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736ec20d4d
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.
291 lines
8.3 KiB
C++
291 lines
8.3 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_INTERPRETER_H__
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#define __SCRIPT_INTERPRETER_H__
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#include "script/Script_Program.h"
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#include "Entity.h"
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#include "Game_local.h"
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class idThread;
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#define MAX_STACK_DEPTH 64
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#define LOCALSTACK_SIZE (6144 * 2)
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typedef struct prstack_s {
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int s;
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const function_t *f;
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int stackbase;
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} prstack_t;
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class idInterpreter {
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private:
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prstack_t callStack[ MAX_STACK_DEPTH ];
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int callStackDepth;
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int maxStackDepth;
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byte localstack[ LOCALSTACK_SIZE ];
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int localstackUsed;
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int localstackBase;
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int maxLocalstackUsed;
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const function_t *currentFunction;
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int instructionPointer;
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int popParms;
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const idEventDef *multiFrameEvent;
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idEntity *eventEntity;
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idThread *thread;
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void PopParms( int numParms );
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void PushString( const char *string );
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void PushVector( const idVec3 &vector );
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void Push( intptr_t value );
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const char *FloatToString( float value );
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void AppendString( idVarDef *def, const char *from );
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void SetString( idVarDef *def, const char *from );
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const char *GetString( idVarDef *def );
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varEval_t GetVariable( idVarDef *def );
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idEntity *GetEntity( int entnum ) const;
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idScriptObject *GetScriptObject( int entnum ) const;
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void NextInstruction( int position );
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void LeaveFunction( idVarDef *returnDef );
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void CallEvent( const function_t *func, int argsize );
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void CallSysEvent( const function_t *func, int argsize );
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public:
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bool doneProcessing;
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bool threadDying;
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bool terminateOnExit;
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bool debug;
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idInterpreter();
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// save games
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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 SetThread( idThread *pThread );
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void StackTrace( void ) const;
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int CurrentLine( void ) const;
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const char *CurrentFile( void ) const;
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void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
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void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
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void DisplayInfo( void ) const;
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bool BeginMultiFrameEvent( idEntity *ent, const idEventDef *event );
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void EndMultiFrameEvent( idEntity *ent, const idEventDef *event );
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bool MultiFrameEventInProgress( void ) const;
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void ThreadCall( idInterpreter *source, const function_t *func, int args );
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void EnterFunction( const function_t *func, bool clearStack );
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void EnterObjectFunction( idEntity *self, const function_t *func, bool clearStack );
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bool Execute( void );
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void Reset( void );
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bool GetRegisterValue( const char *name, idStr &out, int scopeDepth );
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int GetCallstackDepth( void ) const;
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const prstack_t *GetCallstack( void ) const;
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const function_t *GetCurrentFunction( void ) const;
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idThread *GetThread( void ) const;
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};
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/*
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====================
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idInterpreter::PopParms
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====================
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*/
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ID_INLINE void idInterpreter::PopParms( int numParms ) {
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// pop our parms off the stack
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if ( localstackUsed < numParms ) {
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Error( "locals stack underflow\n" );
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}
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localstackUsed -= numParms;
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}
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/*
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====================
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idInterpreter::Push
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====================
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*/
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ID_INLINE void idInterpreter::Push( intptr_t value ) {
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if ( localstackUsed + sizeof( intptr_t ) > LOCALSTACK_SIZE ) {
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Error( "Push: locals stack overflow\n" );
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}
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*( intptr_t * )&localstack[ localstackUsed ] = value;
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localstackUsed += sizeof( intptr_t );
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}
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/*
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====================
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idInterpreter::PushVector
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====================
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*/
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ID_INLINE void idInterpreter::PushVector( const idVec3 &vector ) {
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if ( localstackUsed + E_EVENT_SIZEOF_VEC > LOCALSTACK_SIZE ) {
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Error( "Push: locals stack overflow\n" );
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}
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*( idVec3 * )&localstack[ localstackUsed ] = vector;
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localstackUsed += E_EVENT_SIZEOF_VEC;
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}
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/*
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====================
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idInterpreter::PushString
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====================
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*/
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ID_INLINE void idInterpreter::PushString( const char *string ) {
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if ( localstackUsed + MAX_STRING_LEN > LOCALSTACK_SIZE ) {
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Error( "PushString: locals stack overflow\n" );
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}
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idStr::Copynz( ( char * )&localstack[ localstackUsed ], string, MAX_STRING_LEN );
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localstackUsed += MAX_STRING_LEN;
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}
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/*
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====================
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idInterpreter::FloatToString
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====================
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*/
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ID_INLINE const char *idInterpreter::FloatToString( float value ) {
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static char text[ 32 ];
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if ( value == ( float )( int )value ) {
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sprintf( text, "%d", ( int )value );
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} else {
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sprintf( text, "%f", value );
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}
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return text;
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}
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/*
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====================
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idInterpreter::AppendString
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====================
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*/
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ID_INLINE void idInterpreter::AppendString( idVarDef *def, const char *from ) {
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if ( def->initialized == idVarDef::stackVariable ) {
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idStr::Append( ( char * )&localstack[ localstackBase + def->value.stackOffset ], MAX_STRING_LEN, from );
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} else {
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idStr::Append( def->value.stringPtr, MAX_STRING_LEN, from );
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}
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}
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/*
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====================
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idInterpreter::SetString
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====================
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*/
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ID_INLINE void idInterpreter::SetString( idVarDef *def, const char *from ) {
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if ( def->initialized == idVarDef::stackVariable ) {
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idStr::Copynz( ( char * )&localstack[ localstackBase + def->value.stackOffset ], from, MAX_STRING_LEN );
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} else {
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idStr::Copynz( def->value.stringPtr, from, MAX_STRING_LEN );
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}
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}
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/*
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====================
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idInterpreter::GetString
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====================
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*/
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ID_INLINE const char *idInterpreter::GetString( idVarDef *def ) {
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if ( def->initialized == idVarDef::stackVariable ) {
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return ( char * )&localstack[ localstackBase + def->value.stackOffset ];
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} else {
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return def->value.stringPtr;
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}
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}
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/*
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====================
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idInterpreter::GetVariable
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====================
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*/
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ID_INLINE varEval_t idInterpreter::GetVariable( idVarDef *def ) {
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if ( def->initialized == idVarDef::stackVariable ) {
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varEval_t val;
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val.intPtr = ( int * )&localstack[ localstackBase + def->value.stackOffset ];
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return val;
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} else {
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return def->value;
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}
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}
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/*
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================
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idInterpreter::GetEntity
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================
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*/
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ID_INLINE idEntity *idInterpreter::GetEntity( int entnum ) const{
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assert( entnum <= MAX_GENTITIES );
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if ( ( entnum > 0 ) && ( entnum <= MAX_GENTITIES ) ) {
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return gameLocal.entities[ entnum - 1 ];
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}
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return NULL;
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}
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/*
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================
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idInterpreter::GetScriptObject
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================
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*/
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ID_INLINE idScriptObject *idInterpreter::GetScriptObject( int entnum ) const {
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idEntity *ent;
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assert( entnum <= MAX_GENTITIES );
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if ( ( entnum > 0 ) && ( entnum <= MAX_GENTITIES ) ) {
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ent = gameLocal.entities[ entnum - 1 ];
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if ( ent && ent->scriptObject.data ) {
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return &ent->scriptObject;
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}
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}
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return NULL;
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}
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/*
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====================
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idInterpreter::NextInstruction
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====================
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*/
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ID_INLINE void idInterpreter::NextInstruction( int position ) {
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// Before we execute an instruction, we increment instructionPointer,
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// therefore we need to compensate for that here.
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instructionPointer = position - 1;
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}
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#endif /* !__SCRIPT_INTERPRETER_H__ */
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