openclonk/src/script/C4PropList.h

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/*
* OpenClonk, http://www.openclonk.org
*
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* Copyright (c) 2009-2012 Günther Brammer
* Copyright (c) 2009 Nicolas Hake
* Copyright (c) 2010 Benjamin Herr
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* "Clonk" is a registered trademark of Matthes Bender.
*/
/* Property lists */
#include "C4Value.h"
#include "C4StringTable.h"
#ifndef C4PROPLIST_H
#define C4PROPLIST_H
class C4Property
{
public:
C4Property() : Key(0) {}
C4Property(C4String *Key, const C4Value &Value) : Key(Key), Value(Value)
{ assert(Key); Key->IncRef(); /*assert(Strings.Set.Has(Key));*/ }
C4Property(const C4Property &o) : Key(o.Key), Value(o.Value) { if (Key) Key->IncRef(); }
C4Property & operator = (const C4Property &o)
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{ if(o.Key) o.Key->IncRef(); if (Key) Key->DecRef(); Key = o.Key; Value = o.Value; return *this; }
#ifdef HAVE_RVALUE_REF
C4Property(C4Property && o) : Key(o.Key), Value(std::move(o.Value)) { o.Key = 0; }
C4Property & operator = (C4Property && o)
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{ if (Key) Key->DecRef(); Key = o.Key; o.Key = 0; Value = std::move(o.Value); return *this; }
#endif
~C4Property() { if (Key) Key->DecRef(); }
void CompileFunc(StdCompiler *pComp, C4ValueNumbers *);
C4String * Key;
C4Value Value;
operator const void * () const { return Key; }
C4Property & operator = (void * p)
{ assert(!p); if (Key) Key->DecRef(); Key = 0; Value.Set0(); return *this; }
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bool operator < (const C4Property &cmp) const { return strcmp(GetSafeKey(), cmp.GetSafeKey())<0; }
const char *GetSafeKey() const { if (Key && Key->GetCStr()) return Key->GetCStr(); return ""; } // get key as C string; return "" if undefined. never return NULL
};
class C4PropListNumbered;
class C4PropList
{
public:
void AddRef(C4Value *pRef);
void DelRef(const C4Value *pRef, C4Value * pNextRef);
void Clear() { constant = false; Properties.Clear(); prototype = 0; }
const char *GetName() const;
virtual void SetName (const char *NewName = 0);
virtual C4Def const * GetDef() const;
virtual C4Def * GetDef();
virtual C4Object * GetObject();
virtual C4Effect * GetEffect();
virtual C4PropListNumbered * GetPropListNumbered();
C4PropList * GetPrototype() const { return prototype; }
// saved as a reference to a global constant?
virtual class C4PropListStatic * IsStatic() { return NULL; }
// saved as a reference to separately saved objects?
virtual bool IsNumbered() const { return false; }
// some proplists have references that are not reference-counted
virtual bool Delete() { return false; }
// These four operate on properties as seen by script, which can be dynamic
// or reflect C++ variables
virtual bool GetPropertyByS(C4String *k, C4Value *pResult) const;
virtual C4ValueArray * GetProperties() const;
// not allowed on frozen proplists
virtual void SetPropertyByS(C4String * k, const C4Value & to);
virtual void ResetProperty(C4String * k);
// helper functions to get dynamic properties from other parts of the engine
bool GetProperty(C4PropertyName k, C4Value *pResult) const
{ return GetPropertyByS(&Strings.P[k], pResult); }
C4String * GetPropertyStr(C4PropertyName k) const;
C4AulFunc * GetFunc(C4PropertyName k) const
{ return GetFunc(&Strings.P[k]); }
C4AulFunc * GetFunc(C4String * k) const;
C4AulFunc * GetFunc(const char * k) const;
C4String * EnumerateOwnFuncs(C4String * prev = 0) const;
C4Value Call(C4PropertyName k, C4AulParSet *pPars=0, bool fPassErrors=false)
{ return Call(&Strings.P[k], pPars, fPassErrors); }
C4Value Call(C4String * k, C4AulParSet *pPars=0, bool fPassErrors=false);
C4Value Call(const char * k, C4AulParSet *pPars=0, bool fPassErrors=false);
C4PropertyName GetPropertyP(C4PropertyName k) const;
int32_t GetPropertyInt(C4PropertyName k) const;
bool HasProperty(C4String * k) { return Properties.Has(k); }
// not allowed on frozen proplists
void SetProperty(C4PropertyName k, const C4Value & to)
{ SetPropertyByS(&Strings.P[k], to); }
static C4PropList * New(C4PropList * prototype = 0);
static C4PropListStatic * NewStatic(C4PropList * prototype, const C4PropListStatic * parent, C4String * key);
// only freeze proplists which are not going to be modified
// FIXME: Only C4PropListStatic get frozen. Optimize accordingly.
void Freeze() { constant = true; }
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void Thaw() { constant = false; }
bool IsFrozen() const { return constant; }
virtual void Denumerate(C4ValueNumbers *);
virtual ~C4PropList();
void CompileFunc(StdCompiler *pComp, C4ValueNumbers *);
void AppendDataString(StdStrBuf * out, const char * delim, int depth = 3);
bool operator==(const C4PropList &b) const;
#ifdef _DEBUG
static C4Set<C4PropList *> PropLists;
#endif
protected:
C4PropList(C4PropList * prototype = 0);
C4Value *FirstRef; // No-Save
private:
C4Set<C4Property> Properties;
C4PropList * prototype;
bool constant; // if true, this proplist is not changeable
friend class C4ScriptHost;
public:
int32_t Status;
};
void CompileNewFunc(C4PropList *&pStruct, StdCompiler *pComp, C4ValueNumbers * const & rPar);
// Proplists that are created during a game and get saved in a savegame
// Examples: Objects, Effects
class C4PropListNumbered: public C4PropList
{
public:
int32_t Number;
~C4PropListNumbered();
void CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers);
virtual C4PropListNumbered * GetPropListNumbered();
void AcquireNumber();
virtual bool IsNumbered() const { return true; }
static C4PropList * GetByNumber(int32_t iNumber); // pointer by number
static bool CheckPropList(C4PropList *); // sanity check: true when the proplist is in the list and not a stale pointer
static void SetEnumerationIndex(int32_t iMaxObjectNumber);
static int32_t GetEnumerationIndex() { return EnumerationIndex; }
static void ResetEnumerationIndex();
protected:
C4PropListNumbered(C4PropList * prototype = 0);
static C4Set<C4PropListNumbered *> PropLists;
static int32_t EnumerationIndex;
friend class C4GameObjects;
friend class C4Game;
};
// Proplists created by script at runtime
class C4PropListScript: public C4PropList
{
public:
C4PropListScript(C4PropList * prototype = 0): C4PropList(prototype) { }
bool Delete() { return true; }
};
// PropLists declared in the game data
// examples: Definitions, local variable initializers
class C4PropListStatic: public C4PropList
{
public:
C4PropListStatic(C4PropList * prototype, const C4PropListStatic * parent, C4String * key):
C4PropList(prototype), Parent(parent), ParentKeyName(key) { }
virtual ~C4PropListStatic() { }
bool Delete() { return true; }
virtual C4PropListStatic * IsStatic() { return this; }
void RefCompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers) const;
StdStrBuf GetDataString() const;
const C4PropListStatic * GetParent() { return Parent; }
const C4String * GetParentKeyName() { return ParentKeyName; }
protected:
const C4PropListStatic * Parent;
C4RefCntPointer<C4String> ParentKeyName; // property in parent this proplist was created in
};
#endif // C4PROPLIST_H