mirror of
https://github.com/dhewm/dhewm3-sdk.git
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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
630 lines
19 KiB
C++
630 lines
19 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SCRIPT_PROGRAM_H__
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#define __SCRIPT_PROGRAM_H__
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#include "idlib/containers/StrList.h"
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#include "idlib/containers/StaticList.h"
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#include "idlib/containers/HashIndex.h"
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#include "idlib/math/Vector.h"
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#include "GameBase.h"
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class idEventDef;
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class idVarDef;
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class idTypeDef;
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class idEntity;
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class idSaveGame;
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class idRestoreGame;
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#define MAX_STRING_LEN 128
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#define MAX_GLOBALS 196608 // in bytes
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#define MAX_STRINGS 1024
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#define MAX_FUNCS 3072
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#define MAX_STATEMENTS 81920 // statement_t - 18 bytes last I checked
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typedef enum {
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ev_error = -1, ev_void, ev_scriptevent, ev_namespace, ev_string, ev_float, ev_vector, ev_entity, ev_field, ev_function, ev_virtualfunction, ev_pointer, ev_object, ev_jumpoffset, ev_argsize, ev_boolean
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} etype_t;
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class function_t {
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public:
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function_t();
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size_t Allocated( void ) const;
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void SetName( const char *name );
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const char *Name( void ) const;
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void Clear( void );
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private:
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idStr name;
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public:
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const idEventDef *eventdef;
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idVarDef *def;
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const idTypeDef *type;
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int firstStatement;
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int numStatements;
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int parmTotal;
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int locals; // total ints of parms + locals
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int filenum; // source file defined in
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idList<int> parmSize;
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};
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typedef union eval_s {
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const char *stringPtr;
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float _float;
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float vector[ 3 ];
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function_t *function;
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int _int;
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int entity;
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} eval_t;
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/***********************************************************************
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idTypeDef
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Contains type information for variables and functions.
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***********************************************************************/
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class idTypeDef {
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private:
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etype_t type;
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idStr name;
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int size;
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// function types are more complex
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idTypeDef *auxType; // return type
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idList<idTypeDef *> parmTypes;
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idStrList parmNames;
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idList<const function_t *> functions;
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public:
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idVarDef *def; // a def that points to this type
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idTypeDef( const idTypeDef &other );
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idTypeDef( etype_t etype, idVarDef *edef, const char *ename, int esize, idTypeDef *aux );
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void operator=( const idTypeDef& other );
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size_t Allocated( void ) const;
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bool Inherits( const idTypeDef *basetype ) const;
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bool MatchesType( const idTypeDef &matchtype ) const;
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bool MatchesVirtualFunction( const idTypeDef &matchfunc ) const;
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void AddFunctionParm( idTypeDef *parmtype, const char *name );
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void AddField( idTypeDef *fieldtype, const char *name );
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void SetName( const char *newname );
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const char *Name( void ) const;
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etype_t Type( void ) const;
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int Size( void ) const;
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idTypeDef *SuperClass( void ) const;
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idTypeDef *ReturnType( void ) const;
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void SetReturnType( idTypeDef *type );
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idTypeDef *FieldType( void ) const;
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void SetFieldType( idTypeDef *type );
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idTypeDef *PointerType( void ) const;
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void SetPointerType( idTypeDef *type );
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int NumParameters( void ) const;
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idTypeDef *GetParmType( int parmNumber ) const;
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const char *GetParmName( int parmNumber ) const;
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int NumFunctions( void ) const;
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int GetFunctionNumber( const function_t *func ) const;
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const function_t *GetFunction( int funcNumber ) const;
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void AddFunction( const function_t *func );
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};
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/***********************************************************************
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idScriptObject
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In-game representation of objects in scripts. Use the idScriptVariable template
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(below) to access variables.
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***********************************************************************/
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class idScriptObject {
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private:
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idTypeDef *type;
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public:
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byte *data;
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idScriptObject();
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~idScriptObject();
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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void Free( void );
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bool SetType( const char *typeName );
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void ClearObject( void );
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bool HasObject( void ) const;
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idTypeDef *GetTypeDef( void ) const;
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const char *GetTypeName( void ) const;
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const function_t *GetConstructor( void ) const;
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const function_t *GetDestructor( void ) const;
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const function_t *GetFunction( const char *name ) const;
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byte *GetVariable( const char *name, etype_t etype ) const;
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};
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/***********************************************************************
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idScriptVariable
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Helper template that handles looking up script variables stored in objects.
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If the specified variable doesn't exist, or is the wrong data type, idScriptVariable
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will cause an error.
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***********************************************************************/
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template<class type, etype_t etype, class returnType>
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class idScriptVariable {
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private:
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type *data;
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public:
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idScriptVariable();
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bool IsLinked( void ) const;
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void Unlink( void );
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void LinkTo( idScriptObject &obj, const char *name );
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idScriptVariable &operator=( const returnType &value );
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operator returnType() const;
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};
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template<class type, etype_t etype, class returnType>
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ID_INLINE idScriptVariable<type, etype, returnType>::idScriptVariable() {
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data = NULL;
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}
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template<class type, etype_t etype, class returnType>
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ID_INLINE bool idScriptVariable<type, etype, returnType>::IsLinked( void ) const {
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return ( data != NULL );
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}
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template<class type, etype_t etype, class returnType>
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ID_INLINE void idScriptVariable<type, etype, returnType>::Unlink( void ) {
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data = NULL;
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}
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template<class type, etype_t etype, class returnType>
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ID_INLINE void idScriptVariable<type, etype, returnType>::LinkTo( idScriptObject &obj, const char *name ) {
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data = ( type * )obj.GetVariable( name, etype );
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if ( !data ) {
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gameError( "Missing '%s' field in script object '%s'", name, obj.GetTypeName() );
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}
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}
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template<class type, etype_t etype, class returnType>
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ID_INLINE idScriptVariable<type, etype, returnType> &idScriptVariable<type, etype, returnType>::operator=( const returnType &value ) {
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// check if we attempt to access the object before it's been linked
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assert( data );
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// make sure we don't crash if we don't have a pointer
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if ( data ) {
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*data = ( type )value;
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}
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return *this;
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}
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template<class type, etype_t etype, class returnType>
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ID_INLINE idScriptVariable<type, etype, returnType>::operator returnType() const {
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// check if we attempt to access the object before it's been linked
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assert( data );
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// make sure we don't crash if we don't have a pointer
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if ( data ) {
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return ( const returnType )*data;
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} else {
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// reasonably safe value
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return ( const returnType )0;
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}
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}
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/***********************************************************************
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Script object variable access template instantiations
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These objects will automatically handle looking up of the current value
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of a variable in a script object. They can be stored as part of a class
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for up-to-date values of the variable, or can be used in functions to
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sample the data for non-dynamic values.
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***********************************************************************/
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typedef idScriptVariable<int, ev_boolean, int> idScriptBool;
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typedef idScriptVariable<float, ev_float, float> idScriptFloat;
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typedef idScriptVariable<float, ev_float, int> idScriptInt;
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typedef idScriptVariable<idVec3, ev_vector, idVec3> idScriptVector;
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typedef idScriptVariable<idStr, ev_string, const char *> idScriptString;
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/***********************************************************************
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idCompileError
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Causes the compiler to exit out of compiling the current function and
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display an error message with line and file info.
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***********************************************************************/
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class idCompileError : public idException {
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public:
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idCompileError( const char *text ) : idException( text ) {}
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};
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/***********************************************************************
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idVarDef
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Define the name, type, and location of variables, functions, and objects
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defined in script.
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***********************************************************************/
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typedef union varEval_s {
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idScriptObject **objectPtrPtr;
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char *stringPtr;
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float *floatPtr;
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idVec3 *vectorPtr;
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function_t *functionPtr;
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int *intPtr;
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byte *bytePtr;
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int *entityNumberPtr;
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int virtualFunction;
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int jumpOffset;
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int stackOffset; // offset in stack for local variables
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int argSize;
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varEval_s *evalPtr;
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int ptrOffset;
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} varEval_t;
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class idVarDefName;
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class idVarDef {
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friend class idVarDefName;
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public:
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int num;
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varEval_t value;
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idVarDef * scope; // function, namespace, or object the var was defined in
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int numUsers; // number of users if this is a constant
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typedef enum {
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uninitialized, initializedVariable, initializedConstant, stackVariable
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} initialized_t;
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initialized_t initialized;
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public:
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idVarDef( idTypeDef *typeptr = NULL );
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~idVarDef();
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const char * Name( void ) const;
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const char * GlobalName( void ) const;
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void SetTypeDef( idTypeDef *_type ) { typeDef = _type; }
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idTypeDef * TypeDef( void ) const { return typeDef; }
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etype_t Type( void ) const { return ( typeDef != NULL ) ? typeDef->Type() : ev_void; }
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int DepthOfScope( const idVarDef *otherScope ) const;
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void SetFunction( function_t *func );
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void SetObject( idScriptObject *object );
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void SetValue( const eval_t &value, bool constant );
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void SetString( const char *string, bool constant );
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idVarDef * Next( void ) const { return next; } // next var def with same name
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void PrintInfo( idFile *file, int instructionPointer ) const;
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private:
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idTypeDef * typeDef;
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idVarDefName * name; // name of this var
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idVarDef * next; // next var with the same name
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};
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/***********************************************************************
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idVarDefName
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***********************************************************************/
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class idVarDefName {
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public:
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idVarDefName( void ) { defs = NULL; }
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idVarDefName( const char *n ) { name = n; defs = NULL; }
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const char * Name( void ) const { return name; }
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idVarDef * GetDefs( void ) const { return defs; }
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void AddDef( idVarDef *def );
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void RemoveDef( idVarDef *def );
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private:
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idStr name;
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idVarDef * defs;
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};
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/***********************************************************************
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Variable and type defintions
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***********************************************************************/
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extern idTypeDef type_void;
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extern idTypeDef type_scriptevent;
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extern idTypeDef type_namespace;
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extern idTypeDef type_string;
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extern idTypeDef type_float;
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extern idTypeDef type_vector;
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extern idTypeDef type_entity;
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extern idTypeDef type_field;
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extern idTypeDef type_function;
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extern idTypeDef type_virtualfunction;
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extern idTypeDef type_pointer;
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extern idTypeDef type_object;
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extern idTypeDef type_jumpoffset; // only used for jump opcodes
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extern idTypeDef type_argsize; // only used for function call and thread opcodes
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extern idTypeDef type_boolean;
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extern idVarDef def_void;
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extern idVarDef def_scriptevent;
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extern idVarDef def_namespace;
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extern idVarDef def_string;
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extern idVarDef def_float;
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extern idVarDef def_vector;
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extern idVarDef def_entity;
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extern idVarDef def_field;
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extern idVarDef def_function;
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extern idVarDef def_virtualfunction;
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extern idVarDef def_pointer;
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extern idVarDef def_object;
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extern idVarDef def_jumpoffset; // only used for jump opcodes
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extern idVarDef def_argsize; // only used for function call and thread opcodes
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extern idVarDef def_boolean;
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typedef struct statement_s {
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unsigned short op;
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idVarDef *a;
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idVarDef *b;
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idVarDef *c;
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unsigned short linenumber;
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unsigned short file;
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} statement_t;
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/***********************************************************************
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idProgram
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Handles compiling and storage of script data. Multiple idProgram objects
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would represent seperate programs with no knowledge of each other. Scripts
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meant to access shared data and functions should all be compiled by a
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single idProgram.
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***********************************************************************/
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class idProgram {
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private:
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idStrList fileList;
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idStr filename;
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int filenum;
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int numVariables;
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byte variables[ MAX_GLOBALS ];
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idStaticList<byte,MAX_GLOBALS> variableDefaults;
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idStaticList<function_t,MAX_FUNCS> functions;
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idStaticList<statement_t,MAX_STATEMENTS> statements;
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idList<idTypeDef *> types;
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idList<idVarDefName *> varDefNames;
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idHashIndex varDefNameHash;
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idList<idVarDef *> varDefs;
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idVarDef *sysDef;
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int top_functions;
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int top_statements;
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int top_types;
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int top_defs;
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int top_files;
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void CompileStats( void );
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byte *ReserveMem(int size);
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idVarDef *AllocVarDef(idTypeDef *type, const char *name, idVarDef *scope);
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public:
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idVarDef *returnDef;
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idVarDef *returnStringDef;
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idProgram();
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~idProgram();
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// save games
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void Save( idSaveGame *savefile ) const;
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bool Restore( idRestoreGame *savefile );
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int CalculateChecksum( void ) const; // Used to insure program code has not
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// changed between savegames
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void Startup( const char *defaultScript );
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void Restart( void );
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bool CompileText( const char *source, const char *text, bool console );
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const function_t *CompileFunction( const char *functionName, const char *text );
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void CompileFile( const char *filename );
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void BeginCompilation( void );
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void FinishCompilation( void );
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void DisassembleStatement( idFile *file, int instructionPointer ) const;
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void Disassemble( void ) const;
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void FreeData( void );
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const char *GetFilename( int num );
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int GetFilenum( const char *name );
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int GetLineNumberForStatement( int index );
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const char *GetFilenameForStatement( int index );
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idTypeDef *AllocType( idTypeDef &type );
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idTypeDef *AllocType( etype_t etype, idVarDef *edef, const char *ename, int esize, idTypeDef *aux );
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idTypeDef *GetType( idTypeDef &type, bool allocate );
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idTypeDef *FindType( const char *name );
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idVarDef *AllocDef( idTypeDef *type, const char *name, idVarDef *scope, bool constant );
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idVarDef *GetDef( const idTypeDef *type, const char *name, const idVarDef *scope ) const;
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void FreeDef( idVarDef *d, const idVarDef *scope );
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idVarDef *FindFreeResultDef( idTypeDef *type, const char *name, idVarDef *scope, const idVarDef *a, const idVarDef *b );
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idVarDef *GetDefList( const char *name ) const;
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void AddDefToNameList( idVarDef *def, const char *name );
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function_t *FindFunction( const char *name ) const; // returns NULL if function not found
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function_t *FindFunction( const char *name, const idTypeDef *type ) const; // returns NULL if function not found
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function_t &AllocFunction( idVarDef *def );
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function_t *GetFunction( int index );
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int GetFunctionIndex( const function_t *func );
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void SetEntity( const char *name, idEntity *ent );
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statement_t *AllocStatement( void );
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statement_t &GetStatement( int index );
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int NumStatements( void ) { return statements.Num(); }
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int GetReturnedInteger( void );
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void ReturnFloat( float value );
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void ReturnInteger( int value );
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void ReturnVector( idVec3 const &vec );
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void ReturnString( const char *string );
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void ReturnEntity( idEntity *ent );
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int NumFilenames( void ) { return fileList.Num( ); }
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};
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/*
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================
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idProgram::GetStatement
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================
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*/
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ID_INLINE statement_t &idProgram::GetStatement( int index ) {
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return statements[ index ];
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}
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/*
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================
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idProgram::GetFunction
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================
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*/
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ID_INLINE function_t *idProgram::GetFunction( int index ) {
|
|
return &functions[ index ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::GetFunctionIndex
|
|
================
|
|
*/
|
|
ID_INLINE int idProgram::GetFunctionIndex( const function_t *func ) {
|
|
return func - &functions[0];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::GetReturnedInteger
|
|
================
|
|
*/
|
|
ID_INLINE int idProgram::GetReturnedInteger( void ) {
|
|
return *returnDef->value.intPtr;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::ReturnFloat
|
|
================
|
|
*/
|
|
ID_INLINE void idProgram::ReturnFloat( float value ) {
|
|
*returnDef->value.floatPtr = value;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::ReturnInteger
|
|
================
|
|
*/
|
|
ID_INLINE void idProgram::ReturnInteger( int value ) {
|
|
*returnDef->value.intPtr = value;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::ReturnVector
|
|
================
|
|
*/
|
|
ID_INLINE void idProgram::ReturnVector( idVec3 const &vec ) {
|
|
*returnDef->value.vectorPtr = vec;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::ReturnString
|
|
================
|
|
*/
|
|
ID_INLINE void idProgram::ReturnString( const char *string ) {
|
|
idStr::Copynz( returnStringDef->value.stringPtr, string, MAX_STRING_LEN );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::GetFilename
|
|
================
|
|
*/
|
|
ID_INLINE const char *idProgram::GetFilename( int num ) {
|
|
return fileList[ num ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::GetLineNumberForStatement
|
|
================
|
|
*/
|
|
ID_INLINE int idProgram::GetLineNumberForStatement( int index ) {
|
|
return statements[ index ].linenumber;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::GetFilenameForStatement
|
|
================
|
|
*/
|
|
ID_INLINE const char *idProgram::GetFilenameForStatement( int index ) {
|
|
return GetFilename( statements[ index ].file );
|
|
}
|
|
|
|
#endif /* !__SCRIPT_PROGRAM_H__ */
|