forked from Mirrors/openclonk
172 lines
5.3 KiB
C++
172 lines
5.3 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Component host for CAulScript */
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#ifndef INC_C4ScriptHost
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#define INC_C4ScriptHost
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#include "c4group/C4ComponentHost.h"
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#include "script/C4Aul.h"
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#include "script/C4AulAST.h"
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#include <bitset>
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#include <deque>
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// aul script state
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enum C4AulScriptState
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{
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ASS_NONE, // nothing
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ASS_PREPARSED, // function list built; CodeSize set
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ASS_LINKED, // includes and appends resolved
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ASS_PARSED // byte code generated
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};
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// generic script host for objects
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class C4ScriptHost: public C4ComponentHost
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{
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public:
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~C4ScriptHost() override;
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virtual bool Delete() { return false; } // do NOT delete this - it's just a class member!
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void Clear();
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virtual bool Load(C4Group &hGroup, const char *szFilename,
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const char *szLanguage, C4LangStringTable *pLocalTable);
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virtual bool LoadData(const char *szFilename, const char *szData, class C4LangStringTable *pLocalTable);
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void Reg2List(C4AulScriptEngine *pEngine); // reg to linked list
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virtual C4PropListStatic * GetPropList() { return nullptr; }
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const C4PropListStatic *GetPropList() const { return const_cast<C4ScriptHost*>(this)->GetPropList(); }
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const char *GetScript() const { return Script.getData(); }
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bool IsReady() { return State == ASS_PARSED; } // whether script calls may be done
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// Translate a string using the script's lang table
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std::string Translate(const std::string &text) const;
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std::deque<C4ScriptHost *> SourceScripts;
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StdCopyStrBuf ScriptName; // script name
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bool IsWarningEnabled(const char *pos, C4AulWarningId warning) const;
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protected:
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C4ScriptHost();
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void Unreg(); // remove from list
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void MakeScript();
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virtual bool ReloadScript(const char *szPath, const char *szLanguage);
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bool Preparse(); // preparse script; return if successfull
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virtual bool Parse(); // parse preparsed script; return if successfull
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virtual void UnLink(); // reset to unlinked state
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void UnlinkOwnedFunctions();
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void DeleteOwnedPropLists();
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void Warn(const char *pMsg, ...) GNUC_FORMAT_ATTRIBUTE_O;
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C4AulScriptEngine *Engine{nullptr}; //owning engine
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C4ScriptHost *Prev{nullptr}, *Next{nullptr}; // tree structure
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std::list<StdCopyStrBuf> Includes; // include list
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std::list<StdCopyStrBuf> Appends; // append list
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virtual void AddEngineFunctions() {}; // add any engine functions specific to this script host
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void CopyPropList(C4Set<C4Property> & from, C4PropListStatic * to);
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bool ResolveIncludes(C4DefList *rDefs); // resolve includes
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bool ResolveAppends(C4DefList *rDefs); // resolve appends
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void DoAppend(C4Def *def);
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bool Resolving; // set while include-resolving, to catch circular includes
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bool IncludesResolved;
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StdStrBuf Script; // script
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C4LangStringTable *stringTable;
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C4Set<C4Property> LocalValues;
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C4AulScriptState State{ASS_NONE}; // script state
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// list of all functions generated from code in this script host
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std::vector<C4Value> ownedFunctions;
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// list of all static proplists that refer to this script host
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// filled in at link time and used to delete all proplists
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// in Clear() even in case of cyclic references.
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std::vector<C4Value> ownedPropLists;
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void EnableWarning(const char *pos, C4AulWarningId warning, bool enable = true);
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friend class C4AulParse;
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friend class C4AulProfiler;
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friend class C4AulScriptEngine;
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friend class C4AulDebug;
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friend class C4AulCompiler;
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friend class C4AulScriptFunc;
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private:
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std::map<const char*, std::bitset<(size_t)C4AulWarningId::WarningCount>> enabledWarnings;
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std::unique_ptr<::aul::ast::Script> ast;
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};
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// script host for System.ocg scripts and scenario section Objects.c
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class C4ExtraScriptHost: public C4ScriptHost
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{
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C4Value ParserPropList;
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public:
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C4ExtraScriptHost(C4String *parent_key_name = nullptr);
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~C4ExtraScriptHost() override;
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void Clear();
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bool Delete() override { return true; }
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C4PropListStatic * GetPropList() override;
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};
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// script host for scenario section Objects.c
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class C4ScenarioObjectsScriptHost : public C4ExtraScriptHost
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{
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public:
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C4ScenarioObjectsScriptHost();
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};
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// script host for defs
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class C4DefScriptHost: public C4ScriptHost
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{
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public:
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C4DefScriptHost() : C4ScriptHost() { }
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void SetDef(C4Def *to_def) { Def=to_def; }
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bool Parse() override;
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C4PropListStatic * GetPropList() override;
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protected:
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C4Def *Def{nullptr}; // owning def file
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};
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// script host for scenario scripts
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class C4GameScriptHost : public C4ScriptHost
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{
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public:
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C4GameScriptHost();
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~C4GameScriptHost() override;
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bool Load(C4Group &, const char *, const char *, C4LangStringTable *) override;
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bool LoadData(const char *, const char *, C4LangStringTable *) override;
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void Clear();
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C4PropListStatic * GetPropList() override;
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void Denumerate(C4ValueNumbers * numbers);
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C4Value Call(const char *szFunction, C4AulParSet *pPars=nullptr, bool fPassError=false);
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C4Value ScenPropList;
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C4Value ScenPrototype;
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C4Effect * pScenarioEffects = nullptr;
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};
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extern C4GameScriptHost GameScript;
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#endif
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