forked from Mirrors/openclonk
715 lines
16 KiB
C++
715 lines
16 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2004 Peter Wortmann
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* Copyright (c) 2007, 2009-2012 Günther Brammer
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* Copyright (c) 2009 Nicolas Hake
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* Copyright (c) 2012 Sven Eberhardt
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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*/
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#include <C4Include.h>
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#include <C4PropList.h>
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#include <C4GameObjects.h>
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#include <C4Game.h>
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#include <C4Object.h>
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#include <C4Record.h>
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void C4PropList::AddRef(C4Value *pRef)
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{
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#ifdef _DEBUG
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C4Value * pVal = FirstRef;
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while (pVal)
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{
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assert(pVal != pRef);
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pVal = pVal->NextRef;
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}
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#endif
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pRef->NextRef = FirstRef;
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FirstRef = pRef;
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}
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void C4PropList::DelRef(const C4Value * pRef, C4Value * pNextRef)
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{
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assert(FirstRef);
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// References to objects never have HasBaseArray set
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if (pRef == FirstRef)
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{
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FirstRef = pNextRef;
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if (pNextRef) return;
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}
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else
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{
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C4Value *pPrev = FirstRef;
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while (pPrev->NextRef != pRef)
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{
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pPrev = pPrev->NextRef;
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assert(pPrev);
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}
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pPrev->NextRef = pNextRef;
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return;
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}
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// Only pure script proplists are garbage collected here, host proplists
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// like definitions and effects have their own memory management.
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if (Delete()) delete this;
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}
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C4PropList * C4PropList::New(C4PropList * prototype)
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{
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C4PropList * r = new C4PropListScript(prototype);
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return r;
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}
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C4PropListStatic * C4PropList::NewStatic(C4PropList * prototype, const C4PropListStatic * parent, C4String * key)
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{
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return new C4PropListStatic(prototype, parent, key);
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}
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C4PropList *C4PropListNumbered::GetByNumber(int32_t iNumber)
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{
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return PropLists.Get(iNumber);
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}
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bool C4PropListNumbered::CheckPropList(C4PropList *pObj)
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{
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if (!pObj) return false;
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C4PropListNumbered * const * p = PropLists.First();
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while (p)
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{
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if (*p == pObj)
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return true;
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p = PropLists.Next(p);
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}
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return false;
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}
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void C4PropListNumbered::SetEnumerationIndex(int32_t iMaxObjectNumber)
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{
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// update object enumeration index now, because calls like UpdateTransferZone might create objects
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EnumerationIndex = Max(EnumerationIndex, iMaxObjectNumber);
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}
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void C4PropListNumbered::ResetEnumerationIndex()
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{
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assert(!PropLists.GetSize());
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EnumerationIndex = 0;
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}
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void C4PropListNumbered::ShelveNumberedPropLists()
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{
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// unnumber all proplists and put them on the shelve. To be used on remaining objects before a savegame load.
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assert(ShelvedPropLists.empty());
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ShelvedPropLists.reserve(PropLists.GetSize());
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C4PropListNumbered *const* p_next = PropLists.First(), *const* p;
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while ((p = p_next))
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{
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p_next = PropLists.Next(p);
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C4PropListNumbered *pl = *p;
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if (pl->Number != -1)
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{
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pl->ClearNumber();
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ShelvedPropLists.push_back(pl);
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}
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}
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}
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void C4PropListNumbered::UnshelveNumberedPropLists()
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{
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// re-insert shelved proplists into main list and give them a number
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for (std::vector<C4PropListNumbered *>::iterator i=ShelvedPropLists.begin(); i!=ShelvedPropLists.end(); ++i)
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(*i)->AcquireNumber();
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ShelvedPropLists.clear();
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}
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void C4PropListNumbered::ClearShelve()
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{
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// cleanup shelve - used in game clear, un unsuccessful section load, etc.
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ShelvedPropLists.clear();
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}
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C4PropListNumbered::C4PropListNumbered(C4PropList * prototype): C4PropList(prototype), Number(-1)
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{
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}
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void C4PropListNumbered::AcquireNumber()
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{
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// Enumerate object
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do
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Number = ++EnumerationIndex;
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while (PropLists.Get(Number));
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// Add to list
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PropLists.Add(this);
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}
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void C4PropListNumbered::ClearNumber()
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{
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// Make proplist invisible during denumeration process
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if (Number != -1)
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{
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PropLists.Remove(this);
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Number = -1;
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}
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}
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C4PropListNumbered* C4PropListNumbered::GetPropListNumbered()
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{
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return this;
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}
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void C4PropListNumbered::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
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{
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int32_t n = Number;
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pComp->Value(n);
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pComp->Separator(StdCompiler::SEP_SEP2);
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C4PropList::CompileFunc(pComp, numbers);
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if (pComp->isCompiler())
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{
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if (PropLists.Get(n))
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{
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pComp->excCorrupt("multiple PropLists with Number %d", n);
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return;
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}
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// Once this proplist has a Number, it has to be in PropLists. See the destructor below.
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Number = n;
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PropLists.Add(this);
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}
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}
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C4PropListNumbered::~C4PropListNumbered()
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{
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if (Number != -1)
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PropLists.Remove(this);
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else
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Log("removing numbered proplist without number");
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}
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void C4PropListStatic::RefCompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers) const
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{
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assert(!pComp->isCompiler());
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if (Parent)
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{
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Parent->RefCompileFunc(pComp, numbers);
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pComp->Separator(StdCompiler::SEP_PART);
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}
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if (!ParentKeyName)
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pComp->excCorrupt("C4PropListStatic::RefCompileFunc without ParentKeyName");
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pComp->Value(mkParAdapt(ParentKeyName->GetData(), StdCompiler::RCT_ID));
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}
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StdStrBuf C4PropListStatic::GetDataString() const
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{
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StdStrBuf r;
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if (Parent)
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{
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r.Take(Parent->GetDataString());
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r.AppendChar('.');
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}
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assert(ParentKeyName);
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if (ParentKeyName)
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r.Append(ParentKeyName->GetData());
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return r;
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}
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C4PropList::C4PropList(C4PropList * prototype):
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FirstRef(NULL), prototype(prototype),
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constant(false), Status(1)
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{
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if (prototype)
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SetProperty(P_Prototype, C4VPropList(prototype));
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#ifdef _DEBUG
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PropLists.Add(this);
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#endif
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}
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void C4PropList::Denumerate(C4ValueNumbers * numbers)
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{
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const C4Property * p = Properties.First();
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while (p)
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{
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const_cast<C4Value &>(p->Value).Denumerate(numbers);
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p = Properties.Next(p);
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}
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C4Value v;
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if(GetProperty(P_Prototype, &v))
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prototype = v.getPropList();
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}
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C4PropList::~C4PropList()
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{
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while (FirstRef)
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{
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// Manually kill references so DelRef doesn't destroy us again
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FirstRef->Data = 0; FirstRef->Type = C4V_Nil;
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C4Value *ref = FirstRef;
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FirstRef = FirstRef->NextRef;
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ref->NextRef = NULL;
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}
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#ifdef _DEBUG
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assert(PropLists.Has(this));
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PropLists.Remove(this);
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#endif
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assert(!C4PropListNumbered::CheckPropList(this));
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}
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bool C4PropList::operator==(const C4PropList &b) const
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{
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// every numbered proplist has a unique number and is only identical to itself
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if (this == &b) return true;
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if (IsNumbered() || b.IsNumbered()) return false;
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if (Properties.GetSize() != b.Properties.GetSize()) return false;
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if (GetDef() != b.GetDef()) return false;
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//if (GetObject() != b.GetObject()) return false;
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const C4Property * p = Properties.First();
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while (p)
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{
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const C4Property & bp = b.Properties.Get(p->Key);
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if (!bp) return false;
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if (p->Value != bp.Value) return false;
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p = Properties.Next(p);
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}
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return true;
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}
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void C4PropList::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
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{
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pComp->Value(constant);
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pComp->Separator(StdCompiler::SEP_SEP2);
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pComp->Value(mkParAdapt(Properties, numbers));
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}
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void CompileNewFunc(C4PropList *&pStruct, StdCompiler *pComp, C4ValueNumbers * const & rPar)
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{
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std::unique_ptr<C4PropList> temp(C4PropList::New()); // exception-safety
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pComp->Value(mkParAdapt(*temp, rPar));
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pStruct = temp.release();
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}
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template<typename T>
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void C4Set<T>::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
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{
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bool fNaming = pComp->hasNaming();
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if (pComp->isCompiler())
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{
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// Compiling: Empty previous
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Clear();
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// Read size (binary only)
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uint32_t iSize;
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if (!pComp->hasNaming()) pComp->Value(iSize);
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// Read new
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do
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{
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// No entries left to read?
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if (!fNaming && !iSize--)
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break;
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// Read entries
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try
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{
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T e;
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// This could use the same technique StdArrayAdapt uses
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// instead of hardcoding mkParAdapt here
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pComp->Value(mkParAdapt(e, numbers));
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Add(e);
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}
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catch (StdCompiler::NotFoundException *pEx)
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{
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// No value found: Stop reading loop
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delete pEx;
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break;
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}
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}
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while (pComp->Separator(StdCompiler::SEP_SEP));
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}
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else
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{
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// Write size (binary only)
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if (!fNaming)
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{
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int32_t iSize = GetSize();
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pComp->Value(iSize);
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}
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// Write all entries
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const T * p = First();
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while (p)
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{
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pComp->Value(mkParAdapt(*const_cast<T *>(p), numbers));
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p = Next(p);
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if (p) pComp->Separator(StdCompiler::SEP_SEP);
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}
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}
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}
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void C4Property::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
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{
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StdStrBuf s;
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if (!pComp->isCompiler())
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s = Key->GetData();
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pComp->Value(s);
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if (pComp->isCompiler())
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{
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if (Key) Key->DecRef();
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Key = ::Strings.RegString(s);
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Key->IncRef();
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}
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pComp->Separator(StdCompiler::SEP_SET);
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pComp->Value(mkParAdapt(Value, numbers));
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}
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void C4PropList::AppendDataString(StdStrBuf * out, const char * delim, int depth) const
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{
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StdStrBuf & DataString = *out;
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if (depth <= 0 && Properties.GetSize())
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{
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DataString.Append("...");
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return;
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}
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std::list<const C4Property *> sorted_props = Properties.GetSortedListOfElementPointers();
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for (std::list<const C4Property *>::const_iterator p = sorted_props.begin(); p != sorted_props.end(); ++p)
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{
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if (p != sorted_props.begin()) DataString.Append(delim);
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DataString.Append((*p)->Key->GetData());
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DataString.Append(" = ");
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DataString.Append((*p)->Value.GetDataString(depth - 1));
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}
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}
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const char * C4PropList::GetName() const
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{
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C4String * s = GetPropertyStr(P_Name);
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if (!s) return "";
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return s->GetCStr();
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}
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void C4PropList::SetName(const char* NewName)
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{
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if (!NewName)
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ResetProperty(&Strings.P[P_Name]);
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else
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{
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SetProperty(P_Name, C4VString(NewName));
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}
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}
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C4Object * C4PropList::GetObject()
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{
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if (prototype) return prototype->GetObject();
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return 0;
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}
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C4Def * C4PropList::GetDef()
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{
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if (prototype) return prototype->GetDef();
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return 0;
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}
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C4Def const * C4PropList::GetDef() const
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{
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if (prototype) return prototype->GetDef();
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return 0;
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}
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class C4MapScriptLayer * C4PropList::GetMapScriptLayer()
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{
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if (prototype) return prototype->GetMapScriptLayer();
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return NULL;
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}
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class C4MapScriptMap * C4PropList::GetMapScriptMap()
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{
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if (prototype) return prototype->GetMapScriptMap();
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return NULL;
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}
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C4PropListNumbered * C4PropList::GetPropListNumbered()
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{
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if (prototype) return prototype->GetPropListNumbered();
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return 0;
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}
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C4Effect * C4PropList::GetEffect()
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{
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if (prototype) return prototype->GetEffect();
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return 0;
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}
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template<> template<>
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unsigned int C4Set<C4Property>::Hash<C4String *>(C4String * const & e)
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{
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assert(e);
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unsigned int hash = 4, tmp;
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hash += ((uintptr_t)e) >> 16;
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tmp = ((((uintptr_t)e) & 0xffff) << 11) ^ hash;
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hash = (hash << 16) ^ tmp;
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hash += hash >> 11;
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hash ^= hash << 3;
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hash += hash >> 5;
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hash ^= hash << 4;
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hash += hash >> 17;
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hash ^= hash << 25;
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hash += hash >> 6;
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return hash;
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//return e->Hash;
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}
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template<> template<>
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bool C4Set<C4Property>::Equals<C4String *>(C4Property const & a, C4String * const & b)
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{
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return a.Key == b;
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}
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template<> template<>
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unsigned int C4Set<C4Property>::Hash<C4Property>(C4Property const & p)
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{
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return C4Set<C4Property>::Hash(p.Key);
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}
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bool C4PropList::GetPropertyByS(C4String * k, C4Value *pResult) const
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{
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if (Properties.Has(k))
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{
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*pResult = Properties.Get(k).Value;
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return true;
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}
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else if(prototype)
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return prototype->GetPropertyByS(k, pResult);
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else
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return false;
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}
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C4String * C4PropList::GetPropertyStr(C4PropertyName n) const
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{
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C4String * k = &Strings.P[n];
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if (Properties.Has(k))
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{
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return Properties.Get(k).Value.getStr();
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}
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if (prototype)
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{
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return prototype->GetPropertyStr(n);
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}
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return 0;
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}
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C4AulFunc * C4PropList::GetFunc(C4String * k) const
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{
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assert(k);
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if (Properties.Has(k))
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{
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return Properties.Get(k).Value.getFunction();
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}
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if (prototype)
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{
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return prototype->GetFunc(k);
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}
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return 0;
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}
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C4AulFunc * C4PropList::GetFunc(const char * s) const
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{
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assert(s);
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if (s[0] == '~') ++s;
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C4String * k = Strings.FindString(s);
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// this string is entirely unused
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if (!k)
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return 0;
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return GetFunc(k);
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}
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C4Value C4PropList::Call(C4String * k, C4AulParSet *Pars, bool fPassErrors)
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{
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if (!Status) return C4Value();
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C4AulFunc *pFn = GetFunc(k);
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if (!pFn) return C4Value();
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return pFn->Exec(this, Pars, fPassErrors);
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}
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C4Value C4PropList::Call(const char * s, C4AulParSet *Pars, bool fPassErrors)
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{
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if (!Status) return C4Value();
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assert(s && s[0]);
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C4AulFunc *pFn = GetFunc(s);
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if (!pFn) return C4Value();
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return pFn->Exec(this, Pars, fPassErrors);
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}
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C4PropertyName C4PropList::GetPropertyP(C4PropertyName n) const
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{
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C4String * k = &Strings.P[n];
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if (Properties.Has(k))
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{
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C4String * v = Properties.Get(k).Value.getStr();
|
|
if (v >= &Strings.P[0] && v < &Strings.P[P_LAST])
|
|
return C4PropertyName(v - &Strings.P[0]);
|
|
return P_LAST;
|
|
}
|
|
if (prototype)
|
|
{
|
|
return prototype->GetPropertyP(n);
|
|
}
|
|
return P_LAST;
|
|
}
|
|
|
|
int32_t C4PropList::GetPropertyInt(C4PropertyName n) const
|
|
{
|
|
C4String * k = &Strings.P[n];
|
|
if (Properties.Has(k))
|
|
{
|
|
return Properties.Get(k).Value.getInt();
|
|
}
|
|
if (prototype)
|
|
{
|
|
return prototype->GetPropertyInt(n);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
C4PropList *C4PropList::GetPropertyPropList(C4PropertyName n) const
|
|
{
|
|
C4String * k = &Strings.P[n];
|
|
if (Properties.Has(k))
|
|
{
|
|
return Properties.Get(k).Value.getPropList();
|
|
}
|
|
if (prototype)
|
|
{
|
|
return prototype->GetPropertyPropList(n);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
C4ValueArray * C4PropList::GetProperties() const
|
|
{
|
|
C4ValueArray * a;
|
|
int i;
|
|
if (prototype)
|
|
{
|
|
a = prototype->GetProperties();
|
|
i = a->GetSize();
|
|
a->SetSize(i + Properties.GetSize());
|
|
}
|
|
else
|
|
{
|
|
a = new C4ValueArray(Properties.GetSize());
|
|
i = 0;
|
|
}
|
|
const C4Property * p = Properties.First();
|
|
while (p)
|
|
{
|
|
(*a)[i++] = C4VString(p->Key);
|
|
p = Properties.Next(p);
|
|
}
|
|
return a;
|
|
}
|
|
|
|
C4String * C4PropList::EnumerateOwnFuncs(C4String * prev) const
|
|
{
|
|
const C4Property * p = prev ? Properties.Next(&Properties.Get(prev)) : Properties.First();
|
|
while (p)
|
|
{
|
|
if (p->Value.getFunction())
|
|
return p->Key;
|
|
p = Properties.Next(p);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void C4PropList::SetPropertyByS(C4String * k, const C4Value & to)
|
|
{
|
|
assert(!constant);
|
|
/*assert(Strings.Set.Has(k));*/
|
|
if (k == &Strings.P[P_Prototype] && to.GetType() == C4V_PropList)
|
|
{
|
|
C4PropList * newpt = to.GetData().PropList;
|
|
for(C4PropList * it = newpt; it; it = it->prototype)
|
|
if(it == this)
|
|
throw new C4AulExecError("Trying to create cyclic prototype structure");
|
|
prototype = newpt;
|
|
//return;
|
|
}
|
|
if (Properties.Has(k))
|
|
{
|
|
Properties.Get(k).Value = to;
|
|
}
|
|
else
|
|
{
|
|
//C4Property p(k, to);
|
|
//Properties.Add(p);
|
|
#ifdef DEBUGREC_SCRIPT
|
|
if (Config.General.DebugRec)
|
|
{
|
|
// deactivate this debugrec for now, because property orders seem to be out of sync
|
|
// after loading at the moment. might need to invastigate the cause later...
|
|
//if (k->GetCStr()) AddDbgRec(RCT_SetProperty, k->GetCStr(), strlen(k->GetCStr())+1);
|
|
}
|
|
#endif
|
|
Properties.Add(C4Property(k, to));
|
|
}
|
|
}
|
|
|
|
void C4PropList::ResetProperty(C4String * k)
|
|
{
|
|
Properties.Remove(k);
|
|
}
|
|
|
|
template<> template<>
|
|
unsigned int C4Set<C4PropListNumbered *>::Hash<int>(int const & e)
|
|
{
|
|
unsigned int hash = 4, tmp;
|
|
hash += e >> 16;
|
|
tmp = ((e & 0xffff) << 11) ^ hash;
|
|
hash = (hash << 16) ^ tmp;
|
|
hash += hash >> 11;
|
|
hash ^= hash << 3;
|
|
hash += hash >> 5;
|
|
hash ^= hash << 4;
|
|
hash += hash >> 17;
|
|
hash ^= hash << 25;
|
|
hash += hash >> 6;
|
|
return hash;
|
|
}
|
|
|
|
template<> template<>
|
|
unsigned int C4Set<C4PropListNumbered *>::Hash<C4PropList *>(C4PropList * const & e)
|
|
{
|
|
return Hash(e->GetPropListNumbered()->Number);
|
|
}
|
|
|
|
template<> template<>
|
|
unsigned int C4Set<C4PropListNumbered *>::Hash<C4PropListNumbered *>(C4PropListNumbered * const & e)
|
|
{
|
|
return Hash(e->Number);
|
|
}
|
|
|
|
template<> template<>
|
|
bool C4Set<C4PropListNumbered *>::Equals<int>(C4PropListNumbered * const & a, int const & b)
|
|
{
|
|
return a->Number == b;
|
|
}
|
|
|
|
template<> template<>
|
|
bool C4Set<C4PropListNumbered *>::Equals<C4PropList *>(C4PropListNumbered * const & a, C4PropList * const & b)
|
|
{
|
|
return a == b;
|
|
}
|
|
|
|
template<> template<>
|
|
unsigned int C4Set<C4PropList *>::Hash<C4PropList *>(C4PropList * const & e)
|
|
{
|
|
return C4Set<C4PropListNumbered *>::Hash(static_cast<int>(reinterpret_cast<intptr_t>(e)));
|
|
}
|