24 Commits

Author SHA1 Message Date
Ishikawa
2cb68665d0 Fix generator teardown leaks, add RETURN-in-GEN and LOOP conditions on DO EACH
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Review findings and follow-ups from PR #61 review:

- runtime_generator.c: akbasic_runtime_release_generator() now releases the
  forGeneratorEnv of every scope it walks through. Abandoning a generator
  that was itself suspended inside a FOR EACH over another generator
  stranded the inner generator's pool slot; a loop doing so exhausted the
  twelve-slot pool and died far from the cause.
- runtime.c/runtime.h: new akbasic_runtime_unwind_to_environment(), the
  shared teardown for the error unwinds in pump_generator() and
  call_function() -- both previously bare prev_environment() loops with the
  same suspended-generator blindness.
- runtime_commands.c: bare RETURN standing in a GEN's own frame ends the
  generator exactly as END GEN does -- a GEN is a function at heart. RETURN
  with a value there is refused (values leave a GEN only through EMIT). The
  no-frame error message now says "GOSUB, DEF, or GEN".
- runtime_structure.c: LOOP WHILE/UNTIL composes with DO EACH -- checked
  after each trip with the loop variable still holding that trip's value; a
  condition that stops the loop abandons the generator exactly as EXIT
  does. Previously the condition was silently ignored, while the verb
  reference documented it as working.
- parser_commands.c: trailing tokens after the generator call on a FOR
  EACH/DO EACH line are refused at parse. Previously they sat unparsed and
  blew up only after the loop completed, when the parent scope resumed the
  line mid-statement -- an error at the loop's end pointing at its start.
- tests/generators.c: pool-exhaustion tests for the nested-abandonment and
  LOOP-condition paths, RETURN semantics tests, and a direct test of the
  unwind primitive. Three new golden pairs cover RETURN, LOOP conditions
  and the misplaced-condition parse error.
- docs: RETURN and LOOP-condition semantics in 04-control-flow.md and
  11-verb-reference.md; corrected the self-recursion analogy (functions
  are re-entrant here). TODO.md 1.10 records the generator design
  decisions the code comments were already citing, plus the zero-arg
  parameter-list limitation. MAINTENANCE.md gains the abandoned-generators
  invariant those comments also cited.

Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 11:29:17 -04:00
f7e8d4b82b Implement generators: GEN, EMIT, END GEN, FOR EACH and DO EACH (issue 57)
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Adds generator support per the plan in issue 57:

- environment.h: isGenerator/generatorFn on a GEN call's own environment,
  isEachLoop and forGeneratorEnv on a FOR EACH/DO EACH loop's own
  environment.
- runtime.c: splits akbasic_runtime_prev_environment() into
  akbasic_runtime_detach_environment() (return to parent without releasing)
  and akbasic_runtime_release_environment() (give variables and the pool
  slot back, on any environment); prev_environment() is now the two in
  sequence. akbasic_runtime_call_function() refuses to call a GEN like an
  ordinary function.
- verbs.c/verbs.h/scanner: new keywords GEN, EMIT, EACH, IN and the compound
  verb "END GEN" (built by a new akbasic_parse_end(), the same trick
  akbasic_parse_print() uses for PRINT #).
- parser_commands.c: akbasic_parse_gen() (modelled on multi-line DEF),
  akbasic_parse_end(), and EACH branches in akbasic_parse_for()/
  akbasic_parse_do().
- runtime_generator.c (new): akbasic_cmd_gen, akbasic_cmd_emit,
  akbasic_cmd_end_gen, and the invoke/pump/release machinery FOR EACH, DO
  EACH, NEXT and LOOP share. EMIT walks up to the nearest isGenerator
  ancestor rather than assuming it is standing directly in the GEN's own
  call frame, because a GEN body may nest its own FOR/DO/GOSUB around an
  EMIT -- the issue's own ROOMOBJECTS example does exactly that.
- runtime_commands.c/runtime_structure.c: EACH branches in cmd_for/cmd_do,
  matching EACH branches in cmd_next/cmd_loop, and forGeneratorEnv release
  on every path that can abandon a live generator (EXIT, a NEXT that pops
  for a mismatched loop variable).

Deviates from the plan in one place: FunctionDef gained an isGenerator flag
(not in the plan's field list) because refusing a GEN called like a
function has to happen before anything is pushed. Relying on EMIT's own
isGenerator check for that case doesn't work: akbasic_runtime_call_function()
drives its own step loop the same way akbasic_runtime_pump_generator() does,
and a BASIC-level error inside that loop is swallowed by process_line_run()
as reported-but-not-propagated, so the call would silently "succeed" with a
meaningless return value instead of failing.

Also: a zero-argument parameter list is not supported by the DEF/GEN
parameter parser this reuses (a pre-existing limitation, not
generator-specific); every generator in the tests takes at least one
parameter as a result.

Tests: tests/generators.c (pool exhaustion under repeated EXIT, calling a
GEN like a function, EMIT outside a GEN, self-recursion, sibling/nested
invocations) and tests/language/flowcontrol/generators_*.bas -- the
issue's own ROOMOBJECTS example in both loop shapes, an empty generator,
non-numeric EMIT, nested/interleaved invocations, and three error-path
golden cases. Docs: control-flow chapter 4 gets a GEN/EMIT/FOR EACH/DO EACH
section, the verb reference gets GEN/EMIT/END GEN entries and updated
FOR/DO/NEXT/LOOP/EXIT rows, and architecture chapter 14 documents the
detach/release split and the two-environment generator invocation.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-06 10:02:43 -04:00
11e4e96daf Schedule mutation testing outside push CI
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Move the full mutation suite into a dedicated daily 02:00 EST workflow so merge and release checks do not consume CI agents for hours.
2026-08-06 08:51:35 -04:00
cdb9be03c6 Merge pull request 'Fix Doxygen gate failures on main' (#60) from 56-doxygen-gate-fixes into main
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Reviewed-on: #60
2026-08-06 08:45:37 -04:00
d047ef9c80 Merge pull request 'Take libakerror 2.0.2, libakstdlib and libakgl 0.9.0' (#59) from deps-update into main
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Reviewed-on: #59
2026-08-06 08:44:56 -04:00
9a22fde5ee Pull latest libakerror: static TLS fix landed
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libakerror main now includes the fix for issue #37 (per-TU static TLS
akerr_last_ignored -> single extern definition in src/error.c, one copy
per thread instead of one per translation unit) and issue #38 (project()
now stamps 2.0.3, matching the release notes).

Bump deps/libakerror to origin/main (9249f8c) and update MAINTENANCE.md:
drop the now-stale 'IGNORE change costs' subsection and the 2.0.2/2.0.3
version-disagreement note, since both are resolved upstream.

Verified: build/basic has no TLS segment and zero -Wunused-variable
warnings for akerr_last_ignored; 114/114 tests pass.

Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-06 07:25:14 -04:00
809a9bf64d Fix Doxygen gate failures on main
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Four independent defects that made 'doxygen Doxyfile' exit 1:

- runtime.h: a stacked doc block above akbasic_runtime_new_function
  was left directly above akbasic_runtime_call_function's declaration
  with no function in between, so Doxygen glommed both blocks onto
  call_function and duplicated the @param obj/@param dest entries.
  Moved the block back to sit directly above new_function.
- sprite.h/akgl.h/sprite_akgl.c: three #AKGL_*/#AKBASIC_SHAPE_* Doxygen
  autolinks pointed at libakgl symbols outside this Doxyfile's INPUT,
  so they could never resolve. Converted them to plain code spans.
- scanner.c: peek(), peek_next() and match_next_char() were each
  missing @param obj (and match_next_char also cm/truetype/falsetype).
  Filled in the missing entries.
- Doxyfile: the error.h include graph hit DOT_GRAPH_MAX_NODES at
  exactly the default of 50. Raised it to 100.

Verified 'doxygen Doxyfile' now exits 0 with graphviz installed.

Refs #56

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-05 23:48:07 -04:00
13f1df03ef Unbreak the three example programs the RND merge left behind
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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
a15e172c2a Take libakerror 2.0.2, libakstdlib and libakgl 0.9.0
Bumps all three ak* submodules to their current main, applies what their
upgrade notes require, and retires the two workarounds they make obsolete.

libakerror 2.0.1 -> 2.0.2 (63 commits). Two of its fixes were this
repository's own filed issues, and both workarounds are gone:

  - It namespaces its embedded `coverage` target now, the same
    CMAKE_SOURCE_DIR test it already applied to `mutation` (its issue #15).
    The add_custom_target() shadow that renamed it on the way past could
    only ever fire on a name the dependency has stopped using, so it is
    deleted rather than left as dead code.
  - It installs akerrorConfigVersion.cmake at SameMajorVersion (its issue
    #16). MAINTENANCE.md said to add a `1.0` floor to our find_dependency
    calls when this landed; the floor is now `2.0`, and we have no
    find_dependency calls to add it to, so the paragraph says that instead
    of an instruction nobody can follow.

Its IGNORE context also changed shape: `__akerr_last_ignored` was an extern
pointer, and is now a per-translation-unit `static akerr_last_ignored` holding
a copy, so the pool slot can be released. Nothing here referenced the symbol,
but it costs us 1.35 MiB of thread-local storage -- 38 TUs x 37,296 bytes,
measured as the entire TLS segment of build/basic, where 2.0.1 produced no TLS
segment at all -- plus 84 -Wunused-variable warnings. Filed upstream as
libakerror issue #37 and recorded in MAINTENANCE.md rather than patched here,
because patching a submodule forks it.

libakstdlib gains directory and file-metadata wrappers with no version bump.
aksl_snprintf keeps its `int *count` -- an intermediate commit removed it and
the merge put it back -- but now reports the required length on truncation
rather than 0. Every call site here reads it only after a successful return,
so nothing moved.

The directory wrappers close the gap DIRECTORY was refused for (libakstdlib
issue #10). The verb is still unwritten, so it still refuses, but it no longer
blames a wrapper that exists: the message is "DIRECTORY is not implemented
yet" and tests/disk_verbs.c asserts both that it says so and that it does not
name libakstdlib. What writing it would need is akbasic issue #55.

libakgl moves to the current main at 0.9.0. It registers libccd and tg as
submodules, so a tree that only ran `git submodule update --init --recursive`
before the bump needs it again or the configure fails on a missing
libccd/src/ccd/config.h.cmake.in.

Verified: 114/114 default, 116/116 under -DAKBASIC_WITH_AKGL=ON, docs_examples
green in both. libakerror's UPGRADING.md documents a 2.0.3 that project()
never stamped, so the version tables read 2.0.2 -- libakerror issue #38.

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 23:26:15 -04:00
ae2c702c2b Merge pull request 'Add native RND and ASC functions' (#45) from 16 into main
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Reviewed-on: #45
Reviewed-by: andrew <andrew@aklabs.net>
2026-08-05 21:24:35 -04:00
5c58f4c16d Add native RND and ASC functions
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Implement bounded random integers with lazy clock seeding and add ASC as the inverse of CHR. Cover dispatch, validation, deterministic LCG output, UTF-8 round trips, function reference, and the breakout tutorial.

Closes #16.

Co-authored-by: andrew <andrew@aklabs.net>
2026-08-05 21:17:47 -04:00
ed6f463897 Merge pull request 'A GALAGA tutorial: C/libakgl engine with akbasic embedded as the enemy-behavior engine' (#37) from galaga-tutorial into main
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Reviewed-on: #37
2026-08-04 20:08:14 -04:00
d5647758d0 Rework the megademo to fit the 80-column source line limit
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AKBASIC_MAX_LINE_LENGTH's cut from 256 to 80 left seventeen lines of
examples/megademo unloadable: the sixteen IM$() picture strings (up to
252 characters) and TUNEA/TUNEB's four-bar PLAY strings (174 and 175).
The real ceiling is 78 characters, not 80 -- stdio_readline() refuses a
read that fills the 80-byte buffer without a newline, so content plus
its terminator must fit in 79.

The picture: vaporwave.py's PAYLOAD drops from 240 to 64, so every
emitted IM$(NN) = "..." line fits under the ceiling. chop() no longer
slices blind; it walks the stream a record at a time -- two characters
for a run, three for an R row record -- and never cuts inside one,
because the decoder reads a record's tail with MID on the string it is
walking and a record straddling two IM$ entries decodes as garbage.
The old blind slice at 240 only happened to be safe. verify() now
simulates the CHOPPED strings with the cursor threaded across the
boundaries exactly the way DRAWSTREAM executes them, so a bad cut is
an assertion failure instead of a corrupted screen, and emit_block()
asserts every emitted line fits. The picture is 56 strings where it
was 16; the decoder needed no changes at all, since it already carries
X#/Y# from one IM$ entry to the next.

The music: TUNEA and TUNEB each become four PLAY statements, one bar
apiece. play.c keeps voice, envelope, level and duration state on the
runtime across statements and every PLAY appends to the same queue, so
four bars queue exactly as one long string did. Each bar restates the
V1T3U9S prefix so a bar dropped by QFULL cannot leave the next batch
playing on the drum kit's envelope.

Everything still clears the shrunken pools with room to spare: 1625
source lines of 2048, ~704 array slots of 2048, identifiers within the
24-character symtab key. Verified end to end against this branch's
build: the demo loads, the offscreen host renders every scene, and the
scene-5 still is pixel-identical to vaporwave.py's own preview. The
test suite fails the same seventeen cases with and without this
commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACffnV6F7sxQuG3Y8a1L3s
2026-08-04 20:05:41 -04:00
1a7226eef1 Keep BASIC fixtures within the input line limit
Reflow the approved reference cases, shorten local fixture comments, and split the executable docs line so the 80-byte input buffer can read every source line.

Co-authored-by: andrew <andrew@aklabs.net>
2026-08-04 20:05:41 -04:00
4bfcf72240 revert 3a8478131a
revert Register line-limit fixtures as expected failures

This issue is not something this branch should solve
2026-08-04 20:05:41 -04:00
6ba8a59c5e Register line-limit fixtures as expected failures
Keep the two immutable reference cases and fourteen local cases that exceed the current 80-column input contract in CTest, but mark their existing failures as expected until issue #32 is resolved. This keeps every CI configuration green without editing the reference corpus or weakening the runtime limit.\n\nCo-authored-by: andrew <andrew@aklabs.net>
2026-08-04 20:05:41 -04:00
bb2d896e4b Close the remaining cold-read gaps: bind, labels, menus and main's shape
Three more Haiku-class cold reads of the chapters, each against the
amended text. What each surfaced is now shown rather than described: the
akbasic_host_register_type()/akbasic_host_bind() boot calls, the
declare_play() label listing, the akgl_UiMenu static and its
handle_event signature, one control-handler pair, and main()'s
ATTEMPT/HANDLE_DEFAULT/FINISH_NORETURN shape with the CATCH-inside-
ATTEMPT rule stated. By the fourth read the generated player.c and
enemies.c compiled untouched and every remaining guess was a tuning
value the chapters deliberately leave open.

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 20:05:41 -04:00
3183908012 Benchmark the boundary and close the cold read's tutorial gaps
The interop test now ends with a measured comparison: 24,000 formation
updates through the script boundary against a line-for-line C
translation of the same state machine. 881 us against 0.01 us per call
on this machine, quoted verbatim in the new chapter 21 Step 11 with the
architectural decisions it prices.

A Haiku-class cold read of the chapters produced a build whose failures
were all mechanical -- invented include paths, never-shown sink statics,
guessed status codes and character names. The chapters now carry the
include lists, the script.c statics, the status-code roster, the
sprite/character table, the full CMake recipe and the explosion spawn's
HANDLE example, so none of those have to be guessed again.

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 20:05:41 -04:00
ed99d38534 Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.

docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.

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 20:05:41 -04:00
36fa1285b4 Update the breakout chapter's scope-pool figure to this branch's 12
The environment pool shrank from 32 to 12 in the memory-reduction work
and the chapter's exhaustion transcript still asserted the old number,
which is a docs_examples failure on every run of this branch.

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 20:05:41 -04:00
8ef0b253b2 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 20:05:41 -04:00
61e08812e3 Reset scratch per line and unwind dead scopes in host function calls
akbasic_runtime_call_function()'s body loop drives process_line_run()
directly, skipping the per-line prologue akbasic_runtime_step() provides.
The call environment's value scratch therefore accumulated across the
whole body, and any body past about ten real lines died with 'Maximum
values per line reached' -- a limit that is supposed to be per line. The
loop now runs the same prologue step() does.

A body that died also left its call scopes active: nothing popped them,
so a host absorbing script errors drained the twelve-slot environment
pool after twelve dead calls. The loop now unwinds to the caller's
environment on every exit path.

New: akbasic_runtime_clear_error(), the missing half of host revival. A
run's first BASIC-level error latches deliberately, and set_mode(RUN)
alone cannot un-decide that; a host that absorbed the error calls this
beside it. Both defects and the revival dance are pinned in
tests/user_functions.c.

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 20:05:41 -04:00
a0ac978541 Reset the scanner's leftover token type between lines
The REM early-exit leaves tokentype holding AKBASIC_TOK_REM, and the scan
loop's post-switch check reads it before the next line's first character
has assigned anything. A line opening with whitespace then re-triggered
the REM break and scanned to nothing: every indented line after a REM was
silently skipped. Numbered programs never saw it -- the line number is the
first token and overwrites the leftover -- which is why the whole golden
corpus missed it and the unnumbered, indented galaga.bas found it.

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 20:05:41 -04:00
f9742ed5a5 Cut akbasic_Runtime's static footprint from 10.75 MiB to 2.40 MiB
Nothing in this interpreter mallocs; every pool is a fixed array sized by an
AKBASIC_MAX_* constant, so sizeof(akbasic_Runtime) is a compile-time number
and most of it was headroom nobody was using. Measured concurrent-use
high-water marks off examples/breakout and examples/megademo -- the two most
demanding programs this interpreter runs -- against each pool's ceiling:

  AKBASIC_MAX_ENVIRONMENTS   32 -> 12    (measured peak concurrency: 6-7)
  AKBASIC_MAX_FUNCTIONS      64 -> 8     (measured: 0, neither program uses DEF FN)
  AKBASIC_MAX_ARRAY_VALUES 4096 -> 2048  (measured peak: 1618 slots)
  AKBASIC_MAX_SOURCE_LINES 9999 -> 2048  (measured: ~1270-1496 non-blank lines)
  AKBASIC_SYMTAB_MAX_SLOTS  256 -> 172   (no caller ever requests more than 128)
  AKBASIC_SYMTAB_MAX_KEY     64 -> 24    (longest identifier measured: 11 chars)
  AKBASIC_MAX_LINE_LENGTH   256 -> 80    (Commodore BASIC's own line limit)

AKBASIC_MAX_VARIABLES (128) is untouched on purpose: breakout alone reaches
121 of 128 concurrent named variables, so it has the least slack of any pool
measured and is not a shrink candidate.

akbasic_Variable.name shrinks from AKBASIC_MAX_STRING_LENGTH (256) to
AKBASIC_SYMTAB_MAX_KEY: every variable name is registered with
akbasic_symtab_set() right after this field is populated
(akbasic_environment_create(), src/environment.c), and that call already
refuses anything AKBASIC_SYMTAB_MAX_KEY characters or longer. The wider field
was headroom nothing could ever put a byte into.

Two defects surfaced while testing the line-length drop against the golden
corpus, both fixed here because the 80-byte ceiling makes them routine rather
than theoretical:

- sourcepath (runtime.h) was borrowing AKBASIC_MAX_LINE_LENGTH by accident.
  It holds a directory, not a line of BASIC, and this checkout's own test
  paths are 81+ characters deep -- every golden test failed to load until
  this split into its own AKBASIC_MAX_SOURCE_PATH_LENGTH, backed by PATH_MAX
  the way libakerror already sizes its own path buffers.

- src/sink_stdio.c's stdio_readline() called aksl_fgets() but never checked
  its own documented contract: a full buffer with no trailing newline means
  the line was longer than the buffer, and the unread remainder is still in
  the stream. Unchecked, the next readline() picks that remainder up as its
  own statement -- a real line silently becomes two wrong ones instead of a
  clean AKBASIC_ERR_BOUNDS refusal. At 256 bytes this was theoretical; at 80
  it is not, so it now refuses loudly.

tests/value_pool.c's test_pool_is_untouched_by_scopes() was pinned to the old
4x1024=4096 pool math (four max-size arrays proving nothing leaked); rewritten
to 2x1024=2048 for the same proof against the new AKBASIC_MAX_ARRAY_VALUES.

Known consequence, tracked in andrew/akbasic#32 rather than worked around
here: two files in the protected tests/reference/ corpus
(language/functions/mod.bas, language/flowcontrol/nestedforloopwaitingfor
command.bas) have 82-character lines and cannot be shortened -- MAINTENANCE.md
and CMakeLists.txt:585 are explicit that tests/reference/ is never edited to
suit this interpreter. Twelve tests/language/ cases and one docs/18 line are
in the same position but are this project's own content. Shipping 80 anyway,
with the fallout tracked rather than hidden, was an explicit call on this PR
rather than something decided here.

Verified: cmake --build build-akgl && ctest --test-dir build-akgl, 97/112 (15
known failures, all AKBASIC_MAX_LINE_LENGTH-related, filed as #32).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-04 20:05:41 -04:00
140 changed files with 7043 additions and 385 deletions

View File

@@ -0,0 +1,48 @@
name: akbasic Mutation Testing
run-name: ${{ gitea.actor }} akbasic mutation test
# Mutation testing is intentionally isolated from push and merge checks. The
# complete src/ tree takes hours and must not consume the shared CI capacity
# during normal development.
on:
# Gitea schedules use UTC. 07:00 UTC is 02:00 EST (the requested fixed
# Eastern Standard Time slot).
schedule:
- cron: '0 7 * * *'
workflow_dispatch:
jobs:
full_mutation:
runs-on: ubuntu-latest
timeout-minutes: 720
steps:
- name: Check out repository code
uses: actions/checkout@v4
with:
submodules: true
- name: dependencies
run: |
sudo apt-get update -y
sudo apt-get install -y cmake gcc python3 moreutils
- name: mutation testing (full tree)
run: |
python3 scripts/mutation_test.py \
--junit mutation-junit.xml \
--threshold 65
- name: publish mutation results
if: always()
uses: mikepenz/action-junit-report@v4
with:
report_paths: 'mutation-junit.xml'
annotate_only: true
detailed_summary: true
include_passed: true
fail_on_failure: 'false'
- name: upload mutation report
if: always()
uses: actions/upload-artifact@v4
with:
name: mutation-report
path: mutation-junit.xml
if-no-files-found: warn
- run: echo "🍏 This job's status is ${{ job.status }}."

View File

@@ -1,24 +1,13 @@
name: akbasic Release Build
run-name: ${{ gitea.actor }} akbasic release checks
# Manual only. Nothing here runs on push: the full mutation set is thousands of
# mutants and hours of runner time, which is a release-gate cost, not a
# per-commit one. Trigger it from the Actions tab.
# Manual only. Nothing here runs on push: documentation is a release gate, not
# a per-commit check. The expensive mutation suite has its own daily schedule.
on:
workflow_dispatch:
inputs:
mutation_threshold:
description: "Fail if the mutation score falls below this percentage"
required: false
default: "65"
mutation_targets:
description: "Space-separated files to mutate; empty means the whole src/ tree"
required: false
default: ""
jobs:
# Moved here from ci.yaml. The docs are wanted for a release, not on every
# push, and building them beside the release mutation run keeps the two
# artefacts a release needs in one place.
# push.
docs:
runs-on: ubuntu-latest
steps:
@@ -52,89 +41,3 @@ jobs:
path: build/docs/html/
if-no-files-found: error
- run: echo "🍏 This job's status is ${{ job.status }}."
full_mutation:
runs-on: ubuntu-latest
# 3675 mutants across the whole src/ tree. Cost per mutant is one incremental
# rebuild plus one full ctest run, which measures at roughly 2s for a leaf
# file and 11s for src/value.c, where almost everything links against it.
# Budget most of a day and expect it to finish well inside that; the ceiling
# exists so a mutant that wedges the runner cannot hold it forever.
timeout-minutes: 720
steps:
- name: Check out repository code
uses: actions/checkout@v4
with:
# The harness copies the repo and configures a build inside the copy,
# so it needs the same submodules the main build does. The golden
# corpus is part of what kills mutants and it is checked in now, so
# that is libakerror and libakstdlib and nothing else.
submodules: true
# moreutils for errno(1), which deps/libakerror's scripts/generrno.sh needs
# to generate its errno table. Without it the generated table is empty and
# every AKERR_* code collapses onto a low integer -- see the long note on
# ci.yaml's cmake_build job for what that breaks and how it presents.
- name: dependencies
run: |
sudo apt-get update -y
sudo apt-get install -y cmake gcc python3 moreutils
# The whole akbasic-owned src/ tree. ci.yaml runs a two-file subset on every
# push; this is the one that actually covers the interpreter.
#
# Mutation testing is the only gate that sees the error-handling control
# flow at all: libakerror's ATTEMPT/CATCH/PASS macros expand at their call
# sites, so gcov attributes them to the caller and line coverage cannot
# measure them.
#
# The default threshold matches ci.yaml's rather than being stricter.
# Whole-tree coverage is uneven -- src/symtab.c is the only file measured
# on the push path, at 74.1%, and the rest is unmeasured, so a tighter
# number here would be a guess. Raise it with the workflow input once a
# full run has established a real baseline.
#
# The two inputs arrive through the environment rather than being
# interpolated straight into the script. ${{ }} substitution happens before
# the shell sees the line, so a value containing shell metacharacters would
# otherwise run as code. This workflow is manual and owner-triggered, but
# the safe form costs nothing.
- name: mutation testing (full tree)
env:
MUTATION_TARGETS: ${{ gitea.event.inputs.mutation_targets }}
MUTATION_THRESHOLD: ${{ gitea.event.inputs.mutation_threshold }}
run: |
set -eu
# Word-splitting is the point here: the input is a space-separated
# list. An empty input leaves $targets empty and the harness falls
# through to its own default, which is the whole src/ tree.
targets=""
for f in ${MUTATION_TARGETS:-}; do
targets="$targets --target $f"
done
# shellcheck disable=SC2086
python3 scripts/mutation_test.py \
$targets \
--junit mutation-junit.xml \
--threshold "${MUTATION_THRESHOLD:-65}"
# Publish even when the threshold gate fails, so survivors are visible --
# each one is a missing test. Display-only (fail_on_failure: false); the
# --threshold above is the gate. annotate_only avoids the Checks API 404
# on Gitea (mikepenz/action-junit-report#23).
- name: publish mutation results
if: always()
uses: mikepenz/action-junit-report@v4
with:
report_paths: 'mutation-junit.xml'
annotate_only: true
detailed_summary: true
include_passed: true
fail_on_failure: 'false'
# Keep the raw report as well as the annotations: a release wants the
# survivor list on file, and the job summary is not durable.
- name: upload mutation report
if: always()
uses: actions/upload-artifact@v4
with:
name: mutation-report
path: mutation-junit.xml
if-no-files-found: warn
- run: echo "🍏 This job's status is ${{ job.status }}."

View File

@@ -26,7 +26,7 @@ scripting engine for game authors.
| [the issue tracker](https://source.starfort.tech/andrew/akbasic/issues) | **Outstanding defects and gaps.** Labelled by kind and blast radius; `status::grooming` means the scope is not settled yet |
| [`TODO.md`](TODO.md) | The record: settled design decisions, the deviation register, defects already fixed, and the reasoning behind the measurements. §0.1 first — it retires the byte-for-byte fidelity constraint several later sections were written on |
| [`README.md`](README.md) | What the project is and why, for somebody who has not seen it |
| [`docs/`](docs/README.md) | The language itself: eighteen chapters, verb and function reference. [Chapter 14](docs/14-architecture.md) is the interpreter's architecture — the step loop, the pools, the two kinds of error, and how to debug it. [Chapter 15](docs/15-error-codes.md) is the error-code appendix. [Chapters 17](docs/17-tutorial-breakout.md) and [18](docs/18-tutorial-breakout-artwork.md) are tutorials that build the games in `examples/breakout/` |
| [`docs/`](docs/README.md) | The language itself: twenty-one chapters, verb and function reference. [Chapter 14](docs/14-architecture.md) is the interpreter's architecture — the step loop, the pools, the two kinds of error, and how to debug it. [Chapter 15](docs/15-error-codes.md) is the error-code appendix. [Chapters 17](docs/17-tutorial-breakout.md) and [18](docs/18-tutorial-breakout-artwork.md) are tutorials that build the games in `examples/breakout/`; [Chapters 20](docs/20-tutorial-galaga.md) and [21](docs/21-tutorial-galaga-enemies.md) build the embedding host in `examples/galaga/` |
| `deps/libakerror/AGENTS.md` | The `ATTEMPT`/`CLEANUP`/`PROCESS`/`HANDLE`/`FINISH` protocol, authoritatively |
| `deps/libakerror/UPGRADING.md` | 1.0.0's status registry. Required before writing an error code |
| `deps/<library>/AGENTS.md` | Per-repo rules. Read the relevant one **before editing a submodule** |

View File

@@ -51,12 +51,14 @@ option(AKBASIC_SANITIZE "Build with ASan + UBSan" OFF
# through: the dependencies set target and directory properties that their own
# builds depend on.
#
# libakerror additionally namespaces its `mutation` target when embedded but not
# its `coverage` target (deps/libakerror/CMakeLists.txt:194 vs :172), so a
# coverage build collides on the `coverage` target and fails to configure at all.
# Rename the dependency's on the way past. Remove this once libakerror applies
# the same CMAKE_SOURCE_DIR test to `coverage` that it already applies to
# `mutation` -- filed as libakerror issue #15.
# All three dependencies now namespace both their `coverage` and their
# `mutation` targets when embedded, so there is no custom-target collision left
# to work around. libakerror was the last holdout -- it namespaced `mutation`
# but not `coverage`, and a coverage build collided on the bare name and failed
# to configure at all. 2.0.2 applies the same CMAKE_SOURCE_DIR test to both
# (deps/libakerror/CMakeLists.txt:429-434), closing libakerror issue #15, and
# the add_custom_target() shadow that renamed it on the way past is gone with
# this comment.
#
# **Only one project in a tree may shadow add_test(), and this is that project.**
# CMake exposes an overridden command as `_name` and chains exactly one level: a
@@ -86,14 +88,6 @@ function(set_property _scope)
endif()
endfunction()
function(add_custom_target _name)
if(AKBASIC_SUPPRESS_ADD_TEST AND _name STREQUAL "coverage")
_add_custom_target(akerror_coverage ${ARGN})
else()
_add_custom_target(${ARGV})
endif()
endfunction()
add_subdirectory(deps/libakerror EXCLUDE_FROM_ALL)
add_subdirectory(deps/libakstdlib EXCLUDE_FROM_ALL)
if(AKBASIC_WITH_AKGL)
@@ -149,6 +143,7 @@ set(AKBASIC_SOURCES
src/runtime_disk.c
src/runtime_format.c
src/runtime_functions.c
src/runtime_generator.c
src/runtime_graphics.c
src/runtime_housekeeping.c
src/runtime_machine.c
@@ -268,6 +263,69 @@ if(AKBASIC_BUILD_EXAMPLES)
endforeach()
endif()
# The galaga example: a C game on libakgl with the interpreter embedded as its
# enemy-behavior engine. Chapters 20 and 21 build it from an empty file, so it
# is compiled and run by every AKGL build rather than rotting in a document.
# The asset, script and font paths are baked in so the smoke test can launch
# from any working directory; --assets and --script override them at runtime.
if(AKBASIC_BUILD_EXAMPLES AND AKBASIC_WITH_AKGL)
add_executable(akbasic_example_galaga
examples/galaga/main.c
examples/galaga/script.c
examples/galaga/enemies.c
examples/galaga/player.c)
target_compile_options(akbasic_example_galaga PRIVATE -Wall -Wextra)
target_compile_definitions(akbasic_example_galaga PRIVATE
GALAGA_ASSET_DIR="${CMAKE_CURRENT_SOURCE_DIR}/examples/galaga/assets"
GALAGA_SCRIPT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/examples/galaga/galaga.bas"
GALAGA_FONT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/fonts/C64_Pro_Mono-STYLE.ttf")
target_link_libraries(akbasic_example_galaga PRIVATE akbasic akgl
SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image)
akbasic_instrument(akbasic_example_galaga)
# Ten seconds of scripted play under the headless drivers: the script boots,
# a wave enters and forms, the autoplay pilot shoots at it, and the program
# tears down and exits 0. A tutorial that stops working fails here rather
# than in front of a reader.
_add_test(NAME example_galaga COMMAND akbasic_example_galaga --frames 600 --autoplay)
_set_tests_properties(example_galaga PROPERTIES TIMEOUT 120
ENVIRONMENT "SDL_VIDEODRIVER=dummy;SDL_AUDIODRIVER=dummy;SDL_RENDER_DRIVER=software")
# The boundary's round-trip test: links the real script.c and the real
# galaga.bas, and fails the moment the two sides of the interop disagree.
add_executable(akbasic_example_galaga_interop
examples/galaga/interop_test.c
examples/galaga/script.c)
target_compile_options(akbasic_example_galaga_interop PRIVATE -Wall -Wextra)
target_compile_definitions(akbasic_example_galaga_interop PRIVATE
GALAGA_SCRIPT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/examples/galaga/galaga.bas")
target_link_libraries(akbasic_example_galaga_interop PRIVATE akbasic akgl
SDL3::SDL3 m)
akbasic_instrument(akbasic_example_galaga_interop)
_add_test(NAME example_galaga_interop COMMAND akbasic_example_galaga_interop)
_set_tests_properties(example_galaga_interop PROPERTIES TIMEOUT 120)
# Regenerating the game figures in docs/ is a deliberate act, never part of
# a build, for the same reason docs_screenshots is: the PNGs are checked in.
# Wall-clock dt makes each regeneration differ by a few pixels of starfield,
# so expect a binary diff every time this runs; commit one only when the
# content changed on purpose. (docs_galaga_figures, not docs_game_figures:
# the libakgl submodule already owns that target name.)
add_custom_target(docs_galaga_figures
COMMAND ${CMAKE_COMMAND} -E env SDL_VIDEODRIVER=dummy SDL_AUDIODRIVER=dummy
SDL_RENDER_DRIVER=software
$<TARGET_FILE:akbasic_example_galaga> --frames 40
--screenshot "${CMAKE_CURRENT_SOURCE_DIR}/docs/images/galaga-title.png"
--screenshot-frame 30
COMMAND ${CMAKE_COMMAND} -E env SDL_VIDEODRIVER=dummy SDL_AUDIODRIVER=dummy
SDL_RENDER_DRIVER=software
$<TARGET_FILE:akbasic_example_galaga> --autoplay --frames 370
--screenshot "${CMAKE_CURRENT_SOURCE_DIR}/docs/images/galaga-wave.png"
--screenshot-frame 360
DEPENDS akbasic_example_galaga
COMMENT "Regenerating the galaga figures in docs/images"
VERBATIM)
endif()
# ---------------------------------------------------------------------------
# Tests.
#
@@ -295,6 +353,7 @@ set(AKBASIC_TESTS
error_codes
for_next
format_verbs
generators
grammar_leaves
graphics_verbs
hoststruct

View File

@@ -12,3 +12,4 @@ WARN_AS_ERROR = FAIL_ON_WARNINGS
GENERATE_HTML = YES
GENERATE_LATEX = NO
QUIET = YES
DOT_GRAPH_MAX_NODES = 100

View File

@@ -68,12 +68,19 @@ the `akgl_*` or `aksl_*` entry point should look like, and what tests would cove
decision, which is true of *changing* it and not of *reporting* it. Follow the prose-paragraph style of the entries already
there. Growing the dependency to serve the interpreter is a wanted outcome, not a detour.
It works. Four gaps were filed this way — text measurement, immediate-mode drawing, audio,
and a non-blocking keystroke read — and all four landed upstream as `akgl_text_measure`, the
`akgl_draw_*` family, `akgl_audio_*` and `akgl_controller_poll_key`. `FILTER` is the one verb
still blocked on a gap, and `DIRECTORY` is refused pending an `opendir`/`readdir` wrapper in
`libakstdlib`. Both refuse at execution and say so, rather than being silently ignored: a
program that asks for a low-pass filter and gets an unfiltered square wave has been lied to.
It works. **Five** gaps were filed this way and all five landed upstream: text measurement,
immediate-mode drawing, audio and a non-blocking keystroke read became `akgl_text_measure`,
the `akgl_draw_*` family, `akgl_audio_*` and `akgl_controller_poll_key`; and the
directory-reading wrapper `DIRECTORY` was waiting on became `aksl_opendir`, `aksl_readdir`,
`aksl_closedir` and `aksl_rewinddir``libakstdlib` issue #10, in the revision this tree
pins.
That leaves the two refusals in different positions, and the difference is worth keeping
straight. **`FILTER` is the one verb still blocked on a gap** — there is no filter stage in
`akgl_audio_*` to configure. **`DIRECTORY` is no longer blocked on anything**; it is simply
unwritten, and its refusal says so rather than naming a wrapper that now exists. Both refuse
at execution and say so, rather than being silently ignored: a program that asks for a
low-pass filter and gets an unfiltered square wave has been lied to.
### The Go reference
@@ -156,10 +163,10 @@ guards every dependency with `if(NOT TARGET ...)`, so a top-level build must def
`akerror::akerror` and `akstdlib::akstdlib` from `deps/libakerror` and `deps/libakstdlib`
**before** `add_subdirectory(deps/libakgl)`, or the targets are declared twice.
That order is load-bearing for a second reason: `deps/libakerror` is at **2.0.1**, whose 2.0.0
That order is load-bearing for a second reason: `deps/libakerror` is at **2.0.3**, whose 2.0.0
was a source and ABI break carrying an soname (`libakerror.so.2`). `libakstdlib` and `libakgl`
must be compiled against that header, not a 1.x one, and an installed `libakerror.so.1` must
not be picked up. The break is quiet if you get it wrong: `__akerr_last_ignored` became
not be picked up. The break is quiet if you get it wrong: the context behind `IGNORE` became
thread-local and `akerr_next_error()` now returns a context that already holds a reference, so
a mixed build leaks pool slots or frees one twice rather than failing to link.
@@ -167,10 +174,23 @@ a mixed build leaks pool slots or frees one twice rather than failing to link.
| Submodule | Version | soname | ABI rule | Version API |
|---|---|---|---|---|
| `deps/libakerror` | 2.0.1 | `libakerror.so.2` | major only | **none** — no version macro; `include/akbasic/error.h` feature-tests `AKERR_THREAD_SAFE` and `AKERR_EXIT_STATUS_UNREPRESENTABLE` instead |
| `deps/libakerror` | 2.0.3 | `libakerror.so.2` | major only | **none** — no version macro; `include/akbasic/error.h` feature-tests `AKERR_THREAD_SAFE` and `AKERR_EXIT_STATUS_UNREPRESENTABLE` instead |
| `deps/libakstdlib` | 0.2.0 | `libakstdlib.so.0.2` | **`MAJOR.MINOR` while major is 0** | `AKSL_VERSION_*`, `aksl_version()`, `AKSL_VERSION_CHECK()` |
| `deps/libakgl` | 0.9.0 | `libakgl.so.0.9` | **`MAJOR.MINOR` while major is 0** | `AKGL_VERSION*`, `akgl_version()`, `AKGL_VERSION_AT_LEAST()` |
`project(akerror VERSION ...)` now stamps 2.0.3, matching that library's own "Release 2.0.3"
release notes. It previously disagreed — the soname and `akerrorConfigVersion.cmake` still
said 2.0.2 while the notes described 2.0.3 — but that was `libakerror` issue #38, which is
closed; the table and the notes agree again.
`IGNORE` still takes a *copy* of the ignored context so the pool slot can be released, which
fixes a real leak, but the copy no longer costs TLS per translation unit. It was a file-scope
`static` in the public header — one copy per TU, 37,296 bytes each, 1.35 MiB of thread-local
storage in `build/basic` alone, plus 84 `-Wunused-variable` warnings for every TU that never
called `IGNORE`. `libakerror` issue #37 moved it to an `extern` declaration in the header with
a single definition in `src/error.c`, which restores one copy per thread and silences the
warning. Issue #37 is closed and this subsection is gone accordingly.
For both 0.x libraries the soname carries `MAJOR.MINOR` deliberately: 0.1 and 0.2 are
*different* ABIs, and both become major-only at 1.0. Do not read `0.1 → 0.2` as a compatible
bump — both libraries have actually made that jump, so anything built against the 0.1 headers
@@ -196,16 +216,32 @@ precedes the build tree on the include path and a stray copy there would shadow
one and pin every consumer. It publishes `AKGL_VERSION_AT_LEAST(major, minor, patch)` — the
compile-time test `libakstdlib` could not write against `libakerror` — and `akgl_version()`.
**Version-pinning in `find_package` is asymmetric, and that is deliberate.**
**Version-pinning in `find_package` used to be asymmetric. It no longer is.**
`find_package(akstdlib 0.1)` and `find_package(akgl 0.1)` both work; each ships a
`ConfigVersion.cmake` at `SameMinorVersion`, mirroring its soname. `find_package(akerror 1.0)`
**fails against a correct install**, because `libakerror` ships `akerrorConfig.cmake` and
`akerrorTargets.cmake` but no `akerrorConfigVersion.cmake`. Ask for `akerror` unversioned. Its
floor is enforced instead by an `#error` feature-testing `AKERR_FIRST_CONSUMER_STATUS`, which
`akstdlib.h`, `akgl/error.h` and our own `include/akbasic/error.h` all carry — include any of
them and you inherit the guard. The missing version file is filed in
`libakstdlib` issue #5 and `libakerror` issue #16; when it lands, add the `1.0` floor to the `find_dependency`
calls.
`ConfigVersion.cmake` at `SameMinorVersion`, mirroring its soname. `libakerror` shipped
`akerrorConfig.cmake` and `akerrorTargets.cmake` but no `akerrorConfigVersion.cmake`, so any
versioned request failed against a correct install and the advice here was to ask for
`akerror` unversioned. That was `libakerror` issue #16 — closed — and `libakstdlib` issue #5,
which tracks the same fix from the other side and is still open only because nobody has shut
it. It has landed: `libakerror` now writes `akerrorConfigVersion.cmake` at
**`SameMajorVersion`**, matching the soname's major-only rule, rather than the
`SameMinorVersion` the other two use to match theirs.
Two things follow, and the second is the one that bites:
- **A versioned request now works** — but the floor to ask for is **`2.0`**, not the `1.0`
this file used to say. `find_package(akerror 1.0)` fails *harder* than before: it is a
request for major 1 against a major-2 install, which `SameMajorVersion` correctly rejects.
- **There is nothing in this repository to change.** `akbasic` reaches all three dependencies
by `add_subdirectory`, not `find_package`, and ships no CMake package config of its own —
so it has no `find_dependency` calls to add a floor to. The instruction that used to live
here was written for a consumer this project never became. It matters to anyone *installing*
these libraries and linking `akbasic` against the installed copies, which is why it is
recorded rather than deleted.
The compile-time floor is unchanged and still the real guard: an `#error` feature-testing
`AKERR_FIRST_CONSUMER_STATUS`, which `akstdlib.h`, `akgl/error.h` and our own
`include/akbasic/error.h` all carry — include any of them and you inherit it.
### Embedding all three dependencies collides four ways
@@ -250,14 +286,19 @@ CTest names. `libakstdlib` still uses bare `test_<name>` targets. **Name every t
this repo `akbasic_test_<name>`** — it costs nothing and it is the collision that actually
stopped a build.
**3. Duplicate custom targets.** `libakerror` namespaces its `mutation` target when embedded
but **not** its `coverage` target, so any coverage-enabled top-level build fails with *"another
target with the same name already exists"*. We shadow `add_custom_target` and rename that one
to `akerror_coverage` on the way past. `libakstdlib` (both targets) and `libakgl` (its
`mutation` target) namespace themselves correctly. **The real fix is upstream in
`libakerror`** — the same `CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR` test it already
applies to `mutation` — and it is filed as `libakerror` issue #15. Delete the
workaround when it lands.
**3. Duplicate custom targets — fixed upstream, and the workaround is gone.** `libakerror`
used to namespace its `mutation` target when embedded but **not** its `coverage` target, so
any coverage-enabled top-level build failed with *"another target with the same name already
exists"*. This project shadowed `add_custom_target` and renamed that one to
`akerror_coverage` on the way past, and recorded the real fix as `libakerror` issue #15: the
same `CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR` test it already applied to
`mutation`.
That landed in 2.0.2. `libakerror` now picks `akerror_coverage` itself when embedded, so the
shadow was dead code that could only ever fire on a name the dependency had stopped using —
and it is deleted. All three dependencies namespace both targets correctly now, so **there is
no custom-target collision left**; only collisions 1, 2 and 4 below are live. The heading says
four because four is what a reader coming from the issue tracker will be looking for.
**4. Stale build trees poison the coverage report.** See below; it is the reason for
`cmake -S . -B build`.
@@ -657,6 +698,26 @@ as a commit co-author, and this repository follows the same rule.
Each dependency carries its own `AGENTS.md` with authoritative per-repo rules. Read the
relevant one before editing a submodule.
### Abandoned generators
The one invariant generators (`GEN`/`EMIT`, `FOR EACH`/`DO EACH`) add to the environment
pool: **a suspended generator hangs off its loop scope's `forGeneratorEnv` as a *child*,
off the parent chain, so no walk up `->parent` ever finds it.** Any path that discards a
loop scope — `EXIT`, a mismatched `NEXT`, a `LOOP` condition saying stop, an error unwind
through `akbasic_runtime_pump_generator()` or `akbasic_runtime_call_function()` — must
release that generator too, or its pool slot is stranded until the next `RUN`; with
twelve slots, a loop that abandons a dozen of them kills the program with "Environment
pool exhausted" far from the cause.
Two functions own the invariant, and every discard path goes through one of them:
`akbasic_runtime_release_generator()` (walks a detached generator chain up through its
call frame, recursing into any `forGeneratorEnv` it passes) and
`akbasic_runtime_unwind_to_environment()` (pops the *active* chain down to a target,
releasing each popped scope's suspended generator on the way). If you add a new path
that pops or discards environments, use one of these — a bare
`akbasic_runtime_prev_environment()` loop reintroduces the leak, and
`tests/generators.c` holds the pool-exhaustion tests that will say so.
---
## Editing the documentation

View File

@@ -126,7 +126,7 @@ version are catalogued in [`TODO.md`](TODO.md) and summarised for a BASIC progra
| | |
|---|---|
| [`docs/`](docs/README.md) | The guide: eighteen chapters, the language then each hardware area then a reference section for every verb and function, [Chapter 14](docs/14-architecture.md) on the interpreter's own architecture, [Chapter 15](docs/15-error-codes.md) listing every error code, and [Chapters 17](docs/17-tutorial-breakout.md) and [18](docs/18-tutorial-breakout-artwork.md) building a whole game twice |
| [`docs/`](docs/README.md) | The guide: twenty-one chapters, the language then each hardware area then a reference section for every verb and function, [Chapter 14](docs/14-architecture.md) on the interpreter's own architecture, [Chapter 15](docs/15-error-codes.md) listing every error code, [Chapters 17](docs/17-tutorial-breakout.md) and [18](docs/18-tutorial-breakout-artwork.md) building a whole game twice, and [Chapters 20](docs/20-tutorial-galaga.md) and [21](docs/21-tutorial-galaga-enemies.md) building a C game that embeds the interpreter |
| [`MAINTENANCE.md`](MAINTENANCE.md) | For contributors and maintainers: the documentation-example harness, the three test lists, mutation testing, error-code allocation, style |
| [`TODO.md`](TODO.md) | Outstanding defects, with file, line and consequence |
| [`tests/language/README.md`](tests/language/README.md) | The editable language corpus and the rule for changing it |
@@ -138,12 +138,13 @@ API documentation builds with `doxygen Doxyfile`, into `build/docs/html`.
Everything is a submodule; `git submodule update --init --recursive` gets all of it. There is
nothing to install first.
* [libakerror](https://source.starfort.tech/andrew/libakerror) 2.0.1 — TRY/CATCH-style error
* [libakerror](https://source.starfort.tech/andrew/libakerror) 2.0.2 — TRY/CATCH-style error
contexts. Every function that can fail returns one. 2.0.0 made it thread safe and broke the
ABI; anything built against a 1.x header must be rebuilt rather than relinked.
* [libakstdlib](https://source.starfort.tech/andrew/libakstdlib) 0.2.0 — libc wrappers that
report through `libakerror`. String-to-number conversion goes straight to it, which is why
`VAL("garbage")` is an error rather than a silent `0`.
`VAL("garbage")` is an error rather than a silent `0`. Its public header now also pulls in
`<dirent.h>` and `<sys/stat.h>` for the directory and file-metadata wrappers.
* [libakgl](https://source.starfort.tech/andrew/libakgl) 0.9.0 — **optional**, only for
`-DAKBASIC_WITH_AKGL=ON`. Pulls in SDL3. Its soname carries `MAJOR.MINOR` while the major is 0,
so rebuild rather than relink.

36
TODO.md
View File

@@ -366,6 +366,36 @@ One caveat survives the upgrade unchanged: `aksl_strhash_djb2` still sign-extend
high-bit byte hashes differently from the `unsigned char` answer. BASIC identifiers are 7-bit
ASCII so the symbol tables cannot reach it — see §1.3, which is still accurate.
### 1.10 Generators share the `DEF` namespace, and the rest of their v1 semantics
Decided with issue #57 and its review. `GEN` and `DEF` live in the same functions table —
one lookup, one "unknown function" error path, a name cannot be both. What follows from
that and from the review of PR #61, all settled:
- A `GEN` called like a function (`X# = COUNTUP(3)`) is refused at the call, before
anything is pushed — `akbasic_FunctionDef.isGenerator` exists for exactly this check.
- Bare `RETURN` standing in a `GEN`'s own frame ends the generator exactly as `END GEN`
does; `RETURN expr` there is an error, because values leave a `GEN` only through `EMIT`.
Both inherit the interpreter-wide restriction that `RETURN` does not unwind nested
`FOR`/`DO` scopes — lifting that everywhere (the C64 reference *does* unwind) is filed
separately.
- `DO EACH ... LOOP WHILE c | UNTIL c` composes: the condition is checked after each trip,
with the loop variable still holding that trip's value, and stopping abandons the
generator exactly as `EXIT` does. A condition on the `DO EACH` line itself is a parse
error.
- Self-recursion — a `GEN` reached again down its own parent chain — is refused; sibling
and nested invocations of the same `GEN` are each a fresh pool environment and are fine.
- Every path that discards a `FOR EACH`/`DO EACH` scope must release the generator
suspended off it; see MAINTENANCE.md's "Abandoned generators" note for the invariant
and `akbasic_runtime_unwind_to_environment()` for the one primitive that enforces it.
One known limitation, pre-existing and shared with `DEF`: `parse_def_parameters()` does
not accept an empty parameter list, so `GEN NAME()` cannot be written — every generator
takes at least one parameter whether it wants one or not. Location:
`src/parser_commands.c`, `parse_def_parameters()`. Consequence: pointless parameters in
programs. Blast radius: cosmetic, both `DEF` and `GEN` headers. Closure: teach the shared
helper to accept `()`, one test each for `DEF` and `GEN`; filed as its own issue.
---
## 2. What exists — **the core port is complete and green**
@@ -2339,9 +2369,9 @@ Dependency baseline:
| Submodule | Version | Notes |
|---|---|---|
| `deps/libakerror` | 2.0.1 | Private ownership-enforced status registry. akbasic reserves 512767 in `akbasic_error_register()`. Does not namespace its `coverage` target when embedded — worked around in our `CMakeLists.txt`. **2.0.0 is thread safe and an ABI break** (`libakerror.so.2`): `__akerr_last_ignored` is thread-local and `akerr_next_error()` returns an owned reference, neither of which fails to link when mismatched. **2.0.1 fixes an exit status that mattered more to this band than to any other** — see below. |
| `deps/libakstdlib` | 0.2.0 | soname `libakstdlib.so.0.2`. `AKSL_VERSION_CHECK()` asserted in `tests/version_check.c`. This release fixed all six confirmed defects the port was working around — see §1.9, where the bans are now lifted. |
| `deps/libakgl` | 0.7.0 | soname `libakgl.so.0.7`. Owns status codes 256260. Linked and tested under `-DAKBASIC_WITH_AKGL=ON`, which still defaults OFF so the core library and its whole suite build on a machine with no SDL. **0.3.0 closed every API gap this port had filed** — see §7 — so the four workarounds §3 used to list are gone. 0.4.0 was a leak-and-overread release that changed no public struct. **0.5.0 is the first that broke our source as well as our ABI**: it namespaced every exported symbol, so `akgl_render_bind2d` is `akgl_render_2d_bind`, `akgl_sprite_sheet_coords_for_frame` is `akgl_spritesheet_coords_for_frame`, the `renderer`/`camera`/`window` globals carry the prefix, and `_akgl_renderer`/`_akgl_camera` are `akgl_default_renderer`/`akgl_default_camera`. `include/akbasic/akgl.h` asserts the floor. **0.6.0 and 0.7.0 broke nothing here** — 0.6.0 is three arcade-physics fixes and a `physics.max_timestep` property this port does not use, and 0.7.0 reports failures `libakstdlib`'s wrappers were already catching and takes `libakerror` 2.0.1. The floor moved anyway, because deciding for ourselves which of libakgl's minor releases were really compatible is the judgement the soname exists to take away. |
| `deps/libakerror` | 2.0.2 | Private ownership-enforced status registry. akbasic reserves 512767 in `akbasic_error_register()`. **2.0.0 is thread safe and an ABI break** (`libakerror.so.2`): the `IGNORE` context is thread-local and `akerr_next_error()` returns an owned reference, neither of which fails to link when mismatched. **2.0.1 fixes an exit status that mattered more to this band than to any other** — see below. **2.0.2** namespaces its embedded `coverage` target (issue #15 — our `add_custom_target` shadow is deleted), installs `akerrorConfigVersion.cmake` at `SameMajorVersion` (issue #16), fixes the `AKERR_USE_STDLIB=OFF` build, retires `PATH_MAX` for `AKERR_MAX_ERROR_FNAME_LENGTH`, and turns the `IGNORE` slot into a released copy — `__akerr_last_ignored` was an `extern` pointer and is now a per-TU `static akerr_last_ignored`. **That last one costs us 1.35 MiB of thread-local storage**: 38 translation units x 37,296 bytes, measured as the whole TLS segment of `build/basic`, where 2.0.1 produced no TLS segment at all. Filed upstream as libakerror issue #37, along with the 84 `-Wunused-variable` warnings it emits. Its `UPGRADING.md` describes a 2.0.3 that `project()` never stamped — libakerror issue #38, which is why the version above reads 2.0.2. |
| `deps/libakstdlib` | 0.2.0 | soname `libakstdlib.so.0.2`. `AKSL_VERSION_CHECK()` asserted in `tests/version_check.c`. This release fixed all six confirmed defects the port was working around — see §1.9, where the bans are now lifted. Since then, and with no version bump: **directory wrappers landed** (`aksl_opendir`/`readdir`/`closedir`/`rewinddir`, issue #10) — the gap `DIRECTORY` was refused for, so that refusal now says only that the verb is unwritten; file-metadata wrappers landed; and `aksl_snprintf` keeps its `int *count` but now reports the *required* length on truncation rather than 0. Only read on success here, so nothing moved. |
| `deps/libakgl` | 0.9.0 | soname `libakgl.so.0.9`. Owns status codes 256262. Linked and tested under `-DAKBASIC_WITH_AKGL=ON`, which still defaults OFF so the core library and its whole suite build on a machine with no SDL. **0.3.0 closed every API gap this port had filed** — see §7 — so the four workarounds §3 used to list are gone. 0.4.0 was a leak-and-overread release that changed no public struct. **0.5.0 is the first that broke our source as well as our ABI**: it namespaced every exported symbol, so `akgl_render_bind2d` is `akgl_render_2d_bind`, `akgl_sprite_sheet_coords_for_frame` is `akgl_spritesheet_coords_for_frame`, the `renderer`/`camera`/`window` globals carry the prefix, and `_akgl_renderer`/`_akgl_camera` are `akgl_default_renderer`/`akgl_default_camera`. `include/akbasic/akgl.h` asserts the floor. **0.6.0 and 0.7.0 broke nothing here** — 0.6.0 is three arcade-physics fixes and a `physics.max_timestep` property this port does not use, and 0.7.0 reports failures `libakstdlib`'s wrappers were already catching and takes `libakerror` 2.0.1. **0.8.0 and 0.9.0 broke nothing here either** — 0.8.0 is the collision subsystem (`AKGL_ERR_COLLISION`, code 261, and the vendored `libccd` and `tg` submodules that come with it), and 0.9.0 is the `akgl_ui` subsystem (`AKGL_ERR_UI`, code 262, and vendored `clay`), which is what `src/ui_akgl.c` draws through. Both widen libakgl's reserved band from five codes to seven; the range map in `MAINTENANCE.md` carries it. The floor moved anyway, because deciding for ourselves which of libakgl's minor releases were really compatible is the judgement the soname exists to take away. **Note `deps/libakgl/deps/` pins its own `libakerror` and `libakstdlib` older than ours**; the top-level build declares both targets first and libakgl's `if(NOT TARGET ...)` guards mean its copies are never configured, so what libakgl actually compiles against is what this tree pins. |
**An unhandled error in this band used to exit zero, and 512 is the worst possible base for
that.** `libakerror`'s default unhandled-error handler ended in `exit(errctx->status)`, and a

2
deps/libakgl vendored

View File

@@ -146,6 +146,143 @@ condition at all loops forever until an `EXIT` or a `GOTO` leaves it.
`EXIT` works here too.
## GEN ... EMIT and FOR EACH / DO EACH
A `GEN` is a subroutine that hands back more than one value, one at a time, instead of
returning once. It looks like a multi-line `DEF`, except its body runs `EMIT` where a
function would `RETURN`, and it ends in `END GEN` rather than `RETURN`:
```basic
10 GEN COUNTUP(N#)
20 FOR I# = 1 TO N#
30 EMIT I#
40 NEXT I#
50 END GEN
60 FOR EACH V# IN COUNTUP(3)
70 PRINT V#
80 NEXT V#
```
```output
1
2
3
```
`FOR EACH` is what runs a `GEN`: it calls `COUNTUP(3)` the way `FOR EACH V# IN` says,
and each `EMIT` inside the generator's body becomes one trip through the loop, with `V#`
holding whatever was emitted. When the generator's body reaches `END GEN` with nothing
left to emit, the loop ends -- there is no separate "no more values" check to write.
`DO EACH ... LOOP` does the same thing:
```basic
10 GEN COUNTUP(N#)
20 FOR I# = 1 TO N#
30 EMIT I#
40 NEXT I#
50 END GEN
60 DO EACH V# IN COUNTUP(3)
70 PRINT V#
80 LOOP
```
```output
1
2
3
```
A `GEN`'s body is ordinary BASIC: it may hold its own `FOR`, `DO`, `IF` or `GOSUB`
around the `EMIT`s, and even invoke another `GEN` with its own `FOR EACH`/`DO EACH` --
the same generator invoked with different arguments, nested or side by side, is not
recursion. A `GEN` invoking *itself* from within its own currently-running body is
refused: unlike a function call, which runs to completion and returns, the outer
invocation is suspended mid-body waiting on the same loop, and there is no answer to
"which EMIT feeds which loop" that is not a surprise.
`EXIT` leaves a `FOR EACH`/`DO EACH` loop early, exactly as it does a plain `FOR` or
`DO`, and the generator it was consuming stops there -- nothing forces the rest of it to
run just because the loop started it:
```basic
10 GEN COUNTUP(N#)
20 FOR I# = 1 TO N#
30 EMIT I#
40 NEXT I#
50 END GEN
60 FOR EACH V# IN COUNTUP(100)
70 PRINT V#
80 IF V# = 3 THEN EXIT
90 NEXT V#
100 PRINT "STOPPED"
```
```output
1
2
3
STOPPED
```
`RETURN` ends a `GEN` from the inside, exactly as it ends a multi-line `DEF` or a
`GOSUB`: the generator is done, the loop consuming it ends, and the program carries on
after the loop. What a generator's `RETURN` cannot do is carry a value -- values leave
a `GEN` one at a time, through `EMIT`, and `RETURN 99` inside one is an error. Like a
`GOSUB`'s or a `DEF`'s, the `RETURN` must stand in the `GEN`'s own scope: from inside
a `FOR` or `DO` the body opened, it is an error, though `IF ... THEN RETURN` is fine
because `IF` opens no scope of its own.
```basic
10 GEN FIRSTFEW(N#)
20 EMIT 1
30 IF N# < 2 THEN RETURN
40 EMIT 2
50 IF N# < 3 THEN RETURN
60 EMIT 3
70 END GEN
80 FOR EACH V# IN FIRSTFEW(2)
90 PRINT V#
100 NEXT V#
110 PRINT "DONE"
```
```output
1
2
DONE
```
A `DO EACH`'s `LOOP` may carry a `WHILE` or `UNTIL`, and the two compose: the condition
is checked after each trip through the body, with the loop variable still holding that
trip's value, and a condition that says stop abandons the rest of the generator exactly
as `EXIT` does. The condition belongs on the `LOOP` -- putting it on the `DO` line is
an error, since the `DO` line already says what the loop consumes.
```basic
10 GEN COUNTUP(N#)
20 FOR I# = 1 TO N#
30 EMIT I#
40 NEXT I#
50 END GEN
60 DO EACH V# IN COUNTUP(10)
70 PRINT V#
80 LOOP UNTIL V# = 3
90 PRINT "STOPPED"
```
```output
1
2
3
STOPPED
```
A `GEN` shares its namespace with `DEF` -- the same name cannot be both -- but it is not
a function and cannot be called like one: `X# = COUNTUP(3)` is refused, because nothing
about an ordinary call means "resume where the last `EMIT` left off." `FOR EACH`/`DO
EACH` is the only thing that consumes a `GEN`.
## GOTO and GOSUB
```basic

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@@ -126,7 +126,7 @@ exists, and reading into one you never sized writes over something else.
| `COLLECT` | validates a disk's block allocation map. There is no map |
| `BACKUP` | duplicates one disk onto another. There are no disks |
| `BOOT` | loads and runs a boot sector. There is no boot sector |
| `DIRECTORY` / `CATALOG` | needs a directory-reading wrapper the standard library does not have yet. Filed upstream |
| `DIRECTORY` / `CATALOG` | not written yet. It was blocked on a directory-reading wrapper in the standard library; that landed, so only the verb is outstanding |
`DCLEAR` is the exception among the drive verbs: resetting a drive also closes its
channels, and closing the channels is real, so that is what it does.

View File

@@ -100,6 +100,50 @@ bounded run is usually inside a `FOR` or `GOSUB` body, and a variable created th
dies when the body pops — silently, with the script reading it correctly right up until
it stops.
## Calling a function every frame
`akbasic_runtime_call_function()` calls a `DEF` by name with values you already
hold — the entry point a game loop wants. A host that calls it repeatedly signs
up for three rules the one-shot examples never meet:
```c wrap=hostcalls
CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, "THINK", argp, 1, &result));
/* ...consume the result... */
CATCH(errctx, akbasic_environment_zero(SCRIPT.environment));
```
1. **Reset the value scratch after every call, once the result is consumed.**
Each call parks its result in the caller environment's per-line scratch
(`AKBASIC_MAX_VALUES` slots), and a host calling in a loop never crosses the
line boundary that would reset it. Skip the `akbasic_environment_zero()` and
the pool drains — measured at under two frames of forty calls — after which
every call fails with `Maximum values per line reached`. The reset also
invalidates `result`, which is why it comes after the consumption.
2. **Force RUN mode once after the boot run.** A multi-line `DEF` body only
runs while the runtime is in RUN mode, and by the time a host can call, the
program that filed the definitions has ended. One
`akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN)` after
`akbasic_runtime_run()` makes the bodies run, and the mode stays put because
nothing steps the runtime between calls. Issue #8 tracks making this
unnecessary.
3. **Revive after a script error, deliberately.** A BASIC-level error inside a
called body reports through the sink, answers a stale value, and latches:
the runtime leaves RUN mode and every later call does nothing. When your
policy is to absorb the error and keep calling — a game marking one actor
dumb rather than killing the frame — the revival is two calls:
`akbasic_runtime_clear_error()`, then `akbasic_runtime_set_mode(RUN)` again.
The latch is deliberate for *programs* — the first error ends a run, once,
with one line — so nothing clears it for you.
Do not pass structures as per-frame arguments. A structure or pointer parameter
spends a value-pool slot on every call and the pool never reclaims, so the
interface dies after about a thousand calls — issue #36 has the measurements.
Bind the instance once with `akbasic_host_bind()` and point it at each object
with `akbasic_host_rebind()` ([Chapter 16](16-structures.md)), which spends
nothing per call. The GALAGA tutorial ([Chapters 20](20-tutorial-galaga.md)
and [21](21-tutorial-galaga-enemies.md)) is this whole recipe as a working
game, forty calls a frame.
## Where the output goes
`PRINT` writes through an `akbasic_TextSink`, which is a record of function pointers plus

View File

@@ -35,19 +35,22 @@ for the reasoning in each case.
| `DIALOG` | `DIALOG ["text"]` | Show a text panel across the bottom of the screen. No argument takes it down. See Chapter 19. |
| `DIM` | `DIM A#(n [,...])` | Make an array. Subscripts start at zero; `n` is the count. |
| `DIM``AS` | `DIM S@ AS T`, `DIM P@ AS PTR TO T` | Make a structure, or a strict pointer to one. See Chapter 16. |
| `DIRECTORY` | `DIRECTORY` | **Refused.** Needs a directory-reading wrapper that does not exist yet. |
| `DIRECTORY` | `DIRECTORY` | **Refused.** Not written yet; the standard-library wrapper it waited on has landed. |
| `DLOAD` | `DLOAD "name"` | Load a program from a file. |
| `DO` | `DO [WHILE c | UNTIL c]` | Start a loop. The condition may be here, on the `LOOP`, or neither. |
| `DO` | `DO [WHILE c | UNTIL c]`, `DO EACH V IN gen(args)` | Start a loop. The condition may be here, on the `LOOP`, or neither. `EACH` consumes a `GEN` instead, and takes its condition only on the `LOOP`; see Chapter 4. |
| `DOPEN` | `DOPEN n, "name" [,W]` | Open a file on channel `n`. `W` opens it for writing. |
| `DRAW` | `DRAW src, x, y [TO x, y ...]` | Plot a point or draw a polyline. |
| `DSAVE` | `DSAVE "name"` | Save the program to a file. |
| `DVERIFY` | `DVERIFY "name"` | The other name for `VERIFY`. |
| `EMIT` | `EMIT expr` | Yield one value from a `GEN` body. Only valid inside one; see Chapter 4. |
| `END` | `END` | Stop the program. Does not arm `CONT`. |
| `END GEN` | `END GEN` | Close a `GEN` body, the way `RETURN` closes a multi-line `DEF`. |
| `ENVELOPE` | `ENVELOPE n, a, d, s, r` | Define one of `PLAY`'s ten envelope presets. |
| `EXIT` | `EXIT` | Leave the innermost `FOR` or `DO` loop. |
| `EXIT` | `EXIT` | Leave the innermost `FOR`, `FOR EACH`, `DO` or `DO EACH` loop. |
| `FETCH` | `FETCH count, from, to` | Copy bytes. The same as `STASH`; there is no expansion RAM. |
| `FILTER` | `FILTER ...` | **Refused.** There is no filter stage in the audio backend. |
| `FOR` | `FOR V = a TO b [STEP c]` | Start a counted loop, ended by `NEXT`. |
| `FOR` | `FOR V = a TO b [STEP c]`, `FOR EACH V IN gen(args)` | Start a counted loop, ended by `NEXT`. `EACH` consumes a `GEN` instead; see Chapter 4. |
| `GEN` | `GEN NAME(args) ... END GEN` | Define a generator: a subroutine that yields more than once via `EMIT`, consumed by `FOR EACH`/`DO EACH`. See Chapter 4. |
| `GET` | `GET V` | Take a keystroke if one is waiting, without stopping. |
| `GETKEY` | `GETKEY V` | Wait for a keystroke, holding the program but not the host. |
| `GETMENU` | `GETMENU n, V%` | Wait for a menu choice, holding the program but not the host. Assigns the entry number. See Chapter 19. |
@@ -67,11 +70,11 @@ for the reasoning in each case.
| `LIST` | `LIST [n][-n]` | List the program, or part of it. |
| `LOAD` | `LOAD "name"` | The other name for `DLOAD`. |
| `LOCATE` | `LOCATE x, y` | Move the pixel cursor. |
| `LOOP` | `LOOP [WHILE c | UNTIL c]` | End a `DO` loop. |
| `LOOP` | `LOOP [WHILE c | UNTIL c]` | End a `DO` loop, including a `DO EACH`. |
| `MENU` | `MENU [n [,"item", ...]]` | Show a menu the player picks from. No entries retires it; no arguments retire them all. See Chapter 19. |
| `MOVSPR` | `MOVSPR n, ...` | Move a sprite. Four forms; see Chapter 8. |
| `NEW` | `NEW` | Erase the program and every variable. |
| `NEXT` | `NEXT V` | End a `FOR` loop and advance its counter. |
| `NEXT` | `NEXT V` | End a `FOR` loop and advance its counter, or resume a `FOR EACH` for its next value. |
| `ON` | `ON e GOTO|GOSUB t [,...]` | Branch to the `e`th target, counting from one. |
| `PAINT` | `PAINT src, x, y` | Flood-fill the region containing a point. |
| `PLAY` | `PLAY "notes"` | Queue notes. Does not block. |
@@ -87,7 +90,7 @@ for the reasoning in each case.
| `RENUMBER` | `RENUMBER [start [,step [,from]]]` | Renumber lines, rewriting every branch to match. |
| `RESTORE` | `RESTORE [line]` | Reset the `READ` cursor, optionally to a line. |
| `RESUME` | `RESUME [NEXT | line]` | Return from a `TRAP` handler. |
| `RETURN` | `RETURN [expr]` | Return from a `GOSUB` or a multi-line `DEF`. |
| `RETURN` | `RETURN [expr]` | Return from a `GOSUB` or a multi-line `DEF`. Inside a `GEN`, a bare `RETURN` ends the generator early; `RETURN expr` there is an error. |
| `RUN` | `RUN [line]` | Run the program, optionally from a line. |
| `SAVE` | `SAVE "name"` | The other name for `DSAVE`. |
| `SCALE` | `SCALE on [,xmax, ymax]` | Turn user coordinates on or off. |

View File

@@ -9,6 +9,7 @@ so a call with the wrong number is a syntax error rather than a surprise.
| Function | Args | Form | What it gives |
|---|---|---|---|
| `ABS` | 1 | `ABS(n)` | The absolute value of an integer or float. |
| `ASC` | 1 | `ASC(A$)` | The Unicode code point of a string's first character. |
| `ATN` | 1 | `ATN(n)` | Arctangent, in radians. |
| `BUMP` | 1 | `BUMP(1)` | Which sprites have collided, as a bitmask. **Reading clears it.** |
| `CHR` | 1 | `CHR(n)` | The character for a Unicode code point, as a string. |
@@ -29,6 +30,7 @@ so a call with the wrong number is a syntax error rather than a surprise.
| `RGR` | 1 | `RGR(f)` | The `GRAPHIC` mode (0), the drawing surface's width (1) or height (2) in pixels, or a character cell's width (3) or height (4). |
| `RIGHT` | 2 | `RIGHT(A$, n)` | The rightmost `n` characters. Clamped. |
| `RMENU` | 2 | `RMENU(n, f)` | A menu's state: field 0 the highlighted entry, field 1 whether it has been confirmed. **Reading field 1 clears it.** |
| `RND` | 1 | `RND(n)` | A random integer from 0 up to but not including `n`. |
| `RWINDOW` | 1 | `RWINDOW(f)` | The current text window's rows (0) or columns (1). Field 2 is a C128 screen mode and is refused. |
| `RSPCOLOR` | 1 | `RSPCOLOR(n)` | One of `SPRCOLOR`'s two shared registers, 1 or 2. |
| `RSPHIT` | 2 | `RSPHIT(n, f)` | One of `SPRHIT`'s settings for sprite `n`, in `SPRHIT`'s own argument order: 0 the kind, 1 to 4 the two corners. |

View File

@@ -199,7 +199,8 @@ interpreter's error code, which bears no relation to a Commodore error number. P
- **`BLOAD` requires a length.**
- **`HEADER`, `COLLECT`, `BACKUP` and `BOOT` are refused.** They operate on a physical
disk.
- **`DIRECTORY` is refused** pending a wrapper in the standard library.
- **`DIRECTORY` is refused** because it is not written yet. The standard-library
wrapper it was waiting on has landed, so the remaining work is the verb.
## Machine

View File

@@ -407,6 +407,8 @@ block structure is executing: the `FOR` bounds and step, the `DO`/`LOOP` conditi
| `GOSUB` | `RETURN` |
| A call to a multi-line user function | that function's `RETURN` |
| An interrupt firing | the handler's `RETURN` |
| `FOR EACH`/`DO EACH` — the loop's own scope, during parsing | the `NEXT`/`LOOP` that finds the generator exhausted, or an `EXIT` |
| A `FOR EACH`/`DO EACH` invoking a `GEN` | `END GEN` reached for real, or the loop's own abandonment |
That `FOR` entry is not a typo. `akbasic_parse_for()` pushes the new environment while
parsing the line, parks `TO` and `STEP` in it as unevaluated leaves, and makes it active
@@ -454,6 +456,59 @@ Three consequences follow, and all three are things people report as bugs:
the value correctly inside the loop and gets `0` immediately after it, with nothing
raised anywhere.
### Generators: a scope that outlives the verb that pushed it
Everything above pops a scope by *releasing* it — `akbasic_runtime_prev_environment()`
gives its variables and its own pool slot back in the same motion that hands control to
its parent. A `GEN` needed a third option, because `EMIT` has to survive being
"returned" from: the next value comes from resuming exactly where the last `EMIT` left
off, not from starting over.
`akbasic_runtime_prev_environment()` is now built from two smaller pieces:
- `akbasic_runtime_detach_environment()` — moves `obj->environment` to the parent,
*without* releasing anything.
- `akbasic_runtime_release_environment()` — gives a scope's variables and pool slot
back, callable on a scope that is not necessarily the active one.
A `FOR EACH`/`DO EACH` invocation therefore holds **two** environments at once, for as
long as the loop is running:
```text
loop environment (isEachLoop) <- pushed like a plain FOR/DO's, at parse time
forGeneratorEnv -----------> generator environment (isGenerator)
<- pushed once, by akbasic_runtime_generator_invoke(),
and never released until the generator is
exhausted or abandoned
```
`EMIT` finds its generator environment by walking *up* from wherever it is actually
standing — a `GEN` body is ordinary BASIC and may nest its own `FOR`, `DO` or `GOSUB`
around an `EMIT`, each pushing scopes of its own — to the nearest ancestor with
`isGenerator` set. It assigns the emitted value into the loop's `forNextVariable`,
records *exactly* where it is standing (which may be several environments below the
generator's own call frame) as `forGeneratorEnv`, and moves `obj->environment` straight
to the loop environment — detaching, not popping, so every environment between the two
survives untouched.
`NEXT`/`LOOP` reactivate a suspended generator by setting `obj->environment` back to
`forGeneratorEnv` and driving the step loop (`akbasic_runtime_pump_generator()`) until
either another `EMIT` detaches it again or `END GEN` is reached for real — meaning
`isGenerator` is set and nothing is skipping forward to it, exactly the same test
`RETURN` makes for a multi-line `DEF`. Real exhaustion releases the generator
environment (`akbasic_runtime_prev_environment()`, same as anything else that pops) and
clears `forGeneratorEnv`, which is what tells the loop apart from one still waiting to
resume.
**Abandoning a live generator has to release it explicitly.** `EXIT` out of a `FOR
EACH`/`DO EACH` pops the loop environment the same way it always has, but a generator
paused mid-run is not on that direct parent chain from the loop back to the root — it
hangs off `forGeneratorEnv` instead, possibly several environments deep if `EMIT` last
ran inside a nested `FOR`/`DO` in the `GEN`'s own body. `akbasic_runtime_release_generator()`
is what walks that chain and releases all of it; every place that pops a `FOR EACH`/`DO
EACH` loop out from under a live generator calls it first, or the pool leaks one
generator at a time.
## Values
`akbasic_Value` carries its string **inline**, not behind a pointer, so a copy is a struct

View File

@@ -685,9 +685,9 @@ seconds asks for fifty frames a second.
### Why `GOTO` rather than `DO ... LOOP`
A `DO ... LOOP` around the frame would read better, and it is not usable here: **a `GOTO`
that jumps out of a `FOR` or a `DO` does not release the loop's scope.** There are 32
that jumps out of a `FOR` or a `DO` does not release the loop's scope.** There are 12
scopes, so a game that leaves its main loop once per lost life stops on the
thirty-second one:
twelfth one:
```basic
N# = 0
@@ -700,7 +700,7 @@ PRINT "SURVIVED " + N#
```
```output
? 3 : PARSE ERROR Environment pool exhausted at line 3 (32 in use)
? 3 : PARSE ERROR Environment pool exhausted at line 3 (12 in use)
```
@@ -1005,57 +1005,26 @@ IF NUDGE# = 1 THEN GOSUB UNSTICK
LABEL UNSTICK
NUDGE# = 0
STALL# = 0
RMAX# = 4
GOSUB RANDOM
BVX# = (RND# * 3) - 6
BVX# = (RND(4) * 3) - 6
IF BVX# = 0 THEN BVX# = 3
RETURN
```
### You have to write your own random numbers
### Random numbers are built in
**There is no `RND` in this dialect**, and no `INT`, `SQR`, `ASC` or `TIMER` either. A
linear congruential generator is nine tokens and does the job. Put the number of possible
answers in `RMAX#` and read the result from `RND#`:
There is no `INT`, `SQR` or `TIMER` in this dialect, but
`RND(n)` returns an integer from zero through `n - 1`. It seeds itself
from the host clock the first time it is called, so a program only needs the bound:
```basic
SEED# = 12345
RMAX# = 6
RND# = 0
I# = 0
FOR I# = 1 TO 5
GOSUB RANDOM
PRINT "ROLL " + (RND# + 1)
PRINT "ROLL " + (RND(6) + 1)
NEXT I#
END
LABEL RANDOM
SEED# = MOD(((SEED# * 1103515245) + 12345), 2147483648)
RND# = MOD((SEED# / 65536), RMAX#)
RETURN
```
```output
ROLL 1
ROLL 5
ROLL 2
ROLL 1
ROLL 2
```
The multiplication stays inside a 64-bit integer for any seed below 2147483648, which is
why the modulus is that number. The answer is taken from the middle bits — `SEED# / 65536`
— because the low bits of a power-of-two modulus barely change from one call to the next.
Integer division truncating for free is the `INT` you do not have.
Seed it from the clock at startup. `TI#` is the host's uptime in sixtieths of a second,
which is different every time the game is run:
```basic norun
SEED# = TI#
```
Use `RANDOM` for the serve, too, so the ball does not always leave in the same direction:
Use `RND` for the serve, too, so the ball does not always leave in the same direction:
```basic norun
LABEL SERVE
@@ -1063,16 +1032,43 @@ PX# = (SCW# - PW#) / 2
HELD# = 1
BX# = PX# + ((PW# / 2) - 4)
BY# = PY# - 10
RMAX# = 2
GOSUB RANDOM
BVX# = BSPD#
IF RND# = 0 THEN BVX# = 0 - BSPD#
IF RND(2) = 0 THEN BVX# = 0 - BSPD#
BVY# = 0 - BSPD#
PDEC# = 0
GOSUB SHOWSPR
RETURN
```
<details>
<summary>Historical aside: the LCG this chapter used to teach</summary>
Before `RND` existed, this nine-token linear congruential generator was copied into
every program. It remains a useful from-scratch PRNG example:
```basic norun
SEED# = 12345
RMAX# = 6
ROLL# = 0
I# = 0
FOR I# = 1 TO 5
GOSUB RANDOM
PRINT "ROLL " + (ROLL# + 1)
NEXT I#
END
LABEL RANDOM
SEED# = MOD(((SEED# * 1103515245) + 12345), 2147483648)
ROLL# = MOD((SEED# / 65536), RMAX#)
RETURN
```
The multiplication stays inside a 64-bit integer for any seed below 2147483648. The
answer is taken from the middle bits because the low bits of a power-of-two modulus
barely change from one call to the next. This used to be required; it is now built in.
</details>
`HELD#` is the flag Step 6's loop tests: while it is 1 the ball sits on the paddle, and
`HOLDBAL` keeps it there:
@@ -1422,9 +1418,7 @@ PX# = PX# + D#
RETURN
LABEL DEMOAIM
RMAX# = 81
GOSUB RANDOM
DOFF# = RND# - 40
DOFF# = RND(81) - 40
RETURN
```
@@ -1501,7 +1495,7 @@ This is the shape of the whole file:
LABEL SETUP the geometry from Step 2
the declaration block from Step 3
the brick faces from Step 5
SEED# = TI#
RND(n) seeds itself from the host clock
the ceiling from Step 9
GOSUB MKSPR Step 4
GOSUB SNDPROBE Step 14
@@ -1576,10 +1570,7 @@ BB# = 0
RX# = 0
N# = 0
MROW# = 0
RMAX# = 2
RND# = 0
SND# = 0
SEED# = 0
P$ = ""
H$ = ""
S$ = ""

View File

@@ -1423,7 +1423,8 @@ IF STATE# = 2 THEN GOSUB UNSTICK
RETURN
LABEL PRESSPAUSE
IF STATE# = 2 THEN STATE# = 6 : GMTYP# = 0 : BAN$ = "PAUSED" : GOSUB SETBANNER : RETURN
IF STATE# = 2 THEN STATE# = 6 : GMTYP# = 0 : BAN$ = "PAUSED"
IF STATE# = 2 THEN BAN$ = "PAUSED" : GOSUB SETBANNER : RETURN
IF STATE# = 6 THEN STATE# = 2 : BAN$ = "" : GOSUB SETBANNER
RETURN
```

849
docs/20-tutorial-galaga.md Normal file
View File

@@ -0,0 +1,849 @@
# 20. Tutorial: GALAGA — a C engine with a BASIC brain
This chapter and [Chapter 21](21-tutorial-galaga-enemies.md) build a GALAGA-style
fixed shooter from an empty file. The engine — window, starfield, bullets,
collision, score, screens — is C on libakgl. The enemies think in BASIC: one
script of `DEF` functions is called once per enemy per frame, and it reads and
writes the engine's own structures with no marshalling in either direction.
This chapter builds the engine and proves the boundary works; the next one
fills in the data structures and the AI.
The split is the point. Everything mechanical stays compiled, and everything an
enemy *decides* is a text file you can edit and re-run without rebuilding. It is
an academic exercise in *how* such an embed is done, not a claim that it is the
best way to write a GALAGA.
This is what the two chapters build:
![A full wave: four green bosses, two rows of butterflies, bees still streaming into the grid, the player firing](images/galaga-wave.png)
The finished program is [`examples/galaga/`](../examples/galaga/): four C files,
one `galaga.bas`, and the assets. You do not need it to follow along, but it is
the same program assembled.
```sh norun
$ cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
$ cmake --build build-akgl --target akbasic_example_galaga
$ ./build-akgl/akbasic_example_galaga
```
| Key | Does |
|---|---|
| left / right | move the ship |
| space | fire — two shots on screen at a time, the classic rule |
| return | choose a menu entry |
## What you will do
- **[Step 1](#step-1-open-a-window)** — open a window, in the one startup order
that works
- **[Step 2](#step-2-scatter-a-starfield)** — scatter a starfield and scroll it,
with no parallax machinery at all
- **[Step 3](#step-3-put-a-ship-on-screen)** — put a ship on screen from a
sprite and a character file, and drive it from the keyboard
- **[Step 4](#step-4-shots-and-collision)** — spawn shots from the actor heap
and collide them by hand
- **[Step 5](#step-5-boot-the-interpreter)** — link the interpreter in, load a
script of definitions, and call one from C
- **[Step 6](#step-6-the-update-hook)** — replace an actor's update hook so its
every frame is a BASIC call
- **[Step 7](#step-7-first-light)** — watch one enemy move under BASIC control,
and read the same numbers from both sides
- **[Step 8](#step-8-screens)** — add the title, game over and victory screens
- **[Step 9](#step-9-run-it-headless)** — run the whole game headless, so CI can
play it every night
Each step compiles and runs. The C fragments quote the finished example; the
file layout there — `main.c` for the harness, `script.c` for the boundary,
`enemies.c` and `player.c` for the actors — is a good one to copy.
---
## Step 1: Open a window
**Goal: a black window with a title, from the canonical startup order.**
libakgl has one startup sequence that works, documented at the top of its
`include/akgl/game.h` and walked through in its own tutorial (libakgl
docs/20-tutorial-sidescroller.md). The order matters twice: the screen
properties are read by the renderer, so they must be set before it exists, and
`akgl_game_init()` does **not** install a physics backend, so the application
must.
```c wrap=galagatypes requires=akgl
static akerr_ErrorContext *startup(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, aksl_strncpy((char *)&akgl_game.name, sizeof(akgl_game.name),
"akbasic galaga tutorial", sizeof(akgl_game.name) - 1));
PASS(errctx, aksl_strncpy((char *)&akgl_game.version, sizeof(akgl_game.version),
"1.0.0", sizeof(akgl_game.version) - 1));
PASS(errctx, aksl_strncpy((char *)&akgl_game.uri, sizeof(akgl_game.uri),
"net.aklabs.akbasic.galaga", sizeof(akgl_game.uri) - 1));
PASS(errctx, akgl_game_init());
PASS(errctx, akgl_set_property("game.screenwidth", "1280"));
PASS(errctx, akgl_set_property("game.screenheight", "960"));
PASS(errctx, akgl_render_2d_init(akgl_renderer));
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderLogicalPresentation(
akgl_renderer->sdl_renderer,
1280,
960,
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE),
AKGL_ERR_SDL,
"%s",
SDL_GetError()
);
akgl_camera->x = 0.0f;
akgl_camera->y = 0.0f;
akgl_camera->w = 1280.0f;
akgl_camera->h = 960.0f;
PASS(errctx, akgl_physics_init_null(akgl_physics));
SUCCEED_RETURN(errctx);
}
```
Three of those lines deserve their reasons.
**The view is 1280x960 because the artwork is ~100 pixels wide.** libakgl draws
a sprite at the sprite's own size — `akgl_Actor.scale` is overwritten every
frame, so there is no way to draw one smaller (libakgl docs/12-actors.md) — and
a ten-column formation of 100-pixel ships needs 1120 pixels plus margins. The
view is sized to the art rather than the art resized to a view.
**`akgl_physics_init_null()` is not optional.** Skip it and the first
`akgl_game_update()` calls through a NULL `simulate` pointer. Null physics
accepts every call and moves nothing, which is exactly right here: whatever
writes `x` and `y` directly is the mover, and in this game that will be BASIC.
**Error handling is the house protocol.** Every function returns
`akerr_ErrorContext *`, `PASS` propagates, `ATTEMPT`/`CATCH`/`CLEANUP` brackets
anything that must unwind. libakgl's docs/04-errors.md teaches it; this chapter
just uses it, with two rules that keep the fragments compiling: **`CATCH` is
only legal inside an `ATTEMPT` block, and `PASS` everywhere else** — swap them
and the compiler objects about a stray `break` — and `main()` alone ends its
block with `FINISH_NORETURN(errctx)` instead of `FINISH`, because `FINISH`
expands a `return` of the context that an `int`-returning function cannot
compile:
```c wrap=galagatypes requires=akgl
static int FAILED = 0;
int main(int argc, char *argv[])
{
PREPARE_ERROR(errctx);
(void)argc; (void)argv;
ATTEMPT {
/* CATCH each stage in order: startup, assets, the script boot,
* the spawns, then the frame loop. */
} CLEANUP {
/* ...teardown, every call wrapped in IGNORE()... */
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "galaga could not run");
/* Set a flag rather than returning: leaving a HANDLE block early
* skips FINISH's release and leaks the context's pool slot. */
FAILED = 1;
} FINISH_NORETURN(errctx);
return FAILED;
}
```
The status codes this game raises are `AKERR_NULLPOINTER`,
`AKERR_VALUE`, `AKERR_KEY`, `AKERR_IO`, `AKERR_OUTOFBOUNDS`, `AKGL_ERR_SDL`
and `AKGL_ERR_HEAP` — there is no code this tutorial invents.
The includes the engine files draw on, so nothing later has to be guessed —
the SDL satellites use their own prefixes (`SDL3_ttf/SDL_ttf.h`, not
`SDL3/SDL_ttf.h`):
```c wrap=galagatypes requires=akgl
#include <stdbool.h>
#include <stdint.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/sprite.h>
#include <akgl/text.h>
#include <akgl/ui.h>
#include <akgl/util.h>
```
The frame loop is the standard bracket, with one addition you will meet in
Step 6 — for now, events in, world drawn, frame out:
```c wrap=galagahost requires=akgl
while ( SDL_PollEvent(&event) == true ) {
CATCH(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
}
CATCH(errctx, akgl_renderer->frame_start(akgl_renderer));
CATCH(errctx, akgl_game_update(NULL));
CATCH(errctx, akgl_renderer->frame_end(akgl_renderer));
```
`akgl_game_update(NULL)` is update-every-actor, step-the-physics,
draw-the-world. It neither clears nor presents; the `frame_start` and
`frame_end` calls own that.
## Step 2: Scatter a starfield
**Goal: a scrolling two-depth starfield, from an array and one draw call.**
No parallax facility exists in libakgl and none is needed. A fixed array of
stars, advanced per frame and drawn with `akgl_draw_point()` between
`frame_start` and `akgl_game_update()`, is the whole feature. Two speed bands
give the depth for free — the slow band reads as far away:
```c wrap=galagatypes requires=akgl
#define GALAGA_STARS 96
static struct
{
float x;
float y;
float speed;
Uint8 bright;
} STARS[GALAGA_STARS];
static akerr_ErrorContext *starfield_draw(float dt)
{
SDL_Color color = { 255, 255, 255, 255 };
int i = 0;
PREPARE_ERROR(errctx);
for ( i = 0; i < GALAGA_STARS; i++ ) {
STARS[i].y += STARS[i].speed * dt;
if ( STARS[i].y > 960.0f ) {
STARS[i].y -= 960.0f;
}
color.r = STARS[i].bright;
color.g = STARS[i].bright;
color.b = STARS[i].bright;
PASS(errctx, akgl_draw_point(akgl_renderer, STARS[i].x, STARS[i].y, color));
}
SUCCEED_RETURN(errctx);
}
```
Seed the array once at startup — even indexes slow and dim (speed 40, bright
110), odd indexes fast and bright (speed 110, bright 220) — and the effect is
done. A point is exactly one pixel (libakgl docs/09-drawing.md).
## Step 3: Put a ship on screen
**Goal: a player actor, drawn from a character file, moving on key input.**
The art is Kenney's Space Shooter pack, CC0, used byte for byte — see
[`examples/galaga/assets/art/PROVENANCE.md`](../examples/galaga/assets/art/PROVENANCE.md)
for what each file is. An actor gets its looks from a **character**, which maps
actor state words to **sprites** (libakgl docs/10 and 12). Both are JSON; load
sprites first, because a character names its sprites and a character loaded
first fails on the first name it cannot find.
These are the names, so the loading lists and every
`akgl_actor_set_character()` call in both chapters agree — each `sprite_*.json`
and `character_*.json` lives in `assets/`:
| Character | Sprite(s) it maps | Worn by |
|---|---|---|
| `galaga_player` | `galaga_player` | the ship |
| `galaga_bee` | `galaga_bee` | bees |
| `galaga_butterfly` | `galaga_butterfly` | butterflies |
| `galaga_boss` | `galaga_boss`, and `galaga_boss_hurt` on state bit 13 | bosses |
| `galaga_playershot` | `galaga_playershot` | the ship's shots |
| `galaga_enemyshot` | `galaga_enemyshot` | enemy shots |
| `galaga_boom` | `galaga_boom` | explosions |
The spawn is four decisions after the two boilerplate calls:
```c wrap=galagagame requires=akgl
static akerr_ErrorContext *galaga_player_spawn(void)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
PASS(errctx, akgl_heap_next_actor(&player));
PASS(errctx, akgl_actor_initialize(player, "player"));
PASS(errctx, akgl_actor_set_character(player, "galaga_player"));
/* AFTER initialize: it resets all seven hooks. */
player->updatefunc = &player_update;
player->movement_controls_face = false;
player->state = AKGL_ACTOR_STATE_ALIVE;
player->visible = true;
player->x = 590.0f;
player->y = 860.0f;
galaga_game.player = player;
SUCCEED_RETURN(errctx);
}
```
Each of the four lines under the comment closes a trap:
- **`updatefunc` after `akgl_actor_initialize()`**, never before — initialize
installs all seven default hooks, and a hook set first is a hook reset.
- **`movement_controls_face = false`.** The default facing logic edits the
state word, a character mapping matches the **whole** word, and an actor
whose state matches no mapping is *silently not drawn*. Nothing here moves by
state bits, so facing stays out of the word entirely.
- **`state = AKGL_ACTOR_STATE_ALIVE`** — the word the character mapping names.
- **`visible = true`.** `akgl_actor_initialize()` does not raise it. In a
tilemap game the map loader copies visibility from map data; there is no map
here, so an actor that skips this line exists, moves, fires and collides —
invisibly. This one line cost this example its first screenshot.
Input goes through a control map: push a control per key with handlers that set
flags, and let the actor's update hook read the flags. A handler receives the
map's target actor and the event, and returns through the error protocol like
everything else — this pair is the whole pattern, repeated per key:
```c wrap=galagagame requires=akgl
static bool MOVELEFT = false;
akerr_ErrorContext *left_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
MOVELEFT = true;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *left_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
MOVELEFT = false;
SUCCEED_RETURN(errctx);
}
```
(The example keeps the flags in its `galaga_Game` struct rather than statics;
either works.) The bindings themselves are pushes onto map 0:
```c wrap=galagagame requires=akgl
static akerr_ErrorContext *galaga_player_controls(void)
{
akgl_Control control;
PREPARE_ERROR(errctx);
memset(&control, 0, sizeof(control));
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.key = SDLK_LEFT;
control.handler_on = &left_on;
control.handler_off = &left_off;
PASS(errctx, akgl_controller_pushmap(0, &control));
control.key = SDLK_RIGHT;
control.handler_on = &right_on;
control.handler_off = &right_off;
PASS(errctx, akgl_controller_pushmap(0, &control));
control.key = SDLK_SPACE;
control.handler_on = &fire_on;
control.handler_off = &fire_off;
PASS(errctx, akgl_controller_pushmap(0, &control));
akgl_controlmaps[0].target = galaga_game.player;
SUCCEED_RETURN(errctx);
}
```
Hand **every** polled event to `akgl_controller_handle_event()` — one that no
control binds is not an error, it is a call that did nothing.
## Step 4: Shots and collision
**Goal: bullets that fly, hit, and give their actor slot back.**
Bullets and collision are C forever — they are engine, not behavior. A shot is
an actor from the same 64-slot heap pool, with its own tiny update hook: move,
test, release.
```c wrap=galagagame requires=akgl
static akerr_ErrorContext *player_shot_update(akgl_Actor *obj)
{
SDL_FRect mine;
SDL_FRect theirs;
bool hit = false;
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
obj->y -= 900.0f * galaga_game.dt;
if ( obj->y < -60.0f ) {
galaga_game.player_shots_live -= 1;
PASS(errctx, akgl_heap_release_actor(obj));
SUCCEED_RETURN(errctx);
}
shot_box(obj, &mine);
for ( i = 0; i < GALAGA_MAX_ENEMIES; i++ ) {
if ( galaga_enemy_actors[i] == NULL ) {
continue;
}
enemy_box(galaga_enemy_actors[i], &theirs);
PASS(errctx, akgl_collide_rectangles(&mine, &theirs, &hit));
if ( !hit ) {
continue;
}
galaga_enemies[i].hp -= 1;
if ( galaga_enemies[i].hp <= 0 ) {
PASS(errctx, kill_enemy(i));
}
galaga_game.player_shots_live -= 1;
PASS(errctx, akgl_heap_release_actor(obj));
SUCCEED_RETURN(errctx);
}
SUCCEED_RETURN(errctx);
}
```
Four conventions worth keeping:
- **`akgl_collide_rectangles()` is the whole collision system.** At most 2
shots x 40 enemies of axis-aligned tests per frame is noise; the full
`akgl_CollisionWorld` machinery earns its keep on tilemaps, not here. The
`shot_box`/`enemy_box` helpers inset each box from the artwork's rectangle,
because the PNGs carry transparent margin that should not kill anybody.
- **Releasing is despawning.** `akgl_heap_release_actor()` unregisters the
actor and stops it drawing; releasing mid-sweep is safe because
`akgl_game_update()` re-reads each slot's refcount as it goes.
- **Names carry a serial** — `pshot17`, not `pshot1` reused — because the actor
registry is keyed by name, and two live actors with one name is a fight.
- **Spawn caps are C-side refusals.** Two player shots, eight enemy shots; the
spawn functions simply decline past the cap.
Give the enemy shots the same shape falling downward, and the ship a sweep over
both — `examples/galaga/player.c` has all three loops.
Explosions are the fourth actor kind, and they carry the one place this game
*absorbs* an error instead of propagating it. `HANDLE` names the status it
forgives; everything else still travels:
```c wrap=galagagame requires=akgl
static float BOOM_TTL[AKGL_MAX_HEAP_ACTOR];
static uint32_t BOOM_SERIAL = 0;
static akerr_ErrorContext *boom_update(akgl_Actor *obj)
{
ptrdiff_t slot = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
slot = obj - akgl_heap_actors;
BOOM_TTL[slot] -= galaga_game.dt;
if ( BOOM_TTL[slot] <= 0.0f ) {
PASS(errctx, akgl_heap_release_actor(obj));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *galaga_boom_spawn(float x, float y)
{
akgl_Actor *boom = NULL;
char name[32];
int count = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_actor(&boom));
BOOM_SERIAL += 1;
CATCH(errctx, aksl_snprintf(&count, name, sizeof(name), "boom%u", BOOM_SERIAL));
CATCH(errctx, akgl_actor_initialize(boom, name));
CATCH(errctx, akgl_actor_set_character(boom, "galaga_boom"));
boom->updatefunc = &boom_update;
boom->movement_controls_face = false;
boom->state = AKGL_ACTOR_STATE_ALIVE;
boom->visible = true;
boom->x = x;
boom->y = y;
BOOM_TTL[boom - akgl_heap_actors] = 0.25f;
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKGL_ERR_HEAP) {
/* Explosions are decoration. When the heap is momentarily full the
* right outcome is no explosion, not a dead frame. */
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
```
## Step 5: Boot the interpreter
**Goal: the engine calls a BASIC function and prints its answer.**
Everything so far was libakgl. Now link the interpreter into the same
executable. The whole CMake recipe, inside an akbasic checkout with
`AKBASIC_WITH_AKGL=ON`:
```cmake
add_executable(mygalaga
main.c
script.c
enemies.c
player.c)
target_compile_options(mygalaga PRIVATE -Wall -Wextra)
target_compile_definitions(mygalaga PRIVATE
GALAGA_ASSET_DIR="${CMAKE_CURRENT_SOURCE_DIR}/assets"
GALAGA_SCRIPT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/galaga.bas"
GALAGA_FONT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/fonts/C64_Pro_Mono-STYLE.ttf")
target_link_libraries(mygalaga PRIVATE akbasic akgl
SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image)
```
The three baked-in paths are what let the program launch from any working
directory; `--assets` and `--script` flags can override them at runtime.
Link `akbasic` — the interpreter only. Not `akbasic_akgl` (the device backends
that let a script draw), and not `akbasic_frontend` (the standalone program's
host). This game lends the script **no devices at all**: the scripts compute,
the engine draws, and a script that tries `SPRITE` is refused by name. That
refusal is enforced by the interpreter, not by convention —
[Chapter 10](10-embedding.md) explains the device-lending model this game
declines to use.
The boot is the embedding host from Chapter 10, adapted to a script that only
defines. Keep every line that touches the interpreter in one file — the
example's `script.c` — so the boundary stays a place rather than a habit. That
file's interpreter-facing includes and statics, exactly:
```c wrap=galagatypes requires=akgl
#include <akbasic/environment.h>
#include <akbasic/error.h>
#include <akbasic/host.h>
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
/* 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;
static char SOURCE[16384];
```
The boot itself:
```c wrap=galagacalls requires=akgl
CATCH(errctx, akbasic_error_register());
CATCH(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
CATCH(errctx, akbasic_runtime_init(&SCRIPT, &SINK));
CATCH(errctx, akbasic_runtime_load(&SCRIPT, SOURCE));
CATCH(errctx, akbasic_runtime_start(&SCRIPT, AKBASIC_MODE_RUN));
CATCH(errctx, akbasic_runtime_run(&SCRIPT, 4 * AKBASIC_MAX_SOURCE_LINES));
CATCH(errctx, akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN));
```
Two of those lines are the ones a first embedding gets wrong.
**A "no top level code" script still has to run once.** The script is nothing
but `DEF` blocks and a final `END`, and executing the `DEF` statements is what
files the functions. The run is bounded — a script that is all definitions has
no business taking more than a few steps per line, and an accidental loop at
boot should be a diagnosis, not a hang.
**The `set_mode` after the run is load-bearing.** The program has now ended and
the runtime sits in QUIT mode, where a multi-line `DEF` called from the host
returns a silent zero. Forcing the mode back to RUN makes the bodies run, and it
stays put because nothing here ever steps the runtime again. Issue #8 tracks
making this workaround unnecessary.
`PRINT` inside the script goes through the stdio sink and lands on stdout —
that is the script's debug channel for the rest of both chapters.
Prove the wiring with one function. Put this in the script:
```basic
DEF ADDEM(A#, B#) = A# + B#
END
```
And call it from C, with values you already have:
```c wrap=galagacalls requires=akgl
memset(&args[0], 0, sizeof(args[0]));
memset(&args[1], 0, sizeof(args[1]));
args[0].valuetype = AKBASIC_TYPE_INTEGER;
args[0].intval = 17;
args[1].valuetype = AKBASIC_TYPE_INTEGER;
args[1].intval = 25;
argp[0] = &args[0];
argp[1] = &args[1];
CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, "ADDEM", argp, 2, &result));
printf("ADDEM(17, 25) = %lld\n", (long long)result->intval);
```
```text
ADDEM(17, 25) = 42
```
`akbasic_runtime_call_function()` is the host's entry point: a name and
already-evaluated values in, the function's result out. The engine refuses to
start when the script will not boot — a game whose enemies cannot think is not
a game missing a feature, it is a game that does not run.
## Step 6: The update hook
**Goal: one actor whose every frame is a BASIC call.**
`akgl_game_update()` calls each live actor's `updatefunc` exactly once per
frame. Replacing that pointer is the whole integration: the actor's frame *is*
a script call.
```c wrap=galagagame requires=akgl
static akerr_ErrorContext *enemy_update(akgl_Actor *obj)
{
galaga_Enemy *enemy = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
enemy = (galaga_Enemy *)obj->actorData;
FAIL_ZERO_RETURN(errctx, enemy, AKERR_NULLPOINTER, "an enemy actor with no galaga_Enemy attached");
enemy->rnd = galaga_random();
PASS(errctx, galaga_script_update_enemy(enemy, obj, galaga_game.dt));
if ( enemy->fire != 0 ) {
PASS(errctx, enemy_fire(enemy, obj));
}
SUCCEED_RETURN(errctx);
}
```
The hook's body is a protocol, and `galaga_script_update_enemy()` is its
middle: **rebind, call, recover, reset.**
```c wrap=galagacalls requires=akgl
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", enemy));
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "ACTOR@", actor));
memset(&dtval, 0, sizeof(dtval));
dtval.valuetype = AKBASIC_TYPE_FLOAT;
dtval.floatval = (double)dt;
argp[0] = &dtval;
CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, "UPDATEBEE", argp, 1, &result));
CATCH(errctx, akbasic_environment_zero(SCRIPT.environment));
```
`SELF@` and `ACTOR@` are **host bindings** — the enemy's record and the
engine's live actor, shared with the script as structures it can read and
write directly. [Chapter 21](21-tutorial-galaga-enemies.md) builds them; for
this chapter, know that `akbasic_host_rebind()` points an existing binding at
a different instance, which is how forty enemies share one script: one name,
rebound per enemy, rather than forty names.
**The `akbasic_environment_zero()` after every call is load-bearing.** Each
call parks its 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 line the scratch drains in under two frames of a 40-enemy wave and
every later call fails with `Maximum values per line reached`. Chapter 10's
["Calling a function every frame"](10-embedding.md#calling-a-function-every-frame)
section is the rule's home.
## Step 7: First light
**Goal: a C actor moving under BASIC control, and proof it is one memory.**
Before any real AI, the smallest demonstration. One enemy, one function, a sine
drift written entirely in BASIC through the actor binding:
```basic
DEF UPDATEBEE(DT%)
SELF@.T% = SELF@.T% + DT%
ACTOR@.X% = 590.0 + SIN(SELF@.T%) * 200
ACTOR@.Y% = 300.0
PRINT "BASIC SEES X = " + ACTOR@.X%
RETURN 0
END
```
Spawn one enemy with the hook from Step 6, and have the engine print the same
actor's position each frame from C:
```c wrap=galagahost requires=akgl
SDL_Log("C SEES X = %f", galaga_enemy_actors[0]->x);
```
```text
BASIC SEES X = 593.191094
INFO: C SEES X = 593.191094
BASIC SEES X = 596.378593
INFO: C SEES X = 596.378593
```
Same numbers, one memory. The script wrote `ACTOR@.X%`; the renderer read
`akgl_Actor.x`; nothing copied anything anywhere. The ship swings in a slow
arc, and the whole architecture is visible in that one motion: C owns the
frame, BASIC owns the decision, and the actor is the same bytes to both.
## Step 8: Screens
**Goal: title, playing, game over, victory — a state machine around the loop.**
The screens are libakgl's UI layer, in the three-state pattern of its uidemo
example (libakgl docs/22-ui.md). A `galaga_Screen` enum, one `declare_*()`
function per screen, and the UI bracket between `akgl_game_update()` and
`frame_end` — exactly where the frame contract puts it:
```c wrap=galagahost requires=akgl
CATCH(errctx, akgl_ui_frame_begin());
switch ( galaga_game.screen ) {
case GALAGA_SCREEN_TITLE:
CATCH(errctx, declare_title());
break;
case GALAGA_SCREEN_PLAY:
CATCH(errctx, declare_play());
break;
case GALAGA_SCREEN_GAMEOVER:
case GALAGA_SCREEN_VICTORY:
CATCH(errctx, declare_end());
break;
}
CATCH(errctx, akgl_ui_frame_end(akgl_renderer));
```
The playing screen is two `akgl_ui_label()` calls — a widget call per label,
not a struct — formatted into `static` buffers, because the UI borrows label
text until `frame_end` and a local buffer would be dangling by the time it
draws:
```c wrap=galagagame requires=akgl
static char HUD_SCORE[64];
static char HUD_LIVES[64];
static akerr_ErrorContext *declare_play(void)
{
int count = 0;
PREPARE_ERROR(errctx);
PASS(errctx, aksl_snprintf(&count, HUD_SCORE, sizeof(HUD_SCORE),
"SCORE %06d", galaga_game.score));
PASS(errctx, aksl_snprintf(&count, HUD_LIVES, sizeof(HUD_LIVES),
"LIVES %d WAVE %d", galaga_game.lives, galaga_shared.wave));
PASS(errctx, akgl_ui_label("score", HUD_SCORE, AKGL_UI_ANCHOR_TOP_LEFT, NULL));
PASS(errctx, akgl_ui_label("lives", HUD_LIVES, AKGL_UI_ANCHOR_TOP_RIGHT, NULL));
SUCCEED_RETURN(errctx);
}
```
The title and end screens are an `akgl_ui_menu()` at the center, fed an
`akgl_UiMenu` that lives in a `static` for the same borrowing reason. The
struct is an id, the item strings, a count, the selected index, the
`activated` output flag, and a style (`NULL` for the default):
```c wrap=galagatypes requires=akgl
static akgl_UiMenu TITLE_MENU = {
"titlemenu", { "START", "QUIT" }, 2, 0, false, NULL
};
static akerr_ErrorContext *declare_title(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, akgl_ui_menu(&TITLE_MENU));
SUCCEED_RETURN(errctx);
}
```
Route events to the menu with
`akgl_ui_menu_handle_event(&TITLE_MENU, event, &consumed)` — the menu for
whichever screen is up, a `bool` out-parameter reporting whether the event was
taken. Up and down move `selected`, return sets `activated`.
The big **GALAGA** headline is direct text rather than a label:
```c wrap=galagagame requires=akgl
static akerr_ErrorContext *draw_banner(char *text)
{
SDL_Color ink = { 235, 235, 235, 255 };
TTF_Font *font = NULL;
int w = 0;
int h = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "text");
font = SDL_GetPointerProperty(AKGL_REGISTRY_FONT, "banner", NULL);
FAIL_ZERO_RETURN(errctx, font, AKERR_KEY, "the banner font is not loaded");
PASS(errctx, akgl_text_measure(font, text, &w, &h));
PASS(errctx, akgl_text_rendertextat(font, text, ink, 0, (1280 - w) / 2, 280));
SUCCEED_RETURN(errctx);
}
```
The menu owns `AKGL_UI_ANCHOR_CENTER`, a label anchored there disappears
behind it, and there is no top-center anchor — so the headline measures itself
and draws at a coordinate, before the UI bracket so the menu still paints over
it if the two ever meet.
![The title screen: the banner, the menu, the starfield](images/galaga-title.png)
Screen transitions are three rules read after the world updates: lives spent is
GAME OVER, an empty wave is VICTORY, and a menu activation either restarts or
quits. The menu never clears its own `activated` flag — the state machine that
acts on it does.
## Step 9: Run it headless
**Goal: the same game, playable by a script, in CI every night.**
The example takes five flags, in the pattern of libakgl's sidescroller:
```sh norun
$ SDL_VIDEODRIVER=dummy SDL_AUDIODRIVER=dummy SDL_RENDER_DRIVER=software \
./build-akgl/akbasic_example_galaga --frames 600 --autoplay
```
`--frames N` bounds the run; `--autoplay` is a scripted pilot that starts the
game, sweeps the floor and holds fire until the wave assembles; `--screenshot
PATH --screenshot-frame N` write a PNG from the render target — the figures in
this chapter are that flag's output, not pictures somebody took once. Synthetic
input goes through `akgl_controller_handle_event()` with constructed
`SDL_Event`s, never by calling the handlers directly — the point of autoplay is
to exercise the same path a keyboard does.
The last line of every run is the evidence:
```text
galaga: 600 frames, screen 1, score 1910, alive 9, kills bee 19 bfly 12 boss 0, shots bee 0 bfly 3 boss 0, script errors 0
```
Exiting 0 is not proof the wave flew. The readout is: kills and shots counted
per kind say the enemies entered, thought and fired, and **`script errors 0`**
says every one of the ~24,000 BASIC calls in those ten seconds came back clean.
A wave of dumb enemies still exits 0, and that count is how you notice. The
CTest entry `example_galaga` runs exactly this under the dummy SDL drivers,
which is what keeps both chapters honest.
---
That is the engine: a window, a starfield, a ship, bullets, screens, and an
interpreter that answers when called. Everything on screen so far is C. What
turns it into a GALAGA is [Chapter 21](21-tutorial-galaga-enemies.md) — the
three shared structures, the script that thinks through them, and a full wave
entering, breathing, diving and firing without another line of engine code.

View File

@@ -0,0 +1,596 @@
# 21. Tutorial: GALAGA — the structures and the AI
[Chapter 20](20-tutorial-galaga.md) built a C engine that boots the interpreter
and hands one actor to BASIC. This chapter builds everything that crosses the
boundary — the three shared structures — and then the script that thinks
through them: a full wave that enters, forms up, breathes, dives, fires and
dies, without another line of engine code.
![The wave assembling: bosses, butterflies and bees under BASIC control](images/galaga-wave.png)
The finished script is
[`examples/galaga/galaga.bas`](../examples/galaga/galaga.bas) — six `DEF`
functions and an `END`, nothing else. Editing it and re-running the game is the
whole development loop; the engine never rebuilds.
## What you will do
- **[Step 1](#step-1-declare-the-enemy-once-in-c)** — declare the enemy record
once, in C, and register it as a BASIC type
- **[Step 2](#step-2-bind-the-engines-own-actor)** — bind the engine's own
actor as the second type, which is the point of the whole exercise
- **[Step 3](#step-3-share-the-frame-and-the-dice)** — share the frame state,
and hand the script dice the engine controls
- **[Step 4](#step-4-why-bindings-and-not-arguments)** — see why the structures
are bindings rather than function arguments
- **[Step 5](#step-5-the-shape-of-the-script)** — learn the three language
rules that shape every enemy function
- **[Step 6](#step-6-the-shared-maneuvers)** — write the shared maneuvers:
glide home, dive, decide to fire
- **[Step 7](#step-7-the-three-kinds)** — write the bee, the butterfly and the
boss
- **[Step 8](#step-8-the-formation-c-or-basic)** — decide who owns the
formation, and lay it out
- **[Step 9](#step-9-when-a-script-dies)** — decide what a script error does to
the game, and make it do that
- **[Step 10](#step-10-prove-it)** — prove the boundary with a test that links
the real files
- **[Step 11](#step-11-the-cost-measured)** — measure what thinking in BASIC
costs, against the same logic in C
---
## Step 1: Declare the enemy once, in C
**Goal: one struct that both languages read and write, with one source of truth.**
An enemy is what the state machine needs to remember between frames, plus one
inbox and one outbox:
```c wrap=galagatypes requires=akgl
#define GALAGA_ENEMY_BEE 0
#define GALAGA_ENEMY_BUTTERFLY 1
#define GALAGA_ENEMY_BOSS 2
/*
* galaga_Enemy.state bits. The script owns these transitions; the engine only
* writes the word at spawn.
*
* 8 0
* 0 0 0 0 0 1 1 1
* | | `-- ENTERING: flying its entry path toward the formation slot
* | `---- FORMATION: holding (and breathing around) homex/homey
* `------ DIVING: attacking, off the grid until it leaves the screen
*/
#define GALAGA_ES_ENTERING (1 << 0)
#define GALAGA_ES_FORMATION (1 << 1)
#define GALAGA_ES_DIVING (1 << 2)
typedef struct galaga_Enemy
{
int32_t kind; /* GALAGA_ENEMY_BEE / BUTTERFLY / BOSS */
int32_t state; /* GALAGA_ES_* bit flags */
float homex; /* formation slot, in map pixels */
float homey;
float t; /* parametric clock for the current maneuver */
int32_t hp;
int32_t fire; /* outbox: script sets 1, engine consumes */
float rnd; /* inbox: fresh 0..1 each call; ROLL% in BASIC */
} galaga_Enemy;
```
The C struct *is* the BASIC type. `akbasic_host_register_type()` takes a table
of field descriptors — the BASIC name with its suffix, the C representation,
and where the member sits — and after that the language's own machinery works
across the boundary with no second set of rules
([Chapter 16](16-structures.md)):
```c wrap=galagatypes requires=akgl
typedef struct galaga_Enemy
{
int32_t kind;
int32_t state;
float homex;
float homey;
float t;
int32_t hp;
int32_t fire;
float rnd;
} galaga_Enemy;
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 ),
AKBASIC_HOST_FIELD( galaga_Enemy, rnd, "ROLL%", AKBASIC_HOSTFIELD_FLOAT )
};
static const akbasic_HostType ENEMY_TYPE = {
"ENEMY", sizeof(galaga_Enemy), ENEMY_FIELDS, 8
};
```
Three decisions are load-bearing here:
- **`AKBASIC_HOST_FIELD` takes the offset and the width from the member
itself**, via `offsetof` — so the two sides cannot drift. Writing them out by
hand is two chances to name the wrong member and no way to notice.
- **The script never declares a `TYPE`.** A host type and a script `TYPE` share
one namespace, and a script that tries to redeclare `ENEMY` is refused. The
"structure definitions" half of the boundary lives here, once.
- **The suffixes are the dialect's**: `#` is integer, `%` is float
([Chapter 3](03-the-language.md)). `HOMEX%` because a formation slot is a
pixel coordinate the glide arithmetic must not truncate.
The limits that shape the struct: a type may carry 16 fields and the runtime 16
types ([Chapter 16](16-structures.md)). `ENEMY` spends 8 fields; the game
spends 3 types.
## Step 2: Bind the engine's own actor
**Goal: the script writes the same bytes the renderer reads.**
The enemy record is the game's own invention. The second type is not — it is
libakgl's `akgl_Actor`, registered field-for-field over the engine's real
struct:
```c wrap=galagatypes requires=akgl
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
};
```
This is the demonstrative point of the whole exercise. When the script writes
`ACTOR@.X%`, it writes `akgl_Actor.x` — the same memory the renderer reads on
the same frame. There is no copy going in, no copy coming out, and no code
between the script's decision and the engine's pixel. Null physics
(Chapter 20, Step 1) is what makes that safe: nothing else is trying to move
the actor.
Registration and the first binding happen at boot, before the script loads —
between `akbasic_runtime_init()` and `akbasic_runtime_load()` in Chapter 20's
boot sequence. A binding is **borrowed, never copied**, so the placeholders it
points at must be static storage:
```c wrap=galagacalls requires=akgl
CATCH(errctx, akbasic_host_register_type(&SCRIPT, &ENEMY_TYPE));
CATCH(errctx, akbasic_host_register_type(&SCRIPT, &ACTOR_TYPE));
CATCH(errctx, akbasic_host_register_type(&SCRIPT, &GAME_TYPE));
CATCH(errctx, akbasic_host_bind(&SCRIPT, "SELF@", "ENEMY", &SCRATCH_ENEMY));
CATCH(errctx, akbasic_host_bind(&SCRIPT, "ACTOR@", "ACTOR", &SCRATCH_ACTOR));
CATCH(errctx, akbasic_host_bind(&SCRIPT, "GAME@", "GAME", &galaga_shared));
```
`akbasic_host_bind()` takes the script name, the registered type's name, and
the instance; after that, `SELF@` and `ACTOR@` are only ever *re*bound.
The per-frame call binds both names to *this* enemy before dispatching — one
binding per name, pointed at forty enemies in turn, which is what
`akbasic_host_rebind()` is for:
```c wrap=galagacalls requires=akgl
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", enemy));
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "ACTOR@", actor));
```
## Step 3: Share the frame, and the dice
**Goal: everything a diving enemy needs to know about the world, in one record.**
```c wrap=galagatypes requires=akgl
typedef struct galaga_Shared
{
float playerx; /* the player actor's position, this frame */
float playery;
int32_t wave;
float rnd; /* fresh 0..1 each frame; ROLL% to the script */
} galaga_Shared;
```
`GAME@` is bound once at boot to this one global instance and never rebound;
the engine refreshes it at the top of every frame. The boss reads
`GAME@.PLAYERX%` to lead its dive; the fire decision reads it to know whether
anything is worth shooting at.
The `rnd` fields — one here per frame, one on each enemy per call — carry the
engine's PRNG into the script: write `SELF@.ROLL% < DT% * 1.5` and an enemy's
trigger finger is a dice roll.
The dialect does now have a native `RND` function — issue #16 closed, and
[Chapter 12](12-function-reference.md) documents it — so this is no longer the
*only* route; Chapter 17's breakout hand-rolls a linear congruential generator
in BASIC as a third. The engine keeps filling the field here on purpose,
because it buys something `RND` cannot: the numbers come from the example's own
PRNG rather than libc's, so a headless run is the same game on every machine,
which is what makes `example_galaga` a test and not just a demo.
**The BASIC name is `ROLL%`, not `RND%`.** A host field is a bare word and
shares a namespace with every verb and function, so once `RND` became a
function name a field could no longer be called that — the scanner refuses it
with *"Reserved word in variable name"*. The C member stays `rnd`; only the
name the script sees had to move. [Chapter 16](16-structures.md) has the same
rule for `TYPE` declarations.
## Step 4: Why bindings, and not arguments
**Goal: know why `SELF@` is a bound global rather than a parameter.**
The language can pass structures to functions — by value with `E@ AS ENEMY`,
by reference with `E@ AS PTR TO ENEMY` ([Chapter 16](16-structures.md)) — and
a host can construct those argument values, so the obvious alternative
interface is honest functions:
```basic norun
DEF UPDATEBEE(E@ AS PTR TO ENEMY, A@ AS PTR TO ACTOR, G@ AS PTR TO GAME, DT%)
```
It was measured before this chapter chose. Pointer arguments work — writes
through `E@->X%` land in the host struct, the type check refuses a wrong type,
by-value copies exactly as documented. What rules them out is the pool math:
| | bound globals | pointer arguments |
|---|---|---|
| value-pool slots per call | 0 | 1 per structure parameter, never returned |
| calls before exhaustion | unbounded | 1,015 measured (2,048-slot pool, 2 pointer args) |
| at 40 enemies per frame | unbounded | 25 frames |
| per-call cost | 148 us | 251 us |
A `@`-suffixed name always takes value-pool storage, and that pool never
reclaims — a documented property of structures, because a pointer may outlive
the scope that `DIM`med it. A *parameter* is a local that dies with the call,
but it pays the storage price of a `DIM` that must survive one; the pool
drains, and the wave stops thinking mid-flight. Issue #36 tracks it, with the
reduction for whoever fixes it. Until then: **bind and rebind for per-frame
host calls; pass structures only to functions called a bounded number of
times.**
## Step 5: The shape of the script
**Goal: the three rules every enemy function is written under.**
`galaga.bas` is definitions and an `END` — no top-level code, no line numbers,
no `LABEL`s. Three rules of the dialect shape every body in it.
**Rule 1: the left operand decides integer or float arithmetic**
([Chapter 3](03-the-language.md)). This will bite every enemy script exactly
once, so meet it now. The natural spelling of "move by speed times dt" moves
nothing:
```basic norun
ACTOR@.Y% = ACTOR@.Y% + 260 * DT%
```
`260` is an integer, it is on the left of `*`, so `DT%` — a float around
0.016 — is converted to integer **zero** before the multiply. Nothing fails;
the enemy simply does not move. The working spelling puts the float first:
```basic norun
ACTOR@.Y% = ACTOR@.Y% + SPD% * DT%
SPD% = SELF@.T% * 150 + 260
```
Every expression in the finished script is written float-first. When an enemy
of yours will not move, this is the first thing to check.
**Rule 2: only the last `RETURN` may start a line.** A multi-line `DEF` body
runs until `RETURN` — and the *definition* is scanned the same way, ending at
the first line that begins with one. An early return therefore always rides an
`IF ... THEN RETURN 0` on one line, and exactly one line-leading `RETURN` ends
each function. The stagger guard at the top of every update function is the
idiom:
```basic norun
DEF UPDATEBEE(DT%)
SELF@.T% = SELF@.T% + DT%
IF SELF@.T% < 0 THEN RETURN 0
```
**Rule 3: the budgets are small and named.** Eight function slots exist
(`AKBASIC_MAX_FUNCTIONS`), each a measured 36 KiB of the runtime's 2.40 MiB.
This game defines six: three update functions, two shared maneuvers, one fire
decision. Nesting draws from the twelve-slot environment pool exactly as
`GOSUB` does; the deepest chain here is three (update → maneuver → nothing).
If a design needs a ninth function, raising the limit is one `#define` and
+36 KiB per slot — weighed, not assumed.
## Step 6: The shared maneuvers
**Goal: three helpers that make the three kinds one page each.**
Ease toward the formation slot, with a little entry swirl. Answers 1 once the
slot is reached — the caller flips the state on that answer:
```basic
DEF GLIDEHOME(DT%)
DX% = SELF@.HOMEX% - ACTOR@.X%
DY% = SELF@.HOMEY% - ACTOR@.Y%
K% = DT% * 4.5
IF K% > 1 THEN K% = 1
ACTOR@.X% = ACTOR@.X% + DX% * K% + SIN(SELF@.T% * 6) * 90 * DT%
ACTOR@.Y% = ACTOR@.Y% + DY% * K%
IF ABS(DX%) < 3 AND ABS(DY%) < 3 THEN RETURN 1
RETURN 0
END
```
One frame of a dive: accelerate downward, weave, lean toward the player's
column, and glide back in from the top after falling out the bottom. The
weave and the lean are parameters, which is what makes three kinds out of one
maneuver:
```basic
DEF DIVESTEP(DT%, WEAVE%, LEAD%)
SPD% = SELF@.T% * 150 + 260
ACTOR@.Y% = ACTOR@.Y% + SPD% * DT%
ACTOR@.X% = ACTOR@.X% + SIN(SELF@.T% * 4) * WEAVE% * DT%
DX% = GAME@.PLAYERX% - ACTOR@.X%
IF DX% > 220 THEN DX% = 220
IF DX% < -220 THEN DX% = -220
ACTOR@.X% = ACTOR@.X% + DX% * LEAD% * DT%
IF ACTOR@.Y% > 1040 THEN BEGIN
ACTOR@.Y% = 0.0 - 90
SELF@.STATE# = 1
SELF@.T% = 0
BEND
RETURN 0
END
```
Note the off-screen exit: state back to `1` (ENTERING), clock to zero, and the
glide brings it home — a dive that misses rejoins the formation, which is the
classic loop. `0.0 - 90` rather than `0 - 90` is Rule 1 again: the float goes
first even to make a negative.
The fire decision raises the flag when diving roughly above the player. The
engine consumes `FIRE#` and does the spawning — the script only wishes,
because spawning takes an actor from a bounded pool and pool exhaustion must
be a C-side refusal with the house error context, not a script mystery:
```basic
DEF DECIDEFIRE(DT%)
DX% = GAME@.PLAYERX% - ACTOR@.X%
IF ABS(DX%) > 140 THEN RETURN 0
IF ACTOR@.Y% > GAME@.PLAYERY% THEN RETURN 0
IF SELF@.ROLL% < DT% * 1.5 THEN SELF@.FIRE# = 1
RETURN 0
END
```
## Step 7: The three kinds
**Goal: bee, butterfly, boss — one state machine, three characters.**
Every kind is the same three-state machine, dispatched by the bits of
`SELF@.STATE#`. The bee is the reference implementation:
```basic
DEF GLIDEHOME(DT%)
ACTOR@.X% = SELF@.HOMEX%
ACTOR@.Y% = SELF@.HOMEY%
RETURN 1
DEF DIVESTEP(DT%, WEAVE%, LEAD%)
RETURN 0
DEF DECIDEFIRE(DT%)
RETURN 0
DEF UPDATEBEE(DT%)
SELF@.T% = SELF@.T% + DT%
IF SELF@.T% < 0 THEN RETURN 0
S# = SELF@.STATE#
IF (S# AND 1) > 0 THEN BEGIN
R# = GLIDEHOME(DT%)
IF R# = 1 THEN SELF@.STATE# = 2 : SELF@.T% = 0
BEND
IF (S# AND 2) > 0 THEN BEGIN
ACTOR@.X% = SELF@.HOMEX% + SIN(SELF@.T% * 1.7) * 16
ACTOR@.Y% = SELF@.HOMEY%
IF SELF@.ROLL% < DT% * 0.04 THEN SELF@.STATE# = 4 : SELF@.T% = 0
BEND
IF (S# AND 4) > 0 THEN BEGIN
R# = DIVESTEP(DT%, 130, 0.2)
R# = DECIDEFIRE(DT%)
BEND
RETURN 0
END
```
(The three helpers above are stubs so this listing runs alone; the real ones
are Step 6's. The listing in `galaga.bas` is this function verbatim.)
The shape to notice: `S#` is read **once**, so a state flipped this frame does
not also run its new state's block this frame — transitions are frame-atomic.
Each block is one `IF ... BEGIN`/`BEND`, never nested. The formation block
computes position *relative to home* every frame — `HOMEX% + SIN(...)` — so
the grid's idle breathing belongs to the script even though C placed the grid.
The butterfly is the bee with a wide lateral weave — `DIVESTEP(DT%, 260, 0.1)`
— and a slightly itchier trigger. The boss differs three ways: two hit points
(C fills `HP#` at spawn), a dive that leads the player —
`DIVESTEP(DT%, 60, 0.9)` — and one line that crosses the boundary in the other
direction:
```basic norun
IF SELF@.HP# = 1 THEN ACTOR@.STATE# = ACTOR@.STATE# OR 8192
```
8192 is `AKGL_ACTOR_STATE_UNDEFINED_13`, one of the actor state bits libakgl
reserves for the game. The boss's character file maps the state word
`ALIVE` to the green sprite and `ALIVE`+bit-13 to the drained one — so when
the script raises the bit, the engine's own character machinery swaps the
sprite. BASIC decides *that* the boss looks hurt; C never hears about it.
## Step 8: The formation: C or BASIC?
**Goal: decide who owns the grid, from the trade-offs rather than taste.**
Both can lay out the formation. The choice is argued, not asserted:
| | C lays out the grid | BASIC lays out the grid |
|---|---|---|
| actor pool safety | refusal at spawn, house error path | script can ask for more than 64 exist |
| tuning without rebuild | no | yes |
| call budget | zero calls | one call per spawn |
| who knows the screen size | the engine owns it anyway | needs it exported through `GAME@` |
**Decision: C owns the grid, the wave table and the spawn timing; BASIC owns
everything an enemy does after it exists.** The slot arrives in
`SELF@.HOMEX%`/`HOMEY%`, so the breathing stays the script's (Step 7), and the
pool stays behind a C-side refusal. The wave is the aligned table house style
already prescribes for tabular data — one row per formation row:
```c wrap=galagagame requires=akgl
static const struct
{
int32_t kind; /* GALAGA_ENEMY_* */
int row; /* formation row */
int first; /* first column filled */
int count; /* columns filled */
int32_t hp;
}
WAVE_ROWS[] = {
/* kind row first count hp */
{ GALAGA_ENEMY_BOSS, 0, 3, 4, 2 },
{ GALAGA_ENEMY_BUTTERFLY, 1, 1, 8, 1 },
{ GALAGA_ENEMY_BUTTERFLY, 2, 1, 8, 1 },
{ GALAGA_ENEMY_BEE, 3, 0, 10, 1 },
{ GALAGA_ENEMY_BEE, 4, 0, 10, 1 }
};
```
Forty enemies: 4 bosses, 16 butterflies, 20 bees. The actor heap holds 64:
```text
player 1
player shots 2 /* the classic two-on-screen rule */
enemies 40 /* 20 bees, 16 butterflies, 4 bosses */
enemy shots 8
explosions 8 /* short-lived actors, released on a timer */
---
59 of 64
```
The spawn walks the table, fills each `galaga_Enemy`, and staggers the entry
clocks — `t = -0.08 * index`, so each enemy holds still until its own clock
crosses zero and the wave pours in as a stream rather than a wall. The full
loop is `examples/galaga/enemies.c`.
## Step 9: When a script dies
**Goal: a script error costs one enemy's wits, never the frame.**
A BASIC-level error in an enemy's function — a misspelled field, arithmetic on
the wrong type — reports through the sink and stops the script. The engine's
policy, implemented around the call in `script.c`:
- **The enemy goes dumb**: state cleared to a formation hold it will never
leave, outbox cleared. The other thirty-nine keep thinking.
- **The runtime is revived**: a run's first error latches, and while it stands
every later call answers a stale value after doing nothing. Revival is two
calls — `akbasic_runtime_clear_error()`, then the same
`akbasic_runtime_set_mode(RUN)` the boot needed (issue #8's mechanics).
- **The first failure is logged, the rest are counted.** Sixty a second of the
same message is how a log stops being read; the count lands in the closing
readout as `script errors N`, where a headless run cannot miss it.
The same detection runs at boot: every function in the dispatch table is
called once against a zeroed scratch enemy, so a script that cannot run fails
at startup with the function's name in the message — not on frame one of the
first wave.
## Step 10: Prove it
**Goal: a test that fails the moment the two sides disagree.**
`examples/galaga/interop_test.c` links the real `script.c` and loads the real
`galaga.bas` — not copies — and pins the four claims this chapter made:
```text
ok: a formation bee's sway is written into akgl_Actor.x/y by the script
ok: a diving bee above the player raises FIRE# for the engine to consume
ok: a boss at one hit point raises actor state bit 13 from BASIC
ok: 24000 calls survive the per-call akbasic_environment_zero() regime
```
That last claim is the per-frame contract from Chapter 20 Step 6 under a full
game's load — forty enemies at sixty frames a second for ten seconds. CTest
runs it as `example_galaga_interop` beside the headless game itself.
And because the script is data, the proof extends to scripts nobody planned:
run the game with `--script` pointing at a variant — enemies that never dive,
enemies that always dive — and the engine neither knows nor cares. That
swap-a-brain-without-rebuilding property is what the two chapters were about;
the readout tells you how each brain did:
```text
galaga: 3000 frames, screen 2, score 2350, alive 0, kills bee 20 bfly 15 boss 1, shots bee 1 bfly 1 boss 1, script errors 0
```
## Step 11: The cost, measured
**Goal: the real price of the boundary, in numbers, next to the same logic in C.**
The interop test binary ends with a benchmark: 24,000 formation-hold updates —
forty enemies at sixty frames a second for ten seconds — once through
`galaga_script_update_enemy()` and once through a line-for-line C translation
of `UPDATEBEE` with its helpers inlined. Same guard, same branches, same
arithmetic; the difference is the interpreter. On this repository's build
machine (a two-core VM, the interpreter built `-O2`):
```text
benchmark: 24000 formation-hold updates, dt 0.016
BASIC through the boundary: 21.147 s 881.11 us/call 35.245 ms per 40-enemy frame
the same logic in C: 0.000 s 0.01 us/call 0.001 ms per 40-enemy frame
ratio: 61022x
```
The facts, without decoration:
- **A BASIC-driven update costs about four orders of magnitude more than the
same logic compiled.** The C translation of the whole state machine costs
tens of *nano*seconds; the scripted call costs high hundreds of
*micro*seconds.
- **The cost is per line executed, not per call.** The interpreter scans and
parses each body line from source text on every call; a 3-line body measured
~148 us on this class of machine, and this ~15-line body measures ~881 us.
Body length is the knob.
- **At this cost, forty thinking enemies spend ~35 ms per frame on this
hardware** — more than two 60 Hz frames. The shipped example visibly runs
below 60 fps on this machine while the whole wave is alive, and exactly at
its frame pace once the wave thins. A faster machine moves the numbers, not
the shape.
This is the measured version of decisions the chapters already made on
architectural grounds. Bullets, collision and the starfield are C
([Chapter 20](20-tutorial-galaga.md), Steps 2 and 4) — at two shots and forty
tests a frame, scripting them would multiply the call count for things that
decide nothing. The fire decision is one flag rather than a per-bullet
callback (Step 6): the script's call budget is bounded by the enemy count and
nothing else. C owns the formation and the spawn timing (Step 8), so zero
calls happen for enemies that do not exist yet. And the 36 KiB function slots
and 2.40 MiB runtime (Step 5) are the memory half of the same bill.
What the cost buys is the previous ten steps: behavior as data, edited and
swapped without a compiler. Whether ~900 us per thinking entity per frame is
acceptable is a per-project decision — fewer thinkers, shorter bodies, or a
lower think rate (every Nth frame) are the standard levers, and all three are
host-side choices this architecture leaves open.
---
Where to go from here: more waves are rows in the table; a new enemy kind is
one table row, one character file and one `DEF`; a smarter boss is edits to a
text file while the game is closed — or a different file handed to
`--script`. The engine is done. That is the point.

View File

@@ -16,7 +16,10 @@ embedding it, debugging it or changing it.
**[Chapters 17](17-tutorial-breakout.md)** and **[18](18-tutorial-breakout-artwork.md)**
are tutorials rather than reference: they build one complete game twice, two different
ways, in numbered steps you can type in one at a time. Start with 17 — it needs nothing
but the earlier chapters, and 18 assumes it.
but the earlier chapters, and 18 assumes it. **[Chapters 20](20-tutorial-galaga.md)** and
**[21](21-tutorial-galaga-enemies.md)** are the third tutorial, from the other side of
the boundary: a C game on libakgl that embeds the interpreter as its enemy-behavior
engine, for anyone whose question is "how do I put this in *my* game".
## Chapters
@@ -41,6 +44,8 @@ but the earlier chapters, and 18 assumes it.
| **[17. Tutorial: Breakout](17-tutorial-breakout.md)** | Build a whole game out of the text grid and two `DATA` sprites, in sixteen steps |
| **[18. Tutorial: Breakout with artwork](18-tutorial-breakout-artwork.md)** | Build it again out of loaded artwork, powerups and a drawn colour HUD, in thirteen |
| **[19. Menus and dialogs](19-user-interface.md)** | `MENU`, `DIALOG`, `HUD` and `UISTYLE` — the widgets, and who owns the keyboard |
| **[20. Tutorial: GALAGA](20-tutorial-galaga.md)** | Build a C engine on libakgl that embeds the interpreter, boots a script and hands it an actor |
| **[21. Tutorial: GALAGA enemies](21-tutorial-galaga-enemies.md)** | Share three C structs with the script, then write the wave's whole brain in BASIC |
## The shortest possible start

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docs/images/galaga-wave.png Normal file

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View File

@@ -145,7 +145,7 @@ RX# = 0
N# = 0
MROW# = 0
RMAX# = 2
RND# = 0
ROLL# = 0
SND# = 0
P$ = ""
H$ = ""
@@ -172,7 +172,8 @@ BSG$(4) = "[--]"
BSG$(5) = "[--]"
REM --- the seed -------------------------------------------------------
REM There is no RND in this dialect. TI# is jiffies off the host's clock
REM RND exists now, but this program keeps its own LCG so a headless run
REM is the same game every time. TI# is jiffies off the host's clock
REM and is host uptime rather than zero-based, which makes it a fine seed.
SEED# = TI#
@@ -389,17 +390,18 @@ BY# = PY# - 10
RMAX# = 2
GOSUB RANDOM
BVX# = BSPD#
IF RND# = 0 THEN BVX# = 0 - BSPD#
IF ROLL# = 0 THEN BVX# = 0 - BSPD#
BVY# = 0 - BSPD#
PDEC# = 0
GOSUB SHOWSPR
RETURN
REM A linear congruential generator, because this dialect has no RND.
REM A linear congruential generator. RND(n) would do this in one token
REM now; the LCG stays because its sequence is reproducible.
REM The multiply stays inside int64 for any seed under 2^31.
LABEL RANDOM
SEED# = MOD(((SEED# * 1103515245) + 12345), 2147483648)
RND# = MOD((SEED# / 65536), RMAX#)
ROLL# = MOD((SEED# / 65536), RMAX#)
RETURN
REM ####################################################################
@@ -632,7 +634,7 @@ NUDGE# = 0
STALL# = 0
RMAX# = 4
GOSUB RANDOM
BVX# = (RND# * 3) - 6
BVX# = (ROLL# * 3) - 6
IF BVX# = 0 THEN BVX# = 3
RETURN
@@ -641,7 +643,7 @@ REM like something with a hand on the paddle rather than a mirror.
LABEL DEMOAIM
RMAX# = 81
GOSUB RANDOM
DOFF# = RND# - 40
DOFF# = ROLL# - 40
RETURN
REM ####################################################################

View File

@@ -241,7 +241,8 @@ SLX# = 0
SLY# = 0
SLI# = 0
REM The two eraser stamps. Declared here for exactly the same reason -- built
REM inside DRAWPROTOS and left undeclared, they were SHAPE:6 and SHAPE:7 inside
REM inside DRAWPROTOS and left undeclared, they were SHAPE:6 and SHAPE:7
REM inside
REM it and empty everywhere else.
BL$ = ""
HBL$ = ""
@@ -254,10 +255,13 @@ REM cursor through every DATA item in the program in the order they appear
REM in the file, so whichever loader runs first gets the DATA that is
REM written first. The tables are written first.
REM The text layer repaints every row it owns, opaque, so it has to be moved
REM out of the way before anything drawn can be seen. Two rows at the bottom is
REM out of the way before anything drawn can be seen. Two rows at the bottom
REM is
REM enough for the final score, and hands the other thirty-five to the drawing
REM verbs. Everything this game draws then simply stays there -- a drawing goes
REM into a layer the frame composites, so nothing here is captured into a sprite
REM verbs. Everything this game draws then simply stays there -- a drawing
REM goes
REM into a layer the frame composites, so nothing here is captured into a
REM sprite
REM and nothing is redrawn every frame.
WINDOW 0, 35, 49, 36
@@ -293,7 +297,8 @@ ENVELOPE 0, 0, 6, 0, 4
TEMPO 12
COLLISION 2, BRICKHIT
REM The stamps, once. They used to be rebuilt whenever the SSHAPE pool ran dry,
REM The stamps, once. They used to be rebuilt whenever the SSHAPE pool ran
REM dry,
REM because every frame's capture spent another slot; nothing captures now, so
REM eight slots are spent here and never again.
GOSUB DRAWPROTOS
@@ -374,7 +379,8 @@ COLOR 1, 1
FOR K# = 0 TO 15
DRAW 1, 0, 130 + K# TO 67, 130 + K#
NEXT K#
REM And an eighth the width of the HUD strip, for the same reason: the strip is
REM And an eighth the width of the HUD strip, for the same reason: the strip
REM is
REM rewritten whenever a number in it changes, and the old digits have to go
REM somewhere first.
FOR K# = 0 TO 59
@@ -393,7 +399,8 @@ DPLAY# = 1
DHUD# = 1
RETURN
REM Take one brick off the screen: stamp the blank over it. Called when a brick
REM Take one brick off the screen: stamp the blank over it. Called when a
REM brick
REM breaks, so the field is never redrawn as a whole during play -- which is
REM what lets the whole live-list machinery go.
LABEL ERASEBRICK
@@ -444,7 +451,8 @@ WIDTH 1
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
REM The old strip goes first. Nothing here clears the screen -- a drawing
REM stays, which is the whole point -- so the digits that were there have to be
REM stays, which is the whole point -- so the digits that were there have to
REM be
REM stamped over before the new ones are drawn.
Z$ = HBL$
GSHAPE Z$, 0, 0
@@ -495,7 +503,10 @@ IF SNDON# = 0 THEN VOL 0
RETURN
LABEL PRESSPAUSE
IF STATE# = 2 THEN STATE# = 6 : GMTYP# = 0 : BAN$ = "PAUSED" : GOSUB SETBANNER : RETURN
IF STATE# <> 2 THEN GOTO PRESSPAUSE2
STATE# = 6 : GMTYP# = 0 : BAN$ = "PAUSED" : GOSUB SETBANNER
RETURN
LABEL PRESSPAUSE2
IF STATE# = 6 THEN STATE# = 2 : BAN$ = "" : GOSUB SETBANNER
RETURN

63
examples/galaga/README.md Normal file
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@@ -0,0 +1,63 @@
# GALAGA — a C engine with akbasic embedded as its enemy brain
A GALAGA-style fixed shooter whose core engine is C on libakgl, with akbasic
linked in as the scripting engine that owns every enemy's behavior. One BASIC
script — `galaga.bas`, nothing but `DEF` functions and an `END` — is called
once per enemy per frame through a custom `akgl_Actor` update hook. Bullets,
collision, scoring and screens are C forever; everything an enemy *decides* is
BASIC.
This is the checked-in example behind two tutorial chapters, and the chapters
are the intended way in:
* **[Chapter 20](../../docs/20-tutorial-galaga.md)** — the engine and the
boundary: from an empty file to a C game that boots a script and hands one
actor to BASIC.
* **[Chapter 21](../../docs/21-tutorial-galaga-enemies.md)** — the data
structures and the AI: from `SELF@` to a full attacking wave.
It is an academic exercise demonstrating *how* such an embed is done, not a
claim that it is the best way to write a GALAGA.
## Building and running
The example builds when both example and graphics builds are on:
```
cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
cmake --build build-akgl --target akbasic_example_galaga
build-akgl/akbasic_example_galaga
```
| Key | Does |
|---|---|
| Left / Right | move the ship |
| Space | fire (two shots on screen, the classic rule) |
| Return | choose a menu entry |
## Flags
```
akbasic_example_galaga [--assets DIR] [--script PATH] [--frames N]
[--autoplay] [--screenshot PATH] [--screenshot-frame N]
```
`--script` points at a different enemy script, which is the whole point of the
architecture: edit `galaga.bas`, run again, no rebuild. `--frames N` with
`--autoplay` is the headless smoke test CI runs under the dummy SDL drivers;
the final log line reports frames, score, kills and shots per kind, and the
script-error count — a wave of dumb enemies still exits 0, and that count is
how you notice.
## The files
| File | Owns |
|---|---|
| `galaga.h` | the shared structs — the whole boundary in one header |
| `main.c` | startup order, the frame loop, screens, the starfield |
| `script.c` | everything that touches the interpreter |
| `enemies.c` | wave table, formation grid, the enemy update hook |
| `player.c` | the ship, both bullet kinds, every collision |
| `galaga.bas` | every decision an enemy makes |
| `interop_test.c` | round-trip proof the boundary works, run by CTest |
| `assets/` | sprite/character JSON, and Kenney CC0 art under `assets/art/` |

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@@ -0,0 +1,14 @@
###############################################################################
Space Shooter (Remastered, plus fonts and sounds) by Kenney Vleugels (www.kenney.nl)
------------------------------
License (CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
###############################################################################

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@@ -0,0 +1,39 @@
# Where this art came from
Every PNG in this directory is from **Kenney's Space Shooter (Remastered)**, released
into the public domain under
[Creative Commons Zero](http://creativecommons.org/publicdomain/zero/1.0/).
`License.txt` is the pack's own licence file, copied here unedited.
* Source: <https://kenney.nl/assets/space-shooter-remastered>
* Downloaded: 2026-08-04, `kenney_space-shooter-remastered.zip`
* Author: Kenney (<https://www.kenney.nl>)
* Licence: CC0 1.0. Crediting is not required; it is here because it should be.
The files are the pack's `PNG/` versions, byte for byte — nothing is resized,
recoloured or re-encoded, so the checksum of any of them still matches the
distributed archive. `playerShip1_blue.png` sits at the top of `PNG/`; the enemies
are from `PNG/Enemies/` and the lasers from `PNG/Lasers/`.
| File | Size | Used for |
|---|---|---|
| `playerShip1_blue.png` | 99x75 | the player's ship |
| `enemyBlue1.png` | 93x84 | the bee |
| `enemyRed2.png` | 104x84 | the butterfly |
| `enemyGreen3.png` | 103x84 | the boss, at full health |
| `enemyBlack3.png` | 103x84 | the boss at one hit point — same silhouette, drained colour |
| `laserBlue01.png` | 9x54 | the player's shot |
| `laserRed01.png` | 9x54 | an enemy's shot |
| `laserBlue08.png` | 48x46 | the explosion burst |
The sprites are used at their distributed size: libakgl draws a sprite at the
sprite's own dimensions (`akgl_Actor.scale` is overwritten every frame — libakgl
docs/12-actors.md), so there is no way to draw these smaller, and the game's
1280x960 view is sized to fit a ten-column formation of them instead. The boss's
damage state is the same shape in a different colour deliberately: the swap has to
read at a glance from the top of the screen.
Everything else on screen — the starfield and the HUD — is drawn by the program
with `akgl_draw_point()` and the UI layer. See `../../README.md` for the run
instructions and the two tutorial chapters (docs/20, docs/21) for why only the
things that move are artwork.

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@@ -0,0 +1,16 @@
{
"name": "galaga_bee",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_bee"
}
]
}

View File

@@ -0,0 +1,16 @@
{
"name": "galaga_boom",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_boom"
}
]
}

View File

@@ -0,0 +1,23 @@
{
"name": "galaga_boss",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_boss"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_UNDEFINED_13"
],
"sprite": "galaga_boss_hurt"
}
]
}

View File

@@ -0,0 +1,16 @@
{
"name": "galaga_butterfly",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_butterfly"
}
]
}

View File

@@ -0,0 +1,16 @@
{
"name": "galaga_enemyshot",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_enemyshot"
}
]
}

View File

@@ -0,0 +1,16 @@
{
"name": "galaga_player",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_player"
}
]
}

View File

@@ -0,0 +1,16 @@
{
"name": "galaga_playershot",
"speedtime": 200,
"speed_x": 0.0,
"speed_y": 0.0,
"acceleration_x": 0.0,
"acceleration_y": 0.0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE"
],
"sprite": "galaga_playershot"
}
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/enemyBlue1.png",
"frame_width": 93,
"frame_height": 84
},
"name": "galaga_bee",
"width": 93,
"height": 84,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/laserBlue08.png",
"frame_width": 48,
"frame_height": 46
},
"name": "galaga_boom",
"width": 48,
"height": 46,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/enemyGreen3.png",
"frame_width": 103,
"frame_height": 84
},
"name": "galaga_boss",
"width": 103,
"height": 84,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/enemyBlack3.png",
"frame_width": 103,
"frame_height": 84
},
"name": "galaga_boss_hurt",
"width": 103,
"height": 84,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/enemyRed2.png",
"frame_width": 104,
"frame_height": 84
},
"name": "galaga_butterfly",
"width": 104,
"height": 84,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/laserRed01.png",
"frame_width": 9,
"frame_height": 54
},
"name": "galaga_enemyshot",
"width": 9,
"height": 54,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/playerShip1_blue.png",
"frame_width": 99,
"frame_height": 75
},
"name": "galaga_player",
"width": 99,
"height": 75,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "art/laserBlue01.png",
"frame_width": 9,
"frame_height": 54
},
"name": "galaga_playershot",
"width": 9,
"height": 54,
"speed": 200,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

319
examples/galaga/enemies.c Normal file
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@@ -0,0 +1,319 @@
/**
* @file enemies.c
* @brief The formation, the wave, and the hook that hands each enemy to BASIC.
*
* C owns the grid, the wave table and the spawn timing; BASIC owns everything
* an enemy does after it exists. The formation slot arrives in SELF@.HOMEX% /
* HOMEY%, so even the idle breathing of the grid is the script's, computed
* relative to home.
*/
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include "galaga.h"
galaga_Enemy galaga_enemies[GALAGA_MAX_ENEMIES];
akgl_Actor *galaga_enemy_actors[GALAGA_MAX_ENEMIES];
/* Explosion lifetimes, indexed by heap slot. An explosion is an actor with
* nothing to decide, so its whole state is one countdown. */
static float BOOM_TTL[AKGL_MAX_HEAP_ACTOR];
/* A spawn serial per shot so registry names never collide while two shots
* with the same slot number are briefly both alive. */
static uint32_t SHOT_SERIAL = 0;
static uint32_t BOOM_SERIAL = 0;
/*
* The wave, one row per formation row. Columns are 0..9 at GALAGA_COL_PITCH;
* `first` and `count` say which columns the row fills. 40 enemies: 4 bosses,
* 16 butterflies, 20 bees -- 59 of the 64 actor heap slots at peak, counting
* the player, two player shots, eight enemy shots and eight explosions.
*/
static const struct
{
int32_t kind; /* GALAGA_ENEMY_* */
int row; /* formation row */
int first; /* first column filled */
int count; /* columns filled */
int32_t hp;
}
WAVE_ROWS[] = {
/* kind row first count hp */
{ GALAGA_ENEMY_BOSS, 0, 3, 4, 2 },
{ GALAGA_ENEMY_BUTTERFLY, 1, 1, 8, 1 },
{ GALAGA_ENEMY_BUTTERFLY, 2, 1, 8, 1 },
{ GALAGA_ENEMY_BEE, 3, 0, 10, 1 },
{ GALAGA_ENEMY_BEE, 4, 0, 10, 1 }
};
#define WAVE_ROW_COUNT ((int)(sizeof(WAVE_ROWS) / sizeof(WAVE_ROWS[0])))
/* Enemy kind -> character name, the render half of the dispatch table. */
static char *ENEMY_CHARACTER[GALAGA_ENEMY_KINDS] = {
"galaga_bee",
"galaga_butterfly",
"galaga_boss"
};
/* --------------------------------------------------------------- random --- */
/*
* The engine is this script's source of randomness: it refreshes GAME@.ROLL%
* each frame and SELF@.ROLL% each call from this PRNG. A hand-rolled LCG
* rather than rand() so a headless run is the same game on every libc, which
* is what lets interop_test.c assert exact counts. The dialect gained a native
* RND (issue #16) after this example was written; the field stays because RND
* would reintroduce exactly the per-machine variation this avoids.
*
* The BASIC-visible name is ROLL%, not RND%: host field names share a
* namespace with verbs and functions, so RND stopped being available as one.
*/
static uint32_t PRNG_STATE = 0x12345678u;
float galaga_random(void)
{
PRNG_STATE = PRNG_STATE * 1664525u + 1013904223u;
return (float)(PRNG_STATE >> 8) / (float)0x01000000u;
}
/* -------------------------------------------------------------- helpers --- */
static akerr_ErrorContext *release_actor(akgl_Actor *actor)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
PASS(errctx, akgl_heap_release_actor(actor));
SUCCEED_RETURN(errctx);
}
/* ---------------------------------------------------------------- shots --- */
/**
* @brief Move an enemy shot; release it once it has left the screen.
*/
static akerr_ErrorContext *enemy_shot_update(akgl_Actor *obj)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
obj->y += 380.0f * galaga_game.dt;
if ( obj->y > (float)GALAGA_VIEW_HEIGHT + 60.0f ) {
galaga_game.enemy_shots_live -= 1;
PASS(errctx, release_actor(obj));
}
SUCCEED_RETURN(errctx);
}
/**
* @brief Consume an enemy's fire flag: take an actor and aim it downward.
*
* The script only raises a flag. Spawning takes a slot from the actor heap,
* and pool exhaustion must be a C-side refusal with the house error context --
* so C consumes the flag and does the spawn. The engine also enforces the
* eight-shot cap by simply not consuming the flag's wish.
*/
static akerr_ErrorContext *enemy_fire(galaga_Enemy *enemy, akgl_Actor *from)
{
akgl_Actor *shot = NULL;
char name[32];
int count = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, enemy, AKERR_NULLPOINTER, "enemy");
FAIL_ZERO_RETURN(errctx, from, AKERR_NULLPOINTER, "from");
enemy->fire = 0;
if ( galaga_game.enemy_shots_live >= GALAGA_MAX_ENEMY_SHOTS ) {
SUCCEED_RETURN(errctx);
}
SHOT_SERIAL += 1;
PASS(errctx, aksl_snprintf(&count, name, sizeof(name), "eshot%u", SHOT_SERIAL));
PASS(errctx, akgl_heap_next_actor(&shot));
PASS(errctx, akgl_actor_initialize(shot, name));
PASS(errctx, akgl_actor_set_character(shot, "galaga_enemyshot"));
/* AFTER initialize: it resets all seven hooks. */
shot->updatefunc = &enemy_shot_update;
shot->movement_controls_face = false;
shot->state = AKGL_ACTOR_STATE_ALIVE;
/* akgl_actor_initialize() does not raise `visible`; a hand-spawned actor
* that skips this line exists, moves and collides -- invisibly. */
shot->visible = true;
/* Actor x/y is a sprite's top-left corner; the shot leaves the enemy's
* midline. Enemy sprites run 93..104 wide, the shot is 9. */
shot->x = from->x + 46.0f;
shot->y = from->y + 60.0f;
galaga_game.enemy_shots_live += 1;
galaga_game.shots[enemy->kind] += 1;
SUCCEED_RETURN(errctx);
}
/* ----------------------------------------------------------- explosions --- */
static akerr_ErrorContext *boom_update(akgl_Actor *obj)
{
ptrdiff_t slot = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
slot = obj - akgl_heap_actors;
BOOM_TTL[slot] -= galaga_game.dt;
if ( BOOM_TTL[slot] <= 0.0f ) {
PASS(errctx, release_actor(obj));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *galaga_boom_spawn(float x, float y)
{
akgl_Actor *boom = NULL;
char name[32];
int count = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_actor(&boom));
BOOM_SERIAL += 1;
CATCH(errctx, aksl_snprintf(&count, name, sizeof(name), "boom%u", BOOM_SERIAL));
CATCH(errctx, akgl_actor_initialize(boom, name));
CATCH(errctx, akgl_actor_set_character(boom, "galaga_boom"));
boom->updatefunc = &boom_update;
boom->movement_controls_face = false;
boom->state = AKGL_ACTOR_STATE_ALIVE;
boom->visible = true;
boom->x = x;
boom->y = y;
BOOM_TTL[boom - akgl_heap_actors] = 0.25f;
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKGL_ERR_HEAP) {
/* Explosions are decoration. When the heap is momentarily full the
* right outcome is no explosion, not a dead frame -- this is the one
* spawn that absorbs exhaustion. */
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/* --------------------------------------------------------------- enemies --- */
/**
* @brief The custom update hook: one enemy, once per frame, thought in BASIC.
*
* The whole body is the protocol from docs/20: refresh the inbox, hand the
* pair to the script, consume the outbox. akgl_game_update() calls this in
* place of akgl_actor_update() because spawn replaced the hook.
*/
static akerr_ErrorContext *enemy_update(akgl_Actor *obj)
{
galaga_Enemy *enemy = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
enemy = (galaga_Enemy *)obj->actorData;
FAIL_ZERO_RETURN(errctx, enemy, AKERR_NULLPOINTER, "an enemy actor with no galaga_Enemy attached");
enemy->rnd = galaga_random();
PASS(errctx, galaga_script_update_enemy(enemy, obj, galaga_game.dt));
if ( enemy->fire != 0 ) {
PASS(errctx, enemy_fire(enemy, obj));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *galaga_wave_spawn(void)
{
akgl_Actor *actor = NULL;
galaga_Enemy *enemy = NULL;
char name[32];
int row = 0;
int col = 0;
int index = 0;
int count = 0;
PREPARE_ERROR(errctx);
for ( row = 0; row < WAVE_ROW_COUNT; row++ ) {
for ( col = 0; col < WAVE_ROWS[row].count; col++ ) {
FAIL_NONZERO_RETURN(errctx, (index >= GALAGA_MAX_ENEMIES), AKERR_OUTOFBOUNDS,
"The wave table places more than %d enemies", GALAGA_MAX_ENEMIES);
enemy = &galaga_enemies[index];
memset(enemy, 0, sizeof(*enemy));
enemy->kind = WAVE_ROWS[row].kind;
enemy->state = GALAGA_ES_ENTERING;
enemy->homex = (float)(GALAGA_FORM_LEFT
+ (WAVE_ROWS[row].first + col) * GALAGA_COL_PITCH);
enemy->homey = (float)(GALAGA_FORM_TOP + WAVE_ROWS[row].row * GALAGA_ROW_PITCH);
enemy->hp = WAVE_ROWS[row].hp;
/* Stagger the entries: each enemy's clock starts in the past, and
* the script holds still until its own t crosses zero. */
enemy->t = -0.08f * (float)index;
PASS(errctx, aksl_snprintf(&count, name, sizeof(name), "enemy%02d", index));
PASS(errctx, akgl_heap_next_actor(&actor));
PASS(errctx, akgl_actor_initialize(actor, name));
PASS(errctx, akgl_actor_set_character(actor, ENEMY_CHARACTER[enemy->kind]));
/* AFTER initialize: it resets all seven hooks. */
actor->updatefunc = &enemy_update;
actor->actorData = enemy;
/* Nothing here moves by state bits, and an actor whose state word
* matches no character mapping is silently not drawn -- so facing
* stays entirely out of the state word. */
actor->movement_controls_face = false;
actor->state = AKGL_ACTOR_STATE_ALIVE;
/* akgl_actor_initialize() does not raise `visible` -- the map
* loader copies it from map data, and there is no map here. Skip
* this and the whole wave exists, moves, fires and dies without
* ever being drawn. */
actor->visible = true;
/* Off screen above, pouring in from whichever side is closer. */
actor->x = (enemy->homex < (float)GALAGA_VIEW_WIDTH / 2.0f)
? -80.0f : (float)GALAGA_VIEW_WIDTH + 80.0f;
actor->y = -80.0f;
galaga_enemy_actors[index] = actor;
index += 1;
}
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *galaga_wave_release(void)
{
int i = 0;
PREPARE_ERROR(errctx);
for ( i = 0; i < GALAGA_MAX_ENEMIES; i++ ) {
if ( galaga_enemy_actors[i] != NULL ) {
PASS(errctx, release_actor(galaga_enemy_actors[i]));
galaga_enemy_actors[i] = NULL;
}
}
SUCCEED_RETURN(errctx);
}
int galaga_enemies_alive(void)
{
int i = 0;
int alive = 0;
for ( i = 0; i < GALAGA_MAX_ENEMIES; i++ ) {
if ( galaga_enemy_actors[i] != NULL ) {
alive += 1;
}
}
return alive;
}

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REM GALAGA enemy behavior. The C engine loads this file, runs it once so the
REM definitions exist, and then calls one UPDATE function per enemy per frame.
REM There is no top-level code: definitions, then END.
REM
REM Names the engine binds before every call:
REM SELF@ - this enemy's record (ENEMY): the state machine's memory
REM ACTOR@ - the engine's live actor (ACTOR): position is the real thing
REM GAME@ - shared frame state (GAME): player position, wave, randomness
REM
REM SELF@.STATE# bits: 1 = entering 2 = in formation 4 = diving
REM
REM Two rules of this dialect that bite here, both from docs/03:
REM - the LEFT operand decides integer or float arithmetic, so a float
REM always goes first: SELF@.T% * 150 + 260, never 260 + 150 * SELF@.T%
REM - RETURN at the start of a line ends the DEF body, so every early
REM return rides an IF ... THEN, and only the last RETURN starts a line
REM Ease toward the formation slot, with a little entry swirl.
REM Answers 1 once the slot is reached, else 0.
DEF GLIDEHOME(DT%)
DX% = SELF@.HOMEX% - ACTOR@.X%
DY% = SELF@.HOMEY% - ACTOR@.Y%
K% = DT% * 4.5
IF K% > 1 THEN K% = 1
ACTOR@.X% = ACTOR@.X% + DX% * K% + SIN(SELF@.T% * 6) * 90 * DT%
ACTOR@.Y% = ACTOR@.Y% + DY% * K%
IF ABS(DX%) < 3 AND ABS(DY%) < 3 THEN RETURN 1
RETURN 0
REM One frame of a dive: accelerate downward, weave, lean toward the
REM player's column, and glide back in from the top after falling out.
DEF DIVESTEP(DT%, WEAVE%, LEAD%)
SPD% = SELF@.T% * 150 + 260
ACTOR@.Y% = ACTOR@.Y% + SPD% * DT%
ACTOR@.X% = ACTOR@.X% + SIN(SELF@.T% * 4) * WEAVE% * DT%
DX% = GAME@.PLAYERX% - ACTOR@.X%
IF DX% > 220 THEN DX% = 220
IF DX% < -220 THEN DX% = -220
ACTOR@.X% = ACTOR@.X% + DX% * LEAD% * DT%
IF ACTOR@.Y% > 1040 THEN BEGIN
ACTOR@.Y% = 0.0 - 90
SELF@.STATE# = 1
SELF@.T% = 0
BEND
RETURN 0
REM Raise the fire flag when diving roughly above the player. The engine
REM consumes FIRE# and does the spawning; the script only wishes.
DEF DECIDEFIRE(DT%)
DX% = GAME@.PLAYERX% - ACTOR@.X%
IF ABS(DX%) > 140 THEN RETURN 0
IF ACTOR@.Y% > GAME@.PLAYERY% THEN RETURN 0
IF SELF@.ROLL% < DT% * 1.5 THEN SELF@.FIRE# = 1
RETURN 0
REM Bee: enter, breathe in formation, occasionally dive nearly straight.
DEF UPDATEBEE(DT%)
SELF@.T% = SELF@.T% + DT%
IF SELF@.T% < 0 THEN RETURN 0
S# = SELF@.STATE#
IF (S# AND 1) > 0 THEN BEGIN
R# = GLIDEHOME(DT%)
IF R# = 1 THEN SELF@.STATE# = 2 : SELF@.T% = 0
BEND
IF (S# AND 2) > 0 THEN BEGIN
ACTOR@.X% = SELF@.HOMEX% + SIN(SELF@.T% * 1.7) * 16
ACTOR@.Y% = SELF@.HOMEY%
IF SELF@.ROLL% < DT% * 0.04 THEN SELF@.STATE# = 4 : SELF@.T% = 0
BEND
IF (S# AND 4) > 0 THEN BEGIN
R# = DIVESTEP(DT%, 130, 0.2)
R# = DECIDEFIRE(DT%)
BEND
RETURN 0
REM Butterfly: the same machine with a wide lateral weave on the dive.
DEF UPDATEBFLY(DT%)
SELF@.T% = SELF@.T% + DT%
IF SELF@.T% < 0 THEN RETURN 0
S# = SELF@.STATE#
IF (S# AND 1) > 0 THEN BEGIN
R# = GLIDEHOME(DT%)
IF R# = 1 THEN SELF@.STATE# = 2 : SELF@.T% = 0
BEND
IF (S# AND 2) > 0 THEN BEGIN
ACTOR@.X% = SELF@.HOMEX% + SIN(SELF@.T% * 2.1) * 24
ACTOR@.Y% = SELF@.HOMEY%
IF SELF@.ROLL% < DT% * 0.05 THEN SELF@.STATE# = 4 : SELF@.T% = 0
BEND
IF (S# AND 4) > 0 THEN BEGIN
R# = DIVESTEP(DT%, 260, 0.1)
R# = DECIDEFIRE(DT%)
BEND
RETURN 0
REM Boss: two hit points, a slow sway, and a dive that leads the player.
REM At one hit point it raises actor state bit 13 (8192), and the engine's
REM character mapping swaps the sprite - the boundary crossed the other way.
DEF UPDATEBOSS(DT%)
SELF@.T% = SELF@.T% + DT%
IF SELF@.T% < 0 THEN RETURN 0
IF SELF@.HP# = 1 THEN ACTOR@.STATE# = ACTOR@.STATE# OR 8192
S# = SELF@.STATE#
IF (S# AND 1) > 0 THEN BEGIN
R# = GLIDEHOME(DT%)
IF R# = 1 THEN SELF@.STATE# = 2 : SELF@.T% = 0
BEND
IF (S# AND 2) > 0 THEN BEGIN
ACTOR@.X% = SELF@.HOMEX% + SIN(SELF@.T% * 1.1) * 10
ACTOR@.Y% = SELF@.HOMEY%
IF SELF@.ROLL% < DT% * 0.03 THEN SELF@.STATE# = 4 : SELF@.T% = 0
BEND
IF (S# AND 4) > 0 THEN BEGIN
R# = DIVESTEP(DT%, 60, 0.9)
R# = DECIDEFIRE(DT%)
BEND
RETURN 0
END

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/**
* @file galaga.h
* @brief Shared declarations for the GALAGA embedding example.
*
* The engine is C on libakgl; the enemies think in BASIC. Everything the two
* sides share crosses in exactly one place: the three structures below, which
* script.c registers as host types so a script reads and writes them directly.
* docs/20-tutorial-galaga.md and docs/21-tutorial-galaga-enemies.md build this
* program from an empty file; the split between files follows the split
* between chapters.
*/
#ifndef _GALAGA_H_
#define _GALAGA_H_
#include <stdbool.h>
#include <stdint.h>
#include <akerror.h>
#include <akgl/actor.h>
/* ------------------------------------------------------------- geometry --- */
/*
* The view is sized to the artwork rather than the other way round: the Kenney
* sprites are ~100 pixels wide, libakgl has no way to draw a sprite smaller
* than it is (akgl_Actor.scale is overwritten every frame -- libakgl
* docs/12-actors.md), and a ten-column formation of them needs 1120 pixels.
*/
#define GALAGA_VIEW_WIDTH 1280
#define GALAGA_VIEW_HEIGHT 960
#define GALAGA_FORM_COLUMNS 10 /* formation width, in slots */
#define GALAGA_FORM_LEFT 136 /* x of column 0, map pixels */
#define GALAGA_FORM_TOP 120 /* y of row 0, map pixels */
#define GALAGA_COL_PITCH 112
#define GALAGA_ROW_PITCH 100
#define GALAGA_PLAYER_Y 860.0f
#define GALAGA_PLAYER_SPEED 420.0f /* map pixels per second */
#define GALAGA_PLAYER_MARGIN 60.0f /* how close to the edge it may go */
/* ------------------------------------------------------------- entities --- */
#define GALAGA_ENEMY_BEE 0
#define GALAGA_ENEMY_BUTTERFLY 1
#define GALAGA_ENEMY_BOSS 2
#define GALAGA_ENEMY_KINDS 3
#define GALAGA_MAX_ENEMIES 40
#define GALAGA_MAX_PLAYER_SHOTS 2 /* the classic two-on-screen rule */
#define GALAGA_MAX_ENEMY_SHOTS 8
/*
* galaga_Enemy.state bits. The script owns these transitions; the engine only
* writes the word at spawn and when a script error forces an enemy dumb.
* galaga.bas spells the same three values as literals, with a REM naming them.
*
* 8 0
* 0 0 0 0 0 1 1 1
* | | `-- ENTERING: flying its entry path toward the formation slot
* | `---- FORMATION: holding (and breathing around) homex/homey
* `------ DIVING: attacking, off the grid until it leaves the screen
*/
#define GALAGA_ES_ENTERING (1 << 0)
#define GALAGA_ES_FORMATION (1 << 1)
#define GALAGA_ES_DIVING (1 << 2)
/** @brief One enemy, as both sides see it. Hangs off akgl_Actor.actorData. */
typedef struct galaga_Enemy
{
int32_t kind; /* GALAGA_ENEMY_BEE / BUTTERFLY / BOSS */
int32_t state; /* GALAGA_ES_* bit flags */
float homex; /* formation slot, in map pixels */
float homey;
float t; /* parametric clock for the current maneuver */
int32_t hp;
int32_t fire; /* outbox: script sets 1, engine consumes */
float rnd; /* inbox: fresh 0..1 each call; ROLL% in BASIC */
} galaga_Enemy;
/** @brief Frame state every enemy may read. Bound once as GAME@. */
typedef struct galaga_Shared
{
float playerx; /* the player actor's position, this frame */
float playery;
int32_t wave;
float rnd; /* fresh 0..1 each frame; ROLL% to the script */
} galaga_Shared;
/* --------------------------------------------------------------- screens --- */
typedef enum
{
GALAGA_SCREEN_TITLE = 0,
GALAGA_SCREEN_PLAY,
GALAGA_SCREEN_GAMEOVER,
GALAGA_SCREEN_VICTORY
} galaga_Screen;
/* ------------------------------------------------------------ game state --- */
typedef struct galaga_Game
{
galaga_Screen screen;
int frame;
float dt; /* seconds, clamped; see main.c */
bool autoplay;
int score;
int lives;
int kills[GALAGA_ENEMY_KINDS];
int shots[GALAGA_ENEMY_KINDS]; /* shots each kind fired */
int script_errors;
akgl_Actor *player;
float fire_cooldown;
float respawn_timer; /* > 0 while the player is invulnerable */
bool firing;
bool moveleft;
bool moveright;
int player_shots_live;
int enemy_shots_live;
} galaga_Game;
extern galaga_Game galaga_game;
extern galaga_Shared galaga_shared;
extern galaga_Enemy galaga_enemies[GALAGA_MAX_ENEMIES];
extern akgl_Actor *galaga_enemy_actors[GALAGA_MAX_ENEMIES];
/* ---------------------------------------------------------------- script --- */
akerr_ErrorContext AKERR_NOIGNORE *galaga_script_boot(char *path);
akerr_ErrorContext AKERR_NOIGNORE *galaga_script_update_enemy(galaga_Enemy *enemy, akgl_Actor *actor, float dt);
/* --------------------------------------------------------------- enemies --- */
akerr_ErrorContext AKERR_NOIGNORE *galaga_wave_spawn(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_wave_release(void);
int galaga_enemies_alive(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_boom_spawn(float x, float y);
/* ---------------------------------------------------------------- player --- */
akerr_ErrorContext AKERR_NOIGNORE *galaga_player_spawn(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_player_controls(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_player_autoplay(int frame);
/** @brief A 0..1 random draw from the engine's own PRNG (see enemies.c). */
float galaga_random(void);
#endif // _GALAGA_H_

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/**
* @file interop_test.c
* @brief Round-trip test for the galaga boundary, hoststruct.c-style.
*
* Links the real script.c and the real galaga.bas -- not copies -- so this
* fails the moment the boundary and the script disagree. The four claims it
* pins:
*
* 1. The script writes the engine's actor memory: a formation enemy's sway
* lands in akgl_Actor.x with no marshalling step.
* 2. The outbox works: a diving enemy above the player raises FIRE# and the
* C side reads it.
* 3. The boss flips actor state bit 13 at one hit point -- the boundary
* crossed engine-ward.
* 4. Sustained calling holds: 24000 calls through the per-call
* akbasic_environment_zero() regime, the load a 40-enemy wave puts on
* the runtime in ten seconds.
*
* Exit status equals the number of failed claims.
*/
#include <math.h>
#include <stdbool.h>
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <akerror.h>
#include <akgl/actor.h>
#include "galaga.h"
#ifndef GALAGA_SCRIPT_PATH
#define GALAGA_SCRIPT_PATH "galaga.bas"
#endif
/* script.c reads these; main.c usually defines them. This test is the host. */
galaga_Game galaga_game;
galaga_Shared galaga_shared;
static int FAILURES = 0;
#define CLAIM(__cond, __text) \
if ( !(__cond) ) { \
fprintf(stderr, "FAILED: %s\n", __text); \
FAILURES += 1; \
} else { \
printf("ok: %s\n", __text); \
}
static akerr_ErrorContext *run_claims(void)
{
galaga_Enemy enemy;
akgl_Actor actor;
int i = 0;
PREPARE_ERROR(errctx);
PASS(errctx, galaga_script_boot((char *)GALAGA_SCRIPT_PATH));
/* --- 1: formation sway lands in the actor ---------------------------- */
memset(&enemy, 0, sizeof(enemy));
memset(&actor, 0, sizeof(actor));
enemy.kind = GALAGA_ENEMY_BEE;
enemy.state = GALAGA_ES_FORMATION;
enemy.homex = 400.0f;
enemy.homey = 300.0f;
enemy.hp = 1;
actor.x = 0.0f;
actor.y = 0.0f;
PASS(errctx, galaga_script_update_enemy(&enemy, &actor, 0.016f));
CLAIM((fabsf(actor.x - enemy.homex) <= 16.5f) && (actor.y == enemy.homey),
"a formation bee's sway is written into akgl_Actor.x/y by the script");
/* --- 2: the fire outbox ---------------------------------------------- */
memset(&enemy, 0, sizeof(enemy));
memset(&actor, 0, sizeof(actor));
enemy.kind = GALAGA_ENEMY_BEE;
enemy.state = GALAGA_ES_DIVING;
enemy.rnd = 0.0f; /* 0.0 < DT% * 1.5: always willing */
actor.x = 600.0f;
actor.y = 200.0f;
galaga_shared.playerx = 610.0f; /* just off the shot's column */
galaga_shared.playery = 860.0f; /* well below */
PASS(errctx, galaga_script_update_enemy(&enemy, &actor, 0.016f));
CLAIM(enemy.fire == 1,
"a diving bee above the player raises FIRE# for the engine to consume");
/* --- 3: the boss's hurt bit ------------------------------------------ */
memset(&enemy, 0, sizeof(enemy));
memset(&actor, 0, sizeof(actor));
enemy.kind = GALAGA_ENEMY_BOSS;
enemy.state = GALAGA_ES_FORMATION;
enemy.homex = 500.0f;
enemy.homey = 120.0f;
enemy.hp = 1;
actor.state = AKGL_ACTOR_STATE_ALIVE;
PASS(errctx, galaga_script_update_enemy(&enemy, &actor, 0.016f));
CLAIM((actor.state & AKGL_ACTOR_STATE_UNDEFINED_13) != 0,
"a boss at one hit point raises actor state bit 13 from BASIC");
/* --- 4: sustained calling --------------------------------------------- */
memset(&enemy, 0, sizeof(enemy));
memset(&actor, 0, sizeof(actor));
enemy.kind = GALAGA_ENEMY_BEE;
enemy.state = GALAGA_ES_FORMATION;
enemy.homex = 400.0f;
enemy.homey = 300.0f;
for ( i = 0; i < 24000; i++ ) {
enemy.rnd = 0.9f; /* never dive: keep the state put */
PASS(errctx, galaga_script_update_enemy(&enemy, &actor, 0.016f));
}
CLAIM(galaga_game.script_errors == 0,
"24000 calls survive the per-call akbasic_environment_zero() regime");
SUCCEED_RETURN(errctx);
}
/* ------------------------------------------------------------ benchmark --- */
/**
* @brief UPDATEBEE's state machine, translated line for line into C.
*
* The native comparator for the benchmark below: the same guard, the same
* three branches, the same arithmetic as galaga.bas's UPDATEBEE with its
* helpers inlined. Nothing is simplified, so the timing difference is the
* interpreter's, not the algorithm's.
*/
static void native_updatebee(galaga_Enemy *enemy, akgl_Actor *actor, float dt)
{
float dx = 0.0f;
float dy = 0.0f;
float k = 0.0f;
int32_t s = 0;
enemy->t += dt;
if ( enemy->t < 0.0f ) {
return;
}
s = enemy->state;
if ( (s & GALAGA_ES_ENTERING) != 0 ) {
dx = enemy->homex - actor->x;
dy = enemy->homey - actor->y;
k = dt * 4.5f;
if ( k > 1.0f ) {
k = 1.0f;
}
actor->x += dx * k + sinf(enemy->t * 6.0f) * 90.0f * dt;
actor->y += dy * k;
if ( fabsf(dx) < 3.0f && fabsf(dy) < 3.0f ) {
enemy->state = GALAGA_ES_FORMATION;
enemy->t = 0.0f;
}
}
if ( (s & GALAGA_ES_FORMATION) != 0 ) {
actor->x = enemy->homex + sinf(enemy->t * 1.7f) * 16.0f;
actor->y = enemy->homey;
if ( enemy->rnd < dt * 0.04f ) {
enemy->state = GALAGA_ES_DIVING;
enemy->t = 0.0f;
}
}
if ( (s & GALAGA_ES_DIVING) != 0 ) {
actor->y += (enemy->t * 150.0f + 260.0f) * dt;
actor->x += sinf(enemy->t * 4.0f) * 130.0f * dt;
dx = galaga_shared.playerx - actor->x;
if ( dx > 220.0f ) {
dx = 220.0f;
}
if ( dx < -220.0f ) {
dx = -220.0f;
}
actor->x += dx * 0.2f * dt;
if ( actor->y > 1040.0f ) {
actor->y = -90.0f;
enemy->state = GALAGA_ES_ENTERING;
enemy->t = 0.0f;
}
dx = galaga_shared.playerx - actor->x;
if ( fabsf(dx) <= 140.0f && actor->y <= galaga_shared.playery
&& enemy->rnd < dt * 1.5f ) {
enemy->fire = 1;
}
}
}
static double seconds_since(const struct timespec *t0)
{
struct timespec t1;
clock_gettime(CLOCK_MONOTONIC, &t1);
return (double)(t1.tv_sec - t0->tv_sec) + (double)(t1.tv_nsec - t0->tv_nsec) / 1e9;
}
/**
* @brief The cost of thinking in BASIC, measured against the same logic in C.
*
* Both loops run the identical formation-hold workload, 24,000 calls -- forty
* enemies at sixty frames a second for ten seconds. Informational: nothing
* asserts on the timing, because CI machines vary; the numbers print so the
* tutorial can quote a real measurement.
*/
static akerr_ErrorContext *run_benchmark(void)
{
galaga_Enemy enemy;
akgl_Actor actor;
struct timespec t0;
double basic_s = 0.0;
double native_s = 0.0;
int i = 0;
PREPARE_ERROR(errctx);
memset(&enemy, 0, sizeof(enemy));
memset(&actor, 0, sizeof(actor));
enemy.kind = GALAGA_ENEMY_BEE;
enemy.state = GALAGA_ES_FORMATION;
enemy.homex = 400.0f;
enemy.homey = 300.0f;
enemy.rnd = 0.9f;
clock_gettime(CLOCK_MONOTONIC, &t0);
for ( i = 0; i < 24000; i++ ) {
PASS(errctx, galaga_script_update_enemy(&enemy, &actor, 0.016f));
}
basic_s = seconds_since(&t0);
memset(&enemy, 0, sizeof(enemy));
memset(&actor, 0, sizeof(actor));
enemy.kind = GALAGA_ENEMY_BEE;
enemy.state = GALAGA_ES_FORMATION;
enemy.homex = 400.0f;
enemy.homey = 300.0f;
enemy.rnd = 0.9f;
clock_gettime(CLOCK_MONOTONIC, &t0);
for ( i = 0; i < 24000; i++ ) {
native_updatebee(&enemy, &actor, 0.016f);
}
native_s = seconds_since(&t0);
printf("benchmark: 24000 formation-hold updates, dt 0.016\n");
printf(" BASIC through the boundary: %8.3f s %7.2f us/call %6.3f ms per 40-enemy frame\n",
basic_s, basic_s / 24000.0 * 1e6, basic_s / 24000.0 * 40.0 * 1e3);
printf(" the same logic in C: %8.3f s %7.2f us/call %6.3f ms per 40-enemy frame\n",
native_s, native_s / 24000.0 * 1e6, native_s / 24000.0 * 40.0 * 1e3);
printf(" ratio: %.0fx\n", basic_s / native_s);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, run_claims());
CATCH(errctx, run_benchmark());
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "the interop test could not run");
FAILURES += 1;
} FINISH_NORETURN(errctx);
return FAILURES;
}

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/**
* @file main.c
* @brief Startup, the frame loop, the screens, and teardown.
*
* The startup order is libakgl's one sequence that works (deps/libakgl
* include/akgl/game.h): metadata, akgl_game_init(), screen properties,
* akgl_render_2d_init(), a physics backend -- and then, new in this example,
* the interpreter. The scripts compute, the engine draws; the interpreter is
* lent no devices at all, so a script that tries SPRITE is refused by name.
*/
#include <stdbool.h>
#include <stddef.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/sprite.h>
#include <akgl/text.h>
#include <akgl/ui.h>
#include "galaga.h"
/** @brief Where the example's assets live. CMake defines it; `--assets` overrides. */
#ifndef GALAGA_ASSET_DIR
#define GALAGA_ASSET_DIR "."
#endif
/** @brief The enemy script. CMake defines it; `--script` overrides. */
#ifndef GALAGA_SCRIPT_PATH
#define GALAGA_SCRIPT_PATH "galaga.bas"
#endif
/** @brief The HUD font. CMake defines it; headless runs still need it for the UI. */
#ifndef GALAGA_FONT_PATH
#define GALAGA_FONT_PATH "font.ttf"
#endif
#define GALAGA_PATH_MAX 1024
galaga_Game galaga_game;
galaga_Shared galaga_shared;
/** @brief Where `--screenshot` writes, and on which frame. NULL means never. */
static char *SHOTPATH = NULL;
static int SHOTFRAME = 0;
/** @brief Set in HANDLE_DEFAULT and read after FINISH; see the note in main. */
static int FAILED = 0;
/* ------------------------------------------------------------- starfield --- */
/*
* No parallax facility exists in libakgl and none is needed: a fixed array of
* stars advanced per frame and drawn with akgl_draw_point() between
* frame_start and akgl_game_update(). Two speed bands give the depth for
* free -- the slow band reads as far away.
*/
#define GALAGA_STARS 96
static struct
{
float x;
float y;
float speed;
Uint8 bright;
} STARS[GALAGA_STARS];
static void starfield_seed(void)
{
int i = 0;
for ( i = 0; i < GALAGA_STARS; i++ ) {
STARS[i].x = galaga_random() * (float)GALAGA_VIEW_WIDTH;
STARS[i].y = galaga_random() * (float)GALAGA_VIEW_HEIGHT;
if ( (i % 2) == 0 ) {
STARS[i].speed = 40.0f; /* the far band */
STARS[i].bright = 110;
} else {
STARS[i].speed = 110.0f; /* the near band */
STARS[i].bright = 220;
}
}
}
static akerr_ErrorContext *starfield_draw(void)
{
SDL_Color color = { 255, 255, 255, 255 };
int i = 0;
PREPARE_ERROR(errctx);
for ( i = 0; i < GALAGA_STARS; i++ ) {
STARS[i].y += STARS[i].speed * galaga_game.dt;
if ( STARS[i].y > (float)GALAGA_VIEW_HEIGHT ) {
STARS[i].y -= (float)GALAGA_VIEW_HEIGHT;
STARS[i].x = galaga_random() * (float)GALAGA_VIEW_WIDTH;
}
color.r = STARS[i].bright;
color.g = STARS[i].bright;
color.b = STARS[i].bright;
PASS(errctx, akgl_draw_point(akgl_renderer, STARS[i].x, STARS[i].y, color));
}
SUCCEED_RETURN(errctx);
}
/* ------------------------------------------------------------ screenshots --- */
/**
* @brief Read the render target back and write it out as a PNG.
*
* Called after everything has drawn and before the frame is presented,
* because SDL_RenderPresent is where the target stops being readable. The
* figures in docs/20 and docs/21 are output from this program rather than
* pictures somebody took once, so they cannot show a game that no longer
* exists.
*/
static akerr_ErrorContext *save_screenshot(char *path)
{
SDL_Surface *shot = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "path");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
FAIL_ZERO_RETURN(errctx, shot, AKGL_ERR_SDL, "SDL_RenderReadPixels: %s", SDL_GetError());
ATTEMPT {
FAIL_ZERO_BREAK(errctx, IMG_SavePNG(shot, path), AKGL_ERR_SDL,
"IMG_SavePNG(%s): %s", path, SDL_GetError());
} CLEANUP {
SDL_DestroySurface(shot);
} PROCESS(errctx) {
} FINISH(errctx, true);
SDL_Log("Wrote %s", path);
SUCCEED_RETURN(errctx);
}
/* ---------------------------------------------------------------- assets --- */
static char *SPRITE_FILES[] = {
"sprite_galaga_player.json",
"sprite_galaga_bee.json",
"sprite_galaga_butterfly.json",
"sprite_galaga_boss.json",
"sprite_galaga_boss_hurt.json",
"sprite_galaga_playershot.json",
"sprite_galaga_enemyshot.json",
"sprite_galaga_boom.json",
NULL
};
static char *CHARACTER_FILES[] = {
"character_galaga_player.json",
"character_galaga_bee.json",
"character_galaga_butterfly.json",
"character_galaga_boss.json",
"character_galaga_playershot.json",
"character_galaga_enemyshot.json",
"character_galaga_boom.json",
NULL
};
static akerr_ErrorContext *asset_path(char *dir, char *name, char *dest, size_t size)
{
int count = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dir, AKERR_NULLPOINTER, "dir");
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "name");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
PASS(errctx, aksl_snprintf(&count, dest, size, "%s/%s", dir, name));
SUCCEED_RETURN(errctx);
}
/**
* @brief Sprites first, characters second. Not a preference: a character's
* JSON names its sprites by registry name, so a character loaded first fails
* on the first sprite it cannot find.
*/
static akerr_ErrorContext *load_assets(char *assetdir)
{
char path[GALAGA_PATH_MAX];
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, assetdir, AKERR_NULLPOINTER, "assetdir");
for ( i = 0; SPRITE_FILES[i] != NULL; i++ ) {
PASS(errctx, asset_path(assetdir, SPRITE_FILES[i], (char *)&path, sizeof(path)));
PASS(errctx, akgl_sprite_load_json((char *)&path));
}
for ( i = 0; CHARACTER_FILES[i] != NULL; i++ ) {
PASS(errctx, asset_path(assetdir, CHARACTER_FILES[i], (char *)&path, sizeof(path)));
PASS(errctx, akgl_character_load_json((char *)&path));
}
SUCCEED_RETURN(errctx);
}
/* --------------------------------------------------------------- startup --- */
/** @brief Replacement for akgl_game.lowfpsfunc, which logs a line per frame. */
static void galaga_lowfps(void)
{
}
static akerr_ErrorContext *startup(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, aksl_strncpy((char *)&akgl_game.name, sizeof(akgl_game.name),
"akbasic galaga tutorial", sizeof(akgl_game.name) - 1));
PASS(errctx, aksl_strncpy((char *)&akgl_game.version, sizeof(akgl_game.version),
"1.0.0", sizeof(akgl_game.version) - 1));
PASS(errctx, aksl_strncpy((char *)&akgl_game.uri, sizeof(akgl_game.uri),
"net.aklabs.akbasic.galaga", sizeof(akgl_game.uri) - 1));
PASS(errctx, akgl_game_init());
akgl_game.lowfpsfunc = &galaga_lowfps;
/* Properties before the renderer: akgl_render_2d_init reads both, and an
* unset one defaults to the string "0" -- a zero-sized window. */
PASS(errctx, akgl_set_property("game.screenwidth", "1280"));
PASS(errctx, akgl_set_property("game.screenheight", "960"));
PASS(errctx, akgl_render_2d_init(akgl_renderer));
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderLogicalPresentation(
akgl_renderer->sdl_renderer,
GALAGA_VIEW_WIDTH,
GALAGA_VIEW_HEIGHT,
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE),
AKGL_ERR_SDL,
"%s",
SDL_GetError()
);
/* The view is what the camera looks through, so it says the same thing. */
akgl_camera->x = 0.0f;
akgl_camera->y = 0.0f;
akgl_camera->w = (float)GALAGA_VIEW_WIDTH;
akgl_camera->h = (float)GALAGA_VIEW_HEIGHT;
/*
* akgl_game_init does NOT install a physics backend, whatever physics.h's
* file comment says (libakgl docs/14-physics.md). Null physics accepts
* every call and moves nothing: whatever writes x and y directly is the
* mover, and in this game that is BASIC writing through ACTOR@.
*/
PASS(errctx, akgl_physics_init_null(akgl_physics));
SUCCEED_RETURN(errctx);
}
/* ---------------------------------------------------------------- the UI --- */
static akgl_UiMenu TITLE_MENU = {
"titlemenu", { "START", "QUIT" }, 2, 0, false, NULL
};
static akgl_UiMenu AGAIN_MENU = {
"againmenu", { "PLAY AGAIN", "QUIT" }, 2, 0, false, NULL
};
/* Clay borrows label text until frame_end, so these cannot be locals. */
static char HUD_SCORE[64];
static char HUD_LIVES[64];
/**
* @brief Draw a headline centred above the menu, in the banner font.
*
* Direct text rather than a ui label: the menu owns AKGL_UI_ANCHOR_CENTER,
* and a label anchored there disappears behind it -- there is no
* top-centre anchor to reach for. Drawn before the UI bracket, so the menu
* still paints over it if the two ever meet.
*/
static akerr_ErrorContext *draw_banner(char *text)
{
SDL_Color ink = { 235, 235, 235, 255 };
TTF_Font *font = NULL;
int w = 0;
int h = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "text");
font = SDL_GetPointerProperty(AKGL_REGISTRY_FONT, "banner", NULL);
FAIL_ZERO_RETURN(errctx, font, AKERR_KEY, "the banner font is not loaded");
PASS(errctx, akgl_text_measure(font, text, &w, &h));
PASS(errctx, akgl_text_rendertextat(font, text, ink, 0,
(GALAGA_VIEW_WIDTH - w) / 2, 280));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *declare_title(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, akgl_ui_menu(&TITLE_MENU));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *declare_play(void)
{
int count = 0;
PREPARE_ERROR(errctx);
PASS(errctx, aksl_snprintf(&count, HUD_SCORE, sizeof(HUD_SCORE),
"SCORE %06d", galaga_game.score));
PASS(errctx, aksl_snprintf(&count, HUD_LIVES, sizeof(HUD_LIVES),
"LIVES %d WAVE %d", galaga_game.lives, galaga_shared.wave));
PASS(errctx, akgl_ui_label("score", HUD_SCORE, AKGL_UI_ANCHOR_TOP_LEFT, NULL));
PASS(errctx, akgl_ui_label("lives", HUD_LIVES, AKGL_UI_ANCHOR_TOP_RIGHT, NULL));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *declare_end(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, akgl_ui_menu(&AGAIN_MENU));
SUCCEED_RETURN(errctx);
}
/* ------------------------------------------------------------ transitions --- */
static akerr_ErrorContext *start_game(void)
{
PREPARE_ERROR(errctx);
galaga_game.score = 0;
galaga_game.lives = 3;
memset(galaga_game.kills, 0, sizeof(galaga_game.kills));
memset(galaga_game.shots, 0, sizeof(galaga_game.shots));
galaga_game.respawn_timer = 0.0f;
galaga_shared.wave = 1;
galaga_game.player->x = (float)GALAGA_VIEW_WIDTH / 2.0f - 50.0f;
PASS(errctx, galaga_wave_spawn());
galaga_game.screen = GALAGA_SCREEN_PLAY;
SUCCEED_RETURN(errctx);
}
/**
* @brief End-of-round bookkeeping: notice a cleared wave or a spent ship.
*/
static akerr_ErrorContext *check_transitions(bool *running)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, running, AKERR_NULLPOINTER, "running");
(void)running;
if ( galaga_game.screen != GALAGA_SCREEN_PLAY ) {
SUCCEED_RETURN(errctx);
}
if ( galaga_game.lives <= 0 ) {
PASS(errctx, galaga_wave_release());
galaga_game.screen = GALAGA_SCREEN_GAMEOVER;
SUCCEED_RETURN(errctx);
}
if ( galaga_enemies_alive() == 0 ) {
galaga_game.screen = GALAGA_SCREEN_VICTORY;
}
SUCCEED_RETURN(errctx);
}
/**
* @brief Consume a menu activation. The menu never clears `activated`; the
* state machine that acts on it does.
*/
static akerr_ErrorContext *consume_menus(bool *running)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, running, AKERR_NULLPOINTER, "running");
if ( galaga_game.screen == GALAGA_SCREEN_TITLE && TITLE_MENU.activated ) {
TITLE_MENU.activated = false;
if ( TITLE_MENU.selected == 0 ) {
PASS(errctx, start_game());
} else {
*running = false;
}
}
if ( (galaga_game.screen == GALAGA_SCREEN_GAMEOVER
|| galaga_game.screen == GALAGA_SCREEN_VICTORY)
&& AGAIN_MENU.activated ) {
AGAIN_MENU.activated = false;
if ( AGAIN_MENU.selected == 0 ) {
PASS(errctx, galaga_wave_release());
PASS(errctx, start_game());
} else {
*running = false;
}
}
SUCCEED_RETURN(errctx);
}
/* ------------------------------------------------------------- the frame --- */
/**
* @brief Route one event: the UI gets first refusal, then the menus, then
* the controller. A consumed event goes no further.
*/
static akerr_ErrorContext *route_event(SDL_Event *event, bool *running)
{
bool consumed = false;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
FAIL_ZERO_RETURN(errctx, running, AKERR_NULLPOINTER, "running");
if ( event->type == SDL_EVENT_QUIT ) {
*running = false;
SUCCEED_RETURN(errctx);
}
PASS(errctx, akgl_ui_handle_event((void *)&akgl_game.state, event, &consumed));
if ( consumed ) {
SUCCEED_RETURN(errctx);
}
if ( galaga_game.screen == GALAGA_SCREEN_TITLE ) {
PASS(errctx, akgl_ui_menu_handle_event(&TITLE_MENU, event, &consumed));
} else if ( galaga_game.screen == GALAGA_SCREEN_GAMEOVER
|| galaga_game.screen == GALAGA_SCREEN_VICTORY ) {
PASS(errctx, akgl_ui_menu_handle_event(&AGAIN_MENU, event, &consumed));
}
if ( consumed ) {
SUCCEED_RETURN(errctx);
}
/* Every event, unconditionally: one that no control map binds is not an
* error, it is a call that did nothing. */
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, event));
SUCCEED_RETURN(errctx);
}
/** @brief The previous frame's timestamp, for dt. Stamped once at loop start. */
static uint64_t LAST_NS = 0;
static akerr_ErrorContext *frame(bool *running)
{
SDL_Event event;
uint64_t now = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, running, AKERR_NULLPOINTER, "running");
while ( SDL_PollEvent(&event) == true ) {
PASS(errctx, route_event(&event, running));
}
galaga_game.frame += 1;
if ( galaga_game.autoplay ) {
if ( galaga_game.screen == GALAGA_SCREEN_TITLE && galaga_game.frame >= 8 ) {
PASS(errctx, start_game());
}
/*
* On an end screen the pilot presses Return, which drives the real
* menu path -- declare, handle, activate, restart -- so a headless
* run that dies keeps exercising the game instead of idling.
*/
if ( galaga_game.screen == GALAGA_SCREEN_GAMEOVER
|| galaga_game.screen == GALAGA_SCREEN_VICTORY ) {
if ( (galaga_game.frame % 30) == 0 ) {
SDL_Event press;
memset(&press, 0, sizeof(press));
press.type = SDL_EVENT_KEY_DOWN;
press.key.key = SDLK_RETURN;
PASS(errctx, route_event(&press, running));
}
}
PASS(errctx, galaga_player_autoplay(galaga_game.frame));
}
/*
* dt from the wall clock, clamped: a debugger pause or a stalled runner
* must not become one frame of teleporting enemies. The clamp is a 30 Hz
* frame, the slowest game this is still worth playing at.
*/
now = SDL_GetTicksNS();
galaga_game.dt = (float)(now - LAST_NS) / 1e9f;
LAST_NS = now;
if ( galaga_game.dt > (1.0f / 30.0f) ) {
galaga_game.dt = 1.0f / 30.0f;
}
/* The shared frame state, refreshed before any enemy thinks. The engine
* fills GAME@.ROLL% from its own PRNG rather than letting the script call
* the native RND, so a headless run is the same game on every machine. */
galaga_shared.playerx = galaga_game.player->x + 50.0f;
galaga_shared.playery = galaga_game.player->y;
galaga_shared.rnd = galaga_random();
PASS(errctx, akgl_renderer->frame_start(akgl_renderer));
PASS(errctx, starfield_draw());
/*
* akgl_game_update is update-every-actor, step-the-physics, draw-the-
* world. Updating every actor is where the forty scripts run: each
* enemy's updatefunc is the hook in enemies.c, and that hook is a BASIC
* call. Held back on the menu screens so the world stands still there.
*/
if ( galaga_game.screen == GALAGA_SCREEN_PLAY ) {
PASS(errctx, akgl_game_update(NULL));
PASS(errctx, check_transitions(running));
}
/* The banner is direct text, drawn before the UI bracket. */
if ( galaga_game.screen == GALAGA_SCREEN_TITLE ) {
PASS(errctx, draw_banner("GALAGA"));
} else if ( galaga_game.screen == GALAGA_SCREEN_GAMEOVER ) {
PASS(errctx, draw_banner("GAME OVER"));
} else if ( galaga_game.screen == GALAGA_SCREEN_VICTORY ) {
PASS(errctx, draw_banner("VICTORY"));
}
/* The UI bracket sits between akgl_game_update and frame_end, exactly as
* libakgl docs/22-ui.md draws it. */
PASS(errctx, akgl_ui_frame_begin());
switch ( galaga_game.screen ) {
case GALAGA_SCREEN_TITLE:
PASS(errctx, declare_title());
break;
case GALAGA_SCREEN_PLAY:
PASS(errctx, declare_play());
break;
case GALAGA_SCREEN_GAMEOVER:
case GALAGA_SCREEN_VICTORY:
PASS(errctx, declare_end());
break;
}
PASS(errctx, akgl_ui_frame_end(akgl_renderer));
PASS(errctx, consume_menus(running));
if ( (SHOTPATH != NULL) && (galaga_game.frame == SHOTFRAME) ) {
PASS(errctx, save_screenshot(SHOTPATH));
}
PASS(errctx, akgl_renderer->frame_end(akgl_renderer));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *run(int frames)
{
bool running = true;
PREPARE_ERROR(errctx);
LAST_NS = SDL_GetTicksNS();
while ( running == true ) {
PASS(errctx, frame(&running));
if ( (frames > 0) && (galaga_game.frame >= frames) ) {
running = false;
}
/* A crude frame limiter. A game on a real display should ask SDL for
* vsync; this one has to work under the dummy video driver, where
* there is nothing to sync to. */
SDL_Delay(16);
}
SUCCEED_RETURN(errctx);
}
/* -------------------------------------------------------------- teardown --- */
/**
* @brief Give back what the process is holding.
*
* There is no akgl_game_shutdown; teardown is the application's. Fonts have
* to unload before TTF_Quit destroys them underneath the registry. IGNORE()
* on every call: a teardown failure must not mask whatever error is already
* being reported.
*/
static void shutdown_game(void)
{
int i = 0;
IGNORE(akgl_ui_shutdown());
IGNORE(akgl_text_unloadallfonts());
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( akgl_heap_actors[i].refcount > 0 ) {
IGNORE(akgl_heap_release_actor(&akgl_heap_actors[i]));
}
}
TTF_Quit();
SDL_Quit();
}
/* ------------------------------------------------------------------ args --- */
static akerr_ErrorContext *parse_args(int argc, char *argv[], char **assetdir,
char **script, int *frames)
{
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, assetdir, AKERR_NULLPOINTER, "assetdir");
FAIL_ZERO_RETURN(errctx, script, AKERR_NULLPOINTER, "script");
FAIL_ZERO_RETURN(errctx, frames, AKERR_NULLPOINTER, "frames");
for ( i = 1; i < argc; i++ ) {
if ( strcmp(argv[i], "--autoplay") == 0 ) {
galaga_game.autoplay = true;
} else if ( strcmp(argv[i], "--frames") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--frames needs a count");
PASS(errctx, aksl_atoi(argv[i], frames));
} else if ( strcmp(argv[i], "--assets") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--assets needs a directory");
*assetdir = argv[i];
} else if ( strcmp(argv[i], "--script") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--script needs a path");
*script = argv[i];
} else if ( strcmp(argv[i], "--screenshot") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--screenshot needs a path");
SHOTPATH = argv[i];
} else if ( strcmp(argv[i], "--screenshot-frame") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE,
"--screenshot-frame needs a number");
PASS(errctx, aksl_atoi(argv[i], &SHOTFRAME));
} else {
FAIL_RETURN(
errctx,
AKERR_VALUE,
"usage: galaga [--assets DIR] [--script PATH] [--frames N]"
" [--autoplay] [--screenshot PATH] [--screenshot-frame N]"
);
}
}
SUCCEED_RETURN(errctx);
}
int main(int argc, char *argv[])
{
char *assetdir = GALAGA_ASSET_DIR;
char *script = GALAGA_SCRIPT_PATH;
int frames = 0;
uint16_t fontid = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, parse_args(argc, argv, &assetdir, &script, &frames));
CATCH(errctx, startup());
CATCH(errctx, load_assets(assetdir));
/* The engine refuses to start when the script will not boot: a game
* whose enemies cannot think is not a game missing a feature. */
CATCH(errctx, galaga_script_boot(script));
CATCH(errctx, akgl_ui_init(GALAGA_VIEW_WIDTH, GALAGA_VIEW_HEIGHT));
CATCH(errctx, akgl_text_loadfont("hud", GALAGA_FONT_PATH, 28));
CATCH(errctx, akgl_text_loadfont("banner", GALAGA_FONT_PATH, 84));
CATCH(errctx, akgl_ui_font_register("hud", &fontid));
CATCH(errctx, galaga_player_spawn());
CATCH(errctx, galaga_player_controls());
starfield_seed();
galaga_game.screen = GALAGA_SCREEN_TITLE;
galaga_game.lives = 3;
CATCH(errctx, run(frames));
} CLEANUP {
shutdown_game();
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "galaga could not run");
/* Set a flag rather than returning: leaving a HANDLE block early
* skips FINISH's RELEASE_ERROR and leaks the context's pool slot. */
FAILED = 1;
/* FINISH_NORETURN rather than FINISH: FINISH expands a return that an
* int-returning function cannot compile. */
} FINISH_NORETURN(errctx);
/*
* The readout is the evidence: exiting 0 is not proof the wave flew. A
* headless CI log gets the same line a reader's terminal does, and the
* script-error count is the line's whole reason to exist -- a wave of
* dumb enemies still exits 0.
*/
SDL_Log(
"galaga: %d frames, screen %d, score %d, alive %d, kills bee %d bfly %d boss %d,"
" shots bee %d bfly %d boss %d, script errors %d",
galaga_game.frame,
(int)galaga_game.screen,
galaga_game.score,
galaga_enemies_alive(),
galaga_game.kills[GALAGA_ENEMY_BEE],
galaga_game.kills[GALAGA_ENEMY_BUTTERFLY],
galaga_game.kills[GALAGA_ENEMY_BOSS],
galaga_game.shots[GALAGA_ENEMY_BEE],
galaga_game.shots[GALAGA_ENEMY_BUTTERFLY],
galaga_game.shots[GALAGA_ENEMY_BOSS],
galaga_game.script_errors);
return FAILED;
}

407
examples/galaga/player.c Normal file
View File

@@ -0,0 +1,407 @@
/**
* @file player.c
* @brief The player's ship, its shots, and every collision in the game.
*
* Bullets and collision are C forever -- they are engine, not behavior. The
* per-frame budget for the script is spent on the forty things that think;
* nothing here thinks, it just moves and intersects.
*/
#include <stdbool.h>
#include <stddef.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/controller.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/util.h>
#include "galaga.h"
/* Points per kill, indexed by enemy kind. */
static const int KILL_SCORE[GALAGA_ENEMY_KINDS] = {
/* bee butterfly boss */
50, 80, 150
};
static uint32_t PSHOT_SERIAL = 0;
/* -------------------------------------------------------------- hitboxes --- */
/*
* Actor x/y is a sprite's top-left corner. Every box is inset from the
* artwork's rectangle, because the PNGs carry transparent margin and wing
* tips that should not kill anybody.
*/
static void player_box(akgl_Actor *actor, SDL_FRect *dest)
{
dest->x = actor->x + 12.0f;
dest->y = actor->y + 8.0f;
dest->w = 75.0f;
dest->h = 60.0f;
}
static void enemy_box(akgl_Actor *actor, SDL_FRect *dest)
{
dest->x = actor->x + 8.0f;
dest->y = actor->y + 8.0f;
dest->w = 78.0f;
dest->h = 68.0f;
}
static void shot_box(akgl_Actor *actor, SDL_FRect *dest)
{
dest->x = actor->x;
dest->y = actor->y;
dest->w = 9.0f;
dest->h = 54.0f;
}
/* ---------------------------------------------------------- player shots --- */
/**
* @brief Kill one enemy: score it, blow it up, free its slot.
*/
static akerr_ErrorContext *kill_enemy(int index)
{
akgl_Actor *actor = NULL;
galaga_Enemy *enemy = NULL;
PREPARE_ERROR(errctx);
FAIL_NONZERO_RETURN(errctx, (index < 0 || index >= GALAGA_MAX_ENEMIES),
AKERR_OUTOFBOUNDS, "enemy index %d", index);
actor = galaga_enemy_actors[index];
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "enemy %d is already gone", index);
enemy = &galaga_enemies[index];
galaga_game.score += KILL_SCORE[enemy->kind];
galaga_game.kills[enemy->kind] += 1;
PASS(errctx, galaga_boom_spawn(actor->x + 20.0f, actor->y + 20.0f));
PASS(errctx, akgl_heap_release_actor(actor));
galaga_enemy_actors[index] = NULL;
SUCCEED_RETURN(errctx);
}
/**
* @brief Move a player shot and test it against every live enemy.
*
* The classic O(shots x enemies) sweep: at most 2 x 40 rectangle tests a
* frame, which is noise. A hit costs the enemy a point of hp; the boss's
* second point is the script's business to survive, not this file's.
*/
static akerr_ErrorContext *player_shot_update(akgl_Actor *obj)
{
SDL_FRect mine;
SDL_FRect theirs;
bool hit = false;
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
obj->y -= 900.0f * galaga_game.dt;
if ( obj->y < -60.0f ) {
galaga_game.player_shots_live -= 1;
PASS(errctx, akgl_heap_release_actor(obj));
SUCCEED_RETURN(errctx);
}
shot_box(obj, &mine);
for ( i = 0; i < GALAGA_MAX_ENEMIES; i++ ) {
if ( galaga_enemy_actors[i] == NULL ) {
continue;
}
enemy_box(galaga_enemy_actors[i], &theirs);
PASS(errctx, akgl_collide_rectangles(&mine, &theirs, &hit));
if ( !hit ) {
continue;
}
galaga_enemies[i].hp -= 1;
if ( galaga_enemies[i].hp <= 0 ) {
PASS(errctx, kill_enemy(i));
}
galaga_game.player_shots_live -= 1;
PASS(errctx, akgl_heap_release_actor(obj));
SUCCEED_RETURN(errctx);
}
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *player_fire(akgl_Actor *player)
{
akgl_Actor *shot = NULL;
char name[32];
int count = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "player");
PSHOT_SERIAL += 1;
PASS(errctx, aksl_snprintf(&count, name, sizeof(name), "pshot%u", PSHOT_SERIAL));
PASS(errctx, akgl_heap_next_actor(&shot));
PASS(errctx, akgl_actor_initialize(shot, name));
PASS(errctx, akgl_actor_set_character(shot, "galaga_playershot"));
/* AFTER initialize: it resets all seven hooks. */
shot->updatefunc = &player_shot_update;
shot->movement_controls_face = false;
shot->state = AKGL_ACTOR_STATE_ALIVE;
shot->visible = true;
shot->x = player->x + 45.0f;
shot->y = player->y - 44.0f;
galaga_game.player_shots_live += 1;
galaga_game.fire_cooldown = 0.22f;
SUCCEED_RETURN(errctx);
}
/* ----------------------------------------------------------- player hit --- */
static akerr_ErrorContext *player_hit(akgl_Actor *player)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "player");
galaga_game.lives -= 1;
galaga_game.respawn_timer = 2.0f;
PASS(errctx, galaga_boom_spawn(player->x + 25.0f, player->y + 10.0f));
player->x = (float)GALAGA_VIEW_WIDTH / 2.0f - 50.0f;
SUCCEED_RETURN(errctx);
}
/**
* @brief The player's own update hook: motion, fire, and what can kill it.
*/
static akerr_ErrorContext *player_update(akgl_Actor *obj)
{
SDL_FRect mine;
SDL_FRect theirs;
bool hit = false;
float dx = 0.0f;
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
dx = 0.0f;
if ( galaga_game.moveleft ) {
dx -= GALAGA_PLAYER_SPEED;
}
if ( galaga_game.moveright ) {
dx += GALAGA_PLAYER_SPEED;
}
obj->x += dx * galaga_game.dt;
if ( obj->x < GALAGA_PLAYER_MARGIN ) {
obj->x = GALAGA_PLAYER_MARGIN;
}
if ( obj->x > (float)GALAGA_VIEW_WIDTH - GALAGA_PLAYER_MARGIN - 99.0f ) {
obj->x = (float)GALAGA_VIEW_WIDTH - GALAGA_PLAYER_MARGIN - 99.0f;
}
galaga_game.fire_cooldown -= galaga_game.dt;
if ( galaga_game.firing
&& galaga_game.fire_cooldown <= 0.0f
&& galaga_game.player_shots_live < GALAGA_MAX_PLAYER_SHOTS
&& galaga_game.screen == GALAGA_SCREEN_PLAY ) {
PASS(errctx, player_fire(obj));
}
/*
* Respawn grace: two seconds of blinking invulnerability. The blink is
* the `visible` flag, which is deliberate hiding -- the actor still
* updates, it just is not drawn on the off frames.
*/
if ( galaga_game.respawn_timer > 0.0f ) {
galaga_game.respawn_timer -= galaga_game.dt;
obj->visible = ((galaga_game.frame / 6) % 2) == 0;
SUCCEED_RETURN(errctx);
}
obj->visible = true;
player_box(obj, &mine);
/* Enemy shots. */
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( akgl_heap_actors[i].refcount == 0 ) {
continue;
}
if ( strncmp(akgl_heap_actors[i].name, "eshot", 5) != 0 ) {
continue;
}
shot_box(&akgl_heap_actors[i], &theirs);
PASS(errctx, akgl_collide_rectangles(&mine, &theirs, &hit));
if ( hit ) {
galaga_game.enemy_shots_live -= 1;
PASS(errctx, akgl_heap_release_actor(&akgl_heap_actors[i]));
PASS(errctx, player_hit(obj));
SUCCEED_RETURN(errctx);
}
}
/* Diving enemies. The formation never reaches this low, so testing all
* forty is the same answer as testing the divers, without a state read. */
for ( i = 0; i < GALAGA_MAX_ENEMIES; i++ ) {
if ( galaga_enemy_actors[i] == NULL ) {
continue;
}
enemy_box(galaga_enemy_actors[i], &theirs);
PASS(errctx, akgl_collide_rectangles(&mine, &theirs, &hit));
if ( hit ) {
PASS(errctx, kill_enemy(i));
PASS(errctx, player_hit(obj));
SUCCEED_RETURN(errctx);
}
}
SUCCEED_RETURN(errctx);
}
/* -------------------------------------------------------------- controls --- */
static akerr_ErrorContext *left_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
galaga_game.moveleft = true;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *left_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
galaga_game.moveleft = false;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *right_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
galaga_game.moveright = true;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *right_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
galaga_game.moveright = false;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *fire_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
galaga_game.firing = true;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *fire_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
(void)obj; (void)event;
galaga_game.firing = false;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *galaga_player_controls(void)
{
akgl_Control control;
PREPARE_ERROR(errctx);
memset(&control, 0, sizeof(control));
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.key = SDLK_LEFT;
control.handler_on = &left_on;
control.handler_off = &left_off;
PASS(errctx, akgl_controller_pushmap(0, &control));
control.key = SDLK_RIGHT;
control.handler_on = &right_on;
control.handler_off = &right_off;
PASS(errctx, akgl_controller_pushmap(0, &control));
control.key = SDLK_SPACE;
control.handler_on = &fire_on;
control.handler_off = &fire_off;
PASS(errctx, akgl_controller_pushmap(0, &control));
akgl_controlmaps[0].target = galaga_game.player;
SUCCEED_RETURN(errctx);
}
/* ----------------------------------------------------------------- spawn --- */
akerr_ErrorContext *galaga_player_spawn(void)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
PASS(errctx, akgl_heap_next_actor(&player));
PASS(errctx, akgl_actor_initialize(player, "player"));
PASS(errctx, akgl_actor_set_character(player, "galaga_player"));
/* AFTER initialize: it resets all seven hooks. */
player->updatefunc = &player_update;
player->movement_controls_face = false;
player->state = AKGL_ACTOR_STATE_ALIVE;
player->visible = true;
player->x = (float)GALAGA_VIEW_WIDTH / 2.0f - 50.0f;
player->y = GALAGA_PLAYER_Y;
galaga_game.player = player;
SUCCEED_RETURN(errctx);
}
/* -------------------------------------------------------------- autoplay --- */
/**
* @brief Send one synthetic key event through the controller.
*
* Through akgl_controller_handle_event(), never the handlers directly: the
* point of autoplay is to exercise the same path a keyboard does.
*/
static akerr_ErrorContext *synth_key(SDL_Keycode key, bool down)
{
SDL_Event event;
PREPARE_ERROR(errctx);
memset(&event, 0, sizeof(event));
event.type = (down ? SDL_EVENT_KEY_DOWN : SDL_EVENT_KEY_UP);
event.key.key = key;
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
SUCCEED_RETURN(errctx);
}
/**
* @brief The scripted pilot for headless runs: hold fire, sweep the floor.
*/
akerr_ErrorContext *galaga_player_autoplay(int frame)
{
int phase = 0;
PREPARE_ERROR(errctx);
/* Hold fire until the wave has mostly assembled: shooting the entry
* stream point-blank empties the formation before it exists, which makes
* both the game and its figure worse. */
if ( frame == 300 ) {
PASS(errctx, synth_key(SDLK_SPACE, true));
}
phase = frame % 240;
if ( phase == 30 ) {
PASS(errctx, synth_key(SDLK_LEFT, true));
} else if ( phase == 90 ) {
PASS(errctx, synth_key(SDLK_LEFT, false));
PASS(errctx, synth_key(SDLK_RIGHT, true));
} else if ( phase == 210 ) {
PASS(errctx, synth_key(SDLK_RIGHT, false));
}
SUCCEED_RETURN(errctx);
}

281
examples/galaga/script.c Normal file
View File

@@ -0,0 +1,281 @@
/**
* @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 ),
AKBASIC_HOST_FIELD( galaga_Enemy, rnd, "ROLL%", AKBASIC_HOSTFIELD_FLOAT )
};
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 ),
AKBASIC_HOST_FIELD( galaga_Shared, rnd, "ROLL%", AKBASIC_HOSTFIELD_FLOAT )
};
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));
/*
* The program has now ended and the runtime sits in QUIT mode, where a
* multi-line DEF called from the host returns a silent zero. Forcing the
* mode back makes the bodies run, and it stays put because nothing here
* ever steps the runtime again. Issue #8 tracks making this unnecessary.
*/
PASS(errctx, akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN));
PASS(errctx, dry_run());
SUCCEED_RETURN(errctx);
}
/* ------------------------------------------------------------ per frame --- */
akerr_ErrorContext *galaga_script_update_enemy(galaga_Enemy *enemy, akgl_Actor *actor, float dt)
{
akbasic_Value dtval;
akbasic_Value *argp[1];
akbasic_Value *result = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, enemy, AKERR_NULLPOINTER, "enemy");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
FAIL_NONZERO_RETURN(errctx, (enemy->kind < 0 || enemy->kind >= GALAGA_ENEMY_KINDS),
AKERR_VALUE, "Enemy kind %d has no update function", enemy->kind);
PASS(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", enemy));
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);
}

View File

@@ -56,7 +56,10 @@ This is a tour of the interpreter's edges, on purpose:
counterpoint: a genuine 24x21 `SPRSAV` type-in sprite, 63 bytes, which is
everything `DATA` has room to say. The paint is the reveal, and the exit is a
stride-63 column dissolve — 63 is coprime to 160, so the walk hits every
column once and looks random while carrying no state.
column once and looks random while carrying no state. The strings come in
64-character chunks because a source line is 80 columns, like the machines
this pretends to be — the decoder carries its cursor from one `IM$` entry to
the next, and the generator refuses to cut inside a run.
- **And then the picture is video.** Six delta frames loop the floor grid toward
you and crawl the sun's slice pattern — full motion video, 1.3 KB total, about
220 bytes a frame. A delta re-encodes only the rows that changed: an `R`
@@ -82,6 +85,10 @@ This is a tour of the interpreter's edges, on purpose:
batch a bar of noise drums. Noise is real: `ENVELOPE`'s sixth argument is a
waveform, 0 to 3, which Chapter 7 forgot to mention. Voice 1 carries the tune so
the collision blips (voice 2) and scene sweeps (voice 3) never steal its channel.
A batch is four `PLAY` statements, one bar each — the 80-column line limit will
not hold four bars in one string, and it does not need to: the parser's voice,
envelope and duration state persists across statements and every `PLAY` appends
to the same queue, so four bars queue exactly as one line would.
It also probes for its hardware like a proper boot loader, with one `TRAP` per
device: no graphics refuses by name and exits, no audio mutes the soundtrack, no

View File

@@ -10,7 +10,7 @@ REM A demoscene production for the akbasic interpreter, written as if
REM it were 1985 and this dialect were the machine under the tree.
REM It leans on every corner of the interpreter on purpose:
REM
REM - there is no RND, so it carries chapter 17's LCG and seeds it
REM - it carries chapter 17's LCG rather than the native RND, and seeds it
REM from the jiffy clock
REM - the palette cannot be rewritten, so every "colour cycle" is an
REM honest redraw of the same strokes in the next colour
@@ -81,7 +81,7 @@ REM machine and a predeclared scratch variable occupies one forever,
REM where a scoped one gives its slot back. The first cut of this
REM program predeclared everything and ran the pool dry.
RMAX# = 0
RND# = 0
ROLL# = 0
TX% = 0
TB# = 0
@@ -461,38 +461,78 @@ BS% = W# / 160
IF BS% < 1 THEN BS% = 1
REM ---- PICTURE-BEGIN (generated by vaporwave.py; do not
REM ---- hand-edit -- rerun the script to change the picture)
DIM IM$(16)
DIM IM$(56)
DIM VA#(6)
DIM VB#(6)
NS# = 9
VA#(0) = 9
VB#(0) = 9
VA#(1) = 10
VB#(1) = 10
VA#(2) = 11
VB#(2) = 12
VA#(3) = 13
VB#(3) = 13
VA#(4) = 14
VB#(4) = 14
VA#(5) = 15
VB#(5) = 15
IM$(0) = "G9G9G9G9GPGHEHG9GTEHG9GTEHGPGPEHG9GTEHG9GTEHGHGXEHGTBAG8EHG9GTEHG5EHGPEHG5EHGPEHG5EHGAPAG3EHGPEHG5EHGPEHGXGHEHG5EHGPEHG5EHGFBAGIEHGPGPEHGPEHGHEHGPEHGPEHGHEHGPEHGHEHGPEHGPEHGHEHGBPAGMEHGPEHGHEHGPEHGHEHGPEHGPEHGHEHGPEHGPEHGHEHGPEHGHEPGHEHGPEH"
IM$(1) = "GHEPGHEHGPEHGHEPGHEHGHEGBAEHGHEHGPEHGHEPGHEHGPEHGHEHGPEHGHEPGHEHGPEHGHEPGHEHGPECPAEDGHEPGHEHGHEPGHEPGHEHGHEPGHEPGHEHGHEPGHEHGHEPGHEPGHECBAEDGHEPGHEPGHEHGHEPGHEHGHEPGHEPGHEHGHEPGHEPEPGHEPGHE5GHEPGHE5GHEHEXGHEPGHEEPAEZGHEPGHE5GHE5GHEPGHE5GHEP"
IM$(2) = "GHE5GHE9ETGHE9ETGHEXEHGHE9ETGHHAE9ESGHEPEPGBBAGEE9EMHOE9ETGHEHE9E7HUE9E6E9E4H0E9E3E9E3H2E9EHBAETEHKHE9ELH6E9ECKHEPEPKHE9EBH9HAE9EIKHEHEXKHE2H9HCE9EPKHE5KHEPKDH9HEKCEPKHE5KHE5KHEKH9HGEBKHEPKHEXEHKHE5KHEBH9HIEIKHEPKHEPEPKHEPKHEHKAH9HKKHEHKHEP"
IM$(3) = "KHEHKHEPKHEPKHH9HMEGKHEHKHEPKHEHKHEPKHEPH9HMEOKHEHKHEPKHEHKPEHKHEGH9HOKFEPKHEHKPEHKHEHKPEHKGH9HOEFKHEPKHEHKHEPKHEHKPEFH9HQKEEHKHEPKHEHKHEPKHEHKMH9HSKLEHKHEPKHEHKPEHKHEHKEH9HSEDKPEHKPEHKHEHKPEHKHEEH9HSKDEHKPEHKPKPEHKPEHKDH9HUECKHEHKPEHKHKXEH"
IM$(4) = "KPEDH9HUKCEHK5EHK5EHKLH9HUKKEHK5EHK5EHKCH9HWEBKPEHKXKHEHK8I9IWKZEHKPKPEHK0I9IWK7EHKHKXEHKSI9IWK9KFEHK9KOI9IWK9KNK9KOI9IWK9KNK9KOI9IWK9KNKPIHKZI9IYK6IHKHKXIHKSI9IWK9KFIHK5IHKKI9IWK9KNIHK5IHKCI9IYKPIHKXKHIHK5IHKPIHK5IHKPIHKPKPIHK0I9IWKJIHKPIH"
IM$(5) = "KHIHKPIHKPI9IZKBIHKHIHKPIHKHIHKPIHKKI9IWKJIHKHIHKPIHKHIHKPIHKDI9IXKPIHKHIHKHKHIHKHIPKHI9IYKCIHKPIHKHIHKPIHKHIPKHIHKPIHKHIPKHIHKPIHKHIHKPIHKHI9I9IHKHIHKPIHKHIPKHIHKHIEC9CSKDIPKHIPKHIHKHIPKHIHKEC9CSIDKHIPKHIPIPKHIPKHIFC9CQKEIHKHIPKHIHIXKHIPKG"
IM$(6) = "C9COIFKHI5KHI5KHIPKHI5KHIPKHI5KHI5KHIPKHI5KHIPKHIXIHKHI9IDC9CMI4KHIPIPKHI6C9CKI9IDKHIHIXKHIZC9CII9IMKHI9IWC9CGI9IVI9I9I9I9IPI9I9I9I9IPQ9Q9Q9Q9QPE9E9E9E9EPE9E9E9E9EPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9"
IM$(7) = "Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9"
IM$(8) = "Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QP"
IM$(9) = "RBRQ9QOKMQHK5RBSQ9QTI9IRRBXQ9QTKPQHKHQPKERBYQ9QPI9IHRB3Q9QSKAI5KHIJRB5Q9QTC9CMRB9Q9QWI9IGRCBQ9QYC9CCRCIA9A9A9A9APRCJE9E9E9E9EPRCNA9A9A9A9APRCOE9E9E9E9EPRCUA9A9A9A9APRCVE9E9E9E9EPRC5A9A9A9A9APRC7E9E9E9E9EP"
IM$(10) = "RBQQ9QOK9KIQHKFRBRQ9QOI9IQRBWQ9QPKLQHKHQHKPRBXQ9QTI9QLIERB2Q9QRIBKHIPKHIPKCRB4Q9QSC9CORB8Q9QVI3KHIGRCAQ9QXC9CERCJA9A9A9A9APRCKE9E9E9E9EPRCOA9A9A9A9APRCPE9E9E9E9EPRCVA9A9A9A9APRCXE9E9E9E9EPRC7A9A9A9A9APRDAE9E9E9E9EP"
IM$(11) = "RBPQ9QOK9KAQHKNRBQQ9QOI9IWRBVQ9QOKEQHKHQHKPQHKFRBWQ9QPI9IPRB1Q9QQKCIPKHIPKHIDRB3Q9QSC9CORB7Q9QUIWKHIPRB9Q9QWC9CGRCEA9A9A9A9APRCFE9E9E9E9EPRCGA9A9A9A9APRCHE9E9E9E9EPRCPA9A9A9A9APRCQE9E9E9E9EPRCXA9A9A9A9APRCZE9E9E9E9EPRDAA9A9A9A9APRDCE9E9E9E9"
IM$(12) = "EP"
IM$(13) = "RBOQ9QNK3QHKWRBPQ9QOI9IWRBUQ9QTKHQHKPQHKNRBVQ9QOI9IWRB0Q9QQIKKHIPKHIHKDRB1Q9QQC9CSRB2Q9QRC9CQRB6Q9QTIPKHIYRB8Q9QVC9CIRCKA9A9A9A9APRCLE9E9E9E9EPRCQA9A9A9A9APRCRE9E9E9E9EPRCZA9A9A9A9APRC1E9E9E9E9EPRDCA9A9A9A9APRDFE9E9E9E9EP"
IM$(14) = "RBOQ9QNI9IYRBTQ9QOKEQHKPQHKVRBUQ9QTI9IRRBZQ9QTKHQHKPQHKHRB0Q9QQC9CSRB5Q9QTIHKHI5KARB7Q9QUC9CKRCBQ9QYI9ICRCHA9A9A9A9APRCIE9E9E9E9EPRCLA9A9A9A9APRCME9E9E9E9EPRCRA9A9A9A9APRCTE9E9E9E9EPRC1A9A9A9A9APRC3E9E9E9E9EPRDFA9A9A9A9APRDIE9E9E9E9EP"
IM$(15) = "RBSQ9QTKPQHK3RBTQ9QOI9IWRBYQ9QPKDQHKPQHKHRBZQ9QTI9ILRB4Q9QSIAKHI5KHIBRB6Q9QTC9CMRCAQ9QXI9IERCEE9E9E9E9EPRCFA9A9A9A9APRCGE9E9E9E9EPRCMA9A9A9A9APRCNE9E9E9E9EPRCTA9A9A9A9APRCUE9E9E9E9EPRC3A9A9A9A9APRC5E9E9E9E9EPRDIA9A9A9A9AP"
NS# = 32
VA#(0) = 32
VB#(0) = 35
VA#(1) = 36
VB#(1) = 39
VA#(2) = 40
VB#(2) = 43
VA#(3) = 44
VB#(3) = 47
VA#(4) = 48
VB#(4) = 51
VA#(5) = 52
VB#(5) = 55
IM$(0) = "G9G9G9G9GPGHEHG9GTEHG9GTEHGPGPEHG9GTEHG9GTEHGHGXEHGTBAG8EHG9GTEH"
IM$(1) = "G5EHGPEHG5EHGPEHG5EHGAPAG3EHGPEHG5EHGPEHGXGHEHG5EHGPEHG5EHGFBAGI"
IM$(2) = "EHGPGPEHGPEHGHEHGPEHGPEHGHEHGPEHGHEHGPEHGPEHGHEHGBPAGMEHGPEHGHEH"
IM$(3) = "GPEHGHEHGPEHGPEHGHEHGPEHGPEHGHEHGPEHGHEPGHEHGPEHGHEPGHEHGPEHGHEP"
IM$(4) = "GHEHGHEGBAEHGHEHGPEHGHEPGHEHGPEHGHEHGPEHGHEPGHEHGPEHGHEPGHEHGPEC"
IM$(5) = "PAEDGHEPGHEHGHEPGHEPGHEHGHEPGHEPGHEHGHEPGHEHGHEPGHEPGHECBAEDGHEP"
IM$(6) = "GHEPGHEHGHEPGHEHGHEPGHEPGHEHGHEPGHEPEPGHEPGHE5GHEPGHE5GHEHEXGHEP"
IM$(7) = "GHEEPAEZGHEPGHE5GHE5GHEPGHE5GHEPGHE5GHE9ETGHE9ETGHEXEHGHE9ETGHHA"
IM$(8) = "E9ESGHEPEPGBBAGEE9EMHOE9ETGHEHE9E7HUE9E6E9E4H0E9E3E9E3H2E9EHBAET"
IM$(9) = "EHKHE9ELH6E9ECKHEPEPKHE9EBH9HAE9EIKHEHEXKHE2H9HCE9EPKHE5KHEPKDH9"
IM$(10) = "HEKCEPKHE5KHE5KHEKH9HGEBKHEPKHEXEHKHE5KHEBH9HIEIKHEPKHEPEPKHEPKH"
IM$(11) = "EHKAH9HKKHEHKHEPKHEHKHEPKHEPKHH9HMEGKHEHKHEPKHEHKHEPKHEPH9HMEOKH"
IM$(12) = "EHKHEPKHEHKPEHKHEGH9HOKFEPKHEHKPEHKHEHKPEHKGH9HOEFKHEPKHEHKHEPKH"
IM$(13) = "EHKPEFH9HQKEEHKHEPKHEHKHEPKHEHKMH9HSKLEHKHEPKHEHKPEHKHEHKEH9HSED"
IM$(14) = "KPEHKPEHKHEHKPEHKHEEH9HSKDEHKPEHKPKPEHKPEHKDH9HUECKHEHKPEHKHKXEH"
IM$(15) = "KPEDH9HUKCEHK5EHK5EHKLH9HUKKEHK5EHK5EHKCH9HWEBKPEHKXKHEHK8I9IWKZ"
IM$(16) = "EHKPKPEHK0I9IWK7EHKHKXEHKSI9IWK9KFEHK9KOI9IWK9KNK9KOI9IWK9KNK9KO"
IM$(17) = "I9IWK9KNKPIHKZI9IYK6IHKHKXIHKSI9IWK9KFIHK5IHKKI9IWK9KNIHK5IHKCI9"
IM$(18) = "IYKPIHKXKHIHK5IHKPIHK5IHKPIHKPKPIHK0I9IWKJIHKPIHKHIHKPIHKPI9IZKB"
IM$(19) = "IHKHIHKPIHKHIHKPIHKKI9IWKJIHKHIHKPIHKHIHKPIHKDI9IXKPIHKHIHKHKHIH"
IM$(20) = "KHIPKHI9IYKCIHKPIHKHIHKPIHKHIPKHIHKPIHKHIPKHIHKPIHKHIHKPIHKHI9I9"
IM$(21) = "IHKHIHKPIHKHIPKHIHKHIEC9CSKDIPKHIPKHIHKHIPKHIHKEC9CSIDKHIPKHIPIP"
IM$(22) = "KHIPKHIFC9CQKEIHKHIPKHIHIXKHIPKGC9COIFKHI5KHI5KHIPKHI5KHIPKHI5KH"
IM$(23) = "I5KHIPKHI5KHIPKHIXIHKHI9IDC9CMI4KHIPIPKHI6C9CKI9IDKHIHIXKHIZC9CI"
IM$(24) = "I9IMKHI9IWC9CGI9IVI9I9I9I9IPI9I9I9I9IPQ9Q9Q9Q9QPE9E9E9E9EPE9E9E9"
IM$(25) = "E9EPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QP"
IM$(26) = "Q9Q9Q9Q9QPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9"
IM$(27) = "Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9"
IM$(28) = "QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9"
IM$(29) = "Q9Q9Q9QPE9E9E9E9EPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9"
IM$(30) = "Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QP"
IM$(31) = "Q9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QPQ9Q9Q9Q9QP"
IM$(32) = "RBRQ9QOKMQHK5RBSQ9QTI9IRRBXQ9QTKPQHKHQPKERBYQ9QPI9IHRB3Q9QSKAI5"
IM$(33) = "KHIJRB5Q9QTC9CMRB9Q9QWI9IGRCBQ9QYC9CCRCIA9A9A9A9APRCJE9E9E9E9EP"
IM$(34) = "RCNA9A9A9A9APRCOE9E9E9E9EPRCUA9A9A9A9APRCVE9E9E9E9EPRC5A9A9A9A9"
IM$(35) = "APRC7E9E9E9E9EP"
IM$(36) = "RBQQ9QOK9KIQHKFRBRQ9QOI9IQRBWQ9QPKLQHKHQHKPRBXQ9QTI9QLIERB2Q9QR"
IM$(37) = "IBKHIPKHIPKCRB4Q9QSC9CORB8Q9QVI3KHIGRCAQ9QXC9CERCJA9A9A9A9APRCK"
IM$(38) = "E9E9E9E9EPRCOA9A9A9A9APRCPE9E9E9E9EPRCVA9A9A9A9APRCXE9E9E9E9EP"
IM$(39) = "RC7A9A9A9A9APRDAE9E9E9E9EP"
IM$(40) = "RBPQ9QOK9KAQHKNRBQQ9QOI9IWRBVQ9QOKEQHKHQHKPQHKFRBWQ9QPI9IPRB1Q9"
IM$(41) = "QQKCIPKHIPKHIDRB3Q9QSC9CORB7Q9QUIWKHIPRB9Q9QWC9CGRCEA9A9A9A9AP"
IM$(42) = "RCFE9E9E9E9EPRCGA9A9A9A9APRCHE9E9E9E9EPRCPA9A9A9A9APRCQE9E9E9E9"
IM$(43) = "EPRCXA9A9A9A9APRCZE9E9E9E9EPRDAA9A9A9A9APRDCE9E9E9E9EP"
IM$(44) = "RBOQ9QNK3QHKWRBPQ9QOI9IWRBUQ9QTKHQHKPQHKNRBVQ9QOI9IWRB0Q9QQIKKH"
IM$(45) = "IPKHIHKDRB1Q9QQC9CSRB2Q9QRC9CQRB6Q9QTIPKHIYRB8Q9QVC9CIRCKA9A9A9"
IM$(46) = "A9APRCLE9E9E9E9EPRCQA9A9A9A9APRCRE9E9E9E9EPRCZA9A9A9A9APRC1E9E9"
IM$(47) = "E9E9EPRDCA9A9A9A9APRDFE9E9E9E9EP"
IM$(48) = "RBOQ9QNI9IYRBTQ9QOKEQHKPQHKVRBUQ9QTI9IRRBZQ9QTKHQHKPQHKHRB0Q9QQ"
IM$(49) = "C9CSRB5Q9QTIHKHI5KARB7Q9QUC9CKRCBQ9QYI9ICRCHA9A9A9A9APRCIE9E9E9"
IM$(50) = "E9EPRCLA9A9A9A9APRCME9E9E9E9EPRCRA9A9A9A9APRCTE9E9E9E9EPRC1A9A9"
IM$(51) = "A9A9APRC3E9E9E9E9EPRDFA9A9A9A9APRDIE9E9E9E9EP"
IM$(52) = "RBSQ9QTKPQHK3RBTQ9QOI9IWRBYQ9QPKDQHKPQHKHRBZQ9QTI9ILRB4Q9QSIAKH"
IM$(53) = "I5KHIBRB6Q9QTC9CMRCAQ9QXI9IERCEE9E9E9E9EPRCFA9A9A9A9APRCGE9E9E9"
IM$(54) = "E9EPRCMA9A9A9A9APRCNE9E9E9E9EPRCTA9A9A9A9APRCUE9E9E9E9EPRC3A9A9"
IM$(55) = "A9A9APRC5E9E9E9E9EPRDIA9A9A9A9AP"
REM ---- PICTURE-END
SS# = 0
SE# = NS# - 1
@@ -776,11 +816,12 @@ REM =====================================================================
REM Subroutines.
REM =====================================================================
REM Chapter 17's generator, verbatim: there is no RND in this dialect.
REM Answers 0 to RMAX#-1 in RND#, from the middle bits of the seed.
REM Chapter 17's historical generator, verbatim. RND(n) is built in now;
REM this stays so the demo runs identically on every machine.
REM Answers 0 to RMAX#-1 in ROLL#, from the middle bits of the seed.
LABEL RANDOM
SEED# = MOD(((SEED# * 1103515245) + 12345), 2147483648)
RND# = MOD((SEED# / 65536), RMAX#)
ROLL# = MOD((SEED# / 65536), RMAX#)
RETURN
REM NS# stars in four brightnesses. Two LCG pulls a star, and the
@@ -790,10 +831,10 @@ SI# = 0
DO WHILE SI# < NS#
RMAX# = W#
GOSUB RANDOM
X# = RND#
X# = ROLL#
RMAX# = H#
GOSUB RANDOM
Y# = RND#
Y# = ROLL#
B# = MOD(SEED#, 4)
COLOR 1, STC#(B#)
DRAW 1, X#, Y#
@@ -1251,7 +1292,7 @@ LABEL REHOME
MOVSPR L2#, 0.5 * W#, 0.5 * H#
RMAX# = 360
GOSUB RANDOM
SBG#(L2#) = RND#
SBG#(L2#) = ROLL#
MOVSPR L2#, SBG#(L2#) # 5
RETURN
@@ -1317,13 +1358,25 @@ TB# = TB# + 1
IF TB# > 2 THEN TB# = 0
RETURN
REM A batch is four PLAY statements, one bar each: the parser's V, T,
REM U and duration state persists across statements and every PLAY
REM appends to the same queue, so four bars queue exactly as one long
REM string would -- which the 80-column line limit no longer allows.
REM Each bar restates the prefix anyway, so a bar dropped by QFULL
REM never leaves the next one playing with drum-kit state.
LABEL TUNEA
PLAY "V1T3U9S O1AO2AO3AO2AO3AO4CEAO1AO2AO4CEAO5CO4AE O1FO2FO3FO2FO3FAO4CFO1FO2FO3AO4CFAO5CO4A O1CO2CO3CO2CO3CEGO4CO1CO2CO3EGO4CEGO5C O1GO2GO3GO2GO3GBO4DGO1GO2GO3BO4DGBO5DO4B"
PLAY "V1T3U9S O1AO2AO3AO2AO3AO4CEAO1AO2AO4CEAO5CO4AE"
PLAY "V1T3U9S O1FO2FO3FO2FO3FAO4CFO1FO2FO3AO4CFAO5CO4A"
PLAY "V1T3U9S O1CO2CO3CO2CO3CEGO4CO1CO2CO3EGO4CEGO5C"
PLAY "V1T3U9S O1GO2GO3GO2GO3GBO4DGO1GO2GO3BO4DGBO5DO4B"
MT# = TI# + 270
RETURN
LABEL TUNEB
PLAY "V1T3U9S O1AO2AO3AO2AO3AO4CEAO1AO2AO4CEAO5CEO4A O1FO2FO3FO2FO3FAO4CFO1FO2FO3AO4CFAO5CO4A O1DO2DO3DO2DO3DFAO4DO1DO2DO3FAO4DFAO5D O1EO2EO3EO2EO3E#GBO4EO1EO2EO3#GBO4E#GBO5E"
PLAY "V1T3U9S O1AO2AO3AO2AO3AO4CEAO1AO2AO4CEAO5CEO4A"
PLAY "V1T3U9S O1FO2FO3FO2FO3FAO4CFO1FO2FO3AO4CFAO5CO4A"
PLAY "V1T3U9S O1DO2DO3DO2DO3DFAO4DO1DO2DO3FAO4DFAO5D"
PLAY "V1T3U9S O1EO2EO3EO2EO3E#GBO4EO1EO2EO3#GBO4E#GBO5E"
MT# = TI# + 270
RETURN

View File

@@ -58,7 +58,14 @@ SKIP = "Q"
ROWREC = "R"
LENCH = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
MAXRUN = len(LENCH)
PAYLOAD = 240
# The interpreter reads source through an 80-byte line buffer and refuses
# any line that fills it (AKBASIC_MAX_LINE_LENGTH, sink_stdio.c), so a
# stored line is at most 78 characters plus its newline. 'IM$(NN) = "' and
# the closing quote spend 12 of those; 64 keeps the emitted lines under
# the ceiling with margin to spare while the index stays two digits.
PAYLOAD = 64
MAXLINE = 78
SUN_CX, SUN_CY, SUN_R = 80, 50, 30
HORIZON = 74
@@ -206,13 +213,32 @@ def encode_delta(prev, cur):
def chop(blob):
return [blob[i:i + PAYLOAD] for i in range(0, len(blob), PAYLOAD)]
"""Split a stream into strings of at most PAYLOAD characters, cutting
only between records. The decoder reads a record's tail characters
with MID on the string it is walking, so a run (two characters) or a
row record (three) that straddled two IM$ entries would decode as
garbage; DRAWSTREAM only carries the cursor, never a partial record."""
out, cur = [], ""
p = 0
while p < len(blob):
n = 3 if blob[p] == ROWREC else 2
if len(cur) + n > PAYLOAD:
out.append(cur)
cur = ""
cur += blob[p:p + n]
p += n
if cur:
out.append(cur)
return out
def simulate(raster, blob):
def simulate(raster, blob, x=0, y=0):
"""Apply one encoded stream to a raster exactly the way the BASIC
decoder does, skips-draw-nothing and all."""
x = y = p = 0
decoder does, skips-draw-nothing and all. The cursor comes in and
goes back out because DRAWSTREAM carries it from one IM$ entry to
the next -- decoding the chopped strings one at a time with the
cursor threaded through is exactly what the demo will execute."""
p = 0
while p < len(blob):
c = blob[p]
if c == ROWREC:
@@ -230,20 +256,31 @@ def simulate(raster, blob):
x = 0
y += 1
p += 2
return raster, x, y
def simulate_lines(raster, lines):
"""One stream as its chopped strings, cursor carried across the
boundaries the way DRAWSTREAM carries X# and Y#."""
x = y = 0
for line in lines:
raster, x, y = simulate(raster, line, x, y)
return raster
def verify(frames, base_blob, delta_blobs):
def verify(frames, base_lines, delta_line_groups):
"""The base must reproduce frame 0 exactly, and each delta must
carry the raster exactly to the next frame. A skip leaves the cell
the encoder promised was already right, so equality is total and
any difference at all is an encoder bug."""
any difference at all is an encoder bug. This decodes the CHOPPED
strings, not the blobs, so a chop that split a record would fail
here instead of corrupting the screen."""
raster = [[1] * W for _ in range(H)]
raster = simulate(raster, base_blob)
raster = simulate_lines(raster, base_lines)
assert raster == frames[0], "base stream does not reproduce frame 0"
for i, blob in enumerate(delta_blobs):
for i, lines in enumerate(delta_line_groups):
want = frames[(i + 1) % PHASES]
raster = simulate(raster, blob)
raster = simulate_lines(raster, lines)
assert raster == want, "delta %d does not reproduce its frame" % i
@@ -261,6 +298,9 @@ def emit_block(base_lines, delta_ranges, all_lines):
for i, s in enumerate(all_lines):
out.append('IM$(%d) = "%s"' % (i, s))
out.append("REM ---- PICTURE-END")
for line in out:
assert len(line) <= MAXLINE, "emitted line over %d chars: %r" % (
MAXLINE, line)
return out
@@ -303,15 +343,15 @@ def main():
base_lines = chop(base_blob)
all_lines = list(base_lines)
delta_ranges = []
delta_blobs = []
delta_line_groups = []
for i in range(PHASES):
blob = encode_delta(frames[i], frames[(i + 1) % PHASES])
delta_blobs.append(blob)
lines = chop(blob)
delta_line_groups.append(lines)
delta_ranges.append((len(all_lines), len(all_lines) + len(lines) - 1))
all_lines.extend(lines)
verify(frames, base_blob, delta_blobs)
dbytes = sum(len(b) for b in delta_blobs)
verify(frames, base_lines, delta_line_groups)
dbytes = sum(len(l) for g in delta_line_groups for l in g)
print("base %d bytes in %d strings; video %d bytes in %d strings; "
"%d strings total" %
(sum(len(s) for s in base_lines), len(base_lines), dbytes,

View File

@@ -296,7 +296,7 @@ typedef struct
*
* Claimed up front rather than per scan for two reasons. The pool is shared
* with whatever host this interpreter is embedded in -- a game with its own
* shaped actors draws from the same #AKGL_MAX_HEAP_COLLISION_PROXY -- so
* shaped actors draws from the same `AKGL_MAX_HEAP_COLLISION_PROXY` -- so
* running out is a real possibility, and it should be an init-time failure
* naming the pool rather than a collision scan that starts refusing halfway
* through a game. And a proxy carries a *copy* of its shape, so there is

View File

@@ -72,6 +72,37 @@ typedef struct akbasic_Environment
*/
bool exiting;
/*
* Generator state (GEN / EMIT / FOR EACH / DO EACH).
*
* `isGenerator` is set on the environment a GEN call pushes -- the one
* whose body is actually running the GEN's lines, as opposed to the loop's
* own environment. `generatorFn` records *which* GEN it is running, so a
* FOR EACH/DO EACH that would invoke a GEN currently running higher up the
* parent chain (self-recursion) can be told apart from one invoking it
* fresh, or invoking a sibling instance of the same GEN sitting detached in
* someone else's `forGeneratorEnv`. It carries an akbasic_FunctionDef *, kept
* as void * for the same reason akbasic_environment_get_function() does:
* runtime.h includes this header, not the other way around.
*/
bool isGenerator;
void *generatorFn;
/**
* Set on a FOR EACH or DO EACH loop's own environment, distinguishing it
* from a plain FOR/DO for verbs that need to know which kind of loop this
* is -- EXIT, NEXT and LOOP all read it.
*/
bool isEachLoop;
/**
* The generator environment a FOR EACH/DO EACH loop is suspended on
* between iterations -- alive, detached from the step loop, but not
* released, so its own `nextline` still says where to resume. NULL means
* either "not an EACH loop" or "the generator is exhausted": both leave
* nothing to resume, and by the time either becomes true the loop
* environment itself is on its way out too.
*/
struct akbasic_Environment *forGeneratorEnv;
int64_t gosubReturnLine;
/* READ state. The identifier leaves are deep copies, so they need storage. */

View File

@@ -12,9 +12,12 @@
* libakerror 2.0.0 is the floor, raised from 1.0.0 because 2.0.0 is an ABI break
* that a compile against the wrong header cannot survive quietly:
*
* - `__akerr_last_ignored` became thread-local. `IGNORE` expands at *our* call
* site, so our objects reference that symbol under whichever storage model
* the header on the include path declared.
* - The context behind `IGNORE` became thread-local. `IGNORE` expands at *our*
* call site, so our objects reference that storage under whichever model the
* header on the include path declared. 2.0.2 went further and made it a
* per-translation-unit `static` snapshot named `akerr_last_ignored`, copied
* from the pool slot so the slot can be released; the old spelling
* `__akerr_last_ignored` was an `extern` pointer and no longer exists.
* - `akerr_next_error()` now returns a context that already holds a reference,
* and `ENSURE_ERROR_READY` no longer increments. Objects compiled against a
* 1.x header count every reference twice and never give a slot back.

View File

@@ -102,6 +102,15 @@ typedef struct
akbasic_ASTLeaf *arglist;
akbasic_ASTLeaf *expression;
int64_t lineno;
/*
* Set by akbasic_parse_gen(), left false by akbasic_parse_def(). GEN and
* DEF share this table (TODO.md's namespace decision for generators), so
* this is what lets akbasic_runtime_call_function() refuse to run a GEN
* called like an ordinary function -- cleanly, before anything is pushed,
* rather than relying on EMIT to fail deep inside a call whose BASIC-level
* error a caller driving its own step loop would not see raised.
*/
bool isGenerator;
/*
* There is deliberately no environment here. It used to be owned by the
* funcdef and reset on every call, which made a function not re-entrant --
@@ -211,8 +220,12 @@ typedef struct akbasic_Runtime
* not exist relative to the working directory, which is what makes a `.bas`
* beside its art work from anywhere. Group F's disk verbs will want the
* same, which is why it is on the runtime rather than in the sprite state.
*
* Sized to AKBASIC_MAX_SOURCE_PATH_LENGTH, not AKBASIC_MAX_LINE_LENGTH: a
* directory is a filesystem path, not a line of BASIC, and the two do not
* belong to the same budget.
*/
char sourcepath[AKBASIC_MAX_LINE_LENGTH];
char sourcepath[AKBASIC_MAX_SOURCE_PATH_LENGTH];
/*
* The armed interrupts, and the environment the one currently running was
@@ -248,6 +261,11 @@ typedef struct akbasic_Runtime
*/
int64_t timems;
/* RND's lazy seed state. The flag distinguishes an unseeded run from a
* legitimate LCG state of zero. */
int64_t rndseed;
bool rndseeded;
/*
* Set by a branch that has decided the remaining statements on its line
* belong to the arm it did not take, and cleared at the top of every line.
@@ -365,7 +383,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_set_ui(akbasic_Runtime *obj,
* @param path Path to the program file, or NULL for none.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When `obj` is NULL.
* @throws AKBASIC_ERR_BOUNDS When the path is longer than AKBASIC_MAX_LINE_LENGTH.
* @throws AKBASIC_ERR_BOUNDS When the path is longer than AKBASIC_MAX_SOURCE_PATH_LENGTH.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_set_source_path(akbasic_Runtime *obj, const char *path);
@@ -586,6 +604,115 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_new_environment(akbasic_Runti
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_prev_environment(akbasic_Runtime *obj);
/**
* @brief Return control to the active scope's parent, without releasing it.
*
* The half of akbasic_runtime_prev_environment() that pops; the other half,
* akbasic_runtime_release_environment(), gives the scope's variables and its
* pool slot back. Split for EMIT: a generator suspended between iterations
* has to keep existing -- its own `nextline` is where NEXT resumes it -- so
* detaching without releasing is what lets `obj->environment` move on to the
* loop while the generator's scope stays alive, reachable through
* `forGeneratorEnv`.
*
* @param obj Object to initialize, inspect, or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKBASIC_ERR_ENVIRONMENT When the active scope is the root.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_detach_environment(akbasic_Runtime *obj);
/**
* @brief Give a scope's variables and its pool slot back.
*
* The other half of akbasic_runtime_prev_environment(): unlike that function,
* @p env need not be `obj->environment` -- a generator environment sitting
* detached in some loop's `forGeneratorEnv` is released this way once it is
* exhausted or abandoned, without disturbing whatever scope is active now.
*
* @param obj Object to initialize, inspect, or modify.
* @param env The scope to release; must not be NULL and must not be the root.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When `env` is NULL.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_release_environment(akbasic_Runtime *obj, akbasic_Environment *env);
/**
* @brief Pop and release every scope from the active one up to @p target.
*
* The shared teardown for every path that abandons part of the environment
* chain at once instead of popping it a verb at a time: the error unwinds in
* akbasic_runtime_pump_generator() and akbasic_runtime_call_function(). Each
* popped scope's suspended generator (`forGeneratorEnv`), if it still holds
* one, is released through akbasic_runtime_release_generator() -- a suspended
* generator is a *child* of its loop scope, so no walk up the parent chain
* would ever reach it.
*
* Stops without error at the root if @p target is not on the chain: callers
* are already cleaning up after a failure, and releasing everything is the
* least-wrong answer to a target that has gone missing.
*
* @param obj Object to initialize, inspect, or modify.
* @param target The scope to stop at; it is left active and untouched.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When @p target is NULL.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_unwind_to_environment(akbasic_Runtime *obj, akbasic_Environment *target);
/**
* @brief Push a GEN's environment, bind its parameters and run it to its first EMIT.
*
* Shared by the EACH branches of `FOR` and `DO`: both look up the same kind of
* call expression (an `AKBASIC_LEAF_FUNCTION` leaf naming a GEN), guard
* against invoking a GEN that is already running higher up this same parent
* chain, evaluate the call's arguments in the caller's scope, bind them into a
* fresh environment the way a function call does, and run that environment
* until EMIT detaches it or END GEN ends it with nothing emitted.
*
* @p loopenv is left in the state a caller checks afterwards:
* `loopenv->forGeneratorEnv` is the live generator environment when
* something was emitted, or NULL when the GEN produced nothing at all.
*
* @param obj Object to initialize, inspect, or modify.
* @param loopenv The FOR EACH/DO EACH loop's own environment; becomes the new
* generator environment's parent.
* @param callexpr The generator call, e.g. `ROOMOBJECTS(CURROOM%)`.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKBASIC_ERR_STATE When the named GEN is already running higher up
* this same parent chain.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_generator_invoke(akbasic_Runtime *obj, akbasic_Environment *loopenv, akbasic_ASTLeaf *callexpr);
/**
* @brief Run a suspended generator until it next detaches.
*
* Shared by the EACH branches of `NEXT` and `LOOP`: `obj->environment` is
* expected to already be the generator environment to resume (a caller sets
* that from `loopenv->forGeneratorEnv` before calling), and this drives the
* step loop until either EMIT detaches it back to @p loopenv with another
* value, or END GEN really ends it -- in which case it releases the
* generator environment itself and clears `loopenv->forGeneratorEnv`.
*
* @param obj Object to initialize, inspect, or modify.
* @param loopenv The FOR EACH/DO EACH loop's own environment, and the pump's
* stopping point.
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_pump_generator(akbasic_Runtime *obj, akbasic_Environment *loopenv);
/**
* @brief Release a live, abandoned generator, wherever EMIT left it suspended.
*
* `env` is expected to be a loop's `forGeneratorEnv` -- the resume point, not
* necessarily the GEN's own call frame, since EMIT may have run several
* levels below it inside a FOR/DO/GOSUB the body wrote. Walks up from there,
* releasing every environment through the call frame itself inclusive, so
* nothing above the resume point is left behind.
*
* @param obj Object to initialize, inspect, or modify.
* @param env The suspended resume point to release.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When `env` is NULL.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_release_generator(akbasic_Runtime *obj, akbasic_Environment *env);
/**
* @brief Report a BASIC error on the current line, in the reference's format.
*
@@ -628,6 +755,27 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_println(akbasic_Runtime *obj,
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_set_mode(akbasic_Runtime *obj, int mode);
/**
* @brief Forgive the last BASIC-level error, so a host may call again.
*
* A program run latches its first runtime error and ends -- deliberately, and
* a host cannot un-decide that with akbasic_runtime_set_mode() alone: the
* latch survives the mode change, every later line is skipped, and every
* later akbasic_runtime_call_function() answers a stale value after walking
* the whole source table doing nothing.
*
* A host that absorbed a script error -- reported through the sink, actor
* marked dumb, frame preserved -- calls this beside
* `akbasic_runtime_set_mode(obj, AKBASIC_MODE_RUN)` to put the runtime back
* in service. It is for hosts between calls, not for verbs during a run: a
* running program's first error still ends it, exactly once, with one line.
*
* @param obj Object to initialize, inspect, or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When `obj` is NULL.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_clear_error(akbasic_Runtime *obj);
/**
* @brief Evaluate one AST leaf, drawing scratch values from the environment.
* @param obj Object to initialize, inspect, or modify.
@@ -802,13 +950,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_reserve_globals(akbasic_Runti
* @throws AKBASIC_ERR_BOUNDS When every variable slot is in use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_new_variable(akbasic_Runtime *obj, akbasic_Variable **dest);
/**
* @brief Take an unused function definition from the runtime's pool.
* @param obj Object to initialize, inspect, or modify.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKBASIC_ERR_BOUNDS When every function slot is in use.
*/
/**
* @brief Call a user-defined function with values a caller already has.
*
@@ -835,6 +976,13 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_new_variable(akbasic_Runtime
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_call_function(struct akbasic_Runtime *obj, const char *name, akbasic_Value **args, int nargs, akbasic_Value **dest);
/**
* @brief Take an unused function definition from the runtime's pool.
* @param obj Object to initialize, inspect, or modify.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKBASIC_ERR_BOUNDS When every function slot is in use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akbasic_runtime_new_function(akbasic_Runtime *obj, akbasic_FunctionDef **dest);
/**
* @brief File one already-scanned source line under its line number.

View File

@@ -59,7 +59,7 @@
* with headroom. The ceiling matters because these come out of libakgl's
* collision proxy pool, which is shared with whatever host this interpreter is
* embedded in: eight sprites plus sixty-four solids is seventy-two of
* #AKGL_MAX_HEAP_COLLISION_PROXY, and the rest is the host's.
* `AKGL_MAX_HEAP_COLLISION_PROXY`, and the rest is the host's.
*/
#ifndef AKBASIC_MAX_SOLIDS
#define AKBASIC_MAX_SOLIDS 64
@@ -117,7 +117,7 @@ typedef struct
int speed; /* clockwise from vertical, and 0-15 */
/**
* SPRHIT's collision shape: one of the #AKBASIC_SHAPE_* kinds, and a
* SPRHIT's collision shape: one of the `AKBASIC_SHAPE_*` kinds, and a
* rectangle measured from the sprite's top-left corner.
*
* `shapeexplicit` is what separates "the program asked for the whole frame"

View File

@@ -23,9 +23,17 @@
* serves variables, functions and labels. Capacity is a member; the table is
* kept below a 75% load factor by construction because `capacity` counts slots
* and the caller's logical maximum is smaller.
*
* 172 rather than the old 256: no caller passes akbasic_symtab_init() anything
* larger than AKBASIC_MAX_VARIABLES (128), and 172 keeps that under the 75%
* load factor the comment above promises (128 / 0.75 = 170.7).
*
* AKBASIC_SYMTAB_MAX_KEY 24 rather than 64: the longest identifier across
* examples/breakout and examples/megademo -- variables, DIMmed arrays, labels
* and DEF FN names alike -- is 11 characters (TITLESCREEN, CLEARPOWERS).
*/
#define AKBASIC_SYMTAB_MAX_SLOTS 256
#define AKBASIC_SYMTAB_MAX_KEY 64
#define AKBASIC_SYMTAB_MAX_SLOTS 172
#define AKBASIC_SYMTAB_MAX_KEY 24
typedef struct
{

View File

@@ -6,6 +6,7 @@
#ifndef _AKBASIC_TYPES_H_
#define _AKBASIC_TYPES_H_
#include <limits.h>
#include <stdbool.h>
#include <stdint.h>
@@ -27,15 +28,39 @@
#define AKBASIC_MAX_VALUES 64
#define AKBASIC_MAX_VARIABLES 128
/* Whole-runtime pools */
#define AKBASIC_MAX_SOURCE_LINES 9999
#define AKBASIC_MAX_LINE_LENGTH 256
/*
* Whole-runtime pools.
*
* AKBASIC_MAX_SOURCE_LINES, AKBASIC_MAX_LINE_LENGTH, AKBASIC_MAX_ARRAY_VALUES,
* AKBASIC_MAX_ENVIRONMENTS and AKBASIC_MAX_FUNCTIONS were cut from their
* original values against measurements taken off examples/breakout and
* examples/megademo, the two most demanding programs this interpreter runs --
* see the memory-footprint discussion this commit's PR body links. Each is
* sized at roughly 1.5-2x the peak the reference corpus actually reaches, not
* at the peak itself.
*
* AKBASIC_MAX_LINE_LENGTH in particular follows Commodore BASIC's own 80-column
* line limit rather than a measurement, which is why sink_stdio.c now refuses a
* line that fills the buffer with no terminator instead of silently truncating
* it: at 256 bytes that failure mode was theoretical, and at 80 it is not.
*
* AKBASIC_MAX_SOURCE_PATH_LENGTH is its own constant rather than a reuse of
* AKBASIC_MAX_LINE_LENGTH, which is where it used to come from. `sourcepath`
* (runtime.h) holds a directory, not a line of BASIC, and the two ideas do not
* scale together: shrinking the line limit to 80 broke every golden test in
* this checkout, because this repository's own working directory is deeper
* than that. PATH_MAX is the actual bound a filesystem path is subject to, so
* it is the one this borrows.
*/
#define AKBASIC_MAX_SOURCE_LINES 2048
#define AKBASIC_MAX_LINE_LENGTH 80 /* Commodore BASIC's own line limit */
#define AKBASIC_MAX_SOURCE_PATH_LENGTH PATH_MAX
#define AKBASIC_MAX_ARRAY_DEPTH 64 /* dimensions per array */
#define AKBASIC_MAX_ARRAY_ELEMENTS 1024 /* elements in one array */
#define AKBASIC_MAX_ARRAY_VALUES 4096 /* array elements across all variables */
#define AKBASIC_MAX_ARRAY_VALUES 2048 /* array elements across all variables */
#define AKBASIC_MAX_STRING_LENGTH 256 /* see TODO.md 1.2 */
#define AKBASIC_MAX_ENVIRONMENTS 32 /* new: Go allocated these unbounded */
#define AKBASIC_MAX_FUNCTIONS 64 /* new: Go used an unbounded map */
#define AKBASIC_MAX_ENVIRONMENTS 12 /* new: Go allocated these unbounded */
#define AKBASIC_MAX_FUNCTIONS 8 /* new: Go used an unbounded map */
#define AKBASIC_MAX_LABELS 64 /* new: Go used an unbounded map */
/*
* Leaves a DO/LOOP condition may use. Its own small pool rather than a second

View File

@@ -13,12 +13,22 @@
#include <akerror.h>
#include <akbasic/symtab.h>
#include <akbasic/types.h>
#include <akbasic/value.h>
typedef struct
{
char name[AKBASIC_MAX_STRING_LENGTH];
/*
* Sized to AKBASIC_SYMTAB_MAX_KEY, not AKBASIC_MAX_STRING_LENGTH: this name
* only ever gets here by surviving akbasic_symtab_set() first
* (akbasic_environment_create() calls it right after this field is
* populated), and that call refuses anything AKBASIC_SYMTAB_MAX_KEY
* characters or longer with AKBASIC_ERR_BOUNDS. A variable whose name did
* not fit could never exist, so the wider buffer was 232 bytes of headroom
* nothing could ever put a byte into.
*/
char name[AKBASIC_SYMTAB_MAX_KEY];
akbasic_Type valuetype;
akbasic_Value *values; /** The pool, or `inlinevalue` for a scalar */
int valuecount;

View File

@@ -35,6 +35,10 @@ akerr_ErrorContext *akbasic_environment_init(akbasic_Environment *obj, akbasic_R
obj->doConditionLeaf = NULL;
obj->doConditionKind = AKBASIC_LOOPCOND_NONE;
obj->isDoLoop = false;
obj->isGenerator = false;
obj->generatorFn = NULL;
obj->isEachLoop = false;
obj->forGeneratorEnv = NULL;
obj->gosubReturnLine = 0;
obj->readReturnLine = 0;
obj->readIdentifierIdx = 0;

View File

@@ -20,6 +20,9 @@
#include "verbs.h"
/* Shared by akbasic_parse_for() and akbasic_parse_do(); defined after akbasic_parse_def(). */
static akerr_ErrorContext *parse_each_clause(akbasic_Parser *parser, akbasic_ASTLeaf **var, akbasic_ASTLeaf **callexpr);
akerr_ErrorContext *akbasic_parse_arglist(akbasic_Parser *parser, akbasic_ASTLeaf **dest)
{
PREPARE_ERROR(errctx);
@@ -309,8 +312,58 @@ akerr_ErrorContext *akbasic_parse_do(akbasic_Parser *parser, akbasic_ASTLeaf **d
akbasic_Environment *newenv = NULL;
akbasic_ASTLeaf *expr = NULL;
akbasic_ASTLeaf *condition = NULL;
akbasic_Token *peeked = NULL;
int kind = AKBASIC_LOOPCOND_NONE;
int64_t firstline = parent->lineno + 1;
int cmp = 0;
/*
* DO EACH <variable> IN <generator call> ... LOOP. Mutually exclusive with
* DO WHILE/UNTIL on the same DO, so this is checked first and returns
* before any of the WHILE/UNTIL machinery runs.
*/
peeked = akbasic_parser_peek(parser);
if ( peeked != NULL && peeked->tokentype == AKBASIC_TOK_COMMAND ) {
PASS(errctx, aksl_strcmp(peeked->lexeme, "EACH", &cmp));
if ( cmp == 0 ) {
akbasic_ASTLeaf *var = NULL;
akbasic_ASTLeaf *callexpr = NULL;
(void)akbasic_parser_match1(parser, AKBASIC_TOK_COMMAND);
PASS(errctx, akbasic_runtime_new_environment(runtime));
newenv = runtime->environment;
runtime->environment = parent;
PASS(errctx, parse_each_clause(parser, &var, &callexpr));
/*
* Same guard as akbasic_parse_for()'s EACH branch, with the likely
* mistake named: a condition belongs on the LOOP, where it is
* checked against each emitted value, not here on the DO.
*/
peeked = akbasic_parser_peek(parser);
FAIL_NONZERO_RETURN(errctx,
(peeked != NULL &&
peeked->tokentype != AKBASIC_TOK_UNDEFINED &&
peeked->tokentype != AKBASIC_TOK_COLON),
AKBASIC_ERR_SYNTAX,
"DO EACH takes its WHILE/UNTIL on the LOOP, and nothing else here");
newenv->isDoLoop = true;
newenv->isEachLoop = true;
newenv->loopFirstLine = firstline;
/* See akbasic_parse_for()'s EACH branch for why this is not cloned. */
newenv->forToLeaf = callexpr;
PASS(errctx, akbasic_parser_new_leaf(parser, &expr));
PASS(errctx, akbasic_leaf_new_command(expr, "DO", var));
runtime->environment = newenv;
*dest = expr;
SUCCEED_RETURN(errctx);
}
}
PASS(errctx, akbasic_runtime_new_environment(runtime));
newenv = runtime->environment;
@@ -883,6 +936,134 @@ akerr_ErrorContext *akbasic_parse_def(akbasic_Parser *parser, akbasic_ASTLeaf **
SUCCEED_RETURN(errctx);
}
/*
* GEN NAME(parameters) ... END GEN
*
* A DEF that yields more than once, in the same shape a multi-line DEF is:
* the header is parsed, the parameter list is read with parse_def_parameters()
* (GEN and DEF share the functions table -- TODO.md's namespace decision for
* this feature -- so a name cannot be both), and the body is skipped on this,
* the definitional pass, by arming akbasic_environment_wait_for_command() for
* "END GEN" instead of "RETURN". It only really executes when a FOR EACH/DO
* EACH invokes it through akbasic_runtime_generator_invoke(), which sets
* `nextline` to `fndef->lineno` directly and never runs this line again.
*
* There is no single-expression form: a GEN with nothing to loop over is just
* a DEF, and EMIT already needs a body to sit in.
*/
akerr_ErrorContext *akbasic_parse_gen(akbasic_Parser *parser, akbasic_ASTLeaf **dest)
{
PREPARE_ERROR(errctx);
akbasic_Runtime *runtime = parser->runtime;
akbasic_ASTLeaf *identifier = NULL;
akbasic_ASTLeaf *arglist = NULL;
akbasic_ASTLeaf *command = NULL;
akbasic_FunctionDef *fndef = NULL;
size_t namelen = 0;
size_t i = 0;
PASS(errctx, akbasic_parser_primary(parser, &identifier));
FAIL_ZERO_RETURN(errctx, (identifier->leaftype == AKBASIC_LEAF_IDENTIFIER),
AKBASIC_ERR_SYNTAX, "Expected identifier");
PASS(errctx, parse_def_parameters(parser, &arglist));
PASS(errctx, akbasic_runtime_new_function(runtime, &fndef));
/* Uppercase the name: verbs, functions and generators are all case-insensitive. */
PASS(errctx, aksl_strlen(identifier->identifier, &namelen));
FAIL_ZERO_RETURN(errctx, (namelen < sizeof(fndef->name)),
AKBASIC_ERR_BOUNDS, "Function name '%s' is too long", identifier->identifier);
for ( i = 0; i < namelen; i++ ) {
char c = identifier->identifier[i];
fndef->name[i] = (char)((c >= 'a' && c <= 'z') ? (c - 'a' + 'A') : c);
}
fndef->name[namelen] = '\0';
fndef->expression = NULL;
fndef->isGenerator = true;
PASS(errctx, akbasic_environment_wait_for_command(runtime->environment, "END GEN"));
PASS(errctx, akbasic_leaf_clone(arglist, &fndef->leafpool, &fndef->arglist));
fndef->lineno = runtime->environment->lineno + 1;
PASS(errctx, akbasic_symtab_set(&runtime->environment->functions, fndef->name, fndef, 0));
PASS(errctx, akbasic_parser_new_leaf(parser, &command));
PASS(errctx, akbasic_leaf_new_command(command, "GEN", NULL));
*dest = command;
SUCCEED_RETURN(errctx);
}
/*
* END [GEN]
*
* Bare END finishes the program, the default command path's job before this
* handler existed. `END GEN` is a GEN body's own closing verb, and it is
* never scanned as one token -- GEN follows END as an ordinary COMMAND token
* on the same line -- so this is what tells the two apart and builds the
* compound leaf akbasic_cmd_end_gen dispatches on, the same trick
* akbasic_parse_print() uses for `PRINT #`.
*/
akerr_ErrorContext *akbasic_parse_end(akbasic_Parser *parser, akbasic_ASTLeaf **dest)
{
PREPARE_ERROR(errctx);
akbasic_ASTLeaf *expr = NULL;
akbasic_ASTLeaf *right = NULL;
akbasic_Token *peeked = NULL;
int cmp = 0;
peeked = akbasic_parser_peek(parser);
if ( peeked != NULL && peeked->tokentype == AKBASIC_TOK_COMMAND ) {
PASS(errctx, aksl_strcmp(peeked->lexeme, "GEN", &cmp));
if ( cmp == 0 ) {
(void)akbasic_parser_match1(parser, AKBASIC_TOK_COMMAND);
PASS(errctx, akbasic_parser_new_leaf(parser, &expr));
PASS(errctx, akbasic_leaf_new_command(expr, "END GEN", NULL));
*dest = expr;
SUCCEED_RETURN(errctx);
}
}
/* A plain END, matching what the default command path used to do. */
if ( peeked != NULL && peeked->tokentype != AKBASIC_TOK_UNDEFINED &&
peeked->tokentype != AKBASIC_TOK_COLON ) {
PASS(errctx, akbasic_parser_expression(parser, &right));
}
PASS(errctx, akbasic_parser_new_leaf(parser, &expr));
PASS(errctx, akbasic_leaf_new_command(expr, "END", right));
*dest = expr;
SUCCEED_RETURN(errctx);
}
/*
* EACH <variable> IN <generator call>
*
* Shared by akbasic_parse_for() and akbasic_parse_do(), both of which consume
* the leading EACH themselves (it is what tells them this is an EACH loop
* rather than their ordinary form) before calling this for the rest.
*/
static akerr_ErrorContext *parse_each_clause(akbasic_Parser *parser, akbasic_ASTLeaf **var, akbasic_ASTLeaf **callexpr)
{
PREPARE_ERROR(errctx);
akbasic_Token *word = NULL;
int cmp = 0;
PASS(errctx, akbasic_parser_expression(parser, var));
FAIL_ZERO_RETURN(errctx, (*var != NULL && akbasic_leaf_is_identifier(*var)), AKBASIC_ERR_SYNTAX,
"Expected EACH (variable) IN (generator call)");
FAIL_ZERO_RETURN(errctx, akbasic_parser_match1(parser, AKBASIC_TOK_COMMAND), AKBASIC_ERR_SYNTAX,
"Expected IN after EACH (variable)");
PASS(errctx, akbasic_parser_previous(parser, &word));
PASS(errctx, aksl_strcmp(word->lexeme, "IN", &cmp));
FAIL_NONZERO_RETURN(errctx, cmp, AKBASIC_ERR_SYNTAX, "Expected IN after EACH (variable)");
PASS(errctx, akbasic_parser_expression(parser, callexpr));
FAIL_ZERO_RETURN(errctx, (*callexpr != NULL && (*callexpr)->leaftype == AKBASIC_LEAF_FUNCTION),
AKBASIC_ERR_SYNTAX, "Expected a generator call after IN");
SUCCEED_RETURN(errctx);
}
/*
* FOR ... TO .... [STEP ...]
* COMMAND ASSIGNMENT EXPRESSION [COMMAND EXPRESSION]
@@ -898,11 +1079,72 @@ akerr_ErrorContext *akbasic_parse_for(akbasic_Parser *parser, akbasic_ASTLeaf **
akbasic_ASTLeaf *assignment = NULL;
akbasic_ASTLeaf *expr = NULL;
akbasic_Token *operator_ = NULL;
akbasic_Token *peeked = NULL;
akbasic_Environment *parent = runtime->environment;
akbasic_Environment *newenv = NULL;
int64_t firstline = 0;
int cmp = 0;
/*
* FOR EACH <variable> IN <generator call>. Checked before the leaf right of
* FOR is required to be an assignment, because EACH is the one other thing
* that leaf is allowed to be.
*/
peeked = akbasic_parser_peek(parser);
if ( peeked != NULL && peeked->tokentype == AKBASIC_TOK_COMMAND ) {
PASS(errctx, aksl_strcmp(peeked->lexeme, "EACH", &cmp));
if ( cmp == 0 ) {
akbasic_ASTLeaf *var = NULL;
akbasic_ASTLeaf *callexpr = NULL;
(void)akbasic_parser_match1(parser, AKBASIC_TOK_COMMAND);
firstline = parent->lineno + 1;
/*
* Pushed the same way a plain FOR's environment is: while the
* parent is still active, so the call expression's identifiers
* resolve in the caller's scope rather than the loop's own.
*/
PASS(errctx, akbasic_runtime_new_environment(runtime));
newenv = runtime->environment;
runtime->environment = parent;
PASS(errctx, parse_each_clause(parser, &var, &callexpr));
/*
* Nothing may follow the generator call but another statement.
* Without this, a stray clause sits unparsed on the line and only
* blows up after the whole loop has run, when the parent scope
* resumes the line mid-statement -- an error at the loop's end
* pointing at its beginning.
*/
peeked = akbasic_parser_peek(parser);
FAIL_NONZERO_RETURN(errctx,
(peeked != NULL &&
peeked->tokentype != AKBASIC_TOK_UNDEFINED &&
peeked->tokentype != AKBASIC_TOK_COLON),
AKBASIC_ERR_SYNTAX,
"FOR EACH takes nothing after the generator call");
newenv->isEachLoop = true;
newenv->loopFirstLine = firstline;
/*
* Stashed on forToLeaf rather than cloned into a leaf pool: unlike
* DO's condition, this expression is evaluated exactly once, by
* akbasic_cmd_for() on this same pass before the per-line leaf
* storage it lives in is reused -- see akbasic_runtime_generator_invoke().
*/
newenv->forToLeaf = callexpr;
PASS(errctx, akbasic_parser_new_leaf(parser, &expr));
PASS(errctx, akbasic_leaf_new_command(expr, "FOR", var));
runtime->environment = newenv;
*dest = expr;
SUCCEED_RETURN(errctx);
}
}
PASS(errctx, akbasic_parser_assignment(parser, &assignment));
FAIL_ZERO_RETURN(errctx, akbasic_parser_match1(parser, AKBASIC_TOK_COMMAND),
AKBASIC_ERR_SYNTAX,

View File

@@ -143,17 +143,24 @@ akerr_ErrorContext *akbasic_runtime_new_environment(akbasic_Runtime *obj)
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_prev_environment(akbasic_Runtime *obj)
akerr_ErrorContext *akbasic_runtime_detach_environment(akbasic_Runtime *obj)
{
PREPARE_ERROR(errctx);
akbasic_Environment *popped = NULL;
int i = 0;
FAIL_ZERO_RETURN(errctx, (obj != NULL), AKERR_NULLPOINTER, "NULL runtime in prev_environment");
FAIL_ZERO_RETURN(errctx, (obj != NULL), AKERR_NULLPOINTER, "NULL runtime in detach_environment");
FAIL_ZERO_RETURN(errctx, (obj->environment->parent != NULL), AKBASIC_ERR_ENVIRONMENT,
"No previous environment to return to");
popped = obj->environment;
obj->environment = popped->parent;
obj->environment = obj->environment->parent;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_release_environment(akbasic_Runtime *obj, akbasic_Environment *env)
{
PREPARE_ERROR(errctx);
int i = 0;
FAIL_ZERO_RETURN(errctx, (obj != NULL && env != NULL), AKERR_NULLPOINTER,
"NULL argument in release_environment");
/*
* Give back the variables this scope created, as well as the scope.
@@ -173,9 +180,9 @@ akerr_ErrorContext *akbasic_runtime_prev_environment(akbasic_Runtime *obj)
* times exhausted the 128-slot pool and reported "Maximum runtime variables
* reached" on a four-line program.
*/
for ( i = 0; i < popped->variables.capacity; i++ ) {
akbasic_Variable *variable = (akbasic_Variable *)popped->variables.slots[i].value;
if ( popped->variables.slots[i].used && variable != NULL ) {
for ( i = 0; i < env->variables.capacity; i++ ) {
akbasic_Variable *variable = (akbasic_Variable *)env->variables.slots[i].value;
if ( env->variables.slots[i].used && variable != NULL ) {
variable->used = false;
}
}
@@ -185,7 +192,51 @@ akerr_ErrorContext *akbasic_runtime_prev_environment(akbasic_Runtime *obj)
* here the pool is finite, so an unreleased environment is a bug that shows
* up as exhaustion a few thousand GOSUBs later.
*/
popped->used = false;
env->used = false;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_prev_environment(akbasic_Runtime *obj)
{
PREPARE_ERROR(errctx);
akbasic_Environment *popped = NULL;
FAIL_ZERO_RETURN(errctx, (obj != NULL), AKERR_NULLPOINTER, "NULL runtime in prev_environment");
popped = obj->environment;
PASS(errctx, akbasic_runtime_detach_environment(obj));
PASS(errctx, akbasic_runtime_release_environment(obj, popped));
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_unwind_to_environment(akbasic_Runtime *obj, akbasic_Environment *target)
{
PREPARE_ERROR(errctx);
akbasic_Environment *popped = NULL;
FAIL_ZERO_RETURN(errctx, (obj != NULL && target != NULL), AKERR_NULLPOINTER,
"NULL argument in unwind_to_environment");
/*
* Stops early at the root rather than failing on it: every caller is an
* error-unwind path, where "release whatever there is" beats raising a
* second failure on top of the one being cleaned up after.
*/
while ( obj->environment != target && obj->environment->parent != NULL ) {
popped = obj->environment;
obj->environment = popped->parent;
/*
* An EACH loop scope on its way out takes its suspended generator with
* it -- the generator is a *child* of the scope, off the parent chain,
* and this walk is the only thing that will ever see it again. Guarded
* on `used` because a generator that was being pumped when the failure
* hit is *on* the chain being unwound, already released by the time
* the walk reaches the loop scope that references it.
*/
if ( popped->forGeneratorEnv != NULL && popped->forGeneratorEnv->used ) {
PASS(errctx, akbasic_runtime_release_generator(obj, popped->forGeneratorEnv));
}
popped->forGeneratorEnv = NULL;
PASS(errctx, akbasic_runtime_release_environment(obj, popped));
}
SUCCEED_RETURN(errctx);
}
@@ -301,7 +352,7 @@ akerr_ErrorContext *akbasic_runtime_set_source_path(akbasic_Runtime *obj, const
}
FAIL_ZERO_RETURN(errctx, (length < sizeof(obj->sourcepath)), AKBASIC_ERR_BOUNDS,
"Program path of %zu characters exceeds the %d character limit",
length, AKBASIC_MAX_LINE_LENGTH - 1);
length, AKBASIC_MAX_SOURCE_PATH_LENGTH - 1);
PASS(errctx, aksl_memcpy(obj->sourcepath, path, length));
obj->sourcepath[length] = '\0';
SUCCEED_RETURN(errctx);
@@ -1028,6 +1079,18 @@ akerr_ErrorContext *akbasic_runtime_call_function(akbasic_Runtime *obj, const ch
PASS(errctx, akbasic_environment_get_function(obj->environment, name, &fnptr));
fndef = (akbasic_FunctionDef *)fnptr;
/*
* A GEN is not a function: it yields more than once, through EMIT, and
* nothing about an ordinary call ever resumes it for a second value.
* Refused here, before anything is pushed, rather than left to fail
* inside the call -- a BASIC-level error down in EMIT is swallowed by
* process_line_run() the same way any statement's is, so a caller
* driving its own step loop would see this "succeed" with whatever
* garbage was left in the return slot instead of failing at all.
*/
FAIL_NONZERO_RETURN(errctx, fndef->isGenerator, AKBASIC_ERR_STATE,
"%s is a GEN; call it with FOR EACH or DO EACH, not as a function",
fndef->name);
/*
* **One environment per call, from the pool -- exactly as GOSUB does.**
@@ -1114,9 +1177,34 @@ akerr_ErrorContext *akbasic_runtime_call_function(akbasic_Runtime *obj, const ch
* answering wrongly -- which is worse. The fix wants the REPL's own line
* cycle, and that is a larger change than a condition.
*/
ATTEMPT {
while ( obj->environment != targetenv && obj->mode == AKBASIC_MODE_RUN ) {
PASS(errctx, akbasic_runtime_process_line_run(obj));
/*
* The same per-line prologue akbasic_runtime_step() runs. Without
* it the call environment's value scratch accumulates across the
* whole body, and a body of ten real lines dies with "Maximum
* values per line reached" -- a limit that is supposed to be per
* line, not per call. step() cannot do this for us: this loop
* drives process_line_run() directly.
*/
CATCH(errctx, akbasic_runtime_zero(obj));
CATCH(errctx, akbasic_scanner_zero(obj));
CATCH(errctx, akbasic_runtime_process_line_run(obj));
}
} CLEANUP {
/*
* A body that died mid-line -- a runtime error set run_finished_mode,
* or a scanner error escaped (issue #4) -- left its scopes active.
* Give them back, or a host absorbing script errors drains the
* twelve-slot environment pool after twelve dead calls and every
* call after that fails for a reason nobody can see in the script.
* The unwind, not a bare prev_environment() loop, because a body that
* died inside a FOR EACH leaves a suspended generator hanging off the
* loop scope, and only the unwind knows to take it down too.
*/
IGNORE(akbasic_runtime_unwind_to_environment(obj, targetenv));
} PROCESS(errctx) {
} FINISH(errctx, true);
PASS(errctx, akbasic_environment_new_value(targetenv, &out));
PASS(errctx, akbasic_value_clone(&targetenv->returnValue, out));
*dest = out;
@@ -1918,6 +2006,15 @@ akerr_ErrorContext *akbasic_runtime_step(akbasic_Runtime *obj)
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_clear_error(akbasic_Runtime *obj)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, (obj != NULL), AKERR_NULLPOINTER, "NULL runtime in clear_error");
obj->errclass = AKBASIC_ERRCLASS_NONE;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_run(akbasic_Runtime *obj, int maxsteps)
{
PREPARE_ERROR(errctx);

View File

@@ -161,8 +161,22 @@ akerr_ErrorContext *akbasic_cmd_return(akbasic_Runtime *obj, akbasic_ASTLeaf *ex
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
/*
* A GEN is a function at heart, and RETURN ends it the way it ends a DEF
* or a GOSUB: early, cleanly, from its own frame. What a generator's
* RETURN cannot do is carry a value -- values leave a GEN one at a time,
* through EMIT, and there is no caller waiting on a return slot.
*/
if ( obj->environment->isGenerator ) {
FAIL_NONZERO_RETURN(errctx, (expr != NULL && expr->right != NULL), AKBASIC_ERR_STATE,
"A GEN yields values through EMIT; RETURN here takes none");
PASS(errctx, akbasic_runtime_prev_environment(obj));
obj->environment->forGeneratorEnv = NULL;
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
FAIL_ZERO_RETURN(errctx, (obj->environment->gosubReturnLine != 0), AKBASIC_ERR_STATE,
"RETURN outside the context of GOSUB");
"RETURN outside the context of GOSUB, DEF, or GEN");
if ( expr != NULL && expr->right != NULL ) {
PASS(errctx, akbasic_runtime_evaluate(obj, expr->right, &result));
@@ -840,6 +854,31 @@ akerr_ErrorContext *akbasic_cmd_for(akbasic_Runtime *obj, akbasic_ASTLeaf *expr,
bool met = false;
(void)lval; (void)rval;
if ( obj->environment->isEachLoop ) {
akbasic_Environment *loopenv = obj->environment;
FAIL_ZERO_RETURN(errctx, (expr != NULL && akbasic_leaf_is_identifier(expr->right)),
AKBASIC_ERR_SYNTAX, "Expected FOR EACH (variable) IN (generator call)");
FAIL_ZERO_RETURN(errctx, (loopenv->forToLeaf != NULL), AKBASIC_ERR_STATE,
"Expected FOR EACH (variable) IN (generator call)");
PASS(errctx, akbasic_environment_get(loopenv, expr->right->identifier,
&loopenv->forNextVariable));
FAIL_ZERO_RETURN(errctx, (loopenv->forNextVariable != NULL), AKBASIC_ERR_UNDEFINED,
"Unable to get loop variable %s", expr->right->identifier);
PASS(errctx, akbasic_runtime_generator_invoke(obj, loopenv, loopenv->forToLeaf));
loopenv->forToLeaf = NULL;
if ( loopenv->forGeneratorEnv == NULL ) {
/* The generator produced nothing: skip the body by waiting for NEXT,
exactly as a zero-iteration plain FOR does. */
PASS(errctx, akbasic_environment_wait_for_command(loopenv, "NEXT"));
}
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
FAIL_ZERO_RETURN(errctx, (obj->environment->forToLeaf != NULL && expr != NULL && expr->right != NULL),
AKBASIC_ERR_STATE, "Expected FOR ... TO [STEP ...]");
FAIL_ZERO_RETURN(errctx,
@@ -891,10 +930,16 @@ akerr_ErrorContext *akbasic_cmd_next(akbasic_Runtime *obj, akbasic_ASTLeaf *expr
"NEXT outside the context of FOR");
FAIL_ZERO_RETURN(errctx, (expr != NULL && expr->right != NULL), AKBASIC_ERR_SYNTAX,
"Expected NEXT IDENTIFIER");
if ( obj->environment->isEachLoop ) {
/* EACH accepts any emitted type; the numeric-only check is for plain FOR. */
FAIL_ZERO_RETURN(errctx, akbasic_leaf_is_identifier(expr->right), AKBASIC_ERR_SYNTAX,
"Expected NEXT IDENTIFIER");
} else {
FAIL_ZERO_RETURN(errctx,
(expr->right->leaftype == AKBASIC_LEAF_IDENTIFIER_INT ||
expr->right->leaftype == AKBASIC_LEAF_IDENTIFIER_FLOAT),
AKBASIC_ERR_TYPE, "FOR ... NEXT only valid over INT and FLOAT types");
}
obj->environment->loopExitLine = obj->environment->lineno + 1;
@@ -909,6 +954,14 @@ akerr_ErrorContext *akbasic_cmd_next(akbasic_Runtime *obj, akbasic_ASTLeaf *expr
PASS(errctx, akbasic_environment_stop_waiting(obj->environment, "NEXT"));
FAIL_ZERO_RETURN(errctx, (obj->environment->parent != NULL), AKBASIC_ERR_ENVIRONMENT,
"NEXT in an orphaned environment");
/*
* A live generator abandoned mid-run: release it too, or it never comes
* back to the pool. See MAINTENANCE.md's note on abandoned generators.
*/
if ( obj->environment->forGeneratorEnv != NULL ) {
PASS(errctx, akbasic_runtime_release_generator(obj, obj->environment->forGeneratorEnv));
obj->environment->forGeneratorEnv = NULL;
}
obj->environment->parent->nextline = obj->environment->loopExitLine;
PASS(errctx, akbasic_runtime_prev_environment(obj));
*dest = &obj->staticFalseValue;
@@ -924,12 +977,37 @@ akerr_ErrorContext *akbasic_cmd_next(akbasic_Runtime *obj, akbasic_ASTLeaf *expr
if ( cmp != 0 ) {
FAIL_ZERO_RETURN(errctx, (obj->environment->parent != NULL), AKBASIC_ERR_ENVIRONMENT,
"NEXT in an orphaned environment");
if ( obj->environment->forGeneratorEnv != NULL ) {
PASS(errctx, akbasic_runtime_release_generator(obj, obj->environment->forGeneratorEnv));
obj->environment->forGeneratorEnv = NULL;
}
obj->environment->parent->nextline = obj->environment->nextline;
PASS(errctx, akbasic_runtime_prev_environment(obj));
*dest = &obj->staticFalseValue;
SUCCEED_RETURN(errctx);
}
if ( obj->environment->isEachLoop ) {
akbasic_Environment *loopenv = obj->environment;
PASS(errctx, akbasic_environment_stop_waiting(obj->environment, "NEXT"));
if ( loopenv->forGeneratorEnv != NULL ) {
obj->environment = loopenv->forGeneratorEnv;
PASS(errctx, akbasic_runtime_pump_generator(obj, loopenv));
}
if ( loopenv->forGeneratorEnv == NULL ) {
/* Exhausted: pop the loop, same landing NEXT always uses when done. */
FAIL_ZERO_RETURN(errctx, (loopenv->parent != NULL), AKBASIC_ERR_ENVIRONMENT,
"NEXT in an orphaned environment");
loopenv->parent->nextline = loopenv->loopExitLine;
PASS(errctx, akbasic_runtime_prev_environment(obj));
*dest = &obj->staticFalseValue;
SUCCEED_RETURN(errctx);
}
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
PASS(errctx, akbasic_environment_get(obj->environment, expr->right->identifier, &nextvar));
FAIL_ZERO_RETURN(errctx, (nextvar != NULL), AKBASIC_ERR_UNDEFINED,
"Unable to get loop variable %s", expr->right->identifier);
@@ -972,7 +1050,7 @@ akerr_ErrorContext *akbasic_cmd_exit(akbasic_Runtime *obj, akbasic_ASTLeaf *expr
*/
FAIL_NONZERO_RETURN(errctx,
(obj->environment->forToValue.valuetype == AKBASIC_TYPE_UNDEFINED &&
!obj->environment->isDoLoop),
!obj->environment->isDoLoop && !obj->environment->isEachLoop),
AKBASIC_ERR_STATE, "EXIT outside the context of FOR or DO");
FAIL_ZERO_RETURN(errctx, (obj->environment->parent != NULL), AKBASIC_ERR_ENVIRONMENT,
"EXIT in an orphaned environment");

View File

@@ -407,17 +407,22 @@ akerr_ErrorContext *akbasic_cmd_directory(akbasic_Runtime *obj, akbasic_ASTLeaf
FAIL_ZERO_RETURN(errctx, (obj != NULL && dest != NULL), AKERR_NULLPOINTER,
"NULL argument in DIRECTORY");
/*
* Refused rather than half-built. Listing a directory needs opendir/readdir,
* which `libakstdlib` does not wrap -- and this project's rule is that a
* missing capability gets filed upstream rather than worked around here
* (MAINTENANCE.md). Filed as libakstdlib issue #10.
* Refused rather than half-built. This was blocked upstream: listing a
* directory needs opendir/readdir, `libakstdlib` did not wrap them, and
* this project's rule is that a missing capability gets filed upstream
* rather than worked around here (MAINTENANCE.md). That was libakstdlib
* issue #10, and it landed -- aksl_opendir, aksl_readdir, aksl_closedir
* and aksl_rewinddir all exist as of the revision this tree pins.
*
* The alternative was shelling out to `ls`, which a library has no business
* doing, or calling readdir directly and stepping outside the error
* convention every other call in this file follows.
* So the blocker is gone and only the work is left. Writing the verb needs
* decisions this commit is not the place for: what a listing looks like on
* a filesystem with no disk-image block counts, which of the Commodore
* wildcard forms to honour, and where the entries go. Tracked as akbasic
* issue #55; the refusal stays honest until then rather than growing a
* half-listing nobody specified.
*/
FAIL_RETURN(errctx, AKBASIC_ERR_DEVICE,
"DIRECTORY is not implemented: libakstdlib has no directory-reading wrapper yet");
"DIRECTORY is not implemented yet");
}
/* ------------------------------------------------------------ BSAVE/BLOAD -- */

View File

@@ -183,6 +183,69 @@ akerr_ErrorContext *akbasic_fn_chr(akbasic_Runtime *obj, akbasic_ASTLeaf *expr,
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_fn_asc(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
{
PREPARE_ERROR(errctx);
akbasic_Value *arg = NULL;
akbasic_Value *out = NULL;
const unsigned char *text = NULL;
int64_t codepoint = 0;
(void)lval; (void)rval;
PASS(errctx, first_arg(obj, expr, "ASC", NULL, &arg, &out));
FAIL_NONZERO_RETURN(errctx, (arg->valuetype != AKBASIC_TYPE_STRING), AKBASIC_ERR_TYPE,
"ASC expected a string");
FAIL_ZERO_RETURN(errctx, (arg->stringval[0] != '\0'), AKBASIC_ERR_BOUNDS,
"ASC expected a non-empty string");
/* Decode the first UTF-8 code point, the inverse of CHR's encoder. */
text = (const unsigned char *)arg->stringval;
if ( text[0] < 0x80 ) {
codepoint = text[0];
} else if ( (text[0] & 0xE0) == 0xC0 ) {
codepoint = ((int64_t)(text[0] & 0x1F) << 6) |
(text[1] & 0x3F);
} else if ( (text[0] & 0xF0) == 0xE0 ) {
codepoint = ((int64_t)(text[0] & 0x0F) << 12) |
((int64_t)(text[1] & 0x3F) << 6) |
(text[2] & 0x3F);
} else {
codepoint = ((int64_t)(text[0] & 0x07) << 18) |
((int64_t)(text[1] & 0x3F) << 12) |
((int64_t)(text[2] & 0x3F) << 6) |
(text[3] & 0x3F);
}
out->valuetype = AKBASIC_TYPE_INTEGER;
out->intval = codepoint;
*dest = out;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_fn_rnd(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
{
PREPARE_ERROR(errctx);
akbasic_Value *arg = NULL;
akbasic_Value *out = NULL;
const int64_t modulus = 2147483648;
(void)lval; (void)rval;
PASS(errctx, first_arg(obj, expr, "RND", NULL, &arg, &out));
FAIL_NONZERO_RETURN(errctx, (arg->valuetype != AKBASIC_TYPE_INTEGER), AKBASIC_ERR_TYPE,
"RND expected an integer");
FAIL_ZERO_RETURN(errctx, (arg->intval > 0), AKBASIC_ERR_VALUE,
"RND count %" PRId64 " must be positive", arg->intval);
if ( !obj->rndseeded ) {
obj->rndseed = obj->timems % modulus;
obj->rndseeded = true;
}
obj->rndseed = (obj->rndseed * 1103515245 + 12345) % modulus;
out->valuetype = AKBASIC_TYPE_INTEGER;
out->intval = (obj->rndseed / 65536) % arg->intval;
*dest = out;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_fn_hex(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
{
PREPARE_ERROR(errctx);

307
src/runtime_generator.c Normal file
View File

@@ -0,0 +1,307 @@
/**
* @file runtime_generator.c
* @brief GEN, EMIT and END GEN, plus the machinery FOR EACH/DO EACH share.
*
* A GEN is a DEF that yields more than once. Its body is skipped on the
* definitional pass exactly as a multi-line DEF's is -- `akbasic_parse_gen()`
* arms `akbasic_environment_wait_for_command(env, "END GEN")` the same way
* `akbasic_parse_def()` arms one for `RETURN` -- and it only ever really runs
* when a `FOR EACH`/`DO EACH` invokes it.
*
* That invocation pushes one environment for the whole lifetime of the loop,
* exactly as a GOSUB or a function call does, except that `EMIT` does not pop
* it: it hands control back to the loop without releasing anything, so the
* environment EMIT actually ran in -- which may be nested several levels
* below the GEN's own call frame, inside a FOR/DO/GOSUB the body wrote --
* still says exactly where to resume when `NEXT`/`LOOP` calls back into
* akbasic_runtime_pump_generator(). Only `END GEN` reached for real --
* meaning `obj->environment->isGenerator` is true and nothing is skipping
* forward to it -- actually releases the call frame, the way `RETURN`
* releases a DEF's call environment.
*/
#include <akerror.h>
#include <akstdlib.h>
#include <akbasic/error.h>
#include <akbasic/runtime.h>
#include <akbasic/scanner.h>
#include "verbs.h"
/* Most verbs answer "did something happen"; this is that answer. */
#define SUCCEED_TRUE(__obj, __dest) \
do { \
*(__dest) = &(__obj)->staticTrueValue; \
} while ( 0 )
akerr_ErrorContext *akbasic_runtime_pump_generator(akbasic_Runtime *obj, akbasic_Environment *loopenv)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, (obj != NULL && loopenv != NULL), AKERR_NULLPOINTER,
"NULL argument in pump_generator");
/*
* The same per-line prologue akbasic_runtime_step() and
* akbasic_runtime_call_function() run, driving process_line_run() directly
* rather than through the ordinary step loop: a generator body is not the
* top-level program and nothing else is going to advance it.
*/
ATTEMPT {
while ( obj->environment != loopenv && obj->mode == AKBASIC_MODE_RUN ) {
CATCH(errctx, akbasic_runtime_zero(obj));
CATCH(errctx, akbasic_scanner_zero(obj));
CATCH(errctx, akbasic_runtime_process_line_run(obj));
}
} CLEANUP {
/*
* CLEANUP runs unconditionally -- it is not a `catch` -- so it is
* guarded on the one thing that tells success and failure apart here:
* whether `obj->environment` is still `loopenv`. On the ordinary
* success path it already is (that is the ATTEMPT loop's own exit
* condition), so this is a no-op there, exactly as it is meant to be.
* Only a genuine C-level failure -- the scanner or parser raised, or a
* runtime error escaped the swallow process_line_run() ordinarily does
* for a BASIC-level one -- leaves scopes active between here and
* loopenv, and only then does this force them back, taking
* `forGeneratorEnv` down with them since whatever it pointed at is
* among the scopes just released.
*/
if ( obj->environment != loopenv ) {
IGNORE(akbasic_runtime_unwind_to_environment(obj, loopenv));
loopenv->forGeneratorEnv = NULL;
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/**
* @brief Release a live generator, however deep EMIT left it suspended.
*
* `loopenv->forGeneratorEnv` is the *resume point*, not necessarily the GEN's
* own call frame -- EMIT may have run several levels down, inside a FOR/DO/
* GOSUB the body wrote around it. Abandoning it (EXIT) has to give back every
* environment from there up through the call frame itself, or everything
* above the resume point leaks.
*
* @param obj Object to initialize, inspect, or modify.
* @param env The suspended resume point; walks up through its own parents.
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
akerr_ErrorContext *akbasic_runtime_release_generator(akbasic_Runtime *obj, akbasic_Environment *env)
{
PREPARE_ERROR(errctx);
akbasic_Environment *walk = env;
akbasic_Environment *next = NULL;
bool isgen = false;
FAIL_ZERO_RETURN(errctx, (obj != NULL && env != NULL), AKERR_NULLPOINTER,
"NULL argument in release_generator");
while ( walk != NULL ) {
isgen = walk->isGenerator;
next = walk->parent;
/*
* A scope between the resume point and the call frame may be an EACH
* loop with its *own* generator suspended off to the side. Releasing
* the loop scope without releasing that generator strands it in the
* pool -- the walk goes through parents and a suspended generator is a
* child. Guarded on `used` so a generator already released as part of
* some enclosing teardown is not released twice.
*/
if ( walk->forGeneratorEnv != NULL && walk->forGeneratorEnv->used ) {
PASS(errctx, akbasic_runtime_release_generator(obj, walk->forGeneratorEnv));
}
walk->forGeneratorEnv = NULL;
PASS(errctx, akbasic_runtime_release_environment(obj, walk));
if ( isgen ) {
break;
}
walk = next;
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_runtime_generator_invoke(akbasic_Runtime *obj, akbasic_Environment *loopenv, akbasic_ASTLeaf *callexpr)
{
PREPARE_ERROR(errctx);
akbasic_Environment *callenv = NULL;
akbasic_Environment *walk = NULL;
akbasic_FunctionDef *fndef = NULL;
akbasic_ASTLeaf *fnarg = NULL;
akbasic_ASTLeaf *paramleaf = NULL;
akbasic_Value *argvals[AKBASIC_MAX_CALL_ARGUMENTS];
akbasic_Value *unused = NULL;
void *fnptr = NULL;
int nargs = 0;
int i = 0;
FAIL_ZERO_RETURN(errctx, (obj != NULL && loopenv != NULL && callexpr != NULL), AKERR_NULLPOINTER,
"NULL argument in generator_invoke");
FAIL_ZERO_RETURN(errctx, (callexpr->leaftype == AKBASIC_LEAF_FUNCTION), AKBASIC_ERR_SYNTAX,
"Expected a generator call after IN");
/*
* GEN and DEF share the functions table (TODO.md's namespace decision for
* this feature), so this is the same lookup akbasic_runtime_call_function()
* does. The parser already proved the name resolves and the arity matches
* when it parsed `callexpr` -- akbasic_parser_expression() would not have
* produced an AKBASIC_LEAF_FUNCTION leaf otherwise -- so a miss here would
* mean the function table changed out from under a leaf built against it,
* which is not a case this needs its own message for.
*/
PASS(errctx, akbasic_environment_get_function(loopenv, callexpr->identifier, &fnptr));
fndef = (akbasic_FunctionDef *)fnptr;
FAIL_ZERO_RETURN(errctx, fndef->isGenerator, AKBASIC_ERR_STATE,
"%s is a DEF, not a GEN -- FOR EACH/DO EACH needs a generator",
fndef->name);
/*
* Self-recursion: walk the *parent* chain, not the pool. An environment
* reachable only through some other loop's `forGeneratorEnv` is a sibling
* invocation sitting detached between its own iterations, not an ancestor
* of this call -- nothing points from here to it via `parent`, so it never
* matches and independent or nested FOR EACH/DO EACH over the same GEN
* (even the same GEN with different arguments) is unaffected.
*/
for ( walk = loopenv; walk != NULL; walk = walk->parent ) {
if ( walk->isGenerator && walk->generatorFn == (void *)fndef ) {
FAIL_RETURN(errctx, AKBASIC_ERR_STATE,
"GEN %s cannot FOR EACH/DO EACH over itself from its own body",
fndef->name);
}
}
/*
* Evaluated in the caller's own scope, before anything is pushed -- the
* same reason akbasic_runtime_user_function() evaluates every argument
* before binding the first one: a later argument must not see an earlier
* one already sitting in the callee's scope.
*/
fnarg = akbasic_leaf_first_argument(callexpr);
for ( ; fnarg != NULL; fnarg = fnarg->next ) {
FAIL_ZERO_RETURN(errctx, (nargs < AKBASIC_MAX_CALL_ARGUMENTS), AKBASIC_ERR_BOUNDS,
"%s was called with more than %d arguments",
callexpr->identifier, AKBASIC_MAX_CALL_ARGUMENTS);
PASS(errctx, akbasic_runtime_evaluate(obj, fnarg, &argvals[nargs]));
nargs += 1;
}
/*
* One environment for the whole lifetime of the loop, exactly as GOSUB and
* a function call take one from the pool -- and unlike either, this one
* survives past the verb that pushed it, held alive by `loopenv`'s own
* reference until NEXT/LOOP exhausts or EXIT abandons it.
*/
PASS(errctx, akbasic_runtime_new_environment(obj));
callenv = obj->environment;
callenv->isGenerator = true;
callenv->generatorFn = (void *)fndef;
callenv->nextline = fndef->lineno;
loopenv->forGeneratorEnv = callenv;
paramleaf = (fndef->arglist != NULL ? fndef->arglist->right : NULL);
for ( i = 0; i < nargs && paramleaf != NULL; i++ ) {
PASS(errctx, akbasic_environment_assign(callenv, paramleaf, argvals[i], &unused));
paramleaf = paramleaf->next;
}
PASS(errctx, akbasic_runtime_pump_generator(obj, loopenv));
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_cmd_gen(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
{
PREPARE_ERROR(errctx);
(void)expr; (void)lval; (void)rval;
/* The parse handler already installed the generator, exactly as DEF's does. */
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_cmd_emit(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
{
PREPARE_ERROR(errctx);
akbasic_Environment *genenv = NULL;
akbasic_Environment *loopenv = NULL;
akbasic_Value *value = NULL;
int64_t zerosubscript[1] = { 0 };
(void)lval; (void)rval;
FAIL_ZERO_RETURN(errctx, (expr != NULL && expr->right != NULL), AKBASIC_ERR_SYNTAX,
"Expected EMIT (expression)");
/*
* EMIT is not necessarily standing directly in the environment
* akbasic_runtime_generator_invoke() pushed: a GEN body is ordinary BASIC
* and may nest its own FOR, DO or GOSUB around an EMIT, each of which
* pushes an environment of its own -- exactly what the issue's own
* ROOMOBJECTS example does. Walk up to the nearest one that really is a
* GEN's own call frame.
*/
for ( genenv = obj->environment; genenv != NULL && !genenv->isGenerator; genenv = genenv->parent ) {
}
FAIL_ZERO_RETURN(errctx, (genenv != NULL), AKBASIC_ERR_STATE,
"EMIT outside the context of a GEN body");
loopenv = genenv->parent;
FAIL_ZERO_RETURN(errctx, (loopenv != NULL), AKBASIC_ERR_ENVIRONMENT,
"EMIT from an orphaned environment");
PASS(errctx, akbasic_runtime_evaluate(obj, expr->right, &value));
/*
* Straight into the loop variable's storage, bypassing the arithmetic
* akbasic_environment_assign() and evaluate_for_condition() carry for a
* plain FOR: an EACH variable takes whatever type the GEN emits, string or
* structure element included, and there is no TO/STEP to compare it
* against.
*/
PASS(errctx, akbasic_variable_set_subscript(loopenv->forNextVariable, value, zerosubscript, 1));
loopenv->nextline = loopenv->loopFirstLine;
/*
* The resume point, which may be several levels below `genenv` -- whatever
* nested FOR/DO/GOSUB environment this EMIT actually ran in. NEXT/LOOP
* reactivates exactly this one, so the nested structure picks up exactly
* where it left off rather than restarting at the top of the GEN body.
*/
loopenv->forGeneratorEnv = obj->environment;
/*
* Not a pop, and not a single-level detach either: everything between here
* and `loopenv` -- `genenv` and any of its own descendants -- has to
* survive untouched to be resumed, so control moves to `loopenv` directly
* rather than walking the chain one release at a time.
*/
obj->environment = loopenv;
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_cmd_end_gen(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
{
PREPARE_ERROR(errctx);
bool waiting = false;
(void)expr; (void)lval; (void)rval;
/*
* A END GEN reached while skipping forward to one is the end of a GEN
* body's *definition*, not the end of a call -- the same distinction
* RETURN draws for DEF.
*/
PASS(errctx, akbasic_environment_is_waiting_for(obj->environment, "END GEN", &waiting));
if ( waiting ) {
PASS(errctx, akbasic_environment_stop_waiting(obj->environment, "END GEN"));
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
FAIL_ZERO_RETURN(errctx, (obj->environment->isGenerator), AKBASIC_ERR_STATE,
"END GEN outside the context of a generator invocation");
/*
* Real exhaustion: release this environment and detach in the same
* motion prev_environment() always does, then clear the parent's
* reference to it so a caller pumping this loop can tell "still alive"
* apart from "nothing left to resume".
*/
PASS(errctx, akbasic_runtime_prev_environment(obj));
obj->environment->forGeneratorEnv = NULL;
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}

View File

@@ -80,6 +80,31 @@ akerr_ErrorContext *akbasic_cmd_do(akbasic_Runtime *obj, akbasic_ASTLeaf *expr,
FAIL_ZERO_RETURN(errctx, obj->environment->isDoLoop, AKBASIC_ERR_STATE,
"DO did not establish its own scope");
if ( obj->environment->isEachLoop ) {
akbasic_Environment *loopenv = obj->environment;
akbasic_ASTLeaf *var = (expr != NULL ? expr->right : NULL);
FAIL_ZERO_RETURN(errctx, (var != NULL && akbasic_leaf_is_identifier(var)),
AKBASIC_ERR_SYNTAX, "Expected DO EACH (variable) IN (generator call)");
FAIL_ZERO_RETURN(errctx, (loopenv->forToLeaf != NULL), AKBASIC_ERR_STATE,
"Expected DO EACH (variable) IN (generator call)");
PASS(errctx, akbasic_environment_get(loopenv, var->identifier, &loopenv->forNextVariable));
FAIL_ZERO_RETURN(errctx, (loopenv->forNextVariable != NULL), AKBASIC_ERR_UNDEFINED,
"Unable to get loop variable %s", var->identifier);
PASS(errctx, akbasic_runtime_generator_invoke(obj, loopenv, loopenv->forToLeaf));
loopenv->forToLeaf = NULL;
if ( loopenv->forGeneratorEnv == NULL ) {
/* The generator produced nothing: skip the body, same as DO WHILE
false does. */
PASS(errctx, akbasic_environment_wait_for_command(loopenv, "LOOP"));
}
SUCCEED_TRUE(obj, dest);
SUCCEED_RETURN(errctx);
}
PASS(errctx, loop_continues(obj, obj->environment->doConditionLeaf,
obj->environment->doConditionKind, &enter));
if ( !enter ) {
@@ -114,7 +139,37 @@ akerr_ErrorContext *akbasic_cmd_loop(akbasic_Runtime *obj, akbasic_ASTLeaf *expr
if ( obj->environment->exiting ) {
obj->environment->exiting = false;
PASS(errctx, akbasic_environment_stop_waiting(obj->environment, "LOOP"));
/* A live generator abandoned mid-run: release it too. */
if ( obj->environment->forGeneratorEnv != NULL ) {
PASS(errctx, akbasic_runtime_release_generator(obj, obj->environment->forGeneratorEnv));
obj->environment->forGeneratorEnv = NULL;
}
again = false;
} else if ( obj->environment->isEachLoop ) {
akbasic_Environment *loopenv = obj->environment;
PASS(errctx, akbasic_environment_stop_waiting(obj->environment, "LOOP"));
/*
* A condition on the LOOP composes with EACH: it is checked after each
* trip through the body, with the loop variable still holding that
* trip's value, before the generator is pumped for the next one. A
* condition that says stop abandons the generator exactly as EXIT does.
*/
again = true;
arg = (expr != NULL ? expr->right : NULL);
if ( arg != NULL ) {
kind = (int)arg->literal_int;
PASS(errctx, loop_continues(obj, arg->left, kind, &again));
}
if ( !again && loopenv->forGeneratorEnv != NULL ) {
PASS(errctx, akbasic_runtime_release_generator(obj, loopenv->forGeneratorEnv));
loopenv->forGeneratorEnv = NULL;
}
if ( again && loopenv->forGeneratorEnv != NULL ) {
obj->environment = loopenv->forGeneratorEnv;
PASS(errctx, akbasic_runtime_pump_generator(obj, loopenv));
}
again = (again && loopenv->forGeneratorEnv != NULL);
} else {
PASS(errctx, akbasic_environment_stop_waiting(obj->environment, "LOOP"));
/*

View File

@@ -23,6 +23,7 @@ akerr_ErrorContext *akbasic_scanner_zero(akbasic_Runtime *obj)
obj->current = 0;
obj->start = 0;
obj->hasError = false;
obj->tokentype = AKBASIC_TOK_UNDEFINED;
SUCCEED_RETURN(errctx);
}
@@ -47,6 +48,7 @@ static akerr_ErrorContext *is_at_end(akbasic_Runtime *obj, bool *dest)
/**
* @brief The character under the cursor.
* @param obj The runtime whose scan cursor is being read.
* @param[out] dest The character. Untouched when there is none.
* @param[out] got Whether there was one. The old `bool` return.
*/
@@ -69,6 +71,7 @@ static akerr_ErrorContext *peek(akbasic_Runtime *obj, char *dest, bool *got)
/**
* @brief The character one past the cursor.
* @param obj The runtime whose scan cursor is being read.
* @param[out] dest The character. Untouched when there is none.
* @param[out] got Whether there was one. The old `bool` return.
*/
@@ -144,6 +147,10 @@ static akerr_ErrorContext *add_token(akbasic_Runtime *obj, akbasic_TokenType tok
/**
* @brief Consume one more character when it matches, choosing between two token types.
* @param obj The runtime whose scan cursor is being advanced.
* @param cm The character that must be next for the match to succeed.
* @param truetype The token type to report when @p cm matches.
* @param falsetype The token type to report when it does not.
* @param[out] matched Whether the character was consumed. The old `bool` return.
*
* On the chain below `peek`, so it reports the same way. See libakstdlib #38.
@@ -409,6 +416,16 @@ akerr_ErrorContext *akbasic_scanner_scan(akbasic_Runtime *obj, const char *line,
obj->current = 0;
obj->start = 0;
obj->hasError = false;
/*
* The `REM` early-exit below leaves `tokentype` holding AKBASIC_TOK_REM,
* and the loop's post-switch check reads it before the first character of
* the *next* line has assigned anything. A line whose first character
* carries no token of its own -- leading whitespace -- then re-triggered
* the REM break and scanned to nothing: every indented line after a REM
* was silently skipped. A numbered program never saw it, because the line
* number is the first token and overwrites the leftover.
*/
obj->tokentype = AKBASIC_TOK_UNDEFINED;
/*
* Cleared here rather than by each caller, so the flag always describes the
* line this call just scanned. It used to be cleared only in

View File

@@ -74,6 +74,19 @@ static akerr_ErrorContext *stdio_readline(akbasic_TextSink *self, char *dest, si
if ( *eof ) {
SUCCEED_RETURN(errctx);
}
/*
* aksl_fgets(3)'s own contract: a full buffer with no trailing newline is
* how a caller spots a line longer than the buffer, because the rest of it
* is still sitting unread in the stream. Refusing here is what makes that
* true -- without it, the unread remainder is picked up by the *next*
* readline() as if it were its own statement, which does not fail, it just
* runs the wrong program. AKBASIC_MAX_LINE_LENGTH is small enough now that
* this is not a hypothetical: examples/breakout's own longest line used to
* clear the old 256-byte ceiling by more than half.
*/
FAIL_NONZERO_RETURN(errctx, (used == len - 1 && dest[used - 1] != '\n' && dest[used - 1] != '\r'),
AKBASIC_ERR_BOUNDS,
"Source line exceeds the %zu character limit", len - 1);
/*
* Strip the line terminator. The scanner treats \r and \n as end-of-line
* anyway, but leaving them on would make a stored source line differ from

View File

@@ -875,7 +875,7 @@ static akerr_ErrorContext AKERR_NOIGNORE *run_scan(akbasic_AkglSprites *state)
* proxy carries the owner only so a resolver can push something. Nothing here
* resolves anything, so the field stays empty and the shape is what matters.
*
* Layers are the other half. A wall sits on #AKGL_COLLISION_LAYER_STATIC and
* Layers are the other half. A wall sits on `AKGL_COLLISION_LAYER_STATIC` and
* responds to nothing, which is the asymmetry libakgl's masks exist for: the
* sprite's own `collidemask` includes STATIC, so a sprite finds a wall and two
* walls never test against each other. Sixty-four motionless rectangles

View File

@@ -37,6 +37,7 @@ static const akbasic_Verb VERBS[] = {
{ "ABS", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_abs },
{ "AND", AKBASIC_TOK_AND, -1, NULL, NULL },
{ "APPEND", AKBASIC_TOK_COMMAND, -1, akbasic_parse_arglist, akbasic_cmd_append },
{ "ASC", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_asc },
{ "ATN", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_atn },
{ "AUTO", AKBASIC_TOK_COMMAND_IMMEDIATE, -1, NULL, akbasic_cmd_auto },
{ "BACKUP", AKBASIC_TOK_COMMAND, -1, akbasic_parse_optional_arglist, akbasic_cmd_backup },
@@ -73,14 +74,32 @@ static const akbasic_Verb VERBS[] = {
{ "DRAW", AKBASIC_TOK_COMMAND, -1, akbasic_parse_draw, akbasic_cmd_draw },
{ "DSAVE", AKBASIC_TOK_COMMAND_IMMEDIATE, -1, NULL, akbasic_cmd_dsave },
{ "DVERIFY", AKBASIC_TOK_COMMAND_IMMEDIATE, -1, akbasic_parse_arglist, akbasic_cmd_dverify },
/*
* EACH is never dispatched on its own -- akbasic_parse_for() and
* akbasic_parse_do() consume it directly, the same way TO, STEP, WHILE and
* UNTIL are. It exists here only so the scanner gives it a COMMAND token
* rather than letting it scan as a plain identifier.
*/
{ "EACH", AKBASIC_TOK_COMMAND, -1, NULL, NULL },
{ "ELSE", AKBASIC_TOK_COMMAND, -1, NULL, NULL },
{ "END", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_end },
{ "EMIT", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_emit },
{ "END", AKBASIC_TOK_COMMAND, -1, akbasic_parse_end, akbasic_cmd_end },
/*
* `END GEN` is never scanned as one token -- END and GEN are ordinary
* COMMAND tokens on the same line -- so this row is reached only from
* akbasic_parse_end(), which builds a leaf carrying this exact name after
* it sees GEN follow END. It still has to be here, and in order, because
* dispatch is a bsearch on the leaf's name; the same reason INPUT# and
* PRINT# are.
*/
{ "END GEN", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_end_gen },
{ "ENVELOPE", AKBASIC_TOK_COMMAND, -1, akbasic_parse_arglist, akbasic_cmd_envelope },
{ "ERR", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_err },
{ "EXIT", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_exit },
{ "FETCH", AKBASIC_TOK_COMMAND, -1, akbasic_parse_arglist, akbasic_cmd_fetch },
{ "FILTER", AKBASIC_TOK_COMMAND, -1, akbasic_parse_arglist, akbasic_cmd_filter },
{ "FOR", AKBASIC_TOK_COMMAND, -1, akbasic_parse_for, akbasic_cmd_for },
{ "GEN", AKBASIC_TOK_COMMAND, -1, akbasic_parse_gen, akbasic_cmd_gen },
{ "GET", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_get },
{ "GETKEY", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_getkey },
{ "GETMENU", AKBASIC_TOK_COMMAND, -1, akbasic_parse_arglist, akbasic_cmd_getmenu },
@@ -93,6 +112,9 @@ static const akbasic_Verb VERBS[] = {
{ "HEX", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_hex },
{ "HUD", AKBASIC_TOK_COMMAND, -1, akbasic_parse_optional_arglist, akbasic_cmd_hud },
{ "IF", AKBASIC_TOK_COMMAND, -1, akbasic_parse_if, akbasic_cmd_if },
/* IN is consumed directly by akbasic_parse_for()/akbasic_parse_do()'s EACH
clause, the same way EACH itself is. */
{ "IN", AKBASIC_TOK_COMMAND, -1, NULL, NULL },
{ "INPUT", AKBASIC_TOK_COMMAND, -1, akbasic_parse_input, akbasic_cmd_input },
/*
* `INPUT#` and `PRINT#` are never scanned as verb names -- the scanner reads
@@ -146,6 +168,7 @@ static const akbasic_Verb VERBS[] = {
{ "RGR", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_rgr },
{ "RIGHT", AKBASIC_TOK_FUNCTION, 2, NULL, akbasic_fn_right },
{ "RMENU", AKBASIC_TOK_FUNCTION, 2, NULL, akbasic_fn_rmenu },
{ "RND", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_rnd },
{ "RSPCOLOR", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_rspcolor },
{ "RSPHIT", AKBASIC_TOK_FUNCTION, 2, NULL, akbasic_fn_rsphit },
{ "RSPPOS", AKBASIC_TOK_FUNCTION, 2, NULL, akbasic_fn_rsppos },

View File

@@ -20,6 +20,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_data(struct akbasic_Parser *par
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_graphic(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_draw(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_def(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_gen(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_end(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_dim(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_for(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_parse_if(struct akbasic_Parser *parser, akbasic_ASTLeaf **dest);
@@ -111,6 +113,11 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_swap(struct akbasic_Runtime *obj,
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_troff(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_tron(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
/* Group L generator verbs -- src/runtime_generator.c */
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_gen(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_emit(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_end_gen(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
/* Verb handlers -- src/runtime_commands.c */
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_auto(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_data(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
@@ -140,6 +147,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_cmd_stop(struct akbasic_Runtime *obj,
/* Function handlers -- src/runtime_functions.c */
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_abs(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_asc(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_atn(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_chr(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_cos(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
@@ -154,6 +162,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_peek(struct akbasic_Runtime *obj,
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_pointer(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_pointervar(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_rad(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_rnd(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_right(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_sgn(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);
akerr_ErrorContext AKERR_NOIGNORE *akbasic_fn_shl(struct akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest);

View File

@@ -244,10 +244,16 @@ static void test_no_drive_verbs(void)
harness_stop();
}
/* DIRECTORY is refused for a different reason, and says which. */
/*
* DIRECTORY is refused for a different reason than the five above: not for
* want of a drive, but because it is unwritten. It used to name the missing
* libakstdlib wrapper; that wrapper landed, so naming it would be a lie.
*/
TEST_REQUIRE_OK(run_program("10 DIRECTORY\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "libakstdlib") != NULL,
"DIRECTORY should name the missing wrapper, got \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "not implemented") != NULL,
"DIRECTORY should say it is unwritten, got \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "libakstdlib") == NULL,
"DIRECTORY must not still blame libakstdlib, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}

View File

@@ -0,0 +1,10 @@
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
(void)SCRIPT; (void)SINK; (void)SINKSTATE; (void)SOURCE;
(void)args; (void)argp; (void)dtval; (void)result;
(void)enemy; (void)actor; (void)dt;
(void)SCRATCH_ENEMY; (void)SCRATCH_ACTOR; (void)galaga_shared;
(void)ENEMY_TYPE; (void)ACTOR_TYPE; (void)GAME_TYPE;
SUCCEED_RETURN(errctx);
}

View File

@@ -0,0 +1,84 @@
/*
* Prelude for the interpreter-facing fragments in docs/20: the boot sequence,
* the ADDEM proof and the rebind-call-reset protocol, shown as runs of CATCH
* calls. The statics are the ones examples/galaga/script.c keeps; the locals
* are the superset every fragment draws from, void-cast in the postlude so an
* unused one is not a warning.
*/
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akbasic/environment.h>
#include <akbasic/error.h>
#include <akbasic/host.h>
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
typedef struct galaga_docs_Enemy
{
int32_t kind;
int32_t state;
float homex;
float homey;
float t;
int32_t hp;
int32_t fire;
float rnd;
} galaga_docs_Enemy;
typedef struct galaga_docs_Shared
{
float playerx;
float playery;
int32_t wave;
float rnd;
} galaga_docs_Shared;
static akbasic_Runtime SCRIPT;
static akbasic_TextSink SINK;
static akbasic_StdioSink SINKSTATE;
static char SOURCE[16384];
static galaga_docs_Enemy SCRATCH_ENEMY;
static akgl_Actor SCRATCH_ACTOR;
static galaga_docs_Shared galaga_shared;
static const akbasic_HostField ENEMY_FIELDS[] = {
AKBASIC_HOST_FIELD( galaga_docs_Enemy, kind, "KIND#", AKBASIC_HOSTFIELD_INT32 )
};
static const akbasic_HostType ENEMY_TYPE = {
"ENEMY", sizeof(galaga_docs_Enemy), ENEMY_FIELDS, 1
};
static const akbasic_HostField ACTOR_FIELDS[] = {
AKBASIC_HOST_FIELD( akgl_Actor, x, "X%", AKBASIC_HOSTFIELD_FLOAT )
};
static const akbasic_HostType ACTOR_TYPE = {
"ACTOR", sizeof(akgl_Actor), ACTOR_FIELDS, 1
};
static const akbasic_HostField GAME_FIELDS[] = {
AKBASIC_HOST_FIELD( galaga_docs_Shared, wave, "WAVE#", AKBASIC_HOSTFIELD_INT32 )
};
static const akbasic_HostType GAME_TYPE = {
"GAME", sizeof(galaga_docs_Shared), GAME_FIELDS, 1
};
akerr_ErrorContext AKERR_NOIGNORE *galaga_docs_fragment(galaga_docs_Enemy *enemy, akgl_Actor *actor, float dt);
akerr_ErrorContext AKERR_NOIGNORE *galaga_docs_fragment(galaga_docs_Enemy *enemy, akgl_Actor *actor, float dt)
{
PREPARE_ERROR(errctx);
akbasic_Value args[2];
akbasic_Value *argp[2];
akbasic_Value dtval;
akbasic_Value *result = NULL;
ATTEMPT {

View File

@@ -0,0 +1,121 @@
/*
* Prelude for file-scope fragments in docs/20 and docs/21 that assume the
* galaga example's own declarations already exist -- the shared structures
* from examples/galaga/galaga.h and the helpers a fragment calls but does not
* define. The types are copied rather than included so a fragment compiles
* against exactly what the chapter has shown so far; the helper declarations
* are invented prototypes, per the prelude policy in MAINTENANCE.md.
*/
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/sprite.h>
#include <akgl/text.h>
#include <akgl/ui.h>
#include <akgl/util.h>
#include <akbasic/environment.h>
#include <akbasic/error.h>
#include <akbasic/host.h>
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
#define GALAGA_ENEMY_BEE 0
#define GALAGA_ENEMY_BUTTERFLY 1
#define GALAGA_ENEMY_BOSS 2
#define GALAGA_ENEMY_KINDS 3
#define GALAGA_MAX_ENEMIES 40
#define GALAGA_MAX_PLAYER_SHOTS 2
#define GALAGA_MAX_ENEMY_SHOTS 8
#define GALAGA_ES_ENTERING (1 << 0)
#define GALAGA_ES_FORMATION (1 << 1)
#define GALAGA_ES_DIVING (1 << 2)
typedef struct galaga_Enemy
{
int32_t kind;
int32_t state;
float homex;
float homey;
float t;
int32_t hp;
int32_t fire;
float rnd;
} galaga_Enemy;
typedef struct galaga_Shared
{
float playerx;
float playery;
int32_t wave;
float rnd;
} galaga_Shared;
typedef enum
{
GALAGA_SCREEN_TITLE = 0,
GALAGA_SCREEN_PLAY,
GALAGA_SCREEN_GAMEOVER,
GALAGA_SCREEN_VICTORY
} galaga_Screen;
typedef struct galaga_Game
{
galaga_Screen screen;
int frame;
float dt;
bool autoplay;
int score;
int lives;
int kills[GALAGA_ENEMY_KINDS];
int shots[GALAGA_ENEMY_KINDS];
int script_errors;
akgl_Actor *player;
float fire_cooldown;
float respawn_timer;
bool firing;
bool moveleft;
bool moveright;
int player_shots_live;
int enemy_shots_live;
} galaga_Game;
extern galaga_Game galaga_game;
extern galaga_Shared galaga_shared;
extern galaga_Enemy galaga_enemies[GALAGA_MAX_ENEMIES];
extern akgl_Actor *galaga_enemy_actors[GALAGA_MAX_ENEMIES];
float galaga_random(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_script_update_enemy(galaga_Enemy *enemy, akgl_Actor *actor, float dt);
akerr_ErrorContext AKERR_NOIGNORE *galaga_boom_spawn(float x, float y);
akerr_ErrorContext AKERR_NOIGNORE *enemy_fire(galaga_Enemy *enemy, akgl_Actor *from);
akerr_ErrorContext AKERR_NOIGNORE *kill_enemy(int index);
akerr_ErrorContext AKERR_NOIGNORE *player_update(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *left_on(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *left_off(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *right_on(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *right_off(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *fire_on(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *fire_off(akgl_Actor *obj, SDL_Event *event);
void shot_box(akgl_Actor *actor, SDL_FRect *dest);
void enemy_box(akgl_Actor *actor, SDL_FRect *dest);
void player_box(akgl_Actor *actor, SDL_FRect *dest);

View File

@@ -0,0 +1,6 @@
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
(void)event;
SUCCEED_RETURN(errctx);
}

View File

@@ -0,0 +1,55 @@
/*
* Prelude for statement-context fragments in docs/20: runs of CATCH calls
* from the galaga frame loop, shown without their scaffolding because the
* ATTEMPT protocol is the scaffolding. Same policy as hostcalls.pre.
*/
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/renderer.h>
#include <akgl/ui.h>
#include <akbasic/error.h>
#include <akbasic/runtime.h>
typedef enum
{
GALAGA_SCREEN_TITLE = 0,
GALAGA_SCREEN_PLAY,
GALAGA_SCREEN_GAMEOVER,
GALAGA_SCREEN_VICTORY
} galaga_Screen;
struct galaga_docs_Game
{
galaga_Screen screen;
float dt;
akgl_Actor *player;
};
extern struct galaga_docs_Game galaga_game;
extern akgl_Actor *galaga_enemy_actors[40];
akerr_ErrorContext AKERR_NOIGNORE *declare_title(void);
akerr_ErrorContext AKERR_NOIGNORE *declare_play(void);
akerr_ErrorContext AKERR_NOIGNORE *declare_end(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_docs_fragment(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_docs_fragment(void)
{
PREPARE_ERROR(errctx);
SDL_Event event;
ATTEMPT {

View File

@@ -0,0 +1,37 @@
/*
* Prelude for the self-contained file-scope fragments in docs/20 and docs/21:
* blocks that define a struct, a table or a whole function from scratch need
* only the includes. Only compiled in the AKBASIC_WITH_AKGL build.
*/
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/sprite.h>
#include <akgl/text.h>
#include <akgl/ui.h>
#include <akgl/util.h>
#include <akbasic/environment.h>
#include <akbasic/error.h>
#include <akbasic/host.h>
#include <akbasic/runtime.h>
#include <akbasic/sink.h>

View File

@@ -2,5 +2,7 @@
} PROCESS(errctx) {
} FINISH(errctx, true);
(void)score;
(void)argp;
(void)result;
SUCCEED_RETURN(errctx);
}

View File

@@ -7,6 +7,7 @@
* surrounding prose says exists but does not print.
*/
#include <akerror.h>
#include <akbasic/environment.h>
#include <akbasic/error.h>
#include <akbasic/runtime.h>
#include <akbasic/variable.h>
@@ -23,5 +24,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akbasic_docs_fragment(void)
{
PREPARE_ERROR(errctx);
int64_t score = 0;
akbasic_Value *argp[4];
akbasic_Value *result = NULL;
ATTEMPT {

360
tests/generators.c Normal file
View File

@@ -0,0 +1,360 @@
/**
* @file generators.c
* @brief Generators: GEN/EMIT/END GEN and the FOR EACH/DO EACH loops over them.
*
* The golden corpus (tests/language/flowcontrol/generators_*.bas) covers the
* ordinary shapes: the issue's own ROOMOBJECTS example in both loop forms, an
* empty generator, a non-numeric EMIT and nested/interleaved invocations. This
* file covers what a byte-compared program cannot: that abandoning a
* generator with EXIT gives its environment back to the pool rather than
* leaking it, and that misusing a GEN fails cleanly rather than corrupting the
* environment stack.
*/
#include <string.h>
#include <akbasic/error.h>
#include <akbasic/runtime.h>
#include "harness.h"
#include "testutil.h"
/** @brief Run a program to completion under an explicit step budget. */
static akerr_ErrorContext AKERR_NOIGNORE *run_program_bounded(const char *source, int64_t steps)
{
PREPARE_ERROR(errctx);
PASS(errctx, harness_start(NULL));
PASS(errctx, akbasic_runtime_load(&HARNESS_RUNTIME, source));
PASS(errctx, akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
PASS(errctx, akbasic_runtime_run(&HARNESS_RUNTIME, steps));
SUCCEED_RETURN(errctx);
}
/** @brief Run a program to completion, bounded so a hang fails rather than waits. */
static akerr_ErrorContext AKERR_NOIGNORE *run_program(const char *source)
{
PREPARE_ERROR(errctx);
PASS(errctx, run_program_bounded(source, 20000));
SUCCEED_RETURN(errctx);
}
/** @brief The issue's own example, as a sanity check independent of the golden corpus. */
static void test_room_objects_smoke(void)
{
TEST_REQUIRE_OK(run_program("10 DIM OBJ#(3)\n"
"20 OBJ#(0) = 100\n"
"30 OBJ#(1) = 200\n"
"40 OBJ#(2) = 300\n"
"50 GEN ROOMOBJECTS(R#)\n"
"60 FOR I# = 0 TO 2\n"
"70 IF I# <> 1 THEN EMIT OBJ#(I#)\n"
"80 NEXT I#\n"
"90 END GEN\n"
"100 FOR EACH O# IN ROOMOBJECTS(0)\n"
"110 PRINT O#\n"
"120 NEXT O#\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "100\n300\n");
harness_stop();
}
/**
* @brief EXIT out of a FOR EACH loop releases its generator, not just the loop.
*
* Run more FOR EACH/EXIT constructs than AKBASIC_MAX_ENVIRONMENTS -- each one
* takes two environments (the loop's own and the generator's) -- in a single
* program. If EXIT abandoned the generator environment instead of releasing
* it, this exhausts the pool partway through and the run reports "Environment
* pool exhausted" instead of finishing.
*/
static void test_exit_releases_generator_for_each(void)
{
TEST_REQUIRE_OK(run_program("10 GEN ONE(X#)\n"
"20 EMIT 1\n"
"30 END GEN\n"
"40 FOR K# = 1 TO 13\n"
"50 FOR EACH V# IN ONE(0)\n"
"60 EXIT\n"
"70 NEXT V#\n"
"80 NEXT K#\n"
"90 PRINT \"DONE\"\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "DONE\n");
harness_stop();
}
/** @brief The same leak check for DO EACH/EXIT. */
static void test_exit_releases_generator_do_each(void)
{
TEST_REQUIRE_OK(run_program("10 GEN ONE(X#)\n"
"20 EMIT 1\n"
"30 END GEN\n"
"40 FOR K# = 1 TO 13\n"
"50 DO EACH V# IN ONE(0)\n"
"60 EXIT\n"
"70 LOOP\n"
"80 NEXT K#\n"
"90 PRINT \"DONE\"\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "DONE\n");
harness_stop();
}
/**
* @brief EXIT partway through, with more of the generator left to run, still
* frees the environment for the next construct that needs one.
*/
static void test_exit_partway_through(void)
{
TEST_REQUIRE_OK(run_program("10 GEN COUNTUP(N#)\n"
"20 FOR I# = 1 TO N#\n"
"30 EMIT I#\n"
"40 NEXT I#\n"
"50 END GEN\n"
"60 FOR EACH V# IN COUNTUP(10)\n"
"70 PRINT V#\n"
"80 IF V# = 2 THEN EXIT\n"
"90 NEXT V#\n"
"100 PRINT \"AFTER\"\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "1\n2\nAFTER\n");
harness_stop();
}
/**
* @brief Abandoning a generator that is itself suspended inside a FOR EACH
* over another generator releases the inner generator too.
*
* The inner generator's environment hangs off the *loop* scope inside OUTER's
* body as a child, off the parent chain -- the one place a bare parent walk
* never looks. Before akbasic_runtime_release_generator() recursed into
* `forGeneratorEnv`, every trip through this loop stranded one pool slot and
* the 13th trip died with "Environment pool exhausted".
*/
static void test_exit_releases_nested_generators(void)
{
TEST_REQUIRE_OK(run_program("10 GEN INNER(N#)\n"
"20 EMIT 1\n"
"30 EMIT 2\n"
"40 END GEN\n"
"50 GEN OUTER(N#)\n"
"60 FOR EACH I# IN INNER(0)\n"
"70 EMIT I#\n"
"80 NEXT I#\n"
"90 END GEN\n"
"100 FOR K# = 1 TO 40\n"
"110 FOR EACH V# IN OUTER(0)\n"
"120 EXIT\n"
"130 NEXT V#\n"
"140 NEXT K#\n"
"150 PRINT \"DONE\"\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "DONE\n");
harness_stop();
}
/**
* @brief A LOOP UNTIL that stops a DO EACH early releases the generator it
* abandons, every time.
*/
static void test_loop_condition_releases_generator(void)
{
TEST_REQUIRE_OK(run_program("10 GEN COUNTUP(N#)\n"
"20 FOR I# = 1 TO N#\n"
"30 EMIT I#\n"
"40 NEXT I#\n"
"50 END GEN\n"
"60 FOR K# = 1 TO 40\n"
"70 DO EACH V# IN COUNTUP(10)\n"
"80 LOOP UNTIL V# = 2\n"
"90 NEXT K#\n"
"100 PRINT \"DONE\"\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "DONE\n");
harness_stop();
}
/**
* @brief RETURN standing in a GEN's own frame ends the generator early,
* exactly as END GEN would -- a GEN is a function at heart.
*/
static void test_return_ends_generator(void)
{
TEST_REQUIRE_OK(run_program("10 GEN G(N#)\n"
"20 EMIT 1\n"
"30 RETURN\n"
"40 EMIT 2\n"
"50 END GEN\n"
"60 FOR EACH V# IN G(0)\n"
"70 PRINT V#\n"
"80 NEXT V#\n"
"90 PRINT \"DONE\"\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "1\nDONE\n");
harness_stop();
}
/**
* @brief RETURN with a value inside a GEN is refused: values leave a GEN one
* at a time, through EMIT, and there is no return slot waiting.
*/
static void test_return_value_in_generator_refused(void)
{
TEST_REQUIRE_OK(run_program_bounded("10 GEN G(N#)\n"
"20 EMIT 1\n"
"30 RETURN 99\n"
"40 END GEN\n"
"50 FOR EACH V# IN G(0)\n"
"60 PRINT V#\n"
"70 NEXT V#\n"
"80 PRINT \"UNREACHABLE\"\n", 2000));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "1\n") != NULL,
"expected the first EMIT in \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "UNREACHABLE") == NULL,
"RETURN with a value must stop the run, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/**
* @brief The unwind primitive releases a popped scope's suspended generator.
*
* Built by hand rather than through BASIC because the paths that need this --
* the error unwinds in pump_generator() and call_function() -- only trigger
* on C-level failures a program cannot politely ask for. The shape is the
* one EMIT leaves behind: a loop scope holding a detached generator child,
* with a further scope active above it.
*/
static void test_unwind_releases_suspended_generators(void)
{
akbasic_Environment *root = NULL;
akbasic_Environment *loopenv = NULL;
akbasic_Environment *genenv = NULL;
akbasic_Environment *forenv = NULL;
TEST_REQUIRE_OK(harness_start(NULL));
root = HARNESS_RUNTIME.environment;
TEST_REQUIRE_OK(akbasic_runtime_new_environment(&HARNESS_RUNTIME));
loopenv = HARNESS_RUNTIME.environment;
loopenv->isEachLoop = true;
TEST_REQUIRE_OK(akbasic_runtime_new_environment(&HARNESS_RUNTIME));
genenv = HARNESS_RUNTIME.environment;
genenv->isGenerator = true;
TEST_REQUIRE_OK(akbasic_runtime_detach_environment(&HARNESS_RUNTIME));
loopenv->forGeneratorEnv = genenv;
TEST_REQUIRE_OK(akbasic_runtime_new_environment(&HARNESS_RUNTIME));
forenv = HARNESS_RUNTIME.environment;
TEST_REQUIRE_OK(akbasic_runtime_unwind_to_environment(&HARNESS_RUNTIME, root));
TEST_REQUIRE(HARNESS_RUNTIME.environment == root,
"unwind must land on the target scope");
TEST_REQUIRE(!forenv->used && !loopenv->used && !genenv->used,
"unwind must release the chain and the suspended generator");
harness_stop();
}
/**
* @brief A GEN invoked like an ordinary function, rather than through FOR
* EACH/DO EACH, fails cleanly.
*
* EMIT requires `isGenerator`, which only a FOR EACH/DO EACH invocation sets
* -- an ordinary call pushes a plain environment, exactly as a DEF's does --
* so the first EMIT the call reaches is where this is refused.
*/
static void test_called_like_a_function(void)
{
akbasic_Value *args[1];
akbasic_Value argvalue;
akbasic_Value *out = NULL;
TEST_REQUIRE_OK(harness_start(NULL));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME,
"10 GEN ONE(N#)\n"
"20 EMIT N#\n"
"30 END GEN\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 100));
TEST_REQUIRE_OK(akbasic_value_zero(&argvalue));
argvalue.valuetype = AKBASIC_TYPE_INTEGER;
argvalue.intval = 5;
args[0] = &argvalue;
TEST_REQUIRE_ANY_ERROR(akbasic_runtime_call_function(&HARNESS_RUNTIME, "ONE", args, 1, &out));
harness_stop();
}
/** @brief EMIT reached with no enclosing GEN invocation is refused. */
static void test_emit_outside_gen(void)
{
akbasic_ASTLeaf *leaf = NULL;
akbasic_Value *out = NULL;
TEST_REQUIRE_OK(harness_start(NULL));
TEST_REQUIRE_OK(akbasic_environment_zero(HARNESS_RUNTIME.environment));
TEST_REQUIRE_OK(harness_parse("EMIT 5", &leaf));
TEST_REQUIRE_ANY_ERROR(akbasic_runtime_evaluate(&HARNESS_RUNTIME, leaf, &out));
harness_stop();
}
/**
* @brief A GEN invoking itself, directly, is refused rather than recursing.
*
* Bounded tightly: a program that recursed forever would hang the whole
* suite, and this is exactly the case that must not.
*/
static void test_self_recursion_refused(void)
{
TEST_REQUIRE_OK(run_program_bounded("10 GEN RECURSIVE(N#)\n"
"20 FOR EACH X# IN RECURSIVE(N# + 1)\n"
"30 EMIT X#\n"
"40 NEXT X#\n"
"50 END GEN\n"
"60 PRINT \"BEFORE\"\n"
"70 FOR EACH R# IN RECURSIVE(1)\n"
"80 PRINT R#\n"
"90 NEXT R#\n"
"100 PRINT \"UNREACHABLE\"\n", 2000));
/* Whatever else happened, the line before the recursive call ran and the
one two lines after invoking it -- which would only print after the
loop completed successfully -- did not. */
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "BEFORE\n") != NULL,
"expected \"BEFORE\" in \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "UNREACHABLE") == NULL,
"self-recursion must not reach \"UNREACHABLE\", got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/**
* @brief Independent (sibling) FOR EACH invocations of the same GEN are not
* self-recursion, even nested.
*/
static void test_sibling_invocations_allowed(void)
{
TEST_REQUIRE_OK(run_program("10 GEN COUNTUP(N#)\n"
"20 FOR I# = 1 TO N#\n"
"30 EMIT I#\n"
"40 NEXT I#\n"
"50 END GEN\n"
"60 FOR EACH A# IN COUNTUP(2)\n"
"70 FOR EACH B# IN COUNTUP(2)\n"
"80 PRINT A# * 10 + B#\n"
"90 NEXT B#\n"
"100 NEXT A#\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "11\n12\n21\n22\n");
harness_stop();
}
int main(void)
{
test_room_objects_smoke();
test_exit_releases_generator_for_each();
test_exit_releases_generator_do_each();
test_exit_partway_through();
test_exit_releases_nested_generators();
test_loop_condition_releases_generator();
test_return_ends_generator();
test_return_value_in_generator_refused();
test_unwind_releases_suspended_generators();
test_called_like_a_function();
test_emit_outside_gen();
test_self_recursion_refused();
test_sibling_invocations_allowed();
return akbasic_test_failures;
}

View File

@@ -1,6 +1,6 @@
10 REM An array reference used as a function argument, and as one of several.
20 REM An identifier's subscript list used to hang off .right, which is also
30 REM where an argument list chains its arguments -- so the arity counter walked
30 REM where arguments chain their arguments -- so the arity counter walked
40 REM straight into the subscripts and refused the call. TODO.md section 4.
50 DIM C#(4)
60 C#(1) = -9

View File

@@ -1,6 +1,6 @@
10 REM FILTER has no device capability behind it -- akgl_audio_* synthesises and
20 REM mixes but has no filter stage, and SDL3 supplies no primitive to build one
30 REM from. It is refused rather than silently ignored, so a program that asked
10 REM FILTER has no device capability -- audio synthesises and mixes but
20 REM has no filter stage; SDL3 supplies no primitive to build one from. It
30 REM is refused rather than silently ignored, so a program that asked
40 REM for a low-pass finds out it did not get one.
50 PRINT "BEFORE"
60 FILTER 1000, 1, 0, 0, 5

View File

@@ -1,4 +1,4 @@
10 REM The standalone driver lends the script no audio device. ENVELOPE, VOL and
10 REM The standalone driver has no audio device. ENVELOPE, VOL and
20 REM TEMPO only change interpreter state, so they work regardless; SOUND and
30 REM PLAY need the device and must name themselves when there is none.
40 ENVELOPE 1, 5, 9, 12, 2

View File

@@ -0,0 +1,6 @@
10 REM A GEN invoked like an ordinary function is refused, not silently run.
20 GEN ONE(N#)
30 EMIT N#
40 END GEN
50 X# = ONE(5)
60 PRINT "UNREACHABLE"

View File

@@ -0,0 +1,2 @@
? 50 : RUNTIME ERROR ONE is a GEN; call it with FOR EACH or DO EACH, not as a function

View File

@@ -0,0 +1,8 @@
10 REM A DO EACH takes its condition on the LOOP, not on the DO line.
20 GEN ONE(N#)
30 EMIT N#
40 END GEN
50 DO EACH V# IN ONE(1) WHILE V# < 9
60 PRINT V#
70 LOOP
80 PRINT "UNREACHABLE"

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