mirror of
https://github.com/dhewm/dhewm3.git
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ce976c4701
Alot of stack and event variables are pointers. Align the size of all script and event variable types to sizeof(intptr_t) so that the CPU needs only one fetch insn on 64bit archs. Tested on x86 and x86_64 and found no different script behaviours compared to the binary from id. Savegames on x86_64 do work, but are not compatible to x86 and vice versa (among other issues, the stack is written to file as-is). x86 builds can still load savegames from the official binary and vice versa.
639 lines
19 KiB
C++
639 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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class idScriptObject;
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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 idThread;
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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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#ifdef _D3XP
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#define MAX_GLOBALS 296608 // in bytes
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#else
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#define MAX_GLOBALS 196608 // in bytes
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#endif
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#define MAX_STRINGS 1024
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#ifdef _D3XP
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#define MAX_FUNCS 3584
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#else
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#define MAX_FUNCS 3072
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#endif
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#ifdef _D3XP
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#define MAX_STATEMENTS 131072 // statement_t - 18 bytes last I checked
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#else
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#define MAX_STATEMENTS 81920 // statement_t - 18 bytes last I checked
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#endif
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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 ) {
|
|
return statements[ index ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProgram::GetFunction
|
|
================
|
|
*/
|
|
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__ */
|