/* Copyright (C) 2022 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * routines specific to IA-32 */ #ifndef INCLUDED_IA32 #define INCLUDED_IA32 #if !ARCH_IA32 # error "including ia32.h without ARCH_IA32=1" #endif /** * check if there is an IA-32 CALL instruction right before ret_addr. * @return INFO::OK if so and ERR::FAIL if not. * * also attempts to determine the call target. if that is possible * (directly addressed relative or indirect jumps), it is stored in * target, which is otherwise 0. * * this function is used for walking the call stack. **/ Status ia32_GetCallTarget(void* ret_addr, void*& target); #endif // #ifndef INCLUDED_IA32