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The Pawn embedded scripting language ==================================== Pawn is a simple, typeless, 32-bit extension language with a C-like syntax. The Pawn compiler outputs P-code (or bytecode) that subsequently runs on an abstract machine. Execution speed, stability, simplicity and a small footprint were essential design criterions for both the language and the abstract machine. Through the evolution of the Pawn toolkit, this README had steadily been growing, as more and more components were added and the project was ported to diverse environments. Detailed instructions how to port, build and/or embed Pawn can be found in a separate document entitled "The Pawn booklet: Implementer's Guide". To get the Pawn toolkit working on your system, please (also) consult that document. To learn about the Pawn language, read the document "The Pawn booklet: The Language". If you installed Pawn via the Setup utility (for Microsoft Windows) or the autopackage (for Linux), you probably have these documents already. Otherwise, you can obtain both these documents from the web page devoted to Pawn: http://www.compuphase.com/pawn/ Below is a list of topics that this README covers, in this order: o Getting started How to get your first Pawn program running o Building with CMake For a portable way to (re-)build the software o Using the AMX DLL How to create a program that uses the pre-built DLL. o Building the AMX DLL Notes on how the DLL must be built itself. o Building extension modules for the AMX DLL Acknowledgements ================ See the "NOTICES" file for acknowledgments for parts of Pawn not written by CompuPhase. Getting started =============== The first question is: what do you need? If you are using Microsoft Windows, download the Pawn toolkit as a self-extracting setup file; this gives everything that you need to get started: o binaries for Win32 o full source of all tools/libraries o documentation (Adobe Acrobat format) Users of other operating systems should download either the "pawnkit.zip" file or the "pawnkit.tgz" file ("Pawn toolkit" archives), because it contains the full source code. The difference between the "ZIP" file and the "TGZ" file is, apart from the different archiving tool used, that the source file in the ZIP file has DOS/Windows line endings (CR/LF) and the "TGZ" file has Unix line endings (LF only). When "unpacking" these archives, make sure that the directory structure in the ZIP/TGZ files is retained. Otherwise, the Pawn compiler will not be able to find its "include" files, for example. You should also download the two documentation files "pawn-lang.pdf" and "pawn-imp.pdf" --the "Language guide" and the "Implementer's guide" respectively. You may need to build the compiler and abstract machine, and the "Implementer's guide" is likely to give you precise guidelines (or at least, it will point you in the right direction). There are a few guidelines for building the system with CMake in the section "Building with CMake", below. Assuming that you have obtained (somehow) an executable version of the Pawn compiler and the Pawn run-time, you should put it in a directory. However, the Pawn compiler also needs to locate "include files". On many operating systems, the Pawn compiler is able to automatically read these header files from the directory "include" that is below the directory that the compiler is in itself. Thus, if the Pawn compiler (the executable file) is in directory "C:\WhatEver\Pawn\bin", I suggest that you create either the directory "C:\WhatEver\Pawn\include" or "C:\WhatEver\Pawn\bin\include" and copy the ".inc" files there. If your operating system is not compatible with Win32 or Linux, the Pawn compiler may not know how to locate the "include" directory and you have to specify it yourself with the "-i" command line option (when running the compiler). That behind your back, locate one of the example scripts (e.g. "hello.p") and compile it with: pawncc hello This should produce "hello.amx", which you can then run with: pawnrun hello.amx Many applications that use Pawn, run the Pawn compiler as a child process; i.e. the Pawn compiler is often a separate, self-contained program. The abstract machine, however, is almost never a separate process: typically you want the abstract machine to be integrated in the application so that scripts can call into the application. In other words, you might be using "pawncc" as is, but you won't be using "pawnrun" as is. This is why pawnrun is kept short and dump, "pawnrun" is a program that is mostly developed in the Pawn manual to show you what you should do at a minimum to embed Pawn into a program. Building with CMake =================== CMake is a cross-platform, open-source make system, which generates "makefile's" or project files for diverse compilers and platforms. See http://www.cmake.org/ for more information on CMake plus a freely downloadable copy. The Pawn toolkit comes with a CMake project file that builds the compiler, a simple run-time program that embeds the abstract machine, and a simple console debugger. The CMake project file is in the "source" subdirectory of where the Pawn toolkit is installed, when you installed the self-extracting "setup" for Microsoft Windows. When unpacking the Pawn source code from a "ZIP" or "TGZ" archive, the CMake project file is in the main directory where you unpacked the archive into. Using CMake ----------- 1. Under Microsoft Windows, launch CMakeSetup. Under Linux, run cmake-gui (if you don't have cmake-gui, either update your CMake system first, or see below for running CMake from the command-line). 2. Select for the source code directory, the "source" subdirectory in the directory tree for the toolkit. For example, if you installed the toolkit in C:\Pawn, the source directory is C:\Pawn\source. 3. Select as destination the "bin" subdirectory, or any other directory of your choice. The makefile (or project files) will be generated in the destination directory. 4. Select the compiler to use, as well. On Microsoft Windows, CMake supports Microsoft, Borland, OpenWatcom and GNU compilers. Under Linux, CMake supports GNU compilers by default, but allows you to set up specific (cross) compilers. 5. Click on the "Configure" button. After an initial configuration, you may have items displayed in red. By this, CMake indicates that these items may need adjustment, but in the case of Pawn, this is rarely needed. Click "Configure" once more for the final configuration. 6. Click on the "Generate" button, to create the makefiles or project files. In older versions of CMake, there is an "OK" button instead of "Generate". 7. Build the program in the usual way. For Microsoft Visual C/C++, CMake has created a Visual Studio project and "Workspace" file; for other compilers CMake builds a makefile. Using CMake from the command line --------------------------------- In case there is no GUI program for your operating system, you may alternatively use the command line programs. 1. Change to the "bin" subdirectory where the archive was extracted into. For example, if you unpacked the toolkit in /opt/Pawn, go to /opt/Pawn/bin. If you installed Pawn as root, then you must also be root when you recompile Pawn. 2. Launch "ccmake ../source" if you installed the Linux autopackage. If you got the "tarball", you may need to use "ccmake .." instead. The parameter of ccmake must be the relative path to where the CMakeLists.txt file is found. 3. Press the "c" key for "configure". After an initial configuration, you may have items in the list that have a "*" in front of their value. By this, CMake indicates that these items may need adjustment, but in the case of Pawn, this is rarely needed. Type "c" once more for the final configuration. 4. Press the "g" button for "generate and quit". Then build the program by typing "make". The programs will be built in the subdirectory "bin". Using the AMX DLL ================= The 32-bit AMX DLL (file AMX32.DLL) uses __stdcall calling convention, which is the most common calling convention for Win32 DLLs. If your compiler defaults to a different calling convention (most do), you must specify the __stdcall calling convention explicitly. This can be done in two ways: 1. a command line option for the C/C++ compiler (look up the manual) 2. setting the macros AMX_NATIVE_CALL and AMXAPI to __stdcall before including AMX.H. The macros AMX_NATIVE_CALL and AMXAPI are explained earlier in this README. The 32-bit AMX DLL comes with import libraries for various Win32 compilers: o for Microsoft Visual C/C++ version 4.0 and above, use AMX32M.LIB o for Borland C++ version 5.0 and for Borland C++ Builder, use AMX32B.LIB o for Watcom C/C++ version 10.6 and 11.0, use AMX32W.LIB The AMX DLL already includes "core" and "console" functions, which are the equivalents of the C files AMXCORE.C and AMXCONS.C. Console output goes to a text window (with 30 lines of 80 characters per line) that the DLL creates. The core and console functions are automatically registered to any Pawn program by amx_Init(). Microsoft Visual C/C++ version 5.0 or 6.0, 32-bit: cl -DAMXAPI=__stdcall prun-dll.c amx32m.lib (Note: the "prun-dll" example does not register additional native functions. Therefore, AMX_NATIVE_CALL does not need to be defined.) Watcom C/C++ version 11.0, 32-bit: wcl386 /l=nt_win /dAMXAPI=__stdcall prun-dll.c amx32w.lib (Note: the "prun-dll" example does not register additional native functions. Therefore, AMX_NATIVE_CALL does not need to be defined.) Borland C++ version 3.1, 16-bit: bcc -DAMXAPI=__cdecl -W -ml prun-dll.c amx16.lib (Note: the program must be compiled as a Win16 application, because only Windows programs can use DLLs (option -W). Using large memory model, option -ml, is not strictly required, but it is the most convenient. Finally, note that the 16-bit DLL uses __cdecl calling convention for its exported functions, for reasons explained below.) Building the AMX DLL ==================== The 32-bit DLL is made from the files AMX.C, AMXDLL.C, AMXCONS.C, AMXCORE.C and AMXEXEC.ASM. The first point to address is, again, that of calling conventions. AMXAPI and AMX_NATIVE_CALL must be set to __stdcall. I did this by adding the macros onto the command line for the compiler, but you could also create an include file with these macros before including AMX.H. The function amx_Init() of the DLL is not identical to the standard version: it also registers the "core" and "console" modules and registers external libraries if it can find these. The original amx_Init() in AMX.C is renamed to amx_InitAMX(), via macros, at compile time. AMXDLL.C implements the new amx_Init() and this one is not translated. All in all, the makefile for the AMX DLL plays a few tricks with macros in order to keep the original distribution untouched. When you need to recompile the AMX DLL, you may, of course, also opt for modifying AMX.H and AMX.C to suit the needs for Win32 DLLs. If you rebuild the DLL for 16-bit Windows, keep the following points in mind: o You must use the ANSI C version of the abstract machine; there is no 16-bit assembler implementation. o Use large memory model: pointers used in "interface" functions must be far pointers to bridge the data spaces of the .EXE and the DLL. The source code is (mostly) ANSI C, however, and "far pointers" are an extension to ANSI C. The easiest way out is to make all pointers "far" by using large memory model. o AMX_NATIVE_CALL are best set to "__far __pascal". This is the "standard" calling convention for have interface functions in 16-bit Windows. o The native functions should also be exported, so that the data segment is set to that of the module that the native functions reside in. o AMXAPI, however, must be set to "__cdecl", because amx_Exec() uses a variable length argument list. This is incompatible with the "pascal" calling convention. The distribution for the AMX DLL comes with two makefiles: the makefile for the 32-bit DLL is for Watcom C/C++ and the makefile for the 16-bit DLL is for Borland C++.
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