Files
fs2open.github.com/code/scripting/scripting.h
T
asarium 7173299ca7 Add new libRocket UI system
This new system allows to create a user interface that goes beyond the
existing UI system.
2018-09-16 13:55:29 +02:00

246 lines
5.6 KiB
C++

#ifndef _SCRIPTING_H
#define _SCRIPTING_H
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "scripting/lua/LuaFunction.h"
#include <cstdio>
//**********Scripting languages that are possible
#define SC_LUA (1<<0)
//*************************Scripting structs*************************
#define SCRIPT_END_LIST NULL
struct image_desc
{
char fname[MAX_FILENAME_LEN];
int handle;
};
struct script_function {
int language = 0;
luacpp::LuaFunction function;
};
//-WMC
struct script_hook
{
//Override
script_function override_function;
//Actual hook
script_function hook_function;
};
extern bool script_hook_valid(script_hook *hook);
//**********Main Conditional Hook stuff
#define MAX_HOOK_CONDITIONS 8
//Conditionals
#define CHC_NONE -1
#define CHC_MISSION 0
#define CHC_SHIP 1
#define CHC_SHIPCLASS 2
#define CHC_SHIPTYPE 3
#define CHC_STATE 4
#define CHC_CAMPAIGN 5
#define CHC_WEAPONCLASS 6
#define CHC_OBJECTTYPE 7
#define CHC_KEYPRESS 8
#define CHC_ACTION 9
#define CHC_VERSION 10
#define CHC_APPLICATION 11
//Actions
#define CHA_NONE -1
#define CHA_WARPOUT 0
#define CHA_WARPIN 1
#define CHA_DEATH 2
#define CHA_ONFRAME 3
#define CHA_COLLIDESHIP 4
#define CHA_COLLIDEWEAPON 5
#define CHA_COLLIDEDEBRIS 6
#define CHA_COLLIDEASTEROID 7
#define CHA_HUDDRAW 8
#define CHA_OBJECTRENDER 9
#define CHA_SPLASHSCREEN 10
#define CHA_GAMEINIT 11
#define CHA_MISSIONSTART 12
#define CHA_MISSIONEND 13
#define CHA_MOUSEMOVED 14
#define CHA_MOUSEPRESSED 15
#define CHA_MOUSERELEASED 16
#define CHA_KEYPRESSED 17
#define CHA_KEYRELEASED 18
#define CHA_ONSTATESTART 19
#define CHA_ONSTATEEND 20
#define CHA_ONWEAPONDELETE 21
#define CHA_ONWPEQUIPPED 22
#define CHA_ONWPFIRED 23
#define CHA_ONWPSELECTED 24
#define CHA_ONWPDESELECTED 25
#define CHA_GAMEPLAYSTART 26
#define CHA_ONTURRETFIRED 27
#define CHA_PRIMARYFIRE 28
#define CHA_SECONDARYFIRE 29
#define CHA_ONSHIPARRIVE 30
#define CHA_COLLIDEBEAM 31
#define CHA_ONACTION 32
#define CHA_ONACTIONSTOPPED 33
#define CHA_MSGRECEIVED 34
#define CHA_HUDMSGRECEIVED 35
#define CHA_AFTERBURNSTART 36
#define CHA_AFTERBURNEND 37
#define CHA_BEAMFIRE 38
#define CHA_SIMULATION 39
#define CHA_LOADSCREEN 40
// management stuff
void scripting_state_init();
void scripting_state_close();
void scripting_state_do_frame(float frametime);
class script_condition
{
public:
int condition_type;
union
{
char name[CONDITION_LENGTH];
} data;
script_condition()
: condition_type(CHC_NONE)
{
memset(data.name, 0, sizeof(data.name));
}
};
class script_action
{
public:
int action_type;
script_hook hook;
script_action()
: action_type(CHA_NONE)
{
}
};
class ConditionedHook
{
private:
SCP_vector<script_action> Actions;
script_condition Conditions[MAX_HOOK_CONDITIONS];
public:
bool AddCondition(script_condition *sc);
bool AddAction(script_action *sa);
bool ConditionsValid(int action, class object *objp=NULL, int more_data = 0);
bool IsOverride(class script_state *sys, int action);
bool Run(class script_state *sys, int action, char format='\0', void *data=NULL);
};
//**********Main script_state function
class script_state
{
private:
char StateName[32];
int Langs;
struct lua_State *LuaState;
const struct script_lua_lib_list *LuaLibs;
//Utility variables
SCP_vector<image_desc> ScriptImages;
SCP_vector<ConditionedHook> ConditionalHooks;
private:
void ParseChunkSub(script_function& out_func, const char* debug_str=NULL);
int RunBytecodeSub(script_function& func, char format='\0', void *data=NULL);
void SetLuaSession(struct lua_State *L);
void OutputLuaMeta(FILE *fp);
//Lua private helper functions
bool OpenHookVarTable();
bool CloseHookVarTable();
//Internal Lua helper functions
void EndLuaFrame();
public:
//***Init/Deinit
script_state(const char *name);
script_state(const script_state&) = delete;
script_state& operator=(script_state &i) = delete;
~script_state();
/**
* @brief Resets the lua state and frees all resources
*/
void Clear();
//***Internal scripting stuff
int LoadBm(char *name);
void UnloadImages();
lua_State *GetLuaSession(){return LuaState;}
//***Init functions for langs
int CreateLuaState();
//***Get data
int OutputMeta(const char *filename);
//***Moves data
//void MoveData(script_state &in);
//***Variable handling functions
bool GetGlobal(const char *name, char format='\0', void *data=NULL);
void RemGlobal(const char *name);
void SetHookVar(const char *name, char format, const void *data=NULL);
void SetHookObject(const char *name, object *objp);
void SetHookObjects(int num, ...);
bool GetHookVar(const char *name, char format='\0', void *data=NULL);
void RemHookVar(const char *name);
void RemHookVars(unsigned int num, ...);
//***Hook creation functions
bool EvalString(const char *string, const char *format=NULL, void *rtn=NULL, const char *debug_str=NULL);
void ParseChunk(script_hook *dest, const char* debug_str=NULL);
void ParseGlobalChunk(int hookType, const char* debug_str=NULL);
bool ParseCondition(const char *filename="<Unknown>");
//***Hook running functions
int RunBytecode(script_hook &hd, char format='\0', void *data=NULL);
bool IsOverride(script_hook &hd);
int RunCondition(int condition, char format='\0', void *data=NULL, class object *objp = NULL, int more_data = 0);
bool IsConditionOverride(int action, object *objp=NULL);
//*****Other functions
void EndFrame();
};
//**********Script registration functions
void script_init();
//**********Script globals
extern class script_state Script_system;
extern bool Output_scripting_meta;
//*************************Conditional scripting*************************
#endif //_SCRIPTING_H