/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2011-2012 Günther Brammer * * 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. */ #include "../../include/c4script/c4script.h" #include #include #include #include #include #include #include #include #include #include #include #ifdef _DEBUG C4Set C4PropList::PropLists; #endif C4Set C4PropListNumbered::PropLists; int32_t C4PropListNumbered::EnumerationIndex = 0; C4StringTable Strings; C4AulScriptEngine ScriptEngine; C4Config Config; C4Config::C4Config() {} C4Config::~C4Config() {} const char * C4Config::AtRelativePath(char const*s) {return s;} C4DefList Definitions; C4DefList::C4DefList() {} C4DefList::~C4DefList() {} C4Def* C4DefList::ID2Def(C4ID id) {return NULL;} C4Def * C4DefList::GetDef(int) {return 0;} int C4DefList::GetDefCount() {return 0;} void C4DefList::CallEveryDefinition() {} void C4DefList::ResetIncludeDependencies() {} bool C4DefList::DrawFontImage(const char* szImageTag, C4Facet& rTarget, C4DrawTransform* pTransform) { return false; } float C4DefList::GetFontImageAspect(const char* szImageTag) { return -1.0f; } C4MaterialMap MaterialMap; C4MaterialMap::C4MaterialMap() {} C4MaterialMap::~C4MaterialMap() {} void C4MaterialMap::UpdateScriptPointers() {} C4AulDebug *C4AulDebug::pDebug; void C4AulDebug::DebugStepIn(C4AulBCC*) {} void C4AulDebug::DebugStepOut(C4AulBCC*, C4AulScriptContext*, C4Value*) {} void C4AulDebug::DebugStep(C4AulBCC*) {} C4GameObjects Objects; C4GameObjects::C4GameObjects() {} C4GameObjects::~C4GameObjects() {} void C4GameObjects::UpdateScriptPointers() {} void C4GameObjects::Clear(bool) {} void C4GameObjects::Default() {} bool C4GameObjects::Remove(C4Object*) {return 0;} bool C4GameObjects::AssignInfo() {return 0;} bool C4GameObjects::ValidateOwners() {return 0;} C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();} C4ObjectList::C4ObjectList() {} C4ObjectList::~C4ObjectList() {} void C4ObjectList::Default() {} void C4ObjectList::Clear() {} void C4ObjectList::InsertLinkBefore(C4ObjectLink*, C4ObjectLink*) {} void C4ObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {} void C4ObjectList::RemoveLink(C4ObjectLink*) {} bool C4ObjectList::Add(C4Object*, C4ObjectList::SortType, C4ObjectList*) {return 0;} bool C4ObjectList::Remove(C4Object*) {return 0;} bool C4ObjectList::AssignInfo() {return 0;} bool C4ObjectList::ValidateOwners() {return 0;} void C4NotifyingObjectList::InsertLinkBefore(C4ObjectLink *pLink, C4ObjectLink *pBefore) {} void C4NotifyingObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {} void C4NotifyingObjectList::RemoveLink(C4ObjectLink*) {} C4Reloc Reloc; bool C4Reloc::Open(C4Group&, char const*) const {return false;} void C4LSector::Clear() {} void C4Def::IncludeDefinition(C4Def*) {} bool EraseItemSafe(const char *szFilename) {return false;} void AddDbgRec(C4RecordChunkType, const void *, int) {} int c4s_runscript(const char * filename) { InitCoreFunctionMap(&ScriptEngine); C4Group File; if (!File.Open(GetWorkingDirectory())) { fprintf(stderr, "Open failed: %s\n", File.GetError()); return 1; } // get scripts StdStrBuf fn; File.ResetSearch(); if (!File.FindNextEntry(filename, &fn)) { fprintf(stderr, "FindNextEntry failed: %s\n", File.GetError()); return 1; } GameScript.Load(File, fn.getData(), NULL, NULL); // Link script engine (resolve includes/appends, generate code) ScriptEngine.Link(&::Definitions); // Set name list for globals ScriptEngine.GlobalNamed.SetNameList(&ScriptEngine.GlobalNamedNames); GameScript.Call("Main"); GameScript.Clear(); ScriptEngine.Clear(); return 0; }