hello world

This commit is contained in:
Timothee 'TTimo' Besset
2011-11-22 15:28:15 -06:00
commit fb1609f554
2155 changed files with 1017022 additions and 0 deletions

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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_COMPILER_H__
#define __SCRIPT_COMPILER_H__
const char * const RESULT_STRING = "<RESULT>";
typedef struct opcode_s {
char *name;
char *opname;
int priority;
bool rightAssociative;
idVarDef *type_a;
idVarDef *type_b;
idVarDef *type_c;
} opcode_t;
// These opcodes are no longer necessary:
// OP_PUSH_OBJ:
// OP_PUSH_OBJENT:
enum {
OP_RETURN,
OP_UINC_F,
OP_UINCP_F,
OP_UDEC_F,
OP_UDECP_F,
OP_COMP_F,
OP_MUL_F,
OP_MUL_V,
OP_MUL_FV,
OP_MUL_VF,
OP_DIV_F,
OP_MOD_F,
OP_ADD_F,
OP_ADD_V,
OP_ADD_S,
OP_ADD_FS,
OP_ADD_SF,
OP_ADD_VS,
OP_ADD_SV,
OP_SUB_F,
OP_SUB_V,
OP_EQ_F,
OP_EQ_V,
OP_EQ_S,
OP_EQ_E,
OP_EQ_EO,
OP_EQ_OE,
OP_EQ_OO,
OP_NE_F,
OP_NE_V,
OP_NE_S,
OP_NE_E,
OP_NE_EO,
OP_NE_OE,
OP_NE_OO,
OP_LE,
OP_GE,
OP_LT,
OP_GT,
OP_INDIRECT_F,
OP_INDIRECT_V,
OP_INDIRECT_S,
OP_INDIRECT_ENT,
OP_INDIRECT_BOOL,
OP_INDIRECT_OBJ,
OP_ADDRESS,
OP_EVENTCALL,
OP_OBJECTCALL,
OP_SYSCALL,
OP_STORE_F,
OP_STORE_V,
OP_STORE_S,
OP_STORE_ENT,
OP_STORE_BOOL,
OP_STORE_OBJENT,
OP_STORE_OBJ,
OP_STORE_ENTOBJ,
OP_STORE_FTOS,
OP_STORE_BTOS,
OP_STORE_VTOS,
OP_STORE_FTOBOOL,
OP_STORE_BOOLTOF,
OP_STOREP_F,
OP_STOREP_V,
OP_STOREP_S,
OP_STOREP_ENT,
OP_STOREP_FLD,
OP_STOREP_BOOL,
OP_STOREP_OBJ,
OP_STOREP_OBJENT,
OP_STOREP_FTOS,
OP_STOREP_BTOS,
OP_STOREP_VTOS,
OP_STOREP_FTOBOOL,
OP_STOREP_BOOLTOF,
OP_UMUL_F,
OP_UMUL_V,
OP_UDIV_F,
OP_UDIV_V,
OP_UMOD_F,
OP_UADD_F,
OP_UADD_V,
OP_USUB_F,
OP_USUB_V,
OP_UAND_F,
OP_UOR_F,
OP_NOT_BOOL,
OP_NOT_F,
OP_NOT_V,
OP_NOT_S,
OP_NOT_ENT,
OP_NEG_F,
OP_NEG_V,
OP_INT_F,
OP_IF,
OP_IFNOT,
OP_CALL,
OP_THREAD,
OP_OBJTHREAD,
OP_PUSH_F,
OP_PUSH_V,
OP_PUSH_S,
OP_PUSH_ENT,
OP_PUSH_OBJ,
OP_PUSH_OBJENT,
OP_PUSH_FTOS,
OP_PUSH_BTOF,
OP_PUSH_FTOB,
OP_PUSH_VTOS,
OP_PUSH_BTOS,
OP_GOTO,
OP_AND,
OP_AND_BOOLF,
OP_AND_FBOOL,
OP_AND_BOOLBOOL,
OP_OR,
OP_OR_BOOLF,
OP_OR_FBOOL,
OP_OR_BOOLBOOL,
OP_BITAND,
OP_BITOR,
OP_BREAK, // placeholder op. not used in final code
OP_CONTINUE, // placeholder op. not used in final code
NUM_OPCODES
};
class idCompiler {
private:
static bool punctuationValid[ 256 ];
static char *punctuation[];
idParser parser;
idParser *parserPtr;
idToken token;
idTypeDef *immediateType;
eval_t immediate;
bool eof;
bool console;
bool callthread;
int braceDepth;
int loopDepth;
int currentLineNumber;
int currentFileNumber;
int errorCount;
idVarDef *scope; // the function being parsed, or NULL
const idVarDef *basetype; // for accessing fields
float Divide( float numerator, float denominator );
void Error( const char *error, ... ) const id_attribute((format(printf,2,3)));
void Warning( const char *message, ... ) const id_attribute((format(printf,2,3)));
idVarDef *OptimizeOpcode( const opcode_t *op, idVarDef *var_a, idVarDef *var_b );
idVarDef *EmitOpcode( const opcode_t *op, idVarDef *var_a, idVarDef *var_b );
idVarDef *EmitOpcode( int op, idVarDef *var_a, idVarDef *var_b );
bool EmitPush( idVarDef *expression, const idTypeDef *funcArg );
void NextToken( void );
void ExpectToken( const char *string );
bool CheckToken( const char *string );
void ParseName( idStr &name );
void SkipOutOfFunction( void );
void SkipToSemicolon( void );
idTypeDef *CheckType( void );
idTypeDef *ParseType( void );
idVarDef *FindImmediate( const idTypeDef *type, const eval_t *eval, const char *string ) const;
idVarDef *GetImmediate( idTypeDef *type, const eval_t *eval, const char *string );
idVarDef *VirtualFunctionConstant( idVarDef *func );
idVarDef *SizeConstant( int size );
idVarDef *JumpConstant( int value );
idVarDef *JumpDef( int jumpfrom, int jumpto );
idVarDef *JumpTo( int jumpto );
idVarDef *JumpFrom( int jumpfrom );
idVarDef *ParseImmediate( void );
idVarDef *EmitFunctionParms( int op, idVarDef *func, int startarg, int startsize, idVarDef *object );
idVarDef *ParseFunctionCall( idVarDef *func );
idVarDef *ParseObjectCall( idVarDef *object, idVarDef *func );
idVarDef *ParseEventCall( idVarDef *object, idVarDef *func );
idVarDef *ParseSysObjectCall( idVarDef *func );
idVarDef *LookupDef( const char *name, const idVarDef *baseobj );
idVarDef *ParseValue( void );
idVarDef *GetTerm( void );
bool TypeMatches( etype_t type1, etype_t type2 ) const;
idVarDef *GetExpression( int priority );
idTypeDef *GetTypeForEventArg( char argType );
void PatchLoop( int start, int continuePos );
void ParseReturnStatement( void );
void ParseWhileStatement( void );
void ParseForStatement( void );
void ParseDoWhileStatement( void );
void ParseIfStatement( void );
void ParseStatement( void );
void ParseObjectDef( const char *objname );
idTypeDef *ParseFunction( idTypeDef *returnType, const char *name );
void ParseFunctionDef( idTypeDef *returnType, const char *name );
void ParseVariableDef( idTypeDef *type, const char *name );
void ParseEventDef( idTypeDef *type, const char *name );
void ParseDefs( void );
void ParseNamespace( idVarDef *newScope );
public :
static opcode_t opcodes[];
idCompiler();
void CompileFile( const char *text, const char *filename, bool console );
};
#endif /* !__SCRIPT_COMPILER_H__ */

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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_INTERPRETER_H__
#define __SCRIPT_INTERPRETER_H__
#define MAX_STACK_DEPTH 64
#define LOCALSTACK_SIZE 6144
typedef struct prstack_s {
int s;
const function_t *f;
int stackbase;
} prstack_t;
class idInterpreter {
private:
prstack_t callStack[ MAX_STACK_DEPTH ];
int callStackDepth;
int maxStackDepth;
byte localstack[ LOCALSTACK_SIZE ];
int localstackUsed;
int localstackBase;
int maxLocalstackUsed;
const function_t *currentFunction;
int instructionPointer;
int popParms;
const idEventDef *multiFrameEvent;
idEntity *eventEntity;
idThread *thread;
void PopParms( int numParms );
void PushString( const char *string );
void Push( int value );
const char *FloatToString( float value );
void AppendString( idVarDef *def, const char *from );
void SetString( idVarDef *def, const char *from );
const char *GetString( idVarDef *def );
varEval_t GetVariable( idVarDef *def );
idEntity *GetEntity( int entnum ) const;
idScriptObject *GetScriptObject( int entnum ) const;
void NextInstruction( int position );
void LeaveFunction( idVarDef *returnDef );
void CallEvent( const function_t *func, int argsize );
void CallSysEvent( const function_t *func, int argsize );
public:
bool doneProcessing;
bool threadDying;
bool terminateOnExit;
bool debug;
idInterpreter();
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void SetThread( idThread *pThread );
void StackTrace( void ) const;
int CurrentLine( void ) const;
const char *CurrentFile( void ) const;
void Error( char *fmt, ... ) const id_attribute((format(printf,2,3)));
void Warning( char *fmt, ... ) const id_attribute((format(printf,2,3)));
void DisplayInfo( void ) const;
bool BeginMultiFrameEvent( idEntity *ent, const idEventDef *event );
void EndMultiFrameEvent( idEntity *ent, const idEventDef *event );
bool MultiFrameEventInProgress( void ) const;
void ThreadCall( idInterpreter *source, const function_t *func, int args );
void EnterFunction( const function_t *func, bool clearStack );
void EnterObjectFunction( idEntity *self, const function_t *func, bool clearStack );
bool Execute( void );
void Reset( void );
bool GetRegisterValue( const char *name, idStr &out, int scopeDepth );
int GetCallstackDepth( void ) const;
const prstack_t *GetCallstack( void ) const;
const function_t *GetCurrentFunction( void ) const;
idThread *GetThread( void ) const;
};
/*
====================
idInterpreter::PopParms
====================
*/
ID_INLINE void idInterpreter::PopParms( int numParms ) {
// pop our parms off the stack
if ( localstackUsed < numParms ) {
Error( "locals stack underflow\n" );
}
localstackUsed -= numParms;
}
/*
====================
idInterpreter::Push
====================
*/
ID_INLINE void idInterpreter::Push( int value ) {
if ( localstackUsed + sizeof( int ) > LOCALSTACK_SIZE ) {
Error( "Push: locals stack overflow\n" );
}
*( int * )&localstack[ localstackUsed ] = value;
localstackUsed += sizeof( int );
}
/*
====================
idInterpreter::PushString
====================
*/
ID_INLINE void idInterpreter::PushString( const char *string ) {
if ( localstackUsed + MAX_STRING_LEN > LOCALSTACK_SIZE ) {
Error( "PushString: locals stack overflow\n" );
}
idStr::Copynz( ( char * )&localstack[ localstackUsed ], string, MAX_STRING_LEN );
localstackUsed += MAX_STRING_LEN;
}
/*
====================
idInterpreter::FloatToString
====================
*/
ID_INLINE const char *idInterpreter::FloatToString( float value ) {
static char text[ 32 ];
if ( value == ( float )( int )value ) {
sprintf( text, "%d", ( int )value );
} else {
sprintf( text, "%f", value );
}
return text;
}
/*
====================
idInterpreter::AppendString
====================
*/
ID_INLINE void idInterpreter::AppendString( idVarDef *def, const char *from ) {
if ( def->initialized == idVarDef::stackVariable ) {
idStr::Append( ( char * )&localstack[ localstackBase + def->value.stackOffset ], MAX_STRING_LEN, from );
} else {
idStr::Append( def->value.stringPtr, MAX_STRING_LEN, from );
}
}
/*
====================
idInterpreter::SetString
====================
*/
ID_INLINE void idInterpreter::SetString( idVarDef *def, const char *from ) {
if ( def->initialized == idVarDef::stackVariable ) {
idStr::Copynz( ( char * )&localstack[ localstackBase + def->value.stackOffset ], from, MAX_STRING_LEN );
} else {
idStr::Copynz( def->value.stringPtr, from, MAX_STRING_LEN );
}
}
/*
====================
idInterpreter::GetString
====================
*/
ID_INLINE const char *idInterpreter::GetString( idVarDef *def ) {
if ( def->initialized == idVarDef::stackVariable ) {
return ( char * )&localstack[ localstackBase + def->value.stackOffset ];
} else {
return def->value.stringPtr;
}
}
/*
====================
idInterpreter::GetVariable
====================
*/
ID_INLINE varEval_t idInterpreter::GetVariable( idVarDef *def ) {
if ( def->initialized == idVarDef::stackVariable ) {
varEval_t val;
val.intPtr = ( int * )&localstack[ localstackBase + def->value.stackOffset ];
return val;
} else {
return def->value;
}
}
/*
================
idInterpreter::GetEntity
================
*/
ID_INLINE idEntity *idInterpreter::GetEntity( int entnum ) const{
assert( entnum <= MAX_GENTITIES );
if ( ( entnum > 0 ) && ( entnum <= MAX_GENTITIES ) ) {
return gameLocal.entities[ entnum - 1 ];
}
return NULL;
}
/*
================
idInterpreter::GetScriptObject
================
*/
ID_INLINE idScriptObject *idInterpreter::GetScriptObject( int entnum ) const {
idEntity *ent;
assert( entnum <= MAX_GENTITIES );
if ( ( entnum > 0 ) && ( entnum <= MAX_GENTITIES ) ) {
ent = gameLocal.entities[ entnum - 1 ];
if ( ent && ent->scriptObject.data ) {
return &ent->scriptObject;
}
}
return NULL;
}
/*
====================
idInterpreter::NextInstruction
====================
*/
ID_INLINE void idInterpreter::NextInstruction( int position ) {
// Before we execute an instruction, we increment instructionPointer,
// therefore we need to compensate for that here.
instructionPointer = position - 1;
}
#endif /* !__SCRIPT_INTERPRETER_H__ */

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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
#ifdef _D3XP
#define MAX_GLOBALS 296608 // in bytes
#else
#define MAX_GLOBALS 196608 // in bytes
#endif
#define MAX_STRINGS 1024
#ifdef _D3XP
#define MAX_FUNCS 3584
#else
#define MAX_FUNCS 3072
#endif
#ifdef _D3XP
#define MAX_STATEMENTS 131072 // statement_t - 18 bytes last I checked
#else
#define MAX_STATEMENTS 81920 // statement_t - 18 bytes last I checked
#endif
typedef enum {
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 {
public:
function_t();
size_t Allocated( void ) const;
void SetName( const char *name );
const char *Name( void ) const;
void Clear( void );
private:
idStr name;
public:
const idEventDef *eventdef;
idVarDef *def;
const idTypeDef *type;
int firstStatement;
int numStatements;
int parmTotal;
int locals; // total ints of parms + locals
int filenum; // source file defined in
idList<int> parmSize;
};
typedef union eval_s {
const char *stringPtr;
float _float;
float vector[ 3 ];
function_t *function;
int _int;
int entity;
} eval_t;
/***********************************************************************
idTypeDef
Contains type information for variables and functions.
***********************************************************************/
class idTypeDef {
private:
etype_t type;
idStr name;
int size;
// function types are more complex
idTypeDef *auxType; // return type
idList<idTypeDef *> parmTypes;
idStrList parmNames;
idList<const function_t *> functions;
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 );
void operator=( const idTypeDef& other );
size_t Allocated( void ) 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( void ) const;
etype_t Type( void ) const;
int Size( void ) const;
idTypeDef *SuperClass( void ) const;
idTypeDef *ReturnType( void ) const;
void SetReturnType( idTypeDef *type );
idTypeDef *FieldType( void ) const;
void SetFieldType( idTypeDef *type );
idTypeDef *PointerType( void ) const;
void SetPointerType( idTypeDef *type );
int NumParameters( void ) const;
idTypeDef *GetParmType( int parmNumber ) const;
const char *GetParmName( int parmNumber ) const;
int NumFunctions( void ) const;
int GetFunctionNumber( const function_t *func ) const;
const function_t *GetFunction( int funcNumber ) const;
void AddFunction( const function_t *func );
};
/***********************************************************************
idScriptObject
In-game representation of objects in scripts. Use the idScriptVariable template
(below) to access variables.
***********************************************************************/
class idScriptObject {
private:
idTypeDef *type;
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
void Free( void );
bool SetType( const char *typeName );
void ClearObject( void );
bool HasObject( void ) const;
idTypeDef *GetTypeDef( void ) const;
const char *GetTypeName( void ) const;
const function_t *GetConstructor( void ) const;
const function_t *GetDestructor( void ) const;
const function_t *GetFunction( const char *name ) const;
byte *GetVariable( const char *name, etype_t etype ) const;
};
/***********************************************************************
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 {
private:
type *data;
public:
idScriptVariable();
bool IsLinked( void ) const;
void Unlink( void );
void LinkTo( idScriptObject &obj, const char *name );
idScriptVariable &operator=( const returnType &value );
operator returnType() const;
};
template<class type, etype_t etype, class returnType>
ID_INLINE idScriptVariable<type, etype, returnType>::idScriptVariable() {
data = NULL;
}
template<class type, etype_t etype, class returnType>
ID_INLINE bool idScriptVariable<type, etype, returnType>::IsLinked( void ) const {
return ( data != NULL );
}
template<class type, etype_t etype, class returnType>
ID_INLINE void idScriptVariable<type, etype, returnType>::Unlink( void ) {
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 ) {
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 ) {
// check if we attempt to access the object before it's been linked
assert( data );
// make sure we don't crash if we don't have a pointer
if ( data ) {
*data = ( type )value;
}
return *this;
}
template<class type, etype_t etype, class returnType>
ID_INLINE idScriptVariable<type, etype, returnType>::operator returnType() const {
// check if we attempt to access the object before it's been linked
assert( data );
// make sure we don't crash if we don't have a pointer
if ( data ) {
return ( const returnType )*data;
} else {
// 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;
/***********************************************************************
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 {
public:
idCompileError( const char *text ) : idException( text ) {}
};
/***********************************************************************
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;
int virtualFunction;
int jumpOffset;
int stackOffset; // offset in stack for local variables
int argSize;
varEval_s *evalPtr;
int ptrOffset;
} varEval_t;
class idVarDefName;
class idVarDef {
friend class idVarDefName;
public:
int num;
varEval_t value;
idVarDef * scope; // function, namespace, or object the var was defined in
int numUsers; // number of users if this is a constant
typedef enum {
uninitialized, initializedVariable, initializedConstant, stackVariable
} initialized_t;
initialized_t initialized;
public:
idVarDef( idTypeDef *typeptr = NULL );
~idVarDef();
const char * Name( void ) const;
const char * GlobalName( void ) const;
void SetTypeDef( idTypeDef *_type ) { typeDef = _type; }
idTypeDef * TypeDef( void ) const { return typeDef; }
etype_t Type( void ) 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( void ) const { return next; } // next var def with same name
void PrintInfo( idFile *file, int instructionPointer ) const;
private:
idTypeDef * typeDef;
idVarDefName * name; // name of this var
idVarDef * next; // next var with the same name
};
/***********************************************************************
idVarDefName
***********************************************************************/
class idVarDefName {
public:
idVarDefName( void ) { defs = NULL; }
idVarDefName( const char *n ) { name = n; defs = NULL; }
const char * Name( void ) const { return name; }
idVarDef * GetDefs( void ) const { return defs; }
void AddDef( idVarDef *def );
void RemoveDef( idVarDef *def );
private:
idStr name;
idVarDef * defs;
};
/***********************************************************************
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 {
unsigned short op;
idVarDef *a;
idVarDef *b;
idVarDef *c;
unsigned short linenumber;
unsigned short file;
} statement_t;
/***********************************************************************
idProgram
Handles compiling and storage of script data. Multiple idProgram objects
would represent seperate programs with no knowledge of each other. Scripts
meant to access shared data and functions should all be compiled by a
single idProgram.
***********************************************************************/
class idProgram {
private:
idStrList fileList;
idStr filename;
int filenum;
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 *> types;
idList<idVarDefName *> varDefNames;
idHashIndex varDefNameHash;
idList<idVarDef *> varDefs;
idVarDef *sysDef;
int top_functions;
int top_statements;
int top_types;
int top_defs;
int top_files;
void CompileStats( void );
public:
idVarDef *returnDef;
idVarDef *returnStringDef;
idProgram();
~idProgram();
// save games
void Save( idSaveGame *savefile ) const;
bool Restore( idRestoreGame *savefile );
int CalculateChecksum( void ) const; // Used to insure program code has not
// changed between savegames
void Startup( const char *defaultScript );
void Restart( void );
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 );
void BeginCompilation( void );
void FinishCompilation( void );
void DisassembleStatement( idFile *file, int instructionPointer ) const;
void Disassemble( void ) const;
void FreeData( void );
const char *GetFilename( int num );
int GetFilenum( const char *name );
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 );
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( void );
statement_t &GetStatement( int index );
int NumStatements( void ) { return statements.Num(); }
int GetReturnedInteger( void );
void ReturnFloat( float value );
void ReturnInteger( int value );
void ReturnVector( idVec3 const &vec );
void ReturnString( const char *string );
void ReturnEntity( idEntity *ent );
int NumFilenames( void ) { return fileList.Num( ); }
};
/*
================
idProgram::GetStatement
================
*/
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__ */

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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_THREAD_H__
#define __SCRIPT_THREAD_H__
extern const idEventDef EV_Thread_Execute;
extern const idEventDef EV_Thread_SetCallback;
extern const idEventDef EV_Thread_TerminateThread;
extern const idEventDef EV_Thread_Pause;
extern const idEventDef EV_Thread_Wait;
extern const idEventDef EV_Thread_WaitFrame;
extern const idEventDef EV_Thread_WaitFor;
extern const idEventDef EV_Thread_WaitForThread;
extern const idEventDef EV_Thread_Print;
extern const idEventDef EV_Thread_PrintLn;
extern const idEventDef EV_Thread_Say;
extern const idEventDef EV_Thread_Assert;
extern const idEventDef EV_Thread_Trigger;
extern const idEventDef EV_Thread_SetCvar;
extern const idEventDef EV_Thread_GetCvar;
extern const idEventDef EV_Thread_Random;
extern const idEventDef EV_Thread_GetTime;
extern const idEventDef EV_Thread_KillThread;
extern const idEventDef EV_Thread_SetThreadName;
extern const idEventDef EV_Thread_GetEntity;
extern const idEventDef EV_Thread_Spawn;
extern const idEventDef EV_Thread_SetSpawnArg;
extern const idEventDef EV_Thread_SpawnString;
extern const idEventDef EV_Thread_SpawnFloat;
extern const idEventDef EV_Thread_SpawnVector;
extern const idEventDef EV_Thread_AngToForward;
extern const idEventDef EV_Thread_AngToRight;
extern const idEventDef EV_Thread_AngToUp;
extern const idEventDef EV_Thread_Sine;
extern const idEventDef EV_Thread_Cosine;
extern const idEventDef EV_Thread_Normalize;
extern const idEventDef EV_Thread_VecLength;
extern const idEventDef EV_Thread_VecDotProduct;
extern const idEventDef EV_Thread_VecCrossProduct;
extern const idEventDef EV_Thread_OnSignal;
extern const idEventDef EV_Thread_ClearSignal;
extern const idEventDef EV_Thread_SetCamera;
extern const idEventDef EV_Thread_FirstPerson;
extern const idEventDef EV_Thread_TraceFraction;
extern const idEventDef EV_Thread_TracePos;
extern const idEventDef EV_Thread_FadeIn;
extern const idEventDef EV_Thread_FadeOut;
extern const idEventDef EV_Thread_FadeTo;
extern const idEventDef EV_Thread_Restart;
class idThread : public idClass {
private:
static idThread *currentThread;
idThread *waitingForThread;
int waitingFor;
int waitingUntil;
idInterpreter interpreter;
idDict spawnArgs;
int threadNum;
idStr threadName;
int lastExecuteTime;
int creationTime;
bool manualControl;
static int threadIndex;
static idList<idThread *> threadList;
static trace_t trace;
void Init( void );
void Pause( void );
void Event_Execute( void );
void Event_SetThreadName( const char *name );
//
// script callable Events
//
void Event_TerminateThread( int num );
void Event_Pause( void );
void Event_Wait( float time );
void Event_WaitFrame( void );
void Event_WaitFor( idEntity *ent );
void Event_WaitForThread( int num );
void Event_Print( const char *text );
void Event_PrintLn( const char *text );
void Event_Say( const char *text );
void Event_Assert( float value );
void Event_Trigger( idEntity *ent );
void Event_SetCvar( const char *name, const char *value ) const;
void Event_GetCvar( const char *name ) const;
void Event_Random( float range ) const;
#ifdef _D3XP
void Event_RandomInt( int range ) const;
#endif
void Event_GetTime( void );
void Event_KillThread( const char *name );
void Event_GetEntity( const char *name );
void Event_Spawn( const char *classname );
void Event_CopySpawnArgs( idEntity *ent );
void Event_SetSpawnArg( const char *key, const char *value );
void Event_SpawnString( const char *key, const char *defaultvalue );
void Event_SpawnFloat( const char *key, float defaultvalue );
void Event_SpawnVector( const char *key, idVec3 &defaultvalue );
void Event_ClearPersistantArgs( void );
void Event_SetPersistantArg( const char *key, const char *value );
void Event_GetPersistantString( const char *key );
void Event_GetPersistantFloat( const char *key );
void Event_GetPersistantVector( const char *key );
void Event_AngToForward( idAngles &ang );
void Event_AngToRight( idAngles &ang );
void Event_AngToUp( idAngles &ang );
void Event_GetSine( float angle );
void Event_GetCosine( float angle );
#ifdef _D3XP
void Event_GetArcSine( float a );
void Event_GetArcCosine( float a );
#endif
void Event_GetSquareRoot( float theSquare );
void Event_VecNormalize( idVec3 &vec );
void Event_VecLength( idVec3 &vec );
void Event_VecDotProduct( idVec3 &vec1, idVec3 &vec2 );
void Event_VecCrossProduct( idVec3 &vec1, idVec3 &vec2 );
void Event_VecToAngles( idVec3 &vec );
#ifdef _D3XP
void Event_VecToOrthoBasisAngles( idVec3 &vec );
void Event_RotateVector( idVec3 &vec, idVec3 &ang );
#endif
void Event_OnSignal( int signal, idEntity *ent, const char *func );
void Event_ClearSignalThread( int signal, idEntity *ent );
void Event_SetCamera( idEntity *ent );
void Event_FirstPerson( void );
void Event_Trace( const idVec3 &start, const idVec3 &end, const idVec3 &mins, const idVec3 &maxs, int contents_mask, idEntity *passEntity );
void Event_TracePoint( const idVec3 &start, const idVec3 &end, int contents_mask, idEntity *passEntity );
void Event_GetTraceFraction( void );
void Event_GetTraceEndPos( void );
void Event_GetTraceNormal( void );
void Event_GetTraceEntity( void );
void Event_GetTraceJoint( void );
void Event_GetTraceBody( void );
void Event_FadeIn( idVec3 &color, float time );
void Event_FadeOut( idVec3 &color, float time );
void Event_FadeTo( idVec3 &color, float alpha, float time );
void Event_SetShaderParm( int parmnum, float value );
void Event_StartMusic( const char *name );
void Event_Warning( const char *text );
void Event_Error( const char *text );
void Event_StrLen( const char *string );
void Event_StrLeft( const char *string, int num );
void Event_StrRight( const char *string, int num );
void Event_StrSkip( const char *string, int num );
void Event_StrMid( const char *string, int start, int num );
void Event_StrToFloat( const char *string );
void Event_RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower );
void Event_IsClient( void );
void Event_IsMultiplayer( void );
void Event_GetFrameTime( void );
void Event_GetTicsPerSecond( void );
void Event_CacheSoundShader( const char *soundName );
void Event_DebugLine( const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime );
void Event_DebugArrow( const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime );
void Event_DebugCircle( const idVec3 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const float lifetime );
void Event_DebugBounds( const idVec3 &color, const idVec3 &mins, const idVec3 &maxs, const float lifetime );
void Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime );
void Event_InfluenceActive( void );
public:
CLASS_PROTOTYPE( idThread );
idThread();
idThread( idEntity *self, const function_t *func );
idThread( const function_t *func );
idThread( idInterpreter *source, const function_t *func, int args );
idThread( idInterpreter *source, idEntity *self, const function_t *func, int args );
virtual ~idThread();
// tells the thread manager not to delete this thread when it ends
void ManualDelete( void );
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void EnableDebugInfo( void ) { interpreter.debug = true; };
void DisableDebugInfo( void ) { interpreter.debug = false; };
void WaitMS( int time );
void WaitSec( float time );
void WaitFrame( void );
// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
void CallFunction( const function_t *func, bool clearStack );
// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
void CallFunction( idEntity *obj, const function_t *func, bool clearStack );
void DisplayInfo();
static idThread *GetThread( int num );
static void ListThreads_f( const idCmdArgs &args );
static void Restart( void );
static void ObjectMoveDone( int threadnum, idEntity *obj );
static idList<idThread*>& GetThreads ( void );
bool IsDoneProcessing ( void );
bool IsDying ( void );
void End( void );
static void KillThread( const char *name );
static void KillThread( int num );
bool Execute( void );
void ManualControl( void ) { manualControl = true; CancelEvents( &EV_Thread_Execute ); };
void DoneProcessing( void ) { interpreter.doneProcessing = true; };
void ContinueProcessing( void ) { interpreter.doneProcessing = false; };
bool ThreadDying( void ) { return interpreter.threadDying; };
void EndThread( void ) { interpreter.threadDying = true; };
bool IsWaiting( void );
void ClearWaitFor( void );
bool IsWaitingFor( idEntity *obj );
void ObjectMoveDone( idEntity *obj );
void ThreadCallback( idThread *thread );
void DelayedStart( int delay );
bool Start( void );
idThread *WaitingOnThread( void );
void SetThreadNum( int num );
int GetThreadNum( void );
void SetThreadName( const char *name );
const char *GetThreadName( void );
void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
static idThread *CurrentThread( void );
static int CurrentThreadNum( void );
static bool BeginMultiFrameEvent( idEntity *ent, const idEventDef *event );
static void EndMultiFrameEvent( idEntity *ent, const idEventDef *event );
static void ReturnString( const char *text );
static void ReturnFloat( float value );
static void ReturnInt( int value );
static void ReturnVector( idVec3 const &vec );
static void ReturnEntity( idEntity *ent );
};
/*
================
idThread::WaitingOnThread
================
*/
ID_INLINE idThread *idThread::WaitingOnThread( void ) {
return waitingForThread;
}
/*
================
idThread::SetThreadNum
================
*/
ID_INLINE void idThread::SetThreadNum( int num ) {
threadNum = num;
}
/*
================
idThread::GetThreadNum
================
*/
ID_INLINE int idThread::GetThreadNum( void ) {
return threadNum;
}
/*
================
idThread::GetThreadName
================
*/
ID_INLINE const char *idThread::GetThreadName( void ) {
return threadName.c_str();
}
/*
================
idThread::GetThreads
================
*/
ID_INLINE idList<idThread*>& idThread::GetThreads ( void ) {
return threadList;
}
/*
================
idThread::IsDoneProcessing
================
*/
ID_INLINE bool idThread::IsDoneProcessing ( void ) {
return interpreter.doneProcessing;
}
/*
================
idThread::IsDying
================
*/
ID_INLINE bool idThread::IsDying ( void ) {
return interpreter.threadDying;
}
#endif /* !__SCRIPT_THREAD_H__ */