openclonk/src/script/C4AulLink.cpp

233 lines
6.2 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.
*/
// links aul scripts; i.e. resolves includes & appends, etc
#include "C4Include.h"
#include "script/C4Aul.h"
#include "game/C4Game.h"
#include "landscape/C4Material.h"
#include "object/C4Def.h"
#include "object/C4DefList.h"
#include "object/C4GameObjects.h"
#include "script/C4Effect.h"
void C4ScriptHost::DoAppend(C4Def *def)
{
if (std::find(def->Script.SourceScripts.begin(), def->Script.SourceScripts.end(), this) == def->Script.SourceScripts.end())
{
def->Script.SourceScripts.push_back(this);
if (!Includes.empty())
{
Warn("#appendto contains #include");
// Try to fullfil #include, but it won't work properly: #appendtos
// are always appended, but #includes are prepended to the script.
def->Script.Includes.insert(def->Script.Includes.end(), Includes.begin(), Includes.end());
}
}
}
// ResolveAppends and ResolveIncludes must be called both
// for each script. ResolveAppends has to be called first!
bool C4ScriptHost::ResolveAppends(C4DefList *rDefs)
{
// resolve local appends
if (State != ASS_PREPARSED) return false;
for (auto & Append : Appends)
{
if (Append != "*" || !rDefs)
{
C4Def *Def = rDefs ? rDefs->GetByName(Append) : nullptr;
if (Def)
{
DoAppend(Def);
}
else
{
// save id in buffer because AulWarn will use the buffer of C4IdText
// to get the id of the object in which the error occurs...
// (stupid static buffers...)
Warn("#appendto %s not found", Append.getData());
}
}
else
{
// append to all defs
for (int i = 0; i < rDefs->GetDefCount(); i++)
{
C4Def *pDef = rDefs->GetDef(i);
if (!pDef) break;
if (pDef == GetPropList()) continue;
// append
DoAppend(pDef);
}
}
}
return true;
}
bool C4ScriptHost::ResolveIncludes(C4DefList *rDefs)
{
// Had been preparsed?
if (State != ASS_PREPARSED) return false;
// has already been resolved?
if (IncludesResolved) return true;
// catch circular includes
if (Resolving)
{
Engine->GetErrorHandler()->OnError(C4AulParseError(this, "Circular include chain detected - ignoring all includes!").what());
IncludesResolved = true;
State = ASS_LINKED;
return false;
}
Resolving=true;
// append all includes to local script
for (std::list<StdCopyStrBuf>::reverse_iterator i = Includes.rbegin(); i != Includes.rend(); ++i)
{
C4Def *Def = rDefs ? rDefs->GetByName(*i) : nullptr;
if (Def)
{
// resolve #includes in included script first (#include-chains :( )
if (!Def->Script.IncludesResolved)
if (!Def->Script.ResolveIncludes(rDefs))
continue; // skip this #include
for (auto s = Def->Script.SourceScripts.rbegin(); s != Def->Script.SourceScripts.rend(); ++s)
{
if (std::find(SourceScripts.begin(), SourceScripts.end(), *s) == SourceScripts.end())
SourceScripts.push_front(*s);
}
}
else
{
// save id in buffer because AulWarn will use the buffer of C4IdText
// to get the id of the object in which the error occurs...
// (stupid static buffers...)
Warn("#include %s not found", i->getData());
}
}
IncludesResolved = true;
// includes/appends are resolved now (for this script)
Resolving=false;
State = ASS_LINKED;
return true;
}
void C4ScriptHost::UnLink()
{
C4PropList * p = GetPropList();
if (p)
{
p->C4PropList::Clear();
p->SetProperty(P_Prototype, C4VPropList(Engine->GetPropList()));
}
// Delete cyclic references of owned proplists
DeleteOwnedPropLists();
// includes will have to be re-resolved now
IncludesResolved = false;
if (State > ASS_PREPARSED) State = ASS_PREPARSED;
}
void C4AulScriptEngine::UnLink()
{
warnCnt = errCnt = lineCnt = 0;
// Make everything writeable
GetPropList()->ThawRecursively();
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->GetPropList()->ThawRecursively();
// unlink scripts
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->UnLink();
// Do not clear global variables and constants, because they are registered by the
// preparser or other parts. Note that keeping those fields means that you cannot delete a global
// variable or constant at runtime by removing it from the script.
}
void C4AulScriptEngine::Link(C4DefList *rDefs)
{
try
{
// resolve appends
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->ResolveAppends(rDefs);
// resolve includes
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->ResolveIncludes(rDefs);
// parse the scripts to byte code
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->Parse();
if (rDefs)
{
rDefs->SortByPriority();
rDefs->CallEveryDefinition();
}
// Done modifying the proplists now
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->GetPropList()->FreezeAndMakeStaticRecursively(&s->ownedPropLists);
GetPropList()->FreezeAndMakeStaticRecursively(&OwnedPropLists);
}
catch (C4AulError &err)
{
// error??! show it!
ErrorHandler->OnError(err.what());
}
// Set name list for globals (FIXME: is this necessary?)
ScriptEngine.GlobalNamed.SetNameList(&ScriptEngine.GlobalNamedNames);
}
void C4AulScriptEngine::ReLink(C4DefList *rDefs)
{
// unlink scripts
UnLink();
// unlink defs
if (rDefs) rDefs->ResetIncludeDependencies();
// re-link
Link(rDefs);
// display state
LogF("C4AulScriptEngine linked - %d line%s, %d warning%s, %d error%s",
lineCnt, (lineCnt != 1 ? "s" : ""), warnCnt, (warnCnt != 1 ? "s" : ""), errCnt, (errCnt != 1 ? "s" : ""));
// adjust global effects
if (pGlobalEffects) pGlobalEffects->ReAssignAllCallbackFunctions();
if (GameScript.pScenarioEffects) GameScript.pScenarioEffects->ReAssignAllCallbackFunctions();
}
bool C4AulScriptEngine::ReloadScript(const char *szScript, const char *szLanguage)
{
C4ScriptHost * s;
for (s = Child0; s; s = s->Next)
if (s->ReloadScript(szScript, szLanguage))
break;
return !!s;
}