Example #1
0
static void DoStatement (void)
/* Handle the 'do' statement */
{
    /* Get the loop control labels */
    unsigned LoopLabel      = GetLocalLabel ();
    unsigned BreakLabel     = GetLocalLabel ();
    unsigned ContinueLabel  = GetLocalLabel ();

    /* Skip the while token */
    NextToken ();

    /* Add the loop to the loop stack */
    AddLoop (BreakLabel, ContinueLabel);

    /* Define the loop label */
    g_defcodelabel (LoopLabel);

    /* Parse the loop body */
    Statement (0);

    /* Output the label for a continue */
    g_defcodelabel (ContinueLabel);

    /* Parse the end condition */
    Consume (TOK_WHILE, "`while' expected");
    TestInParens (LoopLabel, 1);
    ConsumeSemi ();

    /* Define the break label */
    g_defcodelabel (BreakLabel);

    /* Remove the loop from the loop stack */
    DelLoop ();
}
Example #2
0
static void WhileStatement (void)
/* Handle the 'while' statement */
{
    int         PendingToken;
    CodeMark    CondCodeStart;  /* Start of condition evaluation code */
    CodeMark    CondCodeEnd;    /* End of condition evaluation code */
    CodeMark    Here;           /* "Here" location of code */

    /* Get the loop control labels */
    unsigned LoopLabel  = GetLocalLabel ();
    unsigned BreakLabel = GetLocalLabel ();
    unsigned CondLabel  = GetLocalLabel ();

    /* Skip the while token */
    NextToken ();

    /* Add the loop to the loop stack. In case of a while loop, the condition
    ** label is used for continue statements.
    */
    AddLoop (BreakLabel, CondLabel);

    /* We will move the code that evaluates the while condition to the end of
    ** the loop, so generate a jump here.
    */
    g_jump (CondLabel);

    /* Remember the current position */
    GetCodePos (&CondCodeStart);

    /* Emit the code position label */
    g_defcodelabel (CondLabel);

    /* Test the loop condition */
    TestInParens (LoopLabel, 1);

    /* Remember the end of the condition evaluation code */
    GetCodePos (&CondCodeEnd);

    /* Define the head label */
    g_defcodelabel (LoopLabel);

    /* Loop body */
    Statement (&PendingToken);

    /* Move the test code here */
    GetCodePos (&Here);
    MoveCode (&CondCodeStart, &CondCodeEnd, &Here);

    /* Exit label */
    g_defcodelabel (BreakLabel);

    /* Eat remaining tokens that were delayed because of line info
    ** correctness
    */
    SkipPending (PendingToken);

    /* Remove the loop from the loop stack */
    DelLoop ();
}
Example #3
0
static void WhileStatement (void)
/* Handle the 'while' statement */
{
    int PendingToken;

    /* Get the loop control labels */
    unsigned LoopLabel  = GetLocalLabel ();
    unsigned BreakLabel = GetLocalLabel ();

    /* Skip the while token */
    NextToken ();

    /* Add the loop to the loop stack. In case of a while loop, the loop head
     * label is used for continue statements.
     */
    AddLoop (BreakLabel, LoopLabel);

    /* Define the head label */
    g_defcodelabel (LoopLabel);

    /* Test the loop condition */
    TestInParens (BreakLabel, 0);

    /* Loop body */
    Statement (&PendingToken);

    /* Jump back to loop top */
    g_jump (LoopLabel);

    /* Exit label */
    g_defcodelabel (BreakLabel);

    /* Eat remaining tokens that were delayed because of line info
     * correctness
     */
    SkipPending (PendingToken);

    /* Remove the loop from the loop stack */
    DelLoop ();
}
Example #4
0
void SwitchStatement (void)
/* Handle a switch statement for chars with a cmp cascade for the selector */
{
    ExprDesc    SwitchExpr;     /* Switch statement expression */
    CodeMark    CaseCodeStart;  /* Start of code marker */
    CodeMark    SwitchCodeStart;/* Start of switch code */
    CodeMark    SwitchCodeEnd;  /* End of switch code */
    unsigned    ExitLabel;      /* Exit label */
    unsigned    SwitchCodeLabel;/* Label for the switch code */
    int         HaveBreak = 0;  /* True if the last statement had a break */
    int         RCurlyBrace;    /* True if last token is right curly brace */
    SwitchCtrl* OldSwitch;      /* Pointer to old switch control data */
    SwitchCtrl  SwitchData;     /* New switch data */


    /* Eat the "switch" token */
    NextToken ();

    /* Read the switch expression and load it into the primary. It must have
     * integer type.
     */
    ConsumeLParen ();
    Expression0 (&SwitchExpr);
    if (!IsClassInt (SwitchExpr.Type))  {
        Error ("Switch quantity is not an integer");
        /* To avoid any compiler errors, make the expression a valid int */
        ED_MakeConstAbsInt (&SwitchExpr, 1);
    }
    ConsumeRParen ();

    /* Add a jump to the switch code. This jump is usually unnecessary,
     * because the switch code will moved up just behind the switch
     * expression. However, in rare cases, there's a label at the end of
     * the switch expression. This label will not get moved, so the code
     * jumps around the switch code, and after moving the switch code,
     * things look really weird. If we add a jump here, we will never have
     * a label attached to the current code position, and the jump itself
     * will get removed by the optimizer if it is unnecessary.
     */
    SwitchCodeLabel = GetLocalLabel ();
    g_jump (SwitchCodeLabel);

    /* Remember the current code position. We will move the switch code
     * to this position later.
     */
    GetCodePos (&CaseCodeStart);

    /* Setup the control structure, save the old and activate the new one */
    SwitchData.Nodes        = NewCollection ();
    SwitchData.ExprType     = UnqualifiedType (SwitchExpr.Type[0].C);
    SwitchData.Depth        = SizeOf (SwitchExpr.Type);
    SwitchData.DefaultLabel = 0;
    OldSwitch = Switch;
    Switch = &SwitchData;

    /* Get the exit label for the switch statement */
    ExitLabel = GetLocalLabel ();

    /* Create a loop so we may use break. */
    AddLoop (ExitLabel, 0);

    /* Make sure a curly brace follows */
    if (CurTok.Tok != TOK_LCURLY) {
        Error ("`{' expected");
    }

    /* Parse the following statement, which will actually be a compound
     * statement because of the curly brace at the current input position
     */
    HaveBreak = Statement (&RCurlyBrace);

    /* Check if we had any labels */
    if (CollCount (SwitchData.Nodes) == 0 && SwitchData.DefaultLabel == 0) {
        Warning ("No case labels");
    }

    /* If the last statement did not have a break, we may have an open
     * label (maybe from an if or similar). Emitting code and then moving
     * this code to the top will also move the label to the top which is
     * wrong. So if the last statement did not have a break (which would
     * carry the label), add a jump to the exit. If it is useless, the
     * optimizer will remove it later.
     */
    if (!HaveBreak) {
        g_jump (ExitLabel);
    }

    /* Remember the current position */
    GetCodePos (&SwitchCodeStart);

    /* Output the switch code label */
    g_defcodelabel (SwitchCodeLabel);

    /* Generate code */
    if (SwitchData.DefaultLabel == 0) {
        /* No default label, use switch exit */
        SwitchData.DefaultLabel = ExitLabel;
    }
    g_switch (SwitchData.Nodes, SwitchData.DefaultLabel, SwitchData.Depth);

    /* Move the code to the front */
    GetCodePos (&SwitchCodeEnd);
    MoveCode (&SwitchCodeStart, &SwitchCodeEnd, &CaseCodeStart);

    /* Define the exit label */
    g_defcodelabel (ExitLabel);

    /* Exit the loop */
    DelLoop ();

    /* Switch back to the enclosing switch statement if any */
    Switch = OldSwitch;

    /* Free the case value tree */
    FreeCaseNodeColl (SwitchData.Nodes);

    /* If the case statement was (correctly) terminated by a closing curly
     * brace, skip it now.
     */
    if (RCurlyBrace) {
        NextToken ();
    }
}
Example #5
0
static void ForStatement (void)
/* Handle a 'for' statement */
{
    ExprDesc lval1;
    ExprDesc lval3;
    int HaveIncExpr;
    CodeMark IncExprStart;
    CodeMark IncExprEnd;
    int PendingToken;

    /* Get several local labels needed later */
    unsigned TestLabel    = GetLocalLabel ();
    unsigned BreakLabel   = GetLocalLabel ();
    unsigned IncLabel     = GetLocalLabel ();
    unsigned BodyLabel    = GetLocalLabel ();

    /* Skip the FOR token */
    NextToken ();

    /* Add the loop to the loop stack. A continue jumps to the start of the
    ** the increment condition.
    */
    AddLoop (BreakLabel, IncLabel);

    /* Skip the opening paren */
    ConsumeLParen ();

    /* Parse the initializer expression */
    if (CurTok.Tok != TOK_SEMI) {
        Expression0 (&lval1);
    }
    ConsumeSemi ();

    /* Label for the test expressions */
    g_defcodelabel (TestLabel);

    /* Parse the test expression */
    if (CurTok.Tok != TOK_SEMI) {
        Test (BodyLabel, 1);
        g_jump (BreakLabel);
    } else {
        g_jump (BodyLabel);
    }
    ConsumeSemi ();

    /* Remember the start of the increment expression */
    GetCodePos (&IncExprStart);

    /* Label for the increment expression */
    g_defcodelabel (IncLabel);

    /* Parse the increment expression */
    HaveIncExpr = (CurTok.Tok != TOK_RPAREN);
    if (HaveIncExpr) {
        Expression0 (&lval3);
    }

    /* Jump to the test */
    g_jump (TestLabel);

    /* Remember the end of the increment expression */
    GetCodePos (&IncExprEnd);

    /* Skip the closing paren */
    ConsumeRParen ();

    /* Loop body */
    g_defcodelabel (BodyLabel);
    Statement (&PendingToken);

    /* If we had an increment expression, move the code to the bottom of
    ** the loop. In this case we don't need to jump there at the end of
    ** the loop body.
    */
    if (HaveIncExpr) {
        CodeMark Here;
        GetCodePos (&Here);
        MoveCode (&IncExprStart, &IncExprEnd, &Here);
    } else {
        /* Jump back to the increment expression */
        g_jump (IncLabel);
    }

    /* Skip a pending token if we have one */
    SkipPending (PendingToken);

    /* Declare the break label */
    g_defcodelabel (BreakLabel);

    /* Remove the loop from the loop stack */
    DelLoop ();
}
Example #6
0
// delete the current song
void GlobalData::DelSong()
{
	structSongData *songtrav = songdata;
	structSongData *deletesong = NULL;
	
	// if we even have any songs (which we should always have becuase there's at least a blank song)
	if (songtrav)
	{
		debug("Deleting a song.");

		// if the first loop is the selected loop
		if (songtrav == currentsong)
		{
			debug("[First song]");
			
			// set the current song's loops to point to the next one (NULL is ok)
			songdata = songtrav->next;
			
			// remember what we want to delete
			deletesong = currentsong;			
			
			// set the traveller to point at something sane
			songtrav = songdata;
		}
		else
		{
			debug("[Finding song]");
			
			// find the current song
			while (songtrav->next != currentsong)
			{
				songtrav = songtrav->next;
			}
			
			// remember what we want to delete
			deletesong = songtrav->next;
			
			// unlink the song to be deleted
			songtrav->next = songtrav->next->next;
		}
		
		// delete all the loops associated with the deleted song
		while (deletesong->loops)
		{
			DelLoop();
		}

		// set currentsong to be the song we're on now
		currentsong = songtrav;
		
		// delete the name array associated
		delete[] deletesong->name;
		
		// delete the song itself
		delete deletesong;
	}
	
	// if we've run out of songs (our current song is null) then make sure we have one blank song
	if (!songdata)
	{
		NewSong();
	}
}