/* * The Mana Server * Copyright (C) 2007-2010 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * The Mana Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana Server. If not, see . */ #ifndef SCRIPTING_SCRIPT_H #define SCRIPTING_SCRIPT_H #include "common/inventorydata.h" #include "game-server/eventlistener.h" #include #include #include class MapComposite; class Thing; /** * Abstract interface for calling functions written in an external language. */ class Script { public: /** * Defines a function that creates a Script instance. */ typedef Script *(*Factory)(); /** * Registers a new scripting engine. */ static void registerEngine(const std::string &, Factory); /** * Creates a new script context for a given engine. */ static Script *create(const std::string &engine); /** * A reference to a script object. It wraps an integer value, but adds * custom initialization and a definition of valid. It also makes the * purpose clear. */ class Ref { public: Ref() : value(-1) {} bool isValid() const { return value != -1; } int value; }; enum ThreadState { ThreadPending, ThreadPaused, ThreadExpectingNumber, ThreadExpectingString, ThreadExpectingTwoStrings }; /** * A script thread. Meant to be extended by the Script subclass to * store additional information. */ class Thread { public: Thread(Script *script); virtual ~Thread(); Script * const mScript; ThreadState mState; MapComposite *mMap; }; Script(); virtual ~Script(); /** * Loads a chunk of text into script context and executes its global * statements. * * @param prog the program text to load * @param name the name of the text, used for error reporting */ virtual void load(const char *prog, const char *name) = 0; /** * Loads a text file into script context and executes its global * statements. */ virtual bool loadFile(const std::string &); /** * Loads a chunk of text and considers it as an NPC handler. This * handler will later be used to create the given NPC. */ virtual void loadNPC(const std::string &name, int id, int x, int y, const char *); /** * Called every tick for the script to manage its data. * Calls the "update" function of the script by default. */ virtual void update(); /** * Creates a new script thread and makes it the current one. Script * threads do not execute in parallel, but they can suspend execution * and be resumed later. * * The new thread should be prepared as usual, but instead of * execute(), the resume() function should be called. */ virtual Thread *newThread() = 0; /** * Prepares a call to the referenced function. * Only one function can be prepared at once. */ virtual void prepare(Ref function) = 0; /** * Prepares for resuming the given script thread. * Only one thread can be resumed at once. */ virtual void prepareResume(Thread *thread) = 0; /** * Pushes an integer argument for the function being prepared. */ virtual void push(int) = 0; /** * Pushes a string argument for the function being prepared. */ virtual void push(const std::string &) = 0; /** * Pushes a pointer argument to a game entity. * The interface can pass the pointer as an opaque value to the * scripting engine, if needed. This value will usually be passed * by the script to some callback functions. */ virtual void push(Thing *) = 0; /** * Pushes a list of items with amounts to the script engine. */ virtual void push(const std::list &itemList) = 0; /** * Executes the function being prepared. * @return the value returned by the script. */ virtual int execute() = 0; /** * Starts or resumes the current thread. Deletes the thread when it is * done. * * @return whether the thread is done executing. */ virtual bool resume() = 0; /** * Assigns the current callback to the given \a function. * * Where the callback exactly comes from is up to the script engine. */ virtual void assignCallback(Ref &function) = 0; /** * Returns the currently executing thread, or null when no thread is * currently executing. */ Thread *getCurrentThread() const { return mCurrentThread; } /** * Sets associated map. */ void setMap(MapComposite *m) { mMap = m; } /** * Gets associated map. */ MapComposite *getMap() const { return mMap; } EventListener *getScriptListener() { return &mEventListener; } virtual void processDeathEvent(Being *thing) = 0; virtual void processRemoveEvent(Thing *thing) = 0; static void setCreateNpcDelayedCallback(Script *script) { script->assignCallback(mCreateNpcDelayedCallback); } static void setUpdateCallback(Script *script) { script->assignCallback(mUpdateCallback); } protected: std::string mScriptFile; Thread *mCurrentThread; private: MapComposite *mMap; EventListener mEventListener; /**< Tracking of being deaths. */ std::vector mThreads; static Ref mCreateNpcDelayedCallback; static Ref mUpdateCallback; friend struct ScriptEventDispatch; friend class Thread; }; struct ScriptEventDispatch: EventDispatch { ScriptEventDispatch() { typedef EventListenerFactory< Script, &Script::mEventListener > Factory; died = &Factory::create< Being, &Script::processDeathEvent >::function; removed = &Factory::create< Thing, &Script::processRemoveEvent >::function; } }; static ScriptEventDispatch scriptEventDispatch; #endif // SCRIPTING_SCRIPT_H