/* * The Mana World Server * Copyright 2007 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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 World 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 World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _TMWSERV_SCRIPTING_SCRIPT_HPP #define _TMWSERV_SCRIPTING_SCRIPT_HPP #include #include "game-server/eventlistener.hpp" class MapComposite; class Thing; /** * Abstract interface for calling functions written in an external language. */ class Script { public: typedef Script *(*Factory)(); /** * Registers a new scripting engine. */ static void registerEngine(std::string const &, Factory); /** * Creates a new script context for a given engine. */ static Script *create(std::string const &engine); /** * Constructor. */ Script(); /** * Destructor. */ virtual ~Script() {} /** * Loads a chunk of text into script context and executes its global * statements. */ virtual void load(char const *) = 0; /** * Loads a text file into script context and executes its global * statements. */ virtual bool loadFile(std::string const &); /** * 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(std::string const &name, int id, int x, int y, char const *); /** * Called every tick for the script to manage its data. * Calls the "update" function of the script by default. */ virtual void update(); /** * Prepares a call to the given function. * Only one function can be prepared at once. */ virtual void prepare(std::string const &name) = 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(std::string const &) = 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; /** * Executes the function being prepared. * @return the value returned by the script. */ virtual int execute() = 0; /** * Sets associated map. */ void setMap(MapComposite *m) { mMap = m; } /** * Gets associated map. */ MapComposite *getMap() const { return mMap; } EventListener *getScriptDeathListener() { return &mEventListener; } virtual void processDeathEvent(Being* thing) = 0; protected: std::string mScriptFile; private: MapComposite *mMap; EventListener mEventListener; /**< Tracking of being deaths. */ friend struct ScriptDeathEventDispatch; }; struct ScriptDeathEventDispatch: EventDispatch { ScriptDeathEventDispatch() { typedef EventListenerFactory< Script, &Script::mEventListener > Factory; died = &Factory::create< Being, &Script::processDeathEvent >::function; } }; static ScriptDeathEventDispatch scriptDeathEventDispatch; #endif