Commit Graph

56 Commits (4550d00edc47710ddef2673a03a7446e99ac97ad)

Author SHA1 Message Date
Günther Brammer 864c5c7ea8 copyright notices update 2012 2013-01-12 16:31:40 +01:00
Günther Brammer af62ab7931 Move script bytecode from C4ScriptHost into C4AulScriptFunc
This makes functions independent of their "Code Owner"s, which removes the
necessity to maintain that connection and carefully reset functions when
their scripthost is cleared.
2012-10-21 18:14:32 +02:00
Günther Brammer e0aa23c8ba Rename C4PropList::NewAnon to C4PropList::NewStatic
"Anon" referred to the fact that these proplists have neither a number,
like simple proplists, objects and effects, nor an ID like Definitions.

However, they now store the names of the global constant or property they
are in, so "Anon" is no longer appropriate.

There are now three classes of proplists:
- ordinary proplists (C4PropListScript) have a number only in the savegame
- objects and effects (C4PropListNumbered) always have a number
- proplists created during initialization (C4PropListStatic) have a path

So the function could be called NewNamed, but the source of the proplist
has been far more stable than the method used for serialization, and Static
somewhat describes the source.
2012-08-15 19:43:02 +02:00
Günther Brammer 153ecf47a5 Script: GameCall doesn't catch script errors
FnGameCall is the only one that calls C4GameScriptHost::Call with
fPassError=true.
2012-08-19 21:29:43 +02:00
Günther Brammer bfdc02900c Change C4AulScript::GetPropList() return type to C4PropListStatic*
This doesn't actually change the type of any object, but shifts some casts
around.
2012-08-09 01:17:26 +02:00
Günther Brammer 4405ce0798 Clear Scenario local variables during script engine cleanup
Other script hosts are simply deleted completely, and the parser would
also clean these up, but this avoids a complaint from the string table at
exit.
2012-07-26 01:24:04 +02:00
Günther Brammer bd371e38c1 Make the child pointers of the scriptengine C4AulScript*s again
The rope will create a C4AulScript for the rope engine functions instead of
putting them into the global scope, and we might want to put C4Object-only
functions into a separate C4AulScript some day, too.
2012-06-07 21:07:31 +02:00
Günther Brammer e26bc8e33a Move some parser implementation details to C4ScriptHost 2012-05-27 23:47:07 +02:00
Günther Brammer 62bc721a65 Make the child pointers of the scriptengine C4ScriptHost*s
This only tightens up the types a bit.
2012-05-15 19:32:58 +02:00
Günther Brammer 3a3ed01c89 Savegames: Save readonly proplists by their name
For example, the proplist in Clonk.ActMap.Walk is saved as DClonk.ActMap.Walk.
Should the script defining the proplist change while the savegame is stored,
the proplist will have the new contents instead of the old ones after savegame
load.

Also, save functions as DFlint.Hit instead of fDFlint.Hit. Loading uses the same
code as static proplist loading.

Curiously, this makes g++ 4.4 use the C4RefCntPointer move constructor,
which was broken until now. Fix it to take a mutable rvalue reference.
2012-06-01 17:27:59 +02:00
Günther Brammer 752e945b8d Call C4PropList::Freeze in Link, remove now empty AfterLink functions
AfterLink was otherwise only used for the TimerCalls, which are now gone.
2012-05-06 00:06:33 +02:00
Maikel de Vries 6fcc0f6d2e Removed TimerCall in favour of AddTimer script implementation 2012-05-05 12:09:44 +02:00
Günther Brammer ce27d42ac7 Remove unused C4AulScript::Owner
C4AulScript::Translate referenced it, but used it only when called from
eval, which is not done.
2012-02-17 01:04:05 +01:00
Günther Brammer 464d372034 Make C4GameScriptHost save to call again for (c4script standalone) 2012-02-17 00:30:00 +01:00
Günther Brammer 18038f45d3 Implement the function overload tree using the proplists
Instead of carefully inserting functions at the start or end of the list,
build the list just before the parser runs, at the same time as filling
the proplist where the functions are looked up.

This way, the overloaded function is simply the one that was previously in
the proplist, is not needed outside of the overloading function, and can thus
be replaced in the proplist.
2012-01-27 00:20:55 +01:00
Günther Brammer f61ebfc453 Replace C4AulScript tree structure with a list 2012-01-25 04:15:39 +01:00
Günther Brammer 4a3e692962 System.ocg scripts have a proplist for parsing purposes 2011-10-24 17:02:27 +02:00
Günther Brammer db926e3f53 Replace C4AulScript::GetSFunc with C4PropList::GetFunc/Call 2011-10-15 02:05:10 +02:00
Günther Brammer f7b3642bc6 Replace C4DefScriptHost::Call with C4PropList::Call 2011-10-15 02:03:04 +02:00
Günther Brammer a01bb2cf9c Remove function cache from C4DefScriptHost 2011-10-15 01:59:15 +02:00
Günther Brammer bb3861d4f1 Replace C4AulScript::GetSFuncWarn with C4PropList::GetFunc 2011-10-15 02:11:57 +02:00
Günther Brammer 0403bed306 Put functions into their proplists 2011-10-15 01:38:59 +02:00
Günther Brammer bf86e81aa7 Clean category code up a tiny bit 2011-12-29 15:56:51 +01:00
Günther Brammer b3aff643f3 Script reloading does not clear local variable defaults
The defaults are filled in by the preparser, which is only invoked for
changed scripts.
2011-10-04 22:16:27 +02:00
Günther Brammer 8185d318bf Script: Add a proplist representing the global scope, named "Global" 2011-10-04 22:12:45 +02:00
Günther Brammer f166fdaed7 Move Parser from C4AulScript to C4ScriptHost 2011-10-13 18:01:02 +02:00
Günther Brammer 843642271d Script: local variables work for the Scenario and definition calls
This requires replacing C4AulScript::Def with C4AulScript::GetPropList() and
C4DefScriptHost::Def, and making C4GameScriptHost::GetPropList return the
scenario proplist prototype.

Definition calls won't be able to change the local variables, of course.

Other proplists will be able to use local variables once they can have
functions.
2011-09-29 03:49:21 +02:00
Günther Brammer ca4da88137 Script: Scenario functions get the Scenario proplist in "this" 2011-09-25 23:25:13 +02:00
Günther Brammer a24ebc4936 Script: Add a proplist representing the scenario, named "Scenario"
The proplist is accessible from script via a global constant.
2011-09-25 23:24:29 +02:00
Günther Brammer 9f180dffee Script: Remove ScriptGo, ScriptCounter, goto and the ScriptN callbacks
No scenario uses them, and ScheduleCall provides an alternative.
2011-09-19 21:33:05 +02:00
Günther Brammer 9bc61db360 copyright notices update 2011 2011-09-01 16:58:52 +02:00
Tobias Zwick 92069bb2f8 removed undocumented ~GetCustomComponents callback and the involved hackery 2011-07-31 02:22:29 +02:00
Günther Brammer 4ae204e2fb Remove unnecessary includes pulling C4GUI into the script engine 2011-04-13 15:37:12 +02:00
Günther Brammer 89413fcd6e Move some code out of C4ScriptHost.cpp 2011-03-05 17:36:16 +01:00
Günther Brammer f4ee636072 Remove some redundant Default methods
Using the same method for the constructing and clearing an instance just
leads to leaks and subtle bugs.
2011-03-05 03:24:11 +01:00
Günther Brammer 28a154dcdf Drop unused third C4LangStringTable::ReplaceStrings parameter 2011-03-05 01:05:36 +01:00
Günther Brammer 609b9bbe93 Fold C4ComponentHost::Default() into C4ComponentHost::C4ComponentHost() 2011-03-05 01:03:09 +01:00
Günther Brammer 6eebaeaac8 Fold C4AulScript::Default() into C4AulScript::C4AulScript() 2011-03-04 15:20:21 +01:00
Günther Brammer 264009060c Script: Remove Method from function descs 2011-03-03 02:25:01 +01:00
Günther Brammer 45fa20617c Load definition stringtable before definition script
This allows for a slight simplification of the ScriptHost API, as only the
definitions made the ScriptHost load the stringtable for them.

This changes the sortorder of definitions, but C4Update should be able
to make the necessary changes to the release groups.
2011-02-07 02:18:24 +01:00
Günther Brammer 7be90977bf Make C4ScriptHost have a C4ComponentHost member instead of inheriting
Previously, C4ScriptHost needlessly derived from two classes.
2011-02-06 21:37:19 +01:00
Günther Brammer 489ae8c5b3 Remove unused C4ComponentHost::Name and LoadAppend 2011-02-06 21:31:33 +01:00
Günther Brammer d3ddc171ee editor/win32: Remove Components menu in favour of external editors 2011-01-19 02:14:59 +01:00
Günther Brammer 6d3feabe69 Reduce #includes so that C4Include.h doesn't include C4Value.h
This should avoid many complete rebuilds.
2011-01-08 17:04:20 +01:00
Günther Brammer be342d4a51 copyright notices update 2010
This time with more manual checking and using git blame -M -C, so that
a few cases of copied code get a copyright notice corresponding to
their initial introduction.
2010-12-23 01:01:24 +01:00
Peter Wortmann cc3795ef4f Removed ObjectsInt and FindInternal, it has been a NOP for long enough. If we really want to find rules faster, we should consider having (bounded?) per-definition object lists. That way, FindObjects() & co would benefit as well. 2010-08-05 19:48:22 +01:00
Benjamin Herr 4378de147c Rerun astyle with missing \ added 2010-03-28 20:58:01 +02:00
Günther Brammer b4e37b070b Change all indentation with spaces to use tabs instead
This is a whitespace-only patch. Hopefully, it'll only affect rarely-changed
parts of the engine, since all regularly maintained pieces should already
use tabs.
2010-03-27 17:05:02 +01:00
Benjamin Herr f3b35227ea avoid lots of gcc warnings 2010-01-25 05:00:59 +01:00
Nicolas Hake ed6f9424d7 Allow IDs longer than 4 characters
All C4IDs are now stored in auto-created global constants with the same name
as the ID itself. There is no special parsing of IDs anymore; this means that
you need to use the C4Id function if you aren't sure whether an ID exists.

IDs in portrait strings aren't working, since I expect portrait support to be
removed from the engine.
2010-01-25 16:57:57 +01:00