Ifvar conditions: Difference between revisions

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'''ifvar'''<'''conditional'''> <[[gamevar]]> <value><br>
<span {{code}}>'''if'''<'''conditional'''> <[[gamevar]]> <constant|gamevar> <then_branch> ['''[[else]]''' <else_branch>]</span>
'''ifvarvar'''<'''conditional'''> <[[gamevar]]> <value>


Ifvar conditions are special [[if condition]]s that apply to [[gamevar]]s. These statements work by comparing the two inputs using the conditional provided as part of the command. If the resulting comparison or operation is true, the game will then execute the code specified. If only one CON command is to be performed, simply put it after the condition. For best reading, put it on the same line or on the following line, indented.  For longer chains, enclose the code in curly braces ("{" and "}"). For performance reasons, do not use curly braces for single commands.  [[Else]] statements can also be used. If you want to do nothing, followed by an else, in place of a command you can write <code>[[nullop]]</code> or <code>{ }</code>.
<span {{code}}>'''ifvar'''<'''conditional'''> <[[gamevar]]> <constant> <then_branch> ['''[[else]]''' <else_branch>]</span>
 
<span {{code}}>'''ifvarvar'''<'''conditional'''> <[[gamevar]]> <[[gamevar]]> <then_branch> ['''[[else]]''' <else_branch>]</span>
 
 
Ifvar conditions are [[if condition]]s that apply to [[gamevar]]s.
 
Gamevar conditionals in CON can take only 2 arguments at a time, the first always being the variable being compared against the second operand. The second operand can be a constant, a [[define|label]] or another [[gamevar|variable]].
 
If the comparison returns true, the game will execute the code in the ''<then_branch>''. If false, the ''<else_branch>'' may be executed if present, otherwise the block is skipped.
 
The branches may consist of a single command, or if multiple commands need to be executed, a block of code enclosed in curly braces ("{" and "}"). For performance reasons, do not use curly braces for single commands.   
 
To negate a conditional (e.g. you want to compute a '''nand''') place a [[nullop]] inside the ''<then>'' branch, and put the code to be executed inside the ''<else>'' branch.
 
See also: [[Else]]
 
== Chaining if statements ==
 
To check for more than a single condition, the '''if''' statements will need to be chained.
 
If done without curly braces, this acts in much the same way as <code>&&</code> does in C/C++ syntax. Namely, an [[else]] branch that follows the '''if''' chain will be executed if any of the preceeding '''if''' conditionals returns false.
 
====Example====
definequote 100 Hello World
set temp 0
ife temp 1
  ife temp 0
{
    nullop
}
else
{
    // will be executed if either of the above conditionals returns false
    quote 100
}
 
This may be counterintuitive, as C/C++ and other programming languages only associate the '''[[else]]''' statement to a single '''if''', usually the one in the same context, which is not the case in CON.
 
== Types of ifvar conditions ==


{| {{prettytable}}
{| {{prettytable}}
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|=
|=
|equal to
|equal to
|-
|n
|!=
|&ne;
|not equal to
|-
|g
|>
|>
|greater than
|-
|ge
|>=
|&ge;
|greater or equals
|-
|a
|
|
|unsigned greater than (both operands)
|-
|ae
|
|
|unsigned greater or equal (both operands)
|-
|-
|l
|l
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|less than
|less than
|-
|-
|g
|le
|>
|<=
|>
|&le;
|greater than
|less or equal
|-
|b
|
|
|unsigned less than (both operands)
|-
|-
|n
|be
|!=
|
|&ne;
|
|not equal to
|unsigned less or equal (both operands)
|-
|-
|and
|and
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|  
|  
|bitwise XOR
|bitwise XOR
|-
|both
|<nowiki>&&</nowiki>
|
|logical AND: both are non-zero
|-
|-
|either
|either
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|logical OR: either are non-zero
|logical OR: either are non-zero
|}
|}
Since CON variables are integer-only, "less-than or equal to" (le, <=, &le;) and "greater-than or equal to" (ge, >=, &ge;) conditionals are unnecessary.


{{varsuffix}}
{{varsuffix}}

Latest revision as of 05:37, 12 January 2021

if<conditional> <gamevar> <constant|gamevar> <then_branch> [else <else_branch>]

ifvar<conditional> <gamevar> <constant> <then_branch> [else <else_branch>]

ifvarvar<conditional> <gamevar> <gamevar> <then_branch> [else <else_branch>]


Ifvar conditions are if conditions that apply to gamevars.

Gamevar conditionals in CON can take only 2 arguments at a time, the first always being the variable being compared against the second operand. The second operand can be a constant, a label or another variable.

If the comparison returns true, the game will execute the code in the <then_branch>. If false, the <else_branch> may be executed if present, otherwise the block is skipped.

The branches may consist of a single command, or if multiple commands need to be executed, a block of code enclosed in curly braces ("{" and "}"). For performance reasons, do not use curly braces for single commands.

To negate a conditional (e.g. you want to compute a nand) place a nullop inside the <then> branch, and put the code to be executed inside the <else> branch.

See also: Else

Chaining if statements

To check for more than a single condition, the if statements will need to be chained.

If done without curly braces, this acts in much the same way as && does in C/C++ syntax. Namely, an else branch that follows the if chain will be executed if any of the preceeding if conditionals returns false.

Example

definequote 100 Hello World
set temp 0

ife temp 1
  ife temp 0
{
    nullop
}
else
{
    // will be executed if either of the above conditionals returns false
    quote 100
}

This may be counterintuitive, as C/C++ and other programming languages only associate the else statement to a single if, usually the one in the same context, which is not the case in CON.

Types of ifvar conditions

Conditional C/C++ Math Description
e == = equal to
n != not equal to
g > > greater than
ge >= greater or equals
a unsigned greater than (both operands)
ae unsigned greater or equal (both operands)
l < < less than
le <= less or equal
b unsigned less than (both operands)
be unsigned less or equal (both operands)
and & bitwise AND
or | bitwise OR
xor ^ bitwise XOR
both && logical AND: both are non-zero
either || logical OR: either are non-zero

Commands with an additional "var" suffix take gamevars rather than constants or defined labels for their inputs. As an alternate short form, "varvar" can be dropped from these commands; for example ife serves an an alias for ifvarvare.