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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
134 lines
3.0 KiB
C++
134 lines
3.0 KiB
C++
/*
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* ScriptHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <vcmi/scripting/Service.h>
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#include "IHandlerBase.h"
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#include "JsonNode.h"
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class JsonNode;
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class JsonSerializeFormat;
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class Services;
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namespace scripting
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{
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class Module;
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class ScriptImpl;
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class ScriptHandler;
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using ModulePtr = std::shared_ptr<Module>;
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using ScriptPtr = std::shared_ptr<ScriptImpl>;
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using ScriptMap = std::map<std::string, ScriptPtr>;
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class DLL_LINKAGE ScriptImpl : public Script
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{
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public:
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enum class Implements
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{
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ANYTHING,
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BATTLE_EFFECT
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//todo: adventure effect, map object(unified with building), server query, client query(with gui), may be smth else
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};
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Implements implements;
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std::string identifier;
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std::string sourcePath;
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std::string sourceText;
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std::string code;
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ModulePtr host;
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ScriptImpl(const ScriptHandler * owner_);
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virtual ~ScriptImpl();
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void compile(vstd::CLoggerBase * logger);
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void serializeJson(vstd::CLoggerBase * logger, JsonSerializeFormat & handler);
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void serializeJsonState(JsonSerializeFormat & handler);
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std::shared_ptr<Context> createContext(const Environment * env) const override;
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const std::string & getName() const override;
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const std::string & getSource() const override;
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void performRegistration(::Services * services) const;
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private:
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const ScriptHandler * owner;
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void resolveHost();
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};
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class DLL_LINKAGE PoolImpl : public Pool
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{
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public:
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PoolImpl(const Environment * ENV);
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PoolImpl(const Environment * ENV, ServerCallback * SRV);
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std::shared_ptr<Context> getContext(const Script * script) override;
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void serializeState(const bool saving, JsonNode & data) override;
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private:
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std::map<const Script *, std::shared_ptr<Context>> cache;
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JsonNode state;
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const Environment * env;
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ServerCallback * srv;
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};
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class DLL_LINKAGE ScriptHandler : public ::IHandlerBase, public Service
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{
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public:
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ScriptMap objects;
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ScriptHandler();
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virtual ~ScriptHandler();
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const Script * resolveScript(const std::string & name) const;
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std::vector<bool> getDefaultAllowed() const override;
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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ScriptPtr loadFromJson(vstd::CLoggerBase * logger, const std::string & scope, const JsonNode & json, const std::string & identifier) const;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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void performRegistration(Services * services) const override;
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void run(std::shared_ptr<Pool> pool) const override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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JsonNode state;
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if(h.saving)
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saveState(state);
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h & state;
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if(!h.saving)
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loadState(state);
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}
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ModulePtr erm;
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ModulePtr lua;
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protected:
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private:
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friend class ScriptImpl;
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void loadState(const JsonNode & state);
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void saveState(JsonNode & state);
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};
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}
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