Add the galaga example: a C engine with akbasic as its enemy brain
A GALAGA-style fixed shooter whose engine is C on libakgl (null physics)
with the interpreter embedded as the scripting engine that owns every
enemy's behavior. One DEF-only script is called per enemy per frame
through a custom akgl_Actor update hook; SELF@, ACTOR@ and GAME@ are host
bindings, so the script reads and writes the engine's real memory -- the
boss even swaps its own damage sprite by raising an actor state bit from
BASIC. Bullets, collision, scoring and screens stay C.
Structure arguments were measured and rejected for the per-frame path:
each pointer parameter spends a value-pool slot the pool never reclaims,
1,015 calls to exhaustion against an unbounded rebind (issue #36).
Built when AKBASIC_WITH_AKGL=ON. Two CTest entries: a 600-frame headless
autoplay run under the dummy SDL drivers, and an interop round-trip test
that links the real script.c and galaga.bas and pins the four boundary
claims, 24,000 sustained calls among them. docs_galaga_figures
regenerates the two checked-in figures. Art is Kenney CC0, byte for
byte, with provenance.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:21 -04:00
|
|
|
/**
|
|
|
|
|
* @file script.c
|
|
|
|
|
* @brief The boundary: everything that touches the interpreter lives here.
|
|
|
|
|
*
|
|
|
|
|
* One runtime, one script, three host types, three bindings. The engine calls
|
|
|
|
|
* exactly one thing per enemy per frame -- galaga_script_update_enemy() -- and
|
|
|
|
|
* that function is the whole protocol: rebind, call, recover, reset.
|
|
|
|
|
*
|
|
|
|
|
* The structure types are declared once, in C, right below. The script never
|
|
|
|
|
* declares a TYPE of its own; akbasic_host_register_type() makes these structs
|
|
|
|
|
* *be* the BASIC types, offsets taken from offsetof() so the two sides cannot
|
|
|
|
|
* drift (include/akbasic/host.h).
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include <stdbool.h>
|
|
|
|
|
#include <stddef.h>
|
|
|
|
|
#include <stdint.h>
|
|
|
|
|
#include <stdio.h>
|
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
|
|
#include <SDL3/SDL.h>
|
|
|
|
|
|
|
|
|
|
#include <akerror.h>
|
|
|
|
|
|
|
|
|
|
#include <akbasic/environment.h>
|
|
|
|
|
#include <akbasic/error.h>
|
|
|
|
|
#include <akbasic/host.h>
|
|
|
|
|
#include <akbasic/runtime.h>
|
|
|
|
|
#include <akbasic/sink.h>
|
|
|
|
|
|
|
|
|
|
#include "galaga.h"
|
|
|
|
|
|
|
|
|
|
/* The interpreter. Static because an akbasic_Runtime is far too big for a
|
|
|
|
|
* stack frame -- 2.40 MiB on this branch. */
|
|
|
|
|
static akbasic_Runtime SCRIPT;
|
|
|
|
|
static akbasic_TextSink SINK;
|
|
|
|
|
static akbasic_StdioSink SINKSTATE;
|
|
|
|
|
|
|
|
|
|
/** @brief Longest galaga.bas this loader will accept. */
|
|
|
|
|
#define GALAGA_MAX_SCRIPT_BYTES 16384
|
|
|
|
|
|
|
|
|
|
static char SOURCE[GALAGA_MAX_SCRIPT_BYTES];
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Enemy kind -> BASIC function name. Dispatch is a table, not a conditional:
|
|
|
|
|
* adding a kind is one row here and one DEF in galaga.bas.
|
|
|
|
|
*/
|
|
|
|
|
static const char *UPDATE_FUNCTION[GALAGA_ENEMY_KINDS] = {
|
|
|
|
|
"UPDATEBEE", /* GALAGA_ENEMY_BEE */
|
|
|
|
|
"UPDATEBFLY", /* GALAGA_ENEMY_BUTTERFLY */
|
|
|
|
|
"UPDATEBOSS" /* GALAGA_ENEMY_BOSS */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/* ---------------------------------------------------------- host types --- */
|
|
|
|
|
|
|
|
|
|
static const akbasic_HostField ENEMY_FIELDS[] = {
|
|
|
|
|
/* struct member BASIC name C representation */
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, kind, "KIND#", AKBASIC_HOSTFIELD_INT32 ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, state, "STATE#", AKBASIC_HOSTFIELD_INT32 ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, homex, "HOMEX%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, homey, "HOMEY%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, t, "T%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, hp, "HP#", AKBASIC_HOSTFIELD_INT32 ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, fire, "FIRE#", AKBASIC_HOSTFIELD_INT32 ),
|
Unbreak the three example programs the RND merge left behind
Adding native RND and ASC (ae2c702) made RND a function name, and a suffixed
identifier that collides with one is refused -- "SYNTAX ERROR Reserved word in
variable name". Three example programs held their PRNG output in a variable
called RND#, or a host field called RND%, and none of them had run since:
- examples/galaga/ bound RND% as a host field on both ENEMY and GAME. The
BASIC-visible name is ROLL% now; the C member stays `rnd`. This one was
caught by example_galaga and example_galaga_interop, which have been
failing.
- examples/breakout/characters/breakout.bas and examples/megademo/
megademo.bas both use RND# for their LCG output, renamed to ROLL#. Neither
is in any test, so neither failure was visible.
examples/breakout/sprites/breakout.bas was broken a second way: seven REM lines
the reader refuses. Worth recording that the ceiling is not the one the message
names -- src/sink_stdio.c fails when the read filled the buffer without seeing
a terminator, so with AKBASIC_MAX_LINE_LENGTH at 80 the message says "79
character limit" and the real maximum is 78, because a 79-character line leaves
no room for the newline. The sweeps that fixed the corpus and the megademo for
this did not reach this file. The seven comments are reflowed.
The prose went stale with the code. Chapter 21 said "there is no RND verb in
this dialect; issue #16 tracks adding one", chapter 17's historical aside
offered an LCG that no longer parses, and four REM blocks across the two games
said the same thing. All of them now say RND exists, and say why these programs
keep their own generator anyway: the sequence has to be reproducible for a
headless run to be the same game on every machine, which is what lets
interop_test.c assert exact counts.
Chapter 21 also gains the rule that bit them, since a reader writing a host
type will hit it: a host field name is a bare word and shares a namespace with
every verb and function.
None of this came from the submodule bump -- all three were already broken on
main. It was found by running the tutorial games, which nothing else does;
that gap is akbasic issue #58.
Verified: all three run clean under the dummy drivers, and 114/114 default,
116/116 with akgl.
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
Co-Authored-By: Claude Code (Claude Opus 5, claude-opus-5[1m]) <noreply@anthropic.com>
2026-08-05 23:26:33 -04:00
|
|
|
AKBASIC_HOST_FIELD( galaga_Enemy, rnd, "ROLL%", AKBASIC_HOSTFIELD_FLOAT )
|
Add the galaga example: a C engine with akbasic as its enemy brain
A GALAGA-style fixed shooter whose engine is C on libakgl (null physics)
with the interpreter embedded as the scripting engine that owns every
enemy's behavior. One DEF-only script is called per enemy per frame
through a custom akgl_Actor update hook; SELF@, ACTOR@ and GAME@ are host
bindings, so the script reads and writes the engine's real memory -- the
boss even swaps its own damage sprite by raising an actor state bit from
BASIC. Bullets, collision, scoring and screens stay C.
Structure arguments were measured and rejected for the per-frame path:
each pointer parameter spends a value-pool slot the pool never reclaims,
1,015 calls to exhaustion against an unbounded rebind (issue #36).
Built when AKBASIC_WITH_AKGL=ON. Two CTest entries: a 600-frame headless
autoplay run under the dummy SDL drivers, and an interop round-trip test
that links the real script.c and galaga.bas and pins the four boundary
claims, 24,000 sustained calls among them. docs_galaga_figures
regenerates the two checked-in figures. Art is Kenney CC0, byte for
byte, with provenance.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:21 -04:00
|
|
|
};
|
|
|
|
|
static const akbasic_HostType ENEMY_TYPE = {
|
|
|
|
|
"ENEMY", sizeof(galaga_Enemy), ENEMY_FIELDS, 8
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* The live actor itself. This is the demonstrative point of the whole
|
|
|
|
|
* example: the script writes the engine's *real* actor memory -- the same x
|
|
|
|
|
* the renderer reads -- with no copy in either direction.
|
|
|
|
|
*/
|
|
|
|
|
static const akbasic_HostField ACTOR_FIELDS[] = {
|
|
|
|
|
AKBASIC_HOST_FIELD( akgl_Actor, x, "X%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( akgl_Actor, y, "Y%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( akgl_Actor, state, "STATE#", AKBASIC_HOSTFIELD_INT32 ),
|
|
|
|
|
AKBASIC_HOST_FIELD( akgl_Actor, visible, "VISIBLE#", AKBASIC_HOSTFIELD_BOOL )
|
|
|
|
|
};
|
|
|
|
|
static const akbasic_HostType ACTOR_TYPE = {
|
|
|
|
|
"ACTOR", sizeof(akgl_Actor), ACTOR_FIELDS, 4
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static const akbasic_HostField GAME_FIELDS[] = {
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Shared, playerx, "PLAYERX%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Shared, playery, "PLAYERY%", AKBASIC_HOSTFIELD_FLOAT ),
|
|
|
|
|
AKBASIC_HOST_FIELD( galaga_Shared, wave, "WAVE#", AKBASIC_HOSTFIELD_INT32 ),
|
Unbreak the three example programs the RND merge left behind
Adding native RND and ASC (ae2c702) made RND a function name, and a suffixed
identifier that collides with one is refused -- "SYNTAX ERROR Reserved word in
variable name". Three example programs held their PRNG output in a variable
called RND#, or a host field called RND%, and none of them had run since:
- examples/galaga/ bound RND% as a host field on both ENEMY and GAME. The
BASIC-visible name is ROLL% now; the C member stays `rnd`. This one was
caught by example_galaga and example_galaga_interop, which have been
failing.
- examples/breakout/characters/breakout.bas and examples/megademo/
megademo.bas both use RND# for their LCG output, renamed to ROLL#. Neither
is in any test, so neither failure was visible.
examples/breakout/sprites/breakout.bas was broken a second way: seven REM lines
the reader refuses. Worth recording that the ceiling is not the one the message
names -- src/sink_stdio.c fails when the read filled the buffer without seeing
a terminator, so with AKBASIC_MAX_LINE_LENGTH at 80 the message says "79
character limit" and the real maximum is 78, because a 79-character line leaves
no room for the newline. The sweeps that fixed the corpus and the megademo for
this did not reach this file. The seven comments are reflowed.
The prose went stale with the code. Chapter 21 said "there is no RND verb in
this dialect; issue #16 tracks adding one", chapter 17's historical aside
offered an LCG that no longer parses, and four REM blocks across the two games
said the same thing. All of them now say RND exists, and say why these programs
keep their own generator anyway: the sequence has to be reproducible for a
headless run to be the same game on every machine, which is what lets
interop_test.c assert exact counts.
Chapter 21 also gains the rule that bit them, since a reader writing a host
type will hit it: a host field name is a bare word and shares a namespace with
every verb and function.
None of this came from the submodule bump -- all three were already broken on
main. It was found by running the tutorial games, which nothing else does;
that gap is akbasic issue #58.
Verified: all three run clean under the dummy drivers, and 114/114 default,
116/116 with akgl.
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
Co-Authored-By: Claude Code (Claude Opus 5, claude-opus-5[1m]) <noreply@anthropic.com>
2026-08-05 23:26:33 -04:00
|
|
|
AKBASIC_HOST_FIELD( galaga_Shared, rnd, "ROLL%", AKBASIC_HOSTFIELD_FLOAT )
|
Add the galaga example: a C engine with akbasic as its enemy brain
A GALAGA-style fixed shooter whose engine is C on libakgl (null physics)
with the interpreter embedded as the scripting engine that owns every
enemy's behavior. One DEF-only script is called per enemy per frame
through a custom akgl_Actor update hook; SELF@, ACTOR@ and GAME@ are host
bindings, so the script reads and writes the engine's real memory -- the
boss even swaps its own damage sprite by raising an actor state bit from
BASIC. Bullets, collision, scoring and screens stay C.
Structure arguments were measured and rejected for the per-frame path:
each pointer parameter spends a value-pool slot the pool never reclaims,
1,015 calls to exhaustion against an unbounded rebind (issue #36).
Built when AKBASIC_WITH_AKGL=ON. Two CTest entries: a 600-frame headless
autoplay run under the dummy SDL drivers, and an interop round-trip test
that links the real script.c and galaga.bas and pins the four boundary
claims, 24,000 sustained calls among them. docs_galaga_figures
regenerates the two checked-in figures. Art is Kenney CC0, byte for
byte, with provenance.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:21 -04:00
|
|
|
};
|
|
|
|
|
static const akbasic_HostType GAME_TYPE = {
|
|
|
|
|
"GAME", sizeof(galaga_Shared), GAME_FIELDS, 4
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/* Placeholders the boot bindings point at until the first real rebind. A
|
|
|
|
|
* binding is borrowed, never copied, so these must be static storage. */
|
|
|
|
|
static galaga_Enemy SCRATCH_ENEMY;
|
|
|
|
|
static akgl_Actor SCRATCH_ACTOR;
|
|
|
|
|
|
|
|
|
|
/* ---------------------------------------------------------------- boot --- */
|
|
|
|
|
|
|
|
|
|
static akerr_ErrorContext *read_script(char *path)
|
|
|
|
|
{
|
|
|
|
|
FILE *fp = NULL;
|
|
|
|
|
size_t got = 0;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "path");
|
|
|
|
|
fp = fopen(path, "rb");
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, fp, AKERR_IO, "Cannot open the enemy script %s", path);
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
got = fread(SOURCE, 1, sizeof(SOURCE) - 1, fp);
|
|
|
|
|
SOURCE[got] = '\0';
|
|
|
|
|
FAIL_NONZERO_BREAK(errctx, (got >= sizeof(SOURCE) - 1), AKERR_OUTOFBOUNDS,
|
|
|
|
|
"%s does not fit in the %d byte script buffer",
|
|
|
|
|
path, GALAGA_MAX_SCRIPT_BYTES);
|
|
|
|
|
} CLEANUP {
|
|
|
|
|
fclose(fp);
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief One dry call of every dispatch-table function, at boot.
|
|
|
|
|
*
|
|
|
|
|
* A missing or misspelled DEF fails here, at startup, with the function's name
|
|
|
|
|
* in the message -- not on frame one of the first wave. The scratch enemy's
|
|
|
|
|
* state word is zero, so no maneuver block runs and nothing moves.
|
|
|
|
|
*/
|
|
|
|
|
static akerr_ErrorContext *dry_run(void)
|
|
|
|
|
{
|
|
|
|
|
akbasic_Value dt;
|
|
|
|
|
akbasic_Value *argp[1];
|
|
|
|
|
akbasic_Value *result = NULL;
|
|
|
|
|
int i = 0;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
memset(&SCRATCH_ENEMY, 0, sizeof(SCRATCH_ENEMY));
|
|
|
|
|
memset(&dt, 0, sizeof(dt));
|
|
|
|
|
dt.valuetype = AKBASIC_TYPE_FLOAT;
|
|
|
|
|
dt.floatval = 0.0;
|
|
|
|
|
argp[0] = &dt;
|
|
|
|
|
|
|
|
|
|
for ( i = 0; i < GALAGA_ENEMY_KINDS; i++ ) {
|
|
|
|
|
PASS(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", &SCRATCH_ENEMY));
|
|
|
|
|
PASS(errctx, akbasic_host_rebind(&SCRIPT, "ACTOR@", &SCRATCH_ACTOR));
|
|
|
|
|
PASS(errctx, akbasic_runtime_call_function(&SCRIPT, (char *)UPDATE_FUNCTION[i],
|
|
|
|
|
argp, 1, &result));
|
|
|
|
|
/*
|
|
|
|
|
* A body that died reports through the sink and answers zero; the
|
|
|
|
|
* dropped mode is the only signal C gets. At boot that must be fatal
|
|
|
|
|
* and must say which function -- not frame one of the first wave.
|
|
|
|
|
*/
|
|
|
|
|
FAIL_NONZERO_RETURN(errctx, (SCRIPT.mode != AKBASIC_MODE_RUN), AKERR_VALUE,
|
|
|
|
|
"%s died during the boot dry run; the interpreter's report"
|
|
|
|
|
" is above", UPDATE_FUNCTION[i]);
|
|
|
|
|
PASS(errctx, akbasic_environment_zero(SCRIPT.environment));
|
|
|
|
|
}
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *galaga_script_boot(char *path)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "path");
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akbasic_error_register());
|
|
|
|
|
PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
|
|
|
|
|
PASS(errctx, akbasic_runtime_init(&SCRIPT, &SINK));
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akbasic_host_register_type(&SCRIPT, &ENEMY_TYPE));
|
|
|
|
|
PASS(errctx, akbasic_host_register_type(&SCRIPT, &ACTOR_TYPE));
|
|
|
|
|
PASS(errctx, akbasic_host_register_type(&SCRIPT, &GAME_TYPE));
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akbasic_host_bind(&SCRIPT, "SELF@", "ENEMY", &SCRATCH_ENEMY));
|
|
|
|
|
PASS(errctx, akbasic_host_bind(&SCRIPT, "ACTOR@", "ACTOR", &SCRATCH_ACTOR));
|
|
|
|
|
PASS(errctx, akbasic_host_bind(&SCRIPT, "GAME@", "GAME", &galaga_shared));
|
|
|
|
|
|
|
|
|
|
PASS(errctx, read_script(path));
|
|
|
|
|
PASS(errctx, akbasic_runtime_load(&SCRIPT, SOURCE));
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* A "no top level code" script still has to run once: executing the DEF
|
|
|
|
|
* statements is what files the functions. The run is bounded because a
|
|
|
|
|
* script that is all definitions has no business taking more than a step
|
|
|
|
|
* per line, and an accidental loop at boot should be a diagnosis, not a
|
|
|
|
|
* hang.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_runtime_start(&SCRIPT, AKBASIC_MODE_RUN));
|
|
|
|
|
PASS(errctx, akbasic_runtime_run(&SCRIPT, 4 * AKBASIC_MAX_SOURCE_LINES));
|
|
|
|
|
|
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|
/*
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|
|
* The program has now ended and the runtime sits in QUIT mode, where a
|
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|
|
* multi-line DEF called from the host returns a silent zero. Forcing the
|
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|
|
* mode back makes the bodies run, and it stays put because nothing here
|
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|
|
* ever steps the runtime again. Issue #8 tracks making this unnecessary.
|
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|
*/
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|
|
PASS(errctx, akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN));
|
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|
|
PASS(errctx, dry_run());
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|
SUCCEED_RETURN(errctx);
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|
|
}
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|
/* ------------------------------------------------------------ per frame --- */
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|
|
akerr_ErrorContext *galaga_script_update_enemy(galaga_Enemy *enemy, akgl_Actor *actor, float dt)
|
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|
|
|
{
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|
|
akbasic_Value dtval;
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|
|
akbasic_Value *argp[1];
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|
|
akbasic_Value *result = NULL;
|
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|
|
PREPARE_ERROR(errctx);
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|
|
FAIL_ZERO_RETURN(errctx, enemy, AKERR_NULLPOINTER, "enemy");
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|
|
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
|
|
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|
|
FAIL_NONZERO_RETURN(errctx, (enemy->kind < 0 || enemy->kind >= GALAGA_ENEMY_KINDS),
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|
|
AKERR_VALUE, "Enemy kind %d has no update function", enemy->kind);
|
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|
|
PASS(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", enemy));
|
|
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|
|
PASS(errctx, akbasic_host_rebind(&SCRIPT, "ACTOR@", actor));
|
|
|
|
|
|
|
|
|
|
memset(&dtval, 0, sizeof(dtval));
|
|
|
|
|
dtval.valuetype = AKBASIC_TYPE_FLOAT;
|
|
|
|
|
dtval.floatval = (double)dt;
|
|
|
|
|
argp[0] = &dtval;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* An error in an enemy's function is that script's problem, not the
|
|
|
|
|
* engine's: the enemy goes dumb -- cleared to a formation hold it will
|
|
|
|
|
* never leave -- and the frame lives. HANDLE_DEFAULT absorbs whatever the
|
|
|
|
|
* interpreter raised; the first failure is logged with the function's
|
|
|
|
|
* name, the rest are counted, because sixty a second of the same message
|
|
|
|
|
* is how a log stops being read.
|
|
|
|
|
*/
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, (char *)UPDATE_FUNCTION[enemy->kind],
|
|
|
|
|
argp, 1, &result));
|
|
|
|
|
} CLEANUP {
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} HANDLE_DEFAULT(errctx) {
|
|
|
|
|
if ( galaga_game.script_errors == 0 ) {
|
|
|
|
|
LOG_ERROR_WITH_MESSAGE(errctx, "first script error; this enemy is now dumb");
|
|
|
|
|
}
|
|
|
|
|
galaga_game.script_errors += 1;
|
|
|
|
|
enemy->state = GALAGA_ES_FORMATION;
|
|
|
|
|
enemy->fire = 0;
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* A BASIC-level error in the body is quieter than an interpreter error:
|
|
|
|
|
* it reports through the sink, the call answers a stale value, and the
|
|
|
|
|
* runtime falls out of RUN mode -- after which every later call is a
|
|
|
|
|
* silent no-op. The mode is the tell. Revival is two calls:
|
|
|
|
|
* clear_error(), because a run's first error latches and every line is
|
|
|
|
|
* skipped while it stands, and the same set_mode(RUN) the boot needed
|
|
|
|
|
* (issue #8's mechanics). The enemy is treated exactly like the
|
|
|
|
|
* interpreter-error case above.
|
|
|
|
|
*/
|
|
|
|
|
if ( SCRIPT.mode != AKBASIC_MODE_RUN ) {
|
|
|
|
|
if ( galaga_game.script_errors == 0 ) {
|
|
|
|
|
SDL_Log("first script error (reported by the interpreter above);"
|
|
|
|
|
" enemy %s is now dumb", UPDATE_FUNCTION[enemy->kind]);
|
|
|
|
|
}
|
|
|
|
|
galaga_game.script_errors += 1;
|
|
|
|
|
enemy->state = GALAGA_ES_FORMATION;
|
|
|
|
|
enemy->fire = 0;
|
|
|
|
|
PASS(errctx, akbasic_runtime_clear_error(&SCRIPT));
|
|
|
|
|
PASS(errctx, akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Load-bearing: akbasic_runtime_call_function() parks every result in the
|
|
|
|
|
* caller environment's per-line value scratch, and a host calling in a
|
|
|
|
|
* loop never crosses the line boundary that would reset it. Without this
|
|
|
|
|
* the pool drains in under two frames of a 40-enemy wave.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_environment_zero(SCRIPT.environment));
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|