/* Monster - an advanced game scripting language Copyright (C) 2007, 2008 Nicolay Korslund Email: WWW: http://monster.snaptoad.com/ This file (fstack.d) is part of the Monster script language package. Monster is distributed as free software: you can redistribute it and/or modify it under the terms of the GNU General Public License version 3, as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License version 3 along with this program. If not, see http://www.gnu.org/licenses/ . */ module monster.vm.fstack; import monster.vm.codestream; import monster.vm.mobject; import monster.vm.mclass; import monster.vm.stack; import monster.vm.error; import monster.compiler.states; import monster.compiler.functions; import monster.compiler.linespec; // "friendly" parameter and stack handling. enum SPType { Function, // A function (script or native) Idle, // Idle function State, // State code NConst, // Native constructor } // One entry in the function stack struct StackPoint { CodeStream code; // The byte code handler union { Function *func; // What function we are in (if any) State *state; // What state the function belongs to (if any) } SPType ftype; MonsterObject *obj; // "this"-pointer for the function // Could have an afterStack to check that the function has the // correct imprint (corresponding to an imprint-var in Function.) int *frame; // Stack frame, stored when entering the function // Get the class owning the function MonsterClass getCls() { assert(isFunc || isState); assert(func !is null); return func.owner; } bool isStatic() { return isFunc() && func.isStatic; } bool isFunc() { return (ftype == SPType.Function) || (ftype == SPType.Idle); } bool isState() { return ftype == SPType.State; } // Get the current source position (file name and line // number). Mostly used for error messages. Floc getFloc() { assert(isFunc || isState); Floc fl; fl.fname = getCls().name.loc.fname; // Subtract one to make sure we get the last instruction executed, // not the next. int pos = code.getPos() - 1; if(pos < 0) pos = 0; fl.line = findLine(func.lines, pos); return fl; } } FunctionStack fstack; // 30 is somewhat small, but suitable for debugging. StackPoint fslist[30]; struct FunctionStack { // The current entry StackPoint *cur = null; // Index of next entry int next = 0; // Consistancy checks invariant() { assert(next >= 0); if(next > 0) { assert(cur !is null); if(cur.ftype == SPType.State) assert(next == 1); } else assert(cur is null); } // Is the function stack empty? bool isEmpty() { return next == 0; } // Are we currently running state code? bool isStateCode() { return next == 1 && cur.ftype == SPType.State; } // Sets up the next stack point and assigns the given object private void push(MonsterObject *obj) { if(next >= fslist.length) fail("Function stack overflow - infinite recursion?"); cur = &fslist[next++]; cur.obj = obj; cur.frame = stack.setFrame(); } // Set the stack point up as a function. Allows obj to be null. void push(Function *func, MonsterObject *obj) { push(obj); cur.ftype = SPType.Function; cur.func = func; assert(obj is null || func.owner.parentOf(obj.cls)); // Point the code stream to the byte code, if any. if(func.isNormal) cur.code.setData(func.bcode); assert(!func.isIdle, "don't use fstack.push() on idle functions"); } // Set the stack point up as a state void push(State *st, MonsterObject *obj) { assert(st !is null); push(obj); cur.ftype = SPType.State; cur.state = st; assert(obj !is null); assert(st.owner.parentOf(obj.cls)); // Set up the byte code cur.code.setData(st.bcode); } // Native constructor void pushNConst(MonsterObject *obj) { assert(obj !is null); push(obj); cur.ftype = SPType.NConst; } void pushIdle(Function *fn, MonsterObject *obj) { push(obj); cur.func = fn; cur.ftype = SPType.Idle; assert(obj is null || fn.owner.parentOf(obj.cls)); assert(fn.isIdle, fn.name.str ~ "() is not an idle function"); } // Pops one entry of the stack. Checks that the stack level has been // returned to the correct position. void pop() { if(next == 0) fail("Function stack underflow"); stack.setFrame(cur.frame); if(--next > 0) cur--; else cur = null; } }