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