openclonk/src/script/C4ScriptHost.h

116 lines
3.5 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000 Matthes Bender
* Copyright (c) 2001-2002 Sven Eberhardt
* Copyright (c) 2005 Peter Wortmann
* Copyright (c) 2006, 2009, 2011-2012 Günther Brammer
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* Component host for CAulScript */
#ifndef INC_C4ScriptHost
#define INC_C4ScriptHost
#include <C4ComponentHost.h>
#include <C4Aul.h>
// generic script host for objects
class C4ScriptHost : public C4AulScript
{
public:
~C4ScriptHost();
bool Delete() { return false; } // do NOT delete this - it's just a class member!
void Clear();
virtual bool Load(C4Group &hGroup, const char *szFilename,
const char *szLanguage, C4LangStringTable *pLocalTable);
const char *GetScript() const { return Script.getData(); }
virtual C4ScriptHost * GetScriptHost() { return this; }
std::list<C4ScriptHost *> SourceScripts;
protected:
C4ScriptHost();
void SetError(const char *szMessage);
void MakeScript();
bool ReloadScript(const char *szPath, const char *szLanguage);
C4ComponentHost ComponentHost;
bool Preparse(); // preparse script; return if successfull
virtual bool Parse(); // parse preparsed script; return if successfull
virtual void UnLink(); // reset to unlinked state
std::list<C4ID> Includes; // include list
std::list<C4ID> Appends; // append list
virtual void AddEngineFunctions() {}; // add any engine functions specific to this script host
void CopyPropList(C4Set<C4Property> & from, C4PropListStatic * to);
bool ResolveIncludes(C4DefList *rDefs); // resolve includes
bool ResolveAppends(C4DefList *rDefs); // resolve appends
bool Resolving; // set while include-resolving, to catch circular includes
bool IncludesResolved;
StdStrBuf Script; // script
C4ValueMapNames LocalNamed;
C4Set<C4Property> LocalValues;
friend class C4AulParse;
friend class C4AulScriptFunc;
friend class C4AulDebug;
};
// script host for System.ocg scripts
class C4ExtraScriptHost: public C4ScriptHost
{
C4Value ParserPropList;
public:
C4ExtraScriptHost();
void Clear();
bool Delete() { return true; }
virtual C4PropListStatic * GetPropList();
};
// script host for defs
class C4DefScriptHost: public C4ScriptHost
{
public:
C4DefScriptHost(C4Def * Def) : C4ScriptHost(), Def(Def) { }
virtual bool Parse();
virtual C4PropListStatic * GetPropList();
protected:
C4Def *Def; // owning def file
};
// script host for scenario scripts
class C4GameScriptHost : public C4ScriptHost
{
public:
C4GameScriptHost();
~C4GameScriptHost();
virtual bool Load(C4Group &, const char *, const char *, C4LangStringTable *);
void Clear();
virtual C4PropListStatic * GetPropList();
C4Value Call(const char *szFunction, C4AulParSet *pPars=0, bool fPassError=false);
C4Value GRBroadcast(const char *szFunction, C4AulParSet *pPars = 0, bool fPassError=false, bool fRejectTest=false); // call function in scenario script and all goals/rules/environment objects
C4Value ScenPropList;
C4Value ScenPrototype;
};
extern C4GameScriptHost GameScript;
#endif