# emit_machine.ludic — `machine { state Name = v { .. } }` dispatches on # an int state store; `become Name` writes the target state's value back. The # store is either a named program-scope `var` (loaded/stored directly) or, for # older code, a register index (reg()/set_reg()). # If `a` names a program-scope `var`, return it; else null (a register index). function machine_var(a: Node) -> Node { if a.kind == E_ID { let g = find_global(a.s) if (g != null) { if g.kind == N_VAR { return g } } } return null } # 0.S: a machine over a state's field (`machine hero.mode`) or a local: its address, else null var g_mach_ty: pointer = null function machine_addr(a: Node) -> pointer { if a.kind == E_MEMBER { let p = emit_member_addr(a) g_mach_ty = g_addr_ty return p } if a.kind == E_ID { let li = loc_find(a.s) if li >= 0 { g_mach_ty = loc_ty[li] return loc_reg[li] } let gv = machine_var(a) if gv != null { g_mach_ty = gv.ty return `@g_{a.s}` } } return null } # the value a state dispatches on: its explicit `= expr`; else, when the machine's # store is a `var` declared with an enum type, the variant named like the state # (`var mode: HeroState` + `state Rolling` -> HeroState.Rolling); else its ordinal. function machine_state_value(m: Node, state: Node) -> pointer { if (state.b != null) { return emit_expr(state.b).code } g_mach_ty = null let addr = machine_addr(m.a) let ty = g_mach_ty if addr != null and ty != null { let ord = enum_ordinal(ty, state.s) if ord >= 0 { return itoa(ord) } if (find_enum(ty) != null) { perr(`machine state {state.s} is not a variant of enum {ty}`) } } return itoa(state.ival) } function emit_machine(st: Node) -> void { let addr = machine_addr(st.a) var s: pointer = "" if (addr != null) { s = emit_bind(`load i32, ptr {addr}`) } else { let regv = emit_expr(st.a) s = emit_bind(`call i32 {fn_sym("rt_reg")}(i32 {regv.code})`) } if nmach < len(mach_stk) { mach_stk[nmach] = st } else { push(mach_stk, st) } nmach += 1 let endl = lbl("smend") var i = 0 while i < len(st.kids) { let state = st.kids[i] let v = machine_state_value(st, state) let c = emit_bind(`icmp eq i32 {s}, {v}`) let body = lbl("sbody"); let nxt = lbl("sarm") emit(" br i1 "); emit(c); emit(", label %"); emit(body); emit(", label %"); emit(nxt); emit("\n") emit(body); emit(":\n"); g_term = false emit_block(state.a) if not g_term { emit(" br label %"); emit(endl); emit("\n") } emit(nxt); emit(":\n"); g_term = false i += 1 } if not g_term { emit(" br label %"); emit(endl); emit("\n") } emit(endl); emit(":\n"); g_term = false nmach -= 1 } # `become Name` — a machine state transition when Name is a state of an # enclosing `machine`, otherwise a scene transition. A scene transition runs the # source scene's on-exit, stores the target scene id into @L_scene, and runs the # target's on-enter (two direct calls and a store — no dispatch table). function emit_become(st: Node) -> void { if nmach > 0 { # inside a machine: try a state first let m = mach_stk[nmach - 1] var target: Node = null var i = 0 while i < len(m.kids) { if (m.kids[i].s == st.s) { target = m.kids[i] }; i += 1 } if (target != null) { let sv = machine_state_value(m, target) let addr = machine_addr(m.a) if (addr != null) { emit(` store i32 {sv}, ptr {addr}\n`) } else { let regv = emit_expr(m.a) emit(" call void " + fn_sym("rt_set_reg") + "(i32 "); emit(regv.code); emit(", i32 "); emit(sv); emit(")\n") } return } } let sc = find_scene(st.s) # else a scene transition if (sc == null) { perr(`become: no state or scene {st.s}`) } # leave the scene we are in: statically known inside a scene's own handler, else # (a global handler, an event listener, a function) whichever scene is live now if (g_cur_scene != null) { emit(" call void @scene_exit_"); emit(g_cur_scene.s); emit("()\n") } else { emit(" call void @L_scene_leave()\n") } emit(" store i32 "); emit(itoa(sc.ival)); emit(", ptr @L_scene\n") emit(" call void @scene_enter_"); emit(sc.s); emit("()\n") }