Files
akbasic/examples/galaga/script.c
Tachikoma 27837aeabc Add the galaga example: a C engine with akbasic as its enemy brain
A GALAGA-style fixed shooter whose engine is C on libakgl (null physics)
with the interpreter embedded as the scripting engine that owns every
enemy's behavior. One DEF-only script is called per enemy per frame
through a custom akgl_Actor update hook; SELF@, ACTOR@ and GAME@ are host
bindings, so the script reads and writes the engine's real memory -- the
boss even swaps its own damage sprite by raising an actor state bit from
BASIC. Bullets, collision, scoring and screens stay C.

Structure arguments were measured and rejected for the per-frame path:
each pointer parameter spends a value-pool slot the pool never reclaims,
1,015 calls to exhaustion against an unbounded rebind (issue #36).

Built when AKBASIC_WITH_AKGL=ON. Two CTest entries: a 600-frame headless
autoplay run under the dummy SDL drivers, and an interop round-trip test
that links the real script.c and galaga.bas and pins the four boundary
claims, 24,000 sustained calls among them. docs_galaga_figures
regenerates the two checked-in figures. Art is Kenney CC0, byte for
byte, with provenance.

Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:21 -04:00

282 lines
11 KiB
C

/**
* @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, "RND%", 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, "RND%", 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);
}