/*
* 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