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