mirror of
https://git.code.sf.net/p/quake/quakeforge
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236 lines
7.9 KiB
Text
236 lines
7.9 KiB
Text
Copyright (C) 1996-1997 Id Software, Inc.
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This program 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 2 of the License, or
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(at your option) any later version.
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This program 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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$Id$
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comments
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--------
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// comments discard text until the end of line
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/ * * / comments discard all enclosed text (spaced out on this line
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because this documentation is in a regular C comment block, and typing
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them in normally causes a parse error)
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code structure
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--------------
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A definition is:
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<type> <name> [ = <immediate>] {, <name> [ = <immediate>] };
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types
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-----
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simple types: void, float, vector, string, or entity
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float width, height;
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string name;
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entity self, other;
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vector types:
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vector org; // also creates org_x, org_y, and org_z float defs
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A function type is specified as: simpletype ( type name {,type name} )
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The names are ignored except when the function is initialized.
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void() think;
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entity() FindTarget;
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void(vector destination, float speed, void() callback) SUB_CalcMove;
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void(...) dprint; // variable argument builtin
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A field type is specified as: .type
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.vector origin;
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.string netname;
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.void() think, touch, use;
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names
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-----
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Names are a maximum of 64 characters, must begin with A-Z,a-z, or _, and
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can continue with those characters or 0-9.
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There are two levels of scoping: global, and function. The parameter list
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of a function and any vars declared inside a function with the "local"
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statement are only visible within that function,
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immediates
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----------
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Float immediates must begin with 0-9 or minus sign. .5 is illegal.
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A parsing ambiguity is present with negative constants. "a-5" will be
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parsed as "a", then "-5", causing an error. Seperate the - from the
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digits with a space "a - 5" to get the proper behavior.
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12
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1.6
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0.5
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-100
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Vector immediates are three float immediates enclosed in single quotes.
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'0 0 0'
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'20.5 -10 0.00001'
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String immediates are characters enclosed in double quotes. The string
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cannot contain explicit newlines, but the escape character \n can embed
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one. The \" escape can be used to include a quote in the string.
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"maps/jrwiz1.bsp"
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"sound/nin/pain.wav"
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"ouch!\n"
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Code immediates are statements enclosed in {} braces.
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statement:
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{ <multiple statements> }
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<expression>;
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local <type> <name> [ = <immediate>] {, <name> [ = <immediate>] };
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return <expression>;
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if ( <expression> ) <statement> [ else <statement> ];
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while ( <expression> ) <statement>;
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do <statement> while ( <expression> );
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<function name> ( <function parms> );
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expression:
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combiations of names and these operators with standard C precedence:
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"&&", "||", "<=", ">=","==", "!=", "!", "*", "/", "-", "+", "=", ".",
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"<", ">", "&", "|"
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Parenthesis can be used to alter order of operation.
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The & and | operations perform integral bit ops on floats
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A built in function immediate is a number sign followed by an integer.
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#1
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#12
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compilation
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-----------
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Source files are processed sequentially without dumping any state, so if a
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defs file is the first one processed, the definitions will be available to
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all other files.
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The language is strongly typed and there are no casts.
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Anything that is initialized is assumed to be constant, and will have
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immediates folded into it. If you change the value, your program will
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malfunction. All uninitialized globals will be saved to savegame files.
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Functions cannot have more than eight parameters.
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Error recovery during compilation is minimal. It will skip to the next
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global definition, so you will never see more than one error at a time in
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a given function. All compilation aborts after ten error messages.
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Names can be defined multiple times until they are defined with an
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initialization, allowing functions to be prototyped before their
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definition.
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void() MyFunction; // the prototype
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void() MyFunction = // the initialization
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{
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dprint ("we're here\n");
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};
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entities and fields
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-------------------
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execution
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---------
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Code execution is initiated by C code in quake from two main places: the
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timed think routines for periodic control, and the touch function when two
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objects impact each other.
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There are three global variables that are set before beginning code
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execution:
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entity world; // the server's world object, which holds all
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// global state for the server, like the
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// deathmatch flags and the body ques.
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entity self; // the entity the function is executing for
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entity other; // the other object in an impact, not used for
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// thinks
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float time; // the current game time. Note that because the
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// entities in the world are simulated
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// sequentially, time is NOT strictly increasing.
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// An impact late in one entity's time slice may
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// set time higher than the think function of the
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// next entity. The difference is limited to 0.1
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// seconds.
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Execution is also caused by a few uncommon events, like the addition of a
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new client to an existing server.
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There is a runnaway counter that stops a program if 100000 statements are
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executed, assuming it is in an infinite loop.
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It is acceptable to change the system set global variables. This is
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usually done to pose as another entity by changing self and calling a
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function.
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The interpretation is fairly efficient, but it is still over an order of
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magnitude slower than compiled C code. All time consuming operations
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should be made into built in functions.
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A profile counter is kept for each function, and incremented for each
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interpreted instruction inside that function. The "profile" console
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command in Quake will dump out the top 10 functions, then clear all the
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counters. The "profile all" command will dump sorted stats for every
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function that has been executed.
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afunc ( 4, bfunc(1,2,3));
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will fail because there is a shared parameter marshaling area, which will
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cause the 1 from bfunc to overwrite the 4 already placed in parm0. When
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a function is called, it copies the parms from the globals into it's
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privately scoped variables, so there is no collision when calling another
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function.
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total = factorial(3) + factorial(4);
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Will fail because the return value from functions is held in a single
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global area. If this really gets on your nerves, tell me and I can work
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around it at a slight performance and space penalty by allocating a new
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register for the function call and copying it out.
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built in functions
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------------------
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void(string text) dprint;
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Prints the string to the server console.
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void(entity client, string text) cprint;
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Prints a message to a specific client.
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void(string text) bprint;
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Broadcast prints a message to all clients on the current server.
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entity() spawn;
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Returns a totally empty entity. You can manually set everything up, or
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just set the origin and call one of the existing entity setup functions.
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entity(entity start, .string field, string match) find;
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Searches the server entity list beginning at start, looking for an entity
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that has entity.field = match. To start at the beginning of the list,
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pass world. World is returned when the end of the list is reached.
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<FIXME: define all the other functions...>
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gotchas
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-------
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o The && and || operators DO NOT EARLY OUT like C!
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o Don't confuse single quoted vectors with double quoted strings
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o The function declaration syntax takes a little getting used to.
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o Don't forget the ; after the trailing brace of a function
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initialization.
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o Don't forget the "local" before defining local variables.
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o There are no ++ / -- operators, or operate/assign operators.
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