openclonk/src/script/C4Aul.cpp

333 lines
8.1 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2013, 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.
*/
// Miscellaneous script engine bits
#include <C4Include.h>
#include <C4Aul.h>
#include <C4AulExec.h>
#include <C4AulDebug.h>
#include <C4Config.h>
#include <C4Def.h>
#include <C4Log.h>
#include <C4Components.h>
#include <C4LangStringTable.h>
C4AulError::C4AulError(): shown(false) {}
void C4AulError::show()
{
shown = true;
// simply log error message
if (sMessage)
DebugLog(sMessage.getData());
}
const char *C4AulError::what() const noexcept
{
return sMessage ? sMessage.getData() : "(unknown error)";
}
C4AulScript::C4AulScript()
{
// not compiled
State = ASS_NONE;
// prepare lists
Prev = Next = NULL;
Engine = NULL;
}
C4AulScript::~C4AulScript()
{
// clear
Clear();
// unreg
Unreg();
}
void C4AulScript::Unreg()
{
// remove from list
if (Prev) Prev->Next = Next; else if (Engine) Engine->Child0 = Next;
if (Next) Next->Prev = Prev; else if (Engine) Engine->ChildL = Prev;
Prev = Next = NULL;
Engine = NULL;
}
void C4AulScript::Clear()
{
// reset flags
State = ASS_NONE;
}
void C4AulScript::Reg2List(C4AulScriptEngine *pEngine)
{
// already regged? (def reloaded)
if (Engine) return;
// reg to list
if ((Engine = pEngine))
{
if ((Prev = Engine->ChildL))
Prev->Next = this;
else
Engine->Child0 = this;
Engine->ChildL = this;
}
else
Prev = NULL;
Next = NULL;
}
std::string C4AulScript::Translate(const std::string &text) const
{
try
{
if (stringTable)
return stringTable->Translate(text);
}
catch (C4LangStringTable::NoSuchTranslation &)
{
// Ignore, soldier on
}
if (Engine && Engine != this)
return Engine->Translate(text);
throw C4LangStringTable::NoSuchTranslation(text);
}
/*--- C4AulScriptEngine ---*/
C4AulScriptEngine::C4AulScriptEngine():
GlobalPropList(C4PropList::NewStatic(NULL, NULL, ::Strings.RegString("Global"))),
warnCnt(0), errCnt(0), lineCnt(0)
{
// /me r b engine
Engine = this;
ScriptName.Ref(C4CFN_System);
GlobalNamedNames.Reset();
GlobalNamed.Reset();
GlobalNamed.SetNameList(&GlobalNamedNames);
GlobalConstNames.Reset();
GlobalConsts.Reset();
GlobalConsts.SetNameList(&GlobalConstNames);
Child0 = ChildL = NULL;
RegisterGlobalConstant("Global", GlobalPropList);
}
C4PropListStatic * C4AulScriptEngine::GetPropList()
{
return GlobalPropList._getPropList()->IsStatic();
}
C4AulScriptEngine::~C4AulScriptEngine()
{
Clear();
}
void C4AulScriptEngine::Clear()
{
#ifndef NOAULDEBUG
// stop debugger
delete C4AulDebug::GetDebugger();
#endif
while (Child0)
if (Child0->Delete()) delete Child0;
else Child0->Unreg();
// clear own stuff
GlobalPropList._getPropList()->Clear();
// clear inherited
C4AulScript::Clear();
// reset values
warnCnt = errCnt = lineCnt = 0;
// resetting name lists will reset all data lists, too
// except not...
GlobalNamedNames.Reset();
GlobalConstNames.Reset();
GlobalConsts.Reset();
GlobalConsts.SetNameList(&GlobalConstNames);
RegisterGlobalConstant("Global", GlobalPropList);
GlobalNamed.Reset();
GlobalNamed.SetNameList(&GlobalNamedNames);
UserFiles.clear();
}
void C4AulScriptEngine::RegisterGlobalConstant(const char *szName, const C4Value &rValue)
{
// Register name and set value.
// AddName returns the index of existing element if the name is assigned already.
// That is OK, since it will only change the value of the global ("overload" it).
// A warning would be nice here. However, this warning would show up whenever a script
// containing globals constants is recompiled.
GlobalConsts[GlobalConstNames.AddName(szName)] = rValue;
}
bool C4AulScriptEngine::GetGlobalConstant(const char *szName, C4Value *pTargetValue)
{
// get index of global by name
int32_t iConstIndex = GlobalConstNames.GetItemNr(szName);
// not found?
if (iConstIndex<0) return false;
// if it's found, assign the value if desired
if (pTargetValue) *pTargetValue = GlobalConsts[iConstIndex];
// constant exists
return true;
}
bool C4AulScriptEngine::Denumerate(C4ValueNumbers * numbers)
{
GlobalNamed.Denumerate(numbers);
// runtime data only: don't denumerate consts
GameScript.ScenPropList.Denumerate(numbers);
return true;
}
void C4AulScriptEngine::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
assert(UserFiles.empty()); // user files must not be kept open
C4ValueMapData GlobalNamedDefault;
GlobalNamedDefault.SetNameList(&GlobalNamedNames);
pComp->Value(mkNamingAdapt(mkParAdapt(GlobalNamed, numbers), "StaticVariables", GlobalNamedDefault));
pComp->Value(mkNamingAdapt(mkParAdapt(*GameScript.ScenPropList._getPropList(), numbers), "Scenario"));
}
std::list<const char*> C4AulScriptEngine::GetFunctionNames(C4PropList * p)
{
std::list<const char*> functions;
std::list<const char*> global_functions;
auto sort_alpha = [](const char * const &a, const char * const &b) -> bool { return strcmp(a, b) < 0; };
if (!p) p = GetPropList();
const C4ValueArray * a = p->GetProperties();
for (int i = 0; i < a->GetSize(); ++i)
{
C4String * key = (*a)[i].getStr();
if (!key) continue;
C4AulFunc * f = p->GetFunc(key);
if (!f) continue;
if (!f->GetPublic()) continue;
if (!::ScriptEngine.GetPropList()->HasProperty(key))
functions.push_back(key->GetCStr());
else
global_functions.push_back(key->GetCStr());
}
delete a;
functions.sort(sort_alpha);
if (!functions.empty() && !global_functions.empty()) functions.push_back(0); // separator
global_functions.sort(sort_alpha);
functions.splice(functions.end(), global_functions);
return functions;
}
int32_t C4AulScriptEngine::CreateUserFile()
{
// create new file and return handle
// find empty handle
int32_t last_handle = 1;
for (std::list<C4AulUserFile>::const_iterator i = UserFiles.begin(); i != UserFiles.end(); ++i)
if ((*i).GetHandle() >= last_handle)
last_handle = (*i).GetHandle()+1;
// Create new user file
UserFiles.push_back(C4AulUserFile(last_handle));
return last_handle;
}
void C4AulScriptEngine::CloseUserFile(int32_t handle)
{
// close user file given by handle
for (std::list<C4AulUserFile>::iterator i = UserFiles.begin(); i != UserFiles.end(); ++i)
if ((*i).GetHandle() == handle)
{
UserFiles.erase(i);
break;
}
}
C4AulUserFile *C4AulScriptEngine::GetUserFile(int32_t handle)
{
// get user file given by handle
for (std::list<C4AulUserFile>::iterator i = UserFiles.begin(); i != UserFiles.end(); ++i)
if ((*i).GetHandle() == handle)
{
return &*i;
}
// not found
return NULL;
}
/*--- C4AulFuncMap ---*/
C4AulFuncMap::C4AulFuncMap(): FuncCnt(0)
{
memset(Funcs, 0, sizeof (C4AulFunc *) * HashSize);
}
C4AulFuncMap::~C4AulFuncMap()
{
assert(!FuncCnt);
}
unsigned int C4AulFuncMap::Hash(const char * name)
{
// Fowler/Noll/Vo hash
unsigned int h = 2166136261u;
while (*name)
h = (h ^ *(name++)) * 16777619;
return h;
}
C4AulFunc * C4AulFuncMap::GetFirstFunc(C4String * Name)
{
if (!Name) return NULL;
C4AulFunc * Func = Funcs[Hash(Name->GetCStr()) % HashSize];
while (Func && Name->GetCStr() != Func->GetName())
Func = Func->MapNext;
return Func;
}
C4AulFunc * C4AulFuncMap::GetNextSNFunc(const C4AulFunc * After)
{
C4AulFunc * Func = After->MapNext;
while (Func && After->GetName() != Func->GetName())
Func = Func->MapNext;
return Func;
}
void C4AulFuncMap::Add(C4AulFunc * func)
{
++FuncCnt;
// Get a pointer to the bucket
C4AulFunc ** pFunc = &(Funcs[Hash(func->GetName()) % HashSize]);
// move the current first to the second position
func->MapNext = *pFunc;
// Add the func
*pFunc = func;
}
void C4AulFuncMap::Remove(C4AulFunc * func)
{
C4AulFunc ** pFunc = &Funcs[Hash(func->GetName()) % HashSize];
while (*pFunc != func)
{
pFunc = &((*pFunc)->MapNext);
assert(*pFunc); // crash on remove of a not contained func
}
*pFunc = (*pFunc)->MapNext;
--FuncCnt;
}