- separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:31:58 +02:00
commit 3454314bb1
14 changed files with 1164 additions and 895 deletions

File diff suppressed because it is too large Load diff

View file

@ -42,14 +42,14 @@
#include "m_random.h"
#include "sc_man.h"
#include "s_sound.h"
#include "actor.h"
#include "s_soundinternal.h"
#include "vmbuilder.h"
#include "scopebarrier.h"
#include "types.h"
#include "vmintern.h"
#include "c_cvars.h"
struct FState; // needed for FxConstant. Maybe move the state constructor to a subclass later?
#define CHECKRESOLVED() if (isresolved) return this; isresolved=true;
#define SAFE_DELETE(p) if (p!=NULL) { delete p; p=NULL; }
@ -398,23 +398,6 @@ public:
};
//==========================================================================
//
// FxClassDefaults
//
//==========================================================================
class FxClassDefaults : public FxExpression
{
FxExpression *obj;
public:
FxClassDefaults(FxExpression *, const FScriptPosition &);
~FxClassDefaults();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxConstant
@ -706,12 +689,11 @@ public:
class FxTypeCast : public FxExpression
{
public:
FxExpression *basex;
bool NoWarn;
bool Explicit;
public:
FxTypeCast(FxExpression *x, PType *type, bool nowarn, bool explicitly = false);
~FxTypeCast();
FxExpression *Resolve(FCompileContext&);
@ -1539,11 +1521,11 @@ public:
class FxFunctionCall : public FxExpression
{
FName MethodName;
FRandom *RNG;
FArgumentList ArgList;
public:
FName MethodName;
FArgumentList ArgList;
FxFunctionCall(FName methodname, FName rngname, FArgumentList &args, const FScriptPosition &pos);
~FxFunctionCall();
@ -1571,26 +1553,6 @@ public:
};
//==========================================================================
//
// FxActionSpecialCall
//
//==========================================================================
class FxActionSpecialCall : public FxExpression
{
int Special;
FxExpression *Self;
FArgumentList ArgList;
public:
FxActionSpecialCall(FxExpression *self, int special, FArgumentList &args, const FScriptPosition &pos);
~FxActionSpecialCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxFlopFunctionCall
@ -1701,24 +1663,6 @@ public:
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxGetDefaultByType
//
//==========================================================================
class FxGetDefaultByType : public FxExpression
{
FxExpression *Self;
public:
FxGetDefaultByType(FxExpression *self);
~FxGetDefaultByType();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxColorLiteral
@ -1750,17 +1694,18 @@ class FxVMFunctionCall : public FxExpression
bool NoVirtual;
bool hasStringArgs = false;
FxExpression *Self;
PFunction *Function;
FArgumentList ArgList;
// for multi assignment
int AssignCount = 0;
TArray<ExpEmit> ReturnRegs;
PFunction *CallingFunction;
bool CheckAccessibility(const VersionInfo &ver);
bool UnravelVarArgAJump(FCompileContext&);
public:
FArgumentList ArgList;
PFunction* Function;
FxVMFunctionCall(FxExpression *self, PFunction *func, FArgumentList &args, const FScriptPosition &pos, bool novirtual);
~FxVMFunctionCall();
FxExpression *Resolve(FCompileContext&);
@ -2041,60 +1986,6 @@ public:
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// Only used to resolve the old jump by index feature of DECORATE
//
//==========================================================================
class FxStateByIndex : public FxExpression
{
unsigned 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
{
FxExpression *Index;
int symlabel;
public:
FxRuntimeStateIndex(FxExpression *index);
~FxRuntimeStateIndex();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMultiNameState : public FxExpression
{
PClassActor *scope;
TArray<FName> names;
public:
FxMultiNameState(const char *statestring, const FScriptPosition &pos, PClassActor *checkclass = nullptr);
FxExpression *Resolve(FCompileContext&);
};
//==========================================================================
//
//
@ -2234,4 +2125,19 @@ public:
ExpEmit Emit(VMFunctionBuilder *build);
};
struct CompileEnvironment
{
FxExpression* (*SpecialTypeCast)(FxTypeCast* func, FCompileContext& ctx);
bool (*CheckForCustomAddition)(FxAddSub* func, FCompileContext& ctx);
FxExpression* (*CheckSpecialIdentifier)(FxIdentifier* func, FCompileContext& ctx);
FxExpression* (*ResolveSpecialIdentifier)(FxIdentifier* func, FxExpression*& object, PContainerType* objtype, FCompileContext& ctx);
FxExpression* (*CheckSpecialMember)(FxStructMember* func, FCompileContext& ctx);
FxExpression* (*CheckCustomGlobalFunctions)(FxFunctionCall* func, FCompileContext& ctx);
bool (*ResolveSpecialFunction)(FxVMFunctionCall* func, FCompileContext& ctx);
FName CustomBuiltinNew; //override the 'new' function if some classes need special treatment.
};
extern CompileEnvironment compileEnvironment;
#endif

View file

@ -0,0 +1,961 @@
/*
** codegen.cpp
**
** Compiler backend / code generation for ZScript and DECORATE
**
**---------------------------------------------------------------------------
** Copyright 2008-2016 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_doom.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 "templates.h"
#include "actor.h"
#include "p_lnspec.h"
#include "g_levellocals.h"
PFunction* FindBuiltinFunction(FName funcname);
//==========================================================================
//
//
//
//==========================================================================
bool isActor(PContainerType *type)
{
auto cls = PType::toClass(type);
return cls ? cls->Descriptor->IsDescendantOf(RUNTIME_CLASS(AActor)) : false;
}
//==========================================================================
//
//
//
//==========================================================================
static FxExpression *CustomTypeCast(FxTypeCast *func, FCompileContext &ctx)
{
if (func->ValueType == TypeStateLabel)
{
auto& basex = func->basex;
auto& ScriptPosition = func->ScriptPosition;
if (basex->ValueType == TypeNullPtr)
{
auto x = new FxConstant(0, ScriptPosition);
x->ValueType = TypeStateLabel;
delete func;
return x;
}
// Right now this only supports string constants. There should be an option to pass a string variable, too.
if (basex->isConstant() && (basex->ValueType == TypeString || basex->ValueType == TypeName))
{
FString s= static_cast<FxConstant *>(basex)->GetValue().GetString();
if (s.Len() == 0 && !ctx.FromDecorate) // DECORATE should never get here at all, but let's better be safe.
{
ScriptPosition.Message(MSG_ERROR, "State jump to empty label.");
delete func;
return nullptr;
}
FxExpression *x = new FxMultiNameState(s, basex->ScriptPosition);
x = x->Resolve(ctx);
basex = nullptr;
delete func;
return x;
}
else if (basex->IsNumeric() && basex->ValueType != TypeSound && basex->ValueType != TypeColor)
{
if (ctx.StateIndex < 0)
{
ScriptPosition.Message(MSG_ERROR, "State jumps with index can only be used in anonymous state functions.");
delete func;
return nullptr;
}
if (ctx.StateCount != 1)
{
ScriptPosition.Message(MSG_ERROR, "State jumps with index cannot be used on multistate definitions");
delete func;
return nullptr;
}
if (basex->isConstant())
{
int i = static_cast<FxConstant *>(basex)->GetValue().GetInt();
if (i <= 0)
{
ScriptPosition.Message(MSG_ERROR, "State index must be positive");
delete func;
return nullptr;
}
FxExpression *x = new FxStateByIndex(ctx.StateIndex + i, ScriptPosition);
x = x->Resolve(ctx);
basex = nullptr;
delete func;
return x;
}
else
{
FxExpression *x = new FxRuntimeStateIndex(basex);
x = x->Resolve(ctx);
basex = nullptr;
delete func;
return x;
}
}
}
return func;
}
//==========================================================================
//
//
//
//==========================================================================
static bool CheckForCustomAddition(FxAddSub *func, FCompileContext &ctx)
{
if (func->left->ValueType == TypeState && func->right->IsInteger() && func->Operator == '+' && !func->left->isConstant())
{
// This is the only special case of pointer addition that will be accepted - because it is used quite often in the existing game code.
func->ValueType = TypeState;
func->right = new FxMulDiv('*', func->right, new FxConstant((int)sizeof(FState), func->ScriptPosition)); // multiply by size here, so that constants can be better optimized.
func->right = func->right->Resolve(ctx);
return true;
}
return 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);
}
// and line specials
int num;
if ((num = P_FindLineSpecial(func->Identifier.GetChars(), nullptr, nullptr)))
{
ScriptPosition.Message(MSG_DEBUGLOG, "Resolving name '%s' as line special %d\n", func->Identifier.GetChars(), num);
auto newex = new FxConstant(num, ScriptPosition);
delete func;
return newex? newex->Resolve(ctx) : nullptr;
}
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(AActor)))
{
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;
}
//==========================================================================
//
// FxVMFunctionCall :: UnravelVarArgAJump
//
// Converts A_Jump(chance, a, b, c, d) -> A_Jump(chance, RandomPick[cajump](a, b, c, d))
// so that varargs are restricted to either text formatting or graphics drawing.
//
//==========================================================================
extern FRandom pr_cajump;
static bool UnravelVarArgAJump(FxVMFunctionCall *func, FCompileContext &ctx)
{
auto& ArgList = func->ArgList;
FArgumentList rplist;
for (unsigned i = 1; i < ArgList.Size(); i++)
{
// This needs a bit of casting voodoo because RandomPick wants integer parameters.
auto x = new FxIntCast(new FxTypeCast(ArgList[i], TypeStateLabel, true, true), true, true);
rplist.Push(x->Resolve(ctx));
ArgList[i] = nullptr;
if (rplist[i - 1] == nullptr)
{
return false;
}
}
FxExpression *x = new FxRandomPick(&pr_cajump, rplist, false, func->ScriptPosition, true);
x = x->Resolve(ctx);
// This cannot be done with a cast because that interprets the value as an index.
// All we want here is to take the literal value and change its type.
if (x) x->ValueType = TypeStateLabel;
ArgList[1] = x;
ArgList.Clamp(2);
return x != nullptr;
}
static bool AJumpProcessing(FxVMFunctionCall *func, FCompileContext &ctx)
{
// Unfortunately the PrintableName is the only safe thing to catch this special case here.
if (func->Function->Variants[0].Implementation->PrintableName.CompareNoCase("Actor.A_Jump [Native]") == 0)
{
// Unravel the varargs part of this function here so that the VM->native interface does not have to deal with it anymore.
if (func->ArgList.Size() > 2)
{
auto ret = UnravelVarArgAJump(func, ctx);
if (!ret)
{
return false;
}
}
}
return true;
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
}
int min, max, special;
if (func->MethodName == NAME_ACS_NamedExecuteWithResult || func->MethodName == NAME_CallACS)
{
special = -ACS_ExecuteWithResult;
min = 1;
max = 5;
}
else
{
// This alias is needed because Actor has a Teleport function.
if (func->MethodName == NAME_TeleportSpecial) func->MethodName = NAME_Teleport;
special = P_FindLineSpecial(func->MethodName.GetChars(), &min, &max);
}
if (special != 0 && min >= 0)
{
int paramcount = func->ArgList.Size();
if (ctx.Function == nullptr || ctx.Class == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "Unable to call action special %s from constant declaration", func->MethodName.GetChars());
delete func;
return nullptr;
}
else if (paramcount < min)
{
ScriptPosition.Message(MSG_ERROR, "Not enough parameters for '%s' (expected %d, got %d)",
func->MethodName.GetChars(), min, paramcount);
delete func;
return nullptr;
}
else if (paramcount > max)
{
ScriptPosition.Message(MSG_ERROR, "too many parameters for '%s' (expected %d, got %d)",
func->MethodName.GetChars(), max, paramcount);
delete func;
return nullptr;
}
FxExpression *self = (ctx.Function && (ctx.Function->Variants[0].Flags & VARF_Method) && isActor(ctx.Class)) ? new FxSelf(ScriptPosition) : (FxExpression*)new FxConstant(ScriptPosition);
FxExpression *x = new FxActionSpecialCall(self, special, func->ArgList, ScriptPosition);
delete func;
return x->Resolve(ctx);
}
return func;
}
//==========================================================================
//
// FxActionSpecialCall
//
// If special is negative, then the first argument will be treated as a
// name for ACS_NamedExecuteWithResult.
//
//==========================================================================
FxActionSpecialCall::FxActionSpecialCall(FxExpression *self, int special, FArgumentList &args, const FScriptPosition &pos)
: FxExpression(EFX_ActionSpecialCall, pos)
{
Self = self;
Special = special;
ArgList = std::move(args);
while (ArgList.Size() < 5)
{
ArgList.Push(new FxConstant(0, ScriptPosition));
}
}
//==========================================================================
//
//
//
//==========================================================================
FxActionSpecialCall::~FxActionSpecialCall()
{
SAFE_DELETE(Self);
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxActionSpecialCall::Resolve(FCompileContext& ctx)
{
CHECKRESOLVED();
bool failed = false;
SAFE_RESOLVE_OPT(Self, ctx);
for (unsigned i = 0; i < ArgList.Size(); i++)
{
ArgList[i] = ArgList[i]->Resolve(ctx);
if (ArgList[i] == nullptr)
{
failed = true;
}
else if (Special < 0 && i == 0)
{
if (ArgList[i]->ValueType == TypeString)
{
ArgList[i] = new FxNameCast(ArgList[i]);
ArgList[i] = ArgList[i]->Resolve(ctx);
if (ArgList[i] == nullptr)
{
failed = true;
}
}
else if (ArgList[i]->ValueType != TypeName)
{
ScriptPosition.Message(MSG_ERROR, "Name expected for parameter %d", i);
failed = true;
}
}
else if (!ArgList[i]->IsInteger())
{
if (ArgList[i]->ValueType->GetRegType() == REGT_FLOAT /* lax */)
{
ArgList[i] = new FxIntCast(ArgList[i], ctx.FromDecorate);
ArgList[i] = ArgList[i]->Resolve(ctx);
if (ArgList[i] == nullptr)
{
delete this;
return nullptr;
}
}
else
{
ScriptPosition.Message(MSG_ERROR, "Integer expected for parameter %d", i);
failed = true;
}
}
}
if (failed)
{
delete this;
return nullptr;
}
ValueType = TypeSInt32;
return this;
}
//==========================================================================
//
//
//
//==========================================================================
int BuiltinCallLineSpecial(int special, AActor *activator, int arg1, int arg2, int arg3, int arg4, int arg5)
{
return P_ExecuteSpecial(currentVMLevel , special, nullptr, activator, 0, arg1, arg2, arg3, arg4, arg5);
}
DEFINE_ACTION_FUNCTION_NATIVE(DObject, BuiltinCallLineSpecial, BuiltinCallLineSpecial)
{
PARAM_PROLOGUE;
PARAM_INT(special);
PARAM_OBJECT(activator, AActor);
PARAM_INT(arg1);
PARAM_INT(arg2);
PARAM_INT(arg3);
PARAM_INT(arg4);
PARAM_INT(arg5);
ACTION_RETURN_INT(P_ExecuteSpecial(currentVMLevel, special, nullptr, activator, 0, arg1, arg2, arg3, arg4, arg5));
}
ExpEmit FxActionSpecialCall::Emit(VMFunctionBuilder *build)
{
unsigned i = 0;
// Call the BuiltinCallLineSpecial function to perform the desired special.
static uint8_t reginfo[] = { REGT_INT, REGT_POINTER, REGT_INT, REGT_INT, REGT_INT, REGT_INT, REGT_INT };
auto sym = FindBuiltinFunction(NAME_BuiltinCallLineSpecial);
assert(sym);
auto callfunc = sym->Variants[0].Implementation;
FunctionCallEmitter emitters(callfunc);
emitters.AddParameterIntConst(abs(Special)); // pass special number
emitters.AddParameter(build, Self);
for (; i < ArgList.Size(); ++i)
{
FxExpression *argex = ArgList[i];
if (Special < 0 && i == 0)
{
assert(argex->ValueType == TypeName);
assert(argex->isConstant());
emitters.AddParameterIntConst(-static_cast<FxConstant *>(argex)->GetValue().GetName().GetIndex());
}
else
{
assert(argex->ValueType->GetRegType() == REGT_INT);
if (argex->isConstant())
{
emitters.AddParameterIntConst(static_cast<FxConstant *>(argex)->GetValue().GetInt());
}
else
{
emitters.AddParameter(build, argex);
}
}
}
ArgList.DeleteAndClear();
ArgList.ShrinkToFit();
emitters.AddReturn(REGT_INT);
return emitters.EmitCall(build);
}
//==========================================================================
//
//
//
//==========================================================================
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(AActor)))
{
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;
}
//==========================================================================
//
// Symbolic state labels.
// Conversion will not happen inside the compiler anymore because it causes
// just too many problems.
//
//==========================================================================
FxExpression *FxStateByIndex::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
ABORT(ctx.Class);
auto vclass = PType::toClass(ctx.Class);
assert(vclass != nullptr);
auto aclass = ValidateActor(vclass->Descriptor);
// This expression type can only be used from actors, for everything else it has already produced a compile error.
assert(aclass != nullptr && aclass->GetStateCount() > 0);
if (aclass->GetStateCount() <= index)
{
ScriptPosition.Message(MSG_ERROR, "%s: Attempt to jump to non existing state index %d",
ctx.Class->TypeName.GetChars(), index);
delete this;
return nullptr;
}
int symlabel = StateLabels.AddPointer(aclass->GetStates() + index);
FxExpression *x = new FxConstant(symlabel, ScriptPosition);
x->ValueType = TypeStateLabel;
delete this;
return x;
}
//==========================================================================
//
//
//
//==========================================================================
FxRuntimeStateIndex::FxRuntimeStateIndex(FxExpression *index)
: FxExpression(EFX_RuntimeStateIndex, index->ScriptPosition), Index(index)
{
ValueType = TypeStateLabel;
}
FxRuntimeStateIndex::~FxRuntimeStateIndex()
{
SAFE_DELETE(Index);
}
FxExpression *FxRuntimeStateIndex::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(Index, ctx);
if (!Index->IsNumeric())
{
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
delete this;
return nullptr;
}
else if (Index->isConstant())
{
int index = static_cast<FxConstant *>(Index)->GetValue().GetInt();
if (index < 0 || (index == 0 && !ctx.FromDecorate))
{
ScriptPosition.Message(MSG_ERROR, "State index must be positive");
delete this;
return nullptr;
}
else if (index == 0)
{
int symlabel = StateLabels.AddPointer(nullptr);
auto x = new FxConstant(symlabel, ScriptPosition);
delete this;
x->ValueType = TypeStateLabel;
return x;
}
else
{
auto x = new FxStateByIndex(ctx.StateIndex + index, ScriptPosition);
delete this;
return x->Resolve(ctx);
}
}
else if (Index->ValueType->GetRegType() != REGT_INT)
{ // Float.
Index = new FxIntCast(Index, ctx.FromDecorate);
SAFE_RESOLVE(Index, ctx);
}
auto vclass = PType::toClass(ctx.Class);
assert(vclass != nullptr);
auto aclass = ValidateActor(vclass->Descriptor);
assert(aclass != nullptr && aclass->GetStateCount() > 0);
symlabel = StateLabels.AddPointer(aclass->GetStates() + ctx.StateIndex);
ValueType = TypeStateLabel;
return this;
}
ExpEmit FxRuntimeStateIndex::Emit(VMFunctionBuilder *build)
{
ExpEmit out = Index->Emit(build);
// out = (clamp(Index, 0, 32767) << 16) | symlabel | 0x80000000; 0x80000000 is here to make it negative.
build->Emit(OP_MAX_RK, out.RegNum, out.RegNum, build->GetConstantInt(0));
build->Emit(OP_MIN_RK, out.RegNum, out.RegNum, build->GetConstantInt(32767));
build->Emit(OP_SLL_RI, out.RegNum, out.RegNum, 16);
build->Emit(OP_OR_RK, out.RegNum, out.RegNum, build->GetConstantInt(symlabel|0x80000000));
return out;
}
//==========================================================================
//
//
//
//==========================================================================
FxMultiNameState::FxMultiNameState(const char *_statestring, const FScriptPosition &pos, PClassActor *checkclass)
:FxExpression(EFX_MultiNameState, pos)
{
FName scopename = NAME_None;
FString statestring = _statestring;
int scopeindex = statestring.IndexOf("::");
if (scopeindex >= 0)
{
scopename = FName(statestring, scopeindex, false);
statestring = statestring.Right(statestring.Len() - scopeindex - 2);
}
names = MakeStateNameList(statestring);
names.Insert(0, scopename);
scope = checkclass;
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
ABORT(ctx.Class);
int symlabel;
auto vclass = PType::toClass(ctx.Class);
//assert(vclass != nullptr);
auto clstype = vclass == nullptr? nullptr : ValidateActor(vclass->Descriptor);
if (names[0] == NAME_None)
{
scope = nullptr;
}
else if (clstype == nullptr)
{
// not in an actor, so any further checks are pointless.
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(), ctx.Class->TypeName.GetChars());
delete this;
return nullptr;
}
else if (names[0] == NAME_Super)
{
scope = ValidateActor(clstype->ParentClass);
}
else
{
scope = PClass::FindActor(names[0]);
if (scope == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "Unknown class '%s' in state label", names[0].GetChars());
delete this;
return nullptr;
}
else if (!scope->IsAncestorOf(clstype))
{
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(), ctx.Class->TypeName.GetChars());
delete this;
return nullptr;
}
}
if (scope != nullptr)
{
FState *destination = nullptr;
// If the label is class specific we can resolve it right here
if (names[1] != NAME_None)
{
destination = scope->FindState(names.Size()-1, &names[1], false);
if (destination == nullptr)
{
ScriptPosition.Message(MSG_OPTERROR, "Unknown state jump destination");
/* lax */
return this;
}
}
symlabel = StateLabels.AddPointer(destination);
}
else
{
names.Delete(0);
symlabel = StateLabels.AddNames(names);
}
FxExpression *x = new FxConstant(symlabel, ScriptPosition);
x->ValueType = TypeStateLabel;
delete this;
return x;
}
//==========================================================================
//
// The CVAR is for finding places where thinkers are created.
// Those will require code changes in ZScript 4.0.
//
//==========================================================================
CVAR(Bool, vm_warnthinkercreation, false, 0)
static DObject *BuiltinNewDoom(PClass *cls, int outerside, int backwardscompatible)
{
if (cls == nullptr)
{
ThrowAbortException(X_OTHER, "New without a class");
return nullptr;
}
if (cls->ConstructNative == nullptr)
{
ThrowAbortException(X_OTHER, "Class %s requires native construction", cls->TypeName.GetChars());
return nullptr;
}
if (cls->bAbstract)
{
ThrowAbortException(X_OTHER, "Cannot instantiate abstract class %s", cls->TypeName.GetChars());
return nullptr;
}
// Creating actors here must be outright prohibited,
if (cls->IsDescendantOf(NAME_Actor))
{
ThrowAbortException(X_OTHER, "Cannot create actors with 'new'");
return nullptr;
}
if ((vm_warnthinkercreation || !backwardscompatible) && cls->IsDescendantOf(NAME_Thinker))
{
// This must output a diagnostic warning
Printf("Using 'new' to create thinkers is deprecated.");
}
// [ZZ] validate readonly and between scope construction
if (outerside) FScopeBarrier::ValidateNew(cls, outerside - 1);
DObject *object;
if (!cls->IsDescendantOf(NAME_Thinker))
{
object = cls->CreateNew();
}
else
{
object = currentVMLevel->CreateThinker(cls);
}
return object;
}
DEFINE_ACTION_FUNCTION_NATIVE(DObject, BuiltinNewDoom, BuiltinNewDoom)
{
PARAM_PROLOGUE;
PARAM_CLASS(cls, DObject);
PARAM_INT(outerside);
PARAM_INT(compatible);
ACTION_RETURN_OBJECT(BuiltinNewDoom(cls, outerside, compatible));
}
void SetDoomCompileEnvironment()
{
compileEnvironment.SpecialTypeCast = CustomTypeCast;
compileEnvironment.CheckForCustomAddition = CheckForCustomAddition;
compileEnvironment.CheckSpecialIdentifier = CheckForDefault;
compileEnvironment.ResolveSpecialIdentifier = ResolveForDefault;
compileEnvironment.CheckSpecialMember = CheckForMemberDefault;
compileEnvironment.ResolveSpecialFunction = AJumpProcessing;
compileEnvironment.CheckCustomGlobalFunctions = ResolveGlobalCustomFunction;
compileEnvironment.CustomBuiltinNew = "BuiltinNewDoom";
}

View file

@ -0,0 +1,112 @@
#pragma once
#include "codegen.h"
#include "actor.h"
//==========================================================================
//
// FxActionSpecialCall
//
//==========================================================================
class FxActionSpecialCall : public FxExpression
{
int Special;
FxExpression *Self;
FArgumentList ArgList;
public:
FxActionSpecialCall(FxExpression *self, int special, FArgumentList &args, const FScriptPosition &pos);
~FxActionSpecialCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxClassDefaults
//
//==========================================================================
class FxClassDefaults : public FxExpression
{
FxExpression *obj;
public:
FxClassDefaults(FxExpression *, const FScriptPosition &);
~FxClassDefaults();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxGetDefaultByType
//
//==========================================================================
class FxGetDefaultByType : public FxExpression
{
FxExpression *Self;
public:
FxGetDefaultByType(FxExpression *self);
~FxGetDefaultByType();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// Only used to resolve the old jump by index feature of DECORATE
//
//==========================================================================
class FxStateByIndex : public FxExpression
{
unsigned 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
{
FxExpression *Index;
int symlabel;
public:
FxRuntimeStateIndex(FxExpression *index);
~FxRuntimeStateIndex();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMultiNameState : public FxExpression
{
PClassActor *scope;
TArray<FName> names;
public:
FxMultiNameState(const char *statestring, const FScriptPosition &pos, PClassActor *checkclass = nullptr);
FxExpression *Resolve(FCompileContext&);
};

View file

@ -38,7 +38,7 @@
#include "c_cvars.h"
#include "jit.h"
EXTERN_CVAR(Bool, strictdecorate);
CVAR(Bool, strictdecorate, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
struct VMRemap
{

View file

@ -43,6 +43,7 @@
#include "a_pickups.h"
#include "thingdef.h"
#include "backend/codegen.h"
#include "backend/codegen_doom.h"
FRandom pr_exrandom ("EX_Random");

View file

@ -44,6 +44,7 @@
#include "thingdef.h"
#include "a_morph.h"
#include "backend/codegen.h"
#include "backend/codegen_doom.h"
#include "filesystem.h"
#include "v_text.h"
#include "m_argv.h"
@ -53,7 +54,7 @@
#endif // !_MSC_VER
void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns);
CVAR(Bool, strictdecorate, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
EXTERN_CVAR(Bool, strictdecorate);
//==========================================================================

View file

@ -44,6 +44,7 @@
#include "p_local.h"
#include "thingdef.h"
#include "backend/codegen.h"
#include "backend/codegen_doom.h"
#ifndef _MSC_VER
#include "i_system.h" // for strlwr()
#endif // !_MSC_VER

View file

@ -406,6 +406,7 @@ void CheckDropItems(const PClassActor *const obj)
void ParseScripts();
void ParseAllDecorate();
void SynthesizeFlagFields();
void SetDoomCompileEnvironment();
void LoadActors()
{
@ -414,6 +415,7 @@ void LoadActors()
timer.Reset(); timer.Clock();
FScriptPosition::ResetErrorCounter();
SetDoomCompileEnvironment();
InitThingdef();
FScriptPosition::StrictErrors = true;
ParseScripts();

View file

@ -40,6 +40,7 @@
#include "version.h"
#include "zcc_parser.h"
#include "zcc_compile.h"
#include "templates.h"
TArray<FString> Includes;
TArray<FScriptPosition> IncludeLocs;