileEnvironment()
{
compileEnvironment.CheckSpecialIdentifier = CheckForDefault;
compileEnvironment.ResolveSpecialIdentifier = ResolveForDefault;
compileEnvironment.CheckSpecialMember = CheckForMemberDefault;
compileEnvironment.CheckCustomGlobalFunctions = ResolveGlobalCustomFunction;
}