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fs2open.github.com/code/scripting/scripting.h
T
asarium ca27ae16f2 Use Antlr for generating argument list parser
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.

This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.

The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
2020-06-11 21:57:52 +02:00

476 lines
11 KiB
C++

#ifndef _SCRIPTING_H
#define _SCRIPTING_H
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "scripting/ade_args.h"
#include "scripting/doc_parser.h"
#include "scripting/lua/LuaFunction.h"
#include "utils/event.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
enum ConditionalType {
CHC_NONE = -1,
CHC_MISSION = 0,
CHC_SHIP = 1,
CHC_SHIPCLASS = 2,
CHC_SHIPTYPE = 3,
CHC_STATE = 4,
CHC_CAMPAIGN = 5,
CHC_WEAPONCLASS = 6,
CHC_OBJECTTYPE = 7,
CHC_KEYPRESS = 8,
CHC_ACTION = 9,
CHC_VERSION = 10,
CHC_APPLICATION = 11,
};
//Actions
enum ConditionalActions : int32_t {
CHA_NONE = -1,
CHA_DEATH,
CHA_ONFRAME,
CHA_COLLIDESHIP,
CHA_COLLIDEWEAPON,
CHA_COLLIDEDEBRIS,
CHA_COLLIDEASTEROID,
CHA_HUDDRAW,
CHA_OBJECTRENDER,
CHA_SPLASHSCREEN,
CHA_GAMEINIT,
CHA_MISSIONSTART,
CHA_MISSIONEND,
CHA_MOUSEMOVED,
CHA_MOUSEPRESSED,
CHA_MOUSERELEASED,
CHA_KEYPRESSED,
CHA_KEYRELEASED,
CHA_ONSTATESTART,
CHA_ONSTATEEND,
CHA_ONWEAPONDELETE,
CHA_ONWPEQUIPPED,
CHA_ONWPFIRED,
CHA_ONWPSELECTED,
CHA_ONWPDESELECTED,
CHA_GAMEPLAYSTART,
CHA_ONTURRETFIRED,
CHA_PRIMARYFIRE,
CHA_SECONDARYFIRE,
CHA_ONSHIPARRIVE,
CHA_COLLIDEBEAM,
CHA_ONACTION,
CHA_ONACTIONSTOPPED,
CHA_MSGRECEIVED,
CHA_HUDMSGRECEIVED,
CHA_AFTERBURNSTART,
CHA_AFTERBURNEND,
CHA_BEAMFIRE,
CHA_SIMULATION,
CHA_LOADSCREEN,
CHA_CMISSIONACCEPT,
CHA_ONSHIPDEPART,
CHA_ONWEAPONCREATED,
CHA_ONWAYPOINTSDONE,
CHA_ONSUBSYSDEATH,
CHA_ONGOALSCLEARED,
CHA_ONBRIEFSTAGE,
CHA_LAST = CHA_ONBRIEFSTAGE,
};
// management stuff
void scripting_state_init();
void scripting_state_close();
void scripting_state_do_frame(float frametime);
int32_t scripting_string_to_action(const char* action);
ConditionalType scripting_string_to_condition(const char* condition);
struct script_condition
{
ConditionalType condition_type = CHC_NONE;
SCP_string condition_string;
};
struct script_action
{
int32_t action_type {CHA_NONE};
script_hook hook;
};
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);
};
enum class ElementType {
Unknown,
Library,
Class,
Function,
Operator,
Property,
};
struct HookVariableDocumentation {
const char* name = nullptr;
scripting::ade_type_info type;
const char* description = nullptr;
HookVariableDocumentation(const char* name_, scripting::ade_type_info type_, const char* description_);
};
struct DocumentationElement {
virtual ~DocumentationElement() = default;
ElementType type = ElementType::Unknown;
SCP_string name;
SCP_string shortName;
SCP_string description;
SCP_vector<std::unique_ptr<DocumentationElement>> children;
};
struct DocumentationElementClass : public DocumentationElement {
~DocumentationElementClass() override = default;
SCP_string superClass;
};
struct DocumentationElementProperty : public DocumentationElement {
~DocumentationElementProperty() override = default;
scripting::ade_type_info getterType;
SCP_string setterType;
SCP_string returnDocumentation;
};
struct DocumentationElementFunction : public DocumentationElement {
~DocumentationElementFunction() override = default;
scripting::ade_type_info returnType;
struct argument_list {
SCP_string simple;
SCP_vector<scripting::argument_def> arguments;
};
SCP_vector<argument_list> overloads;
SCP_string returnDocumentation;
};
struct DocumentationEnum {
SCP_string name;
int value;
};
struct DocumentationAction {
SCP_string name;
SCP_string description;
SCP_vector<HookVariableDocumentation> parameters;
bool overridable;
};
struct ScriptingDocumentation {
SCP_vector<SCP_string> conditions;
SCP_vector<HookVariableDocumentation> globalVariables;
SCP_vector<DocumentationAction> actions;
SCP_vector<std::unique_ptr<DocumentationElement>> elements;
SCP_vector<DocumentationEnum> enumerations;
};
//**********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;
SCP_vector<script_function> GameInitFunctions;
private:
void ParseChunkSub(script_function& out_func, const char* debug_str=NULL);
void SetLuaSession(struct lua_State *L);
void OutputLuaMeta(FILE *fp);
void OutputLuaDocumentation(ScriptingDocumentation& doc);
//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(const char* name);
void UnloadImages();
lua_State *GetLuaSession(){return LuaState;}
//***Init functions for langs
int CreateLuaState();
//***Get data
ScriptingDocumentation OutputDocumentation();
int OutputMeta(const char *filename);
//***Moves data
//void MoveData(script_state &in);
template<typename T>
void SetHookVar(const char *name, char format, T&& value);
void SetHookObject(const char *name, object *objp);
void SetHookObjects(int num, ...);
void RemHookVar(const char *name);
void RemHookVars(unsigned int num, ...);
//***Hook creation functions
template <typename T>
bool EvalStringWithReturn(const char* string, const char* format = nullptr, T* rtn = NULL,
const char* debug_str = nullptr);
bool EvalString(const char* string, const char* debug_str = nullptr);
void ParseChunk(script_hook *dest, const char* debug_str=NULL);
void ParseGlobalChunk(ConditionalActions hookType, const char* debug_str=nullptr);
bool ParseCondition(const char *filename="<Unknown>");
void AddConditionedHook(ConditionedHook hook);
void AddGameInitFunction(script_function func);
//***Hook running functions
template <typename T>
int RunBytecode(script_function& hd, char format = '\0', T* data = nullptr);
int RunBytecode(script_function& hd);
bool IsOverride(script_hook &hd);
int RunCondition(int condition, object* objp = nullptr, int more_data = 0);
bool IsConditionOverride(int action, object *objp=NULL);
void RunInitFunctions();
//*****Other functions
void EndFrame();
util::event<void, lua_State*> OnStateDestroy;
};
template<typename T>
void script_state::SetHookVar(const char *name, char format, T&& value)
{
if(format == '\0')
return;
if(LuaState != nullptr)
{
char fmt[2] = {format, '\0'};
//Get ScriptVar table
if(this->OpenHookVarTable())
{
int amt_ldx = lua_gettop(LuaState);
lua_pushstring(LuaState, name);
scripting::ade_set_args(LuaState, fmt, std::forward<T>(value));
//--------------------
//WMC - This was a separate function
//lua_set_arg(LuaState, format, data);
//WMC - switch to the scripting library
//lua_setglobal(LuaState, name);
lua_rawset(LuaState, amt_ldx);
//Close hook var table
this->CloseHookVarTable();
}
else
{
LuaError(LuaState, "Could not get HookVariable library to set hook variable '%s'", name);
}
}
}
template <typename T>
bool script_state::EvalStringWithReturn(const char* string, const char* format, T* rtn, const char* debug_str)
{
using namespace luacpp;
size_t string_size = strlen(string);
char lastchar = string[string_size - 1];
if (string[0] == '{') {
return false;
}
if (string[0] == '[' && lastchar != ']') {
return false;
}
size_t s_bufSize = string_size + 8;
std::string s;
s.reserve(s_bufSize);
if (string[0] != '[') {
if (rtn != nullptr) {
s = "return ";
}
s += string;
} else {
s.assign(string + 1, string + string_size);
}
SCP_string debug_name;
if (debug_str == nullptr) {
debug_name = "String: ";
debug_name += s;
} else {
debug_name = debug_str;
}
try {
auto function = LuaFunction::createFromCode(LuaState, s, debug_name);
function.setErrorFunction(LuaFunction::createFromCFunction(LuaState, scripting::ade_friendly_error));
try {
auto ret = function.call(LuaState);
if (rtn != nullptr && ret.size() >= 1) {
auto stack_start = lua_gettop(LuaState);
auto val = ret.front();
val.pushValue(LuaState);
scripting::internal::Ade_get_args_skip = stack_start;
scripting::internal::Ade_get_args_lfunction = true;
scripting::ade_get_args(LuaState, format, rtn);
scripting::internal::Ade_get_args_skip = 0;
scripting::internal::Ade_get_args_lfunction = false;
}
} catch (const LuaException&) {
return false;
}
} catch (const LuaException& e) {
LuaError(GetLuaSession(), "%s", e.what());
return false;
}
return true;
}
template <typename T>
int script_state::RunBytecode(script_function& hd, char format, T* data)
{
using namespace luacpp;
if (!hd.function.isValid()) {
return 1;
}
GR_DEBUG_SCOPE("Lua code");
try {
auto ret = hd.function.call(LuaState);
if (data != nullptr && ret.size() >= 1) {
auto stack_start = lua_gettop(LuaState);
auto val = ret.front();
val.pushValue(LuaState);
char fmt[2] = {format, '\0'};
scripting::internal::Ade_get_args_skip = stack_start;
scripting::internal::Ade_get_args_lfunction = true;
scripting::ade_get_args(LuaState, fmt, data);
scripting::internal::Ade_get_args_skip = 0;
scripting::internal::Ade_get_args_lfunction = false;
}
} catch (const LuaException&) {
return 0;
}
return 1;
}
//**********Script registration functions
void script_init();
//**********Script globals
extern class script_state Script_system;
extern bool Output_scripting_meta;
extern bool Output_scripting_json;
//*************************Conditional scripting*************************
#endif //_SCRIPTING_H