forked from Mirrors/openclonk
Start of a C4Script API third party programs could use
This is very experimental, subject to change, and the single function not at all useful yet.rope
parent
9543c10cad
commit
71e108f16a
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@ -926,6 +926,7 @@ add_executable(netpuncher EXCLUDE_FROM_ALL
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)
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add_executable(c4script
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include/c4script/c4script.h
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src/c4group/C4Group.cpp
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src/c4group/C4Group.h
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src/c4group/CStdFile.cpp
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@ -956,6 +957,7 @@ add_executable(c4script
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src/script/C4StringTable.cpp
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src/script/C4PropList.cpp
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src/script/C4ScriptHost.cpp
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src/script/C4ScriptStandalone.cpp
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src/script/C4ValueArray.cpp
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src/script/C4Value.cpp
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src/script/C4ValueMap.cpp
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@ -690,6 +690,7 @@ endif
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## c4script shell
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c4script_SOURCES = \
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include/c4script/c4script.h \
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src/lib/C4SimpleLog.cpp \
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src/lib/C4Real.cpp \
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src/lib/C4Random.cpp \
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@ -701,6 +702,7 @@ src/script/C4AulParse.cpp \
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src/script/C4StringTable.cpp \
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src/script/C4PropList.cpp \
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src/script/C4ScriptHost.cpp \
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src/script/C4ScriptStandalone.cpp \
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src/script/C4ValueArray.cpp \
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src/script/C4Value.cpp \
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src/script/C4ValueMap.cpp \
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@ -0,0 +1,32 @@
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/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2012 Günther Brammer
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifndef C4SCRIPTSTANDALONE_H
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#define C4SCRIPTSTANDALONE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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int c4s_runscript(const char * filename);
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#ifdef __cplusplus
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}
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#endif
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#endif // C4SCRIPTSTANDALONE_H
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@ -20,7 +20,12 @@
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* See clonk_trademark_license.txt for full license.
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*/
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/* Main header to include all others */
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/* This header is included first from every source file. It serves three purposes:
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- PlatformAbstraction.h
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- Common utility functionality that's used everywhere
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- Speeding up the compilation by precompiling this header
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All of our headers are designed to be used with C4Include.h included before and
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don't need to include this file or any of the files it includes. */
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#ifndef INC_C4Include
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#define INC_C4Include
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@ -0,0 +1,127 @@
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/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2011-2012 Günther Brammer
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "../../include/c4script/c4script.h"
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#include <C4Include.h>
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#include <C4AulDebug.h>
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#include <C4Def.h>
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#include <C4ScriptHost.h>
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#include <C4DefList.h>
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#include <C4Log.h>
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#include <C4Config.h>
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#include <C4GameObjects.h>
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#include <C4Material.h>
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#include <C4Reloc.h>
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#include <C4Record.h>
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C4Config Config;
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C4Config::C4Config() {}
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C4Config::~C4Config() {}
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const char * C4Config::AtRelativePath(char const*s) {return s;}
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C4DefList Definitions;
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C4DefList::C4DefList() {}
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C4DefList::~C4DefList() {}
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C4Def* C4DefList::ID2Def(C4ID id) {return NULL;}
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C4Def * C4DefList::GetDef(int) {return 0;}
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int C4DefList::GetDefCount() {return 0;}
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void C4DefList::CallEveryDefinition() {}
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void C4DefList::ResetIncludeDependencies() {}
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bool C4DefList::DrawFontImage(const char* szImageTag, C4Facet& rTarget, C4DrawTransform* pTransform) { return false; }
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float C4DefList::GetFontImageAspect(const char* szImageTag) { return -1.0f; }
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C4MaterialMap MaterialMap;
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C4MaterialMap::C4MaterialMap() {}
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C4MaterialMap::~C4MaterialMap() {}
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void C4MaterialMap::UpdateScriptPointers() {}
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C4AulDebug *C4AulDebug::pDebug;
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void C4AulDebug::DebugStepIn(C4AulBCC*) {}
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void C4AulDebug::DebugStepOut(C4AulBCC*, C4AulScriptContext*, C4Value*) {}
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void C4AulDebug::DebugStep(C4AulBCC*) {}
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C4GameObjects Objects;
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C4GameObjects::C4GameObjects() {}
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C4GameObjects::~C4GameObjects() {}
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void C4GameObjects::UpdateScriptPointers() {}
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void C4GameObjects::Clear(bool) {}
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void C4GameObjects::Default() {}
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bool C4GameObjects::Remove(C4Object*) {return 0;}
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bool C4GameObjects::AssignInfo() {return 0;}
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bool C4GameObjects::ValidateOwners() {return 0;}
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C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();}
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C4Object * C4GameObjects::ObjectPointer(int) {return 0;}
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C4ObjectList::C4ObjectList() {}
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C4ObjectList::~C4ObjectList() {}
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void C4ObjectList::Default() {}
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void C4ObjectList::Clear() {}
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void C4ObjectList::InsertLinkBefore(C4ObjectLink*, C4ObjectLink*) {}
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void C4ObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {}
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void C4ObjectList::RemoveLink(C4ObjectLink*) {}
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bool C4ObjectList::Add(C4Object*, C4ObjectList::SortType, C4ObjectList*) {return 0;}
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bool C4ObjectList::Remove(C4Object*) {return 0;}
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bool C4ObjectList::AssignInfo() {return 0;}
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bool C4ObjectList::ValidateOwners() {return 0;}
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void C4NotifyingObjectList::InsertLinkBefore(C4ObjectLink *pLink, C4ObjectLink *pBefore) {}
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void C4NotifyingObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {}
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void C4NotifyingObjectList::RemoveLink(C4ObjectLink*) {}
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C4Reloc Reloc;
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bool C4Reloc::Open(C4Group&, char const*) const {return false;}
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void C4LSector::Clear() {}
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void C4Def::IncludeDefinition(C4Def*) {}
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bool EraseItemSafe(const char *szFilename) {return false;}
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void AddDbgRec(C4RecordChunkType, const void *, int) {}
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int c4s_runscript(const char * filename)
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{
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InitCoreFunctionMap(&ScriptEngine);
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C4Group File;
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if (!File.Open(GetWorkingDirectory()))
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{
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fprintf(stderr, "Open failed: %s\n", File.GetError());
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return 1;
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}
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// get scripts
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StdStrBuf fn;
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File.ResetSearch();
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if (!File.FindNextEntry(filename, &fn))
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{
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fprintf(stderr, "FindNextEntry failed: %s\n", File.GetError());
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return 1;
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}
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// host will be destroyed by script engine, so drop the references
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GameScript.Reg2List(&ScriptEngine, &ScriptEngine);
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GameScript.Load(File, fn.getData(), NULL, NULL, NULL);
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// Link script engine (resolve includes/appends, generate code)
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ScriptEngine.Link(&::Definitions);
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// Set name list for globals
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ScriptEngine.GlobalNamed.SetNameList(&ScriptEngine.GlobalNamedNames);
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GameScript.Call("Main");
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GameScript.Clear();
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return 0;
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}
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@ -1,7 +1,7 @@
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/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2011 Günther Brammer
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* Copyright (c) 2012 Günther Brammer
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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@ -16,110 +16,11 @@
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include <C4Include.h>
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#include <C4AulDebug.h>
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#include <C4Def.h>
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#include <C4ScriptHost.h>
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#include <C4DefList.h>
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#include <C4Log.h>
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#include <C4Config.h>
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#include <C4GameObjects.h>
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#include <C4Material.h>
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#include <C4Reloc.h>
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#include <C4Record.h>
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C4Config Config;
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C4Config::C4Config() {}
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C4Config::~C4Config() {}
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const char * C4Config::AtRelativePath(char const*s) {return s;}
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C4DefList Definitions;
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C4DefList::C4DefList() {}
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C4DefList::~C4DefList() {}
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C4Def* C4DefList::ID2Def(C4ID id) {return NULL;}
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C4Def * C4DefList::GetDef(int) {return 0;}
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int C4DefList::GetDefCount() {return 0;}
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void C4DefList::CallEveryDefinition() {}
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void C4DefList::ResetIncludeDependencies() {}
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bool C4DefList::DrawFontImage(const char* szImageTag, C4Facet& rTarget, C4DrawTransform* pTransform) { return false; }
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float C4DefList::GetFontImageAspect(const char* szImageTag) { return -1.0f; }
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C4MaterialMap MaterialMap;
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C4MaterialMap::C4MaterialMap() {}
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C4MaterialMap::~C4MaterialMap() {}
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void C4MaterialMap::UpdateScriptPointers() {}
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C4AulDebug *C4AulDebug::pDebug;
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void C4AulDebug::DebugStepIn(C4AulBCC*) {}
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void C4AulDebug::DebugStepOut(C4AulBCC*, C4AulScriptContext*, C4Value*) {}
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void C4AulDebug::DebugStep(C4AulBCC*) {}
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C4GameObjects Objects;
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C4GameObjects::C4GameObjects() {}
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C4GameObjects::~C4GameObjects() {}
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void C4GameObjects::UpdateScriptPointers() {}
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void C4GameObjects::Clear(bool) {}
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void C4GameObjects::Default() {}
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bool C4GameObjects::Remove(C4Object*) {return 0;}
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bool C4GameObjects::AssignInfo() {return 0;}
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bool C4GameObjects::ValidateOwners() {return 0;}
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C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();}
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C4Object * C4GameObjects::ObjectPointer(int) {return 0;}
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C4ObjectList::C4ObjectList() {}
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C4ObjectList::~C4ObjectList() {}
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void C4ObjectList::Default() {}
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void C4ObjectList::Clear() {}
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void C4ObjectList::InsertLinkBefore(C4ObjectLink*, C4ObjectLink*) {}
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void C4ObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {}
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void C4ObjectList::RemoveLink(C4ObjectLink*) {}
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bool C4ObjectList::Add(C4Object*, C4ObjectList::SortType, C4ObjectList*) {return 0;}
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bool C4ObjectList::Remove(C4Object*) {return 0;}
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bool C4ObjectList::AssignInfo() {return 0;}
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bool C4ObjectList::ValidateOwners() {return 0;}
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void C4NotifyingObjectList::InsertLinkBefore(C4ObjectLink *pLink, C4ObjectLink *pBefore) {}
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void C4NotifyingObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {}
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void C4NotifyingObjectList::RemoveLink(C4ObjectLink*) {}
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C4Reloc Reloc;
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bool C4Reloc::Open(C4Group&, char const*) const {return false;}
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void C4LSector::Clear() {}
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void C4Def::IncludeDefinition(C4Def*) {}
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bool EraseItemSafe(const char *szFilename) {return false;}
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void AddDbgRec(C4RecordChunkType, const void *, int) {}
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// Do not include C4Include.h - this file tests whether
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// c4script.h is useable without that.
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#include "../../include/c4script/c4script.h"
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int main(int argc, const char * argv[])
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{
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InitCoreFunctionMap(&ScriptEngine);
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C4Group File;
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if (!File.Open(GetWorkingDirectory()))
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{
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fprintf(stderr, "Open failed: %s\n", File.GetError());
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return 1;
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}
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// get scripts
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StdStrBuf fn;
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File.ResetSearch();
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if (!File.FindNextEntry(argv[1], &fn))
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{
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fprintf(stderr, "FindNextEntry failed: %s\n", File.GetError());
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return 1;
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}
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// host will be destroyed by script engine, so drop the references
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GameScript.Reg2List(&ScriptEngine, &ScriptEngine);
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GameScript.Load(File, fn.getData(), NULL, NULL, NULL);
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// Link script engine (resolve includes/appends, generate code)
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ScriptEngine.Link(&::Definitions);
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// Set name list for globals
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ScriptEngine.GlobalNamed.SetNameList(&ScriptEngine.GlobalNamedNames);
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GameScript.Call("Main");
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GameScript.Clear();
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return 0;
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return c4s_runscript(argv[1]);
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}
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