mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
229 lines
6 KiB
C++
229 lines
6 KiB
C++
#include "../qcommon/exe_headers.h"
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#include "vm_local.h"
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vm_t *currentVM = NULL;
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vm_t *lastVM = NULL;
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#define MAX_VM 3
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vm_t vmTable[MAX_VM];
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/*
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============
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VM_DllSyscall
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Dlls will call this directly
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rcg010206 The horror; the horror.
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The syscall mechanism relies on stack manipulation to get it's args.
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This is likely due to C's inability to pass "..." parameters to
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a function in one clean chunk. On PowerPC Linux, these parameters
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are not necessarily passed on the stack, so while (&arg[0] == arg)
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is true, (&arg[1] == 2nd function parameter) is not necessarily
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accurate, as arg's value might have been stored to the stack or
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other piece of scratch memory to give it a valid address, but the
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next parameter might still be sitting in a register.
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Quake's syscall system also assumes that the stack grows downward,
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and that any needed types can be squeezed, safely, into a signed int.
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This hack below copies all needed values for an argument to a
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array in memory, so that Quake can get the correct values. This can
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also be used on systems where the stack grows upwards, as the
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presumably standard and safe stdargs.h macros are used.
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As for having enough space in a signed int for your datatypes, well,
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it might be better to wait for DOOM 3 before you start porting. :)
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The original code, while probably still inherently dangerous, seems
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to work well enough for the platforms it already works on. Rather
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than add the performance hit for those platforms, the original code
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is still in use there.
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For speed, we just grab 15 arguments, and don't worry about exactly
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how many the syscall actually needs; the extra is thrown away.
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============
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*/
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int QDECL VM_DllSyscall( int arg, ... )
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{
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return currentVM->systemCall( &arg );
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}
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/*
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================
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VM_Create
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If image ends in .qvm it will be interpreted, otherwise
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it will attempt to load as a system dll
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================
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*/
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//#define STACK_SIZE 0x20000
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#define UI_VM_INDEX 0
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#define CG_VM_INDEX 1
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#define G_VM_INDEX 2
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namespace cgame
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{
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extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 );
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void dllEntry( int (QDECL *syscallptr)( int arg,... ) );
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};
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namespace game
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{
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extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 );
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void dllEntry( int (QDECL *syscallptr)( int arg,... ) );
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};
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namespace ui
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{
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extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 );
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void dllEntry( int (QDECL *syscallptr)( int arg,... ) );
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};
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vm_t *VM_Create( const char *module, int (*systemCalls)(int *),
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vmInterpret_t interpret ) {
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if (!Q_stricmp("ui", module))
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{
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// UI VM
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vmTable[UI_VM_INDEX].entryPoint = (int (*)(int,...)) ui::vmMain;
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vmTable[UI_VM_INDEX].systemCall = systemCalls;
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ui::dllEntry(VM_DllSyscall);
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return &vmTable[UI_VM_INDEX];
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}
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else if (!Q_stricmp("cgame", module))
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{
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// CG VM
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vmTable[CG_VM_INDEX].entryPoint = (int (*)(int,...)) cgame::vmMain;
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vmTable[CG_VM_INDEX].systemCall = systemCalls;
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cgame::dllEntry(VM_DllSyscall);
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return &vmTable[CG_VM_INDEX];
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}
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else if (!Q_stricmp("jampgame", module))
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{
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// G VM
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vmTable[G_VM_INDEX].entryPoint = (int (*)(int,...)) game::vmMain;
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vmTable[G_VM_INDEX].systemCall = systemCalls;
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game::dllEntry(VM_DllSyscall);
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return &vmTable[G_VM_INDEX];
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}
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else
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return NULL;
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}
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/*
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==============
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VM_Call
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Upon a system call, the stack will look like:
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sp+32 parm1
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sp+28 parm0
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sp+24 return value
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sp+20 return address
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sp+16 local1
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sp+14 local0
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sp+12 arg1
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sp+8 arg0
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sp+4 return stack
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sp return address
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An interpreted function will immediately execute
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an OP_ENTER instruction, which will subtract space for
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locals from sp
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==============
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*/
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#define MAX_STACK 256
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#define STACK_MASK (MAX_STACK-1)
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int QDECL VM_Call( vm_t *vm, int callnum, ... )
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{
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// Remember what the current VM was when we started.
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vm_t *oldVM = currentVM;
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// Change current VM so that VMA() crap works
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currentVM = vm;
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// Forward the call to the vm's vmMain function, passing through more data than
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// we should. I'm going to be sick.
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#if defined(_GAMECUBE)
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int i;
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int args[16];
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va_list ap;
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va_start(ap, callnum);
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for (i = 0; i < sizeof (args) / sizeof (args[i]); i++)
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args[i] = va_arg(ap, int);
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va_end(ap);
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int r = vm->entryPoint( callnum, args[0], args[1], args[2], args[3],
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args[4], args[5], args[6], args[7],
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args[8], args[9], args[10], args[11],
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args[12], args[13], args[14], args[15]);
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#else
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int r = vm->entryPoint( (&callnum)[0], (&callnum)[1], (&callnum)[2], (&callnum)[3],
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(&callnum)[4], (&callnum)[5], (&callnum)[6], (&callnum)[7],
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(&callnum)[8], (&callnum)[9], (&callnum)[10], (&callnum)[11], (&callnum)[12] );
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#endif
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// Restore VM pointer XXX: Why does the below code check for non-NULL?
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currentVM = oldVM;
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return r;
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}
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// This function seems really suspect. Let's cross our fingers...
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void *BotVMShift( int ptr )
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{
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return (void *)ptr;
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}
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// Functions to support dynamic memory allocation by VMs.
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// I don't really trust these. Oh well.
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void VM_Shifted_Alloc(void **ptr, int size)
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{
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if (!currentVM)
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{
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assert(0);
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*ptr = NULL;
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return;
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}
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//first allocate our desired memory, up front
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*ptr = Z_Malloc(size, TAG_VM_ALLOCATED, qtrue);
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}
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void VM_Shifted_Free(void **ptr)
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{
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if (!currentVM)
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{
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assert(0);
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return;
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}
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Z_Free(*ptr);
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*ptr = NULL; //go ahead and clear the pointer for the game.
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}
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// Stupid casting function. We can't do this in the macros, because sv_game calls this
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// directly now.
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void *VM_ArgPtr( int intValue )
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{
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return (void *)intValue;
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}
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void VM_Free(vm_t *) {}
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void VM_Debug(int) {}
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void VM_Clear(void) {}
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void VM_Init(void) {}
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void *VM_ExplicitArgPtr(vm_t *, int) { return NULL; }
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vm_t *VM_Restart(vm_t *vm) { return vm; }
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