openclonk/src/script/C4ScriptStandaloneStubs.cpp

66 lines
2.1 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2011-2016, 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.
*/
#include "C4Include.h"
#include "config/C4Reloc.h"
#include "control/C4Record.h"
#include "object/C4Def.h"
#include "object/C4ObjectList.h"
#include "script/C4Aul.h"
#include "script/C4AulDebug.h"
#include "script/C4PropList.h"
/* Parts of the ScriptEngine that are normally in C4Globals for initialization order reasons. */
#ifdef _DEBUG
C4Set<C4PropList *> C4PropList::PropLists;
#endif
C4Set<C4PropListNumbered *> C4PropListNumbered::PropLists;
C4Set<C4PropListScript *> C4PropListScript::PropLists;
std::vector<C4PropListNumbered *> C4PropListNumbered::ShelvedPropLists;
int32_t C4PropListNumbered::EnumerationIndex = 0;
C4LangStringTable C4LangStringTable::system_string_table;
C4StringTable Strings;
C4AulScriptEngine ScriptEngine;
/* Avoid a C4Object dependency */
C4Effect ** FnGetEffectsFor(C4PropList * pTarget)
{
if (pTarget == ScriptEngine.GetPropList())
return &ScriptEngine.pGlobalEffects;
if (pTarget == GameScript.ScenPropList.getPropList())
return &GameScript.pScenarioEffects;
if (pTarget) throw C4AulExecError("Only global and scenario effects are supported");
return &ScriptEngine.pGlobalEffects;
}
/* Stubs */
C4Config Config;
C4Config::C4Config() = default;
C4Config::~C4Config() = default;
const char * C4Config::AtRelativePath(char const*s) {return s;}
C4AulDebug *C4AulDebug::pDebug;
void C4AulDebug::DebugStep(C4AulBCC*,C4Value*) {}
C4Reloc Reloc;
bool C4Reloc::Open(C4Group&, char const*) const { return false; }
void C4Def::IncludeDefinition(C4Def*) {}
bool EraseItemSafe(const char *szFilename) {return false;}
void AddDbgRec(C4RecordChunkType, const void *, int) {}
void RecordRandom(uint32_t range, uint32_t val) { }