openclonk/src/script/C4Aul.h

190 lines
5.5 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
#ifndef INC_C4Aul
#define INC_C4Aul
#include "object/C4Id.h"
#include "script/C4StringTable.h"
#include "script/C4Value.h"
#include "script/C4ValueMap.h"
// consts
#define C4AUL_MAX_Identifier 100 // max length of function identifiers
// warning flags
enum class C4AulWarningId
{
#define DIAG(id, text, enabled) id,
#include "C4AulWarnings.h"
#undef DIAG
WarningCount
};
extern const char *C4AulWarningIDs[];
extern const char *C4AulWarningMessages[];
// generic C4Aul error class
class C4AulError : public std::exception
{
protected:
StdCopyStrBuf sMessage;
public:
~C4AulError() override = default; // destructor
const char *what() const noexcept override;
};
// parse error
class C4AulParseError : public C4AulError
{
C4AulParseError() = default;
public:
C4AulParseError(C4ScriptHost *pScript, const char *pMsg); // constructor
C4AulParseError(class C4AulParse * state, const char *pMsg); // constructor
C4AulParseError(C4AulScriptFunc * Fn, const char *SPos, const char *pMsg);
};
// execution error
class C4AulExecError : public C4AulError
{
public:
C4AulExecError(const char *szError);
};
class C4AulFuncMap
{
public:
C4AulFuncMap();
~C4AulFuncMap();
C4AulFunc * GetFirstFunc(const char * Name);
C4AulFunc * GetNextSNFunc(const C4AulFunc * After);
private:
enum { HashSize = 1025 };
C4AulFunc * Funcs[HashSize];
int FuncCnt{0};
static unsigned int Hash(const char * Name);
protected:
void Add(C4AulFunc * func);
void Remove(C4AulFunc * func);
friend class C4AulFunc;
friend class C4ScriptHost;
};
// user text file to which scripts can write using FileWrite().
// actually just writes to an internal buffer
class C4AulUserFile
{
StdCopyStrBuf sContents;
int32_t handle;
public:
C4AulUserFile(int32_t handle) : handle(handle) {}
void Write(const char *data, size_t data_length) { sContents.Append(data, data_length); }
const char *GetFileContents() { return sContents.getData(); }
StdStrBuf GrabFileContents() { StdStrBuf r; r.Take(sContents); return r; }
size_t GetFileLength() { return sContents.getLength(); }
int32_t GetHandle() const { return handle; }
};
class C4AulErrorHandler
{
public:
virtual ~C4AulErrorHandler();
virtual void OnError(const char *msg) = 0;
virtual void OnWarning(const char *msg) = 0;
};
// holds all C4AulScripts
class C4AulScriptEngine: public C4PropListStaticMember
{
protected:
C4AulFuncMap FuncLookUp;
C4AulFunc * GetFirstFunc(const char * Name)
{ return FuncLookUp.GetFirstFunc(Name); }
C4AulFunc * GetNextSNFunc(const C4AulFunc * After)
{ return FuncLookUp.GetNextSNFunc(After); }
C4ScriptHost *Child0, *ChildL; // tree structure
// all open user files
// user files aren't saved - they are just open temporary e.g. during game saving
std::list<C4AulUserFile> UserFiles;
std::vector<C4Value> OwnedPropLists;
C4AulErrorHandler *ErrorHandler;
public:
int warnCnt{0}, errCnt{0}; // number of warnings/errors
int lineCnt{0}; // line count parsed
C4ValueMapNames GlobalNamedNames;
C4ValueMapData GlobalNamed;
// global constants (such as "static const C4D_Structure = 2;")
// cannot share var lists, because it's so closely tied to the data lists
// constants are used by the Parser only, anyway, so it's not
// necessary to pollute the global var list here
C4ValueMapNames GlobalConstNames;
C4ValueMapData GlobalConsts;
C4Effect * pGlobalEffects = nullptr;
C4AulScriptEngine(); // constructor
~C4AulScriptEngine() override; // destructor
void Clear(); // clear data
void Link(C4DefList *rDefs); // link and parse all scripts
void ReLink(C4DefList *rDefs); // unlink, link and parse all scripts
C4PropListStatic * GetPropList() { return this; }
bool ReloadScript(const char *szScript, const char *szLanguage); // search script and reload, if found
// For the list of functions in the PropertyDlg
std::list<const char*> GetFunctionNames(C4PropList *);
void RegisterGlobalConstant(const char *szName, const C4Value &rValue); // creates a new constants or overwrites an old one
bool GetGlobalConstant(const char *szName, C4Value *pTargetValue); // check if a constant exists; assign value to pTargetValue if not nullptr
void Denumerate(C4ValueNumbers *) override;
void UnLink(); // called when a script is being reloaded (clears string table)
// Compile scenario script data (without strings and constants)
void CompileFunc(StdCompiler *pComp, bool fScenarioSection, C4ValueNumbers * numbers);
// Handle user files
int32_t CreateUserFile(); // create new file and return handle
void CloseUserFile(int32_t handle); // close user file given by handle
C4AulUserFile *GetUserFile(int32_t handle); // get user file given by handle
void RegisterErrorHandler(C4AulErrorHandler *handler);
void UnregisterErrorHandler(C4AulErrorHandler *handler);
C4AulErrorHandler *GetErrorHandler() const
{
return ErrorHandler;
}
friend class C4AulFunc;
friend class C4AulProfiler;
friend class C4ScriptHost;
friend class C4AulParse;
friend class C4AulCompiler;
friend class C4AulDebug;
};
extern C4AulScriptEngine ScriptEngine;
void InitCoreFunctionMap(C4AulScriptEngine *pEngine);
#endif