doom3-bfg/neo/d3xp/script/Script_Program.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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.
===========================================================================
*/
#ifndef __SCRIPT_PROGRAM_H__
#define __SCRIPT_PROGRAM_H__
class idScriptObject;
class idEventDef;
class idVarDef;
class idTypeDef;
class idEntity;
class idThread;
class idSaveGame;
class idRestoreGame;
#define MAX_STRING_LEN 128
#define MAX_GLOBALS 296608 // in bytes
#define MAX_STRINGS 1024
#define MAX_FUNCS 3584
#define MAX_STATEMENTS 131072 // statement_t - 18 bytes last I checked
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
} etype_t;
class function_t
{
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public:
function_t();
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size_t Allocated() const;
void SetName( const char* name );
const char* Name() const;
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void Clear();
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private:
idStr name;
public:
const idEventDef* eventdef;
idVarDef* def;
const idTypeDef* type;
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int firstStatement;
int numStatements;
int parmTotal;
int locals; // total ints of parms + locals
int filenum; // source file defined in
idList<int, TAG_SCRIPT> parmSize;
};
typedef union eval_s
{
const char* stringPtr;
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float _float;
float vector[ 3 ];
function_t* function;
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int _int;
int entity;
} eval_t;
/***********************************************************************
idTypeDef
Contains type information for variables and functions.
***********************************************************************/
class idTypeDef
{
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private:
etype_t type;
idStr name;
int size;
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// function types are more complex
idTypeDef* auxType; // return type
idList<idTypeDef*, TAG_SCRIPT> parmTypes;
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idStrList parmNames;
idList<const function_t*, TAG_SCRIPT> functions;
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public:
idVarDef* def; // a def that points to this type
idTypeDef( const idTypeDef& other );
idTypeDef( etype_t etype, idVarDef* edef, const char* ename, int esize, idTypeDef* aux );
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void operator=( const idTypeDef& other );
size_t Allocated() const;
bool Inherits( const idTypeDef* basetype ) const;
bool MatchesType( const idTypeDef& matchtype ) const;
bool MatchesVirtualFunction( const idTypeDef& matchfunc ) const;
void AddFunctionParm( idTypeDef* parmtype, const char* name );
void AddField( idTypeDef* fieldtype, const char* name );
void SetName( const char* newname );
const char* Name() const;
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etype_t Type() const;
int Size() const;
idTypeDef* SuperClass() const;
idTypeDef* ReturnType() const;
void SetReturnType( idTypeDef* type );
idTypeDef* FieldType() const;
void SetFieldType( idTypeDef* type );
idTypeDef* PointerType() const;
void SetPointerType( idTypeDef* type );
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int NumParameters() const;
idTypeDef* GetParmType( int parmNumber ) const;
const char* GetParmName( int parmNumber ) const;
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int NumFunctions() const;
int GetFunctionNumber( const function_t* func ) const;
const function_t* GetFunction( int funcNumber ) const;
void AddFunction( const function_t* func );
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};
/***********************************************************************
idScriptObject
In-game representation of objects in scripts. Use the idScriptVariable template
(below) to access variables.
***********************************************************************/
class idScriptObject
{
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private:
idTypeDef* type;
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public:
byte* data;
idScriptObject();
~idScriptObject();
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void Free();
bool SetType( const char* typeName );
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void ClearObject();
bool HasObject() const;
idTypeDef* GetTypeDef() const;
const char* GetTypeName() const;
const function_t* GetConstructor() const;
const function_t* GetDestructor() const;
const function_t* GetFunction( const char* name ) const;
byte* GetVariable( const char* name, etype_t etype ) const;
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};
/***********************************************************************
idScriptVariable
Helper template that handles looking up script variables stored in objects.
If the specified variable doesn't exist, or is the wrong data type, idScriptVariable
will cause an error.
***********************************************************************/
template<class type, etype_t etype, class returnType>
class idScriptVariable
{
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private:
type* data;
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public:
idScriptVariable();
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bool IsLinked() const;
void Unlink();
void LinkTo( idScriptObject& obj, const char* name );
idScriptVariable& operator=( const returnType& value );
operator returnType() const;
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};
template<class type, etype_t etype, class returnType>
ID_INLINE idScriptVariable<type, etype, returnType>::idScriptVariable()
{
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data = NULL;
}
template<class type, etype_t etype, class returnType>
ID_INLINE bool idScriptVariable<type, etype, returnType>::IsLinked() const
{
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return ( data != NULL );
}
template<class type, etype_t etype, class returnType>
ID_INLINE void idScriptVariable<type, etype, returnType>::Unlink()
{
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data = NULL;
}
template<class type, etype_t etype, class returnType>
ID_INLINE void idScriptVariable<type, etype, returnType>::LinkTo( idScriptObject& obj, const char* name )
{
data = ( type* )obj.GetVariable( name, etype );
if( !data )
{
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gameError( "Missing '%s' field in script object '%s'", name, obj.GetTypeName() );
}
}
template<class type, etype_t etype, class returnType>
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
assert( data );
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// make sure we don't crash if we don't have a pointer
if( data )
{
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*data = ( type )value;
}
return *this;
}
template<class type, etype_t etype, class returnType>
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
assert( data );
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// make sure we don't crash if we don't have a pointer
if( data )
{
return ( const returnType ) * data;
}
else
{
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// reasonably safe value
return ( const returnType )0;
}
}
/***********************************************************************
Script object variable access template instantiations
These objects will automatically handle looking up of the current value
of a variable in a script object. They can be stored as part of a class
for up-to-date values of the variable, or can be used in functions to
sample the data for non-dynamic values.
***********************************************************************/
typedef idScriptVariable<int, ev_boolean, int> idScriptBool;
typedef idScriptVariable<float, ev_float, float> idScriptFloat;
typedef idScriptVariable<float, ev_float, int> idScriptInt;
typedef idScriptVariable<idVec3, ev_vector, idVec3> idScriptVector;
typedef idScriptVariable<idStr, ev_string, const char*> idScriptString;
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/***********************************************************************
idCompileError
Causes the compiler to exit out of compiling the current function and
display an error message with line and file info.
***********************************************************************/
class idCompileError : public idException
{
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public:
idCompileError( const char* text ) : idException( text ) {}
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};
/***********************************************************************
idVarDef
Define the name, type, and location of variables, functions, and objects
defined in script.
***********************************************************************/
typedef union varEval_s
{
idScriptObject** objectPtrPtr;
char* stringPtr;
float* floatPtr;
idVec3* vectorPtr;
function_t* functionPtr;
int* intPtr;
byte* bytePtr;
int* entityNumberPtr;
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int virtualFunction;
int jumpOffset;
int stackOffset; // offset in stack for local variables
int argSize;
varEval_s* evalPtr;
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int ptrOffset;
} varEval_t;
class idVarDefName;
class idVarDef
{
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friend class idVarDefName;
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public:
int num;
varEval_t value;
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
typedef enum
{
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uninitialized, initializedVariable, initializedConstant, stackVariable
} initialized_t;
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initialized_t initialized;
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public:
idVarDef( idTypeDef* typeptr = NULL );
~idVarDef();
const char* Name() const;
const char* GlobalName() const;
void SetTypeDef( idTypeDef* _type )
{
typeDef = _type;
}
idTypeDef* TypeDef() const
{
return typeDef;
}
etype_t Type() const
{
return ( typeDef != NULL ) ? typeDef->Type() : ev_void;
}
int DepthOfScope( const idVarDef* otherScope ) const;
void SetFunction( function_t* func );
void SetObject( idScriptObject* object );
void SetValue( const eval_t& value, bool constant );
void SetString( const char* string, bool constant );
idVarDef* Next() const
{
return next; // next var def with same name
}
void PrintInfo( idFile* file, int instructionPointer ) const;
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private:
idTypeDef* typeDef;
idVarDefName* name; // name of this var
idVarDef* next; // next var with the same name
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};
/***********************************************************************
idVarDefName
***********************************************************************/
class idVarDefName
{
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public:
idVarDefName()
{
defs = NULL;
}
idVarDefName( const char* n )
{
name = n;
defs = NULL;
}
const char* Name() const
{
return name;
}
idVarDef* GetDefs() const
{
return defs;
}
void AddDef( idVarDef* def );
void RemoveDef( idVarDef* def );
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private:
idStr name;
idVarDef* defs;
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};
/***********************************************************************
Variable and type defintions
***********************************************************************/
extern idTypeDef type_void;
extern idTypeDef type_scriptevent;
extern idTypeDef type_namespace;
extern idTypeDef type_string;
extern idTypeDef type_float;
extern idTypeDef type_vector;
extern idTypeDef type_entity;
extern idTypeDef type_field;
extern idTypeDef type_function;
extern idTypeDef type_virtualfunction;
extern idTypeDef type_pointer;
extern idTypeDef type_object;
extern idTypeDef type_jumpoffset; // only used for jump opcodes
extern idTypeDef type_argsize; // only used for function call and thread opcodes
extern idTypeDef type_boolean;
extern idVarDef def_void;
extern idVarDef def_scriptevent;
extern idVarDef def_namespace;
extern idVarDef def_string;
extern idVarDef def_float;
extern idVarDef def_vector;
extern idVarDef def_entity;
extern idVarDef def_field;
extern idVarDef def_function;
extern idVarDef def_virtualfunction;
extern idVarDef def_pointer;
extern idVarDef def_object;
extern idVarDef def_jumpoffset; // only used for jump opcodes
extern idVarDef def_argsize; // only used for function call and thread opcodes
extern idVarDef def_boolean;
typedef struct statement_s
{
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unsigned short op;
idVarDef* a;
idVarDef* b;
idVarDef* c;
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unsigned short linenumber;
unsigned short file;
} statement_t;
/***********************************************************************
idProgram
Handles compiling and storage of script data. Multiple idProgram objects
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would represent separate 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
single idProgram.
***********************************************************************/
class idProgram
{
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private:
idStrList fileList;
idStr filename;
int filenum;
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int numVariables;
byte variables[ MAX_GLOBALS ];
idStaticList<byte, MAX_GLOBALS> variableDefaults;
idStaticList<function_t, MAX_FUNCS> functions;
idStaticList<statement_t, MAX_STATEMENTS> statements;
idList<idTypeDef*, TAG_SCRIPT> types;
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idHashIndex typesHash;
idList<idVarDefName*, TAG_SCRIPT> varDefNames;
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idHashIndex varDefNameHash;
idList<idVarDef*, TAG_SCRIPT> varDefs;
idVarDef* sysDef;
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int top_functions;
int top_statements;
int top_types;
int top_defs;
int top_files;
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void CompileStats();
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public:
idVarDef* returnDef;
idVarDef* returnStringDef;
idProgram();
~idProgram();
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// save games
void Save( idSaveGame* savefile ) const;
bool Restore( idRestoreGame* savefile );
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int CalculateChecksum() const; // Used to insure program code has not
// changed between savegames
void Startup( const char* defaultScript );
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void Restart();
bool CompileText( const char* source, const char* text, bool console );
const function_t* CompileFunction( const char* functionName, const char* text );
void CompileFile( const char* filename );
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void BeginCompilation();
void FinishCompilation();
void DisassembleStatement( idFile* file, int instructionPointer ) const;
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void Disassemble() const;
void FreeData();
const char* GetFilename( int num );
int GetFilenum( const char* name );
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int GetLineNumberForStatement( int index );
const char* GetFilenameForStatement( int index );
idTypeDef* AllocType( idTypeDef& type );
idTypeDef* AllocType( etype_t etype, idVarDef* edef, const char* ename, int esize, idTypeDef* aux );
idTypeDef* GetType( idTypeDef& type, bool allocate );
idTypeDef* FindType( const char* name );
// RB begin
private:
byte* ReserveDefMemory( int size );
idVarDef* AllocVarDef( idTypeDef* type, const char* name, idVarDef* scope );
public:
// RB end
idVarDef* AllocDef( idTypeDef* type, const char* name, idVarDef* scope, bool constant );
idVarDef* GetDef( const idTypeDef* type, const char* name, const idVarDef* scope ) const;
void FreeDef( idVarDef* d, const idVarDef* scope );
idVarDef* FindFreeResultDef( idTypeDef* type, const char* name, idVarDef* scope, const idVarDef* a, const idVarDef* b );
idVarDef* GetDefList( const char* name ) const;
void AddDefToNameList( idVarDef* def, const char* name );
function_t* FindFunction( const char* name ) const; // returns NULL if function not found
function_t* FindFunction( const char* name, const idTypeDef* type ) const; // returns NULL if function not found
function_t& AllocFunction( idVarDef* def );
function_t* GetFunction( int index );
int GetFunctionIndex( const function_t* func );
void SetEntity( const char* name, idEntity* ent );
statement_t* AllocStatement();
statement_t& GetStatement( int index );
int NumStatements()
{
return statements.Num();
}
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int GetReturnedInteger();
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void ReturnFloat( float value );
void ReturnInteger( int value );
void ReturnVector( idVec3 const& vec );
void ReturnString( const char* string );
void ReturnEntity( idEntity* ent );
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int NumFilenames()
{
return fileList.Num( );
}
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};
/*
================
idProgram::GetStatement
================
*/
ID_INLINE statement_t& idProgram::GetStatement( int index )
{
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return statements[ index ];
}
/*
================
idProgram::GetFunction
================
*/
ID_INLINE function_t* idProgram::GetFunction( int index )
{
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return &functions[ index ];
}
/*
================
idProgram::GetFunctionIndex
================
*/
ID_INLINE int idProgram::GetFunctionIndex( const function_t* func )
{
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return func - &functions[0];
}
/*
================
idProgram::GetReturnedInteger
================
*/
ID_INLINE int idProgram::GetReturnedInteger()
{
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return *returnDef->value.intPtr;
}
/*
================
idProgram::ReturnFloat
================
*/
ID_INLINE void idProgram::ReturnFloat( float value )
{
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*returnDef->value.floatPtr = value;
}
/*
================
idProgram::ReturnInteger
================
*/
ID_INLINE void idProgram::ReturnInteger( int value )
{
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*returnDef->value.intPtr = value;
}
/*
================
idProgram::ReturnVector
================
*/
ID_INLINE void idProgram::ReturnVector( idVec3 const& vec )
{
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*returnDef->value.vectorPtr = vec;
}
/*
================
idProgram::ReturnString
================
*/
ID_INLINE void idProgram::ReturnString( const char* string )
{
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idStr::Copynz( returnStringDef->value.stringPtr, string, MAX_STRING_LEN );
}
/*
================
idProgram::GetFilename
================
*/
ID_INLINE const char* idProgram::GetFilename( int num )
{
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return fileList[ num ];
}
/*
================
idProgram::GetLineNumberForStatement
================
*/
ID_INLINE int idProgram::GetLineNumberForStatement( int index )
{
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return statements[ index ].linenumber;
}
/*
================
idProgram::GetFilenameForStatement
================
*/
ID_INLINE const char* idProgram::GetFilenameForStatement( int index )
{
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return GetFilename( statements[ index ].file );
}
#endif /* !__SCRIPT_PROGRAM_H__ */