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-rw-r--r--engines/wintermute/base/scriptables/script_engine.cpp610
1 files changed, 610 insertions, 0 deletions
diff --git a/engines/wintermute/base/scriptables/script_engine.cpp b/engines/wintermute/base/scriptables/script_engine.cpp
new file mode 100644
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+++ b/engines/wintermute/base/scriptables/script_engine.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program 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 (at your option) any later version.
+
+ * This program 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 this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/base/scriptables/script_engine.h"
+#include "engines/wintermute/base/scriptables/script_value.h"
+#include "engines/wintermute/base/scriptables/script.h"
+#include "engines/wintermute/base/scriptables/script_stack.h"
+#include "engines/wintermute/base/scriptables/script_ext_math.h"
+#include "engines/wintermute/base/base_engine.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/base/sound/base_sound.h"
+#include "engines/wintermute/base/base_file_manager.h"
+#include "engines/wintermute/utils/utils.h"
+
+namespace Wintermute {
+
+IMPLEMENT_PERSISTENT(ScEngine, true)
+
+#define COMPILER_DLL "dcscomp.dll"
+//////////////////////////////////////////////////////////////////////////
+ScEngine::ScEngine(BaseGame *inGame) : BaseClass(inGame) {
+ _gameRef->LOG(0, "Initializing scripting engine...");
+
+ if (_compilerAvailable) {
+ _gameRef->LOG(0, " Script compiler bound successfuly");
+ } else {
+ _gameRef->LOG(0, " Script compiler is NOT available");
+ }
+
+ _globals = new ScValue(_gameRef);
+
+
+ // register 'Game' as global variable
+ if (!_globals->propExists("Game")) {
+ ScValue val(_gameRef);
+ val.setNative(_gameRef, true);
+ _globals->setProp("Game", &val);
+ }
+
+ // register 'Math' as global variable
+ if (!_globals->propExists("Math")) {
+ ScValue val(_gameRef);
+ val.setNative(_gameRef->_mathClass, true);
+ _globals->setProp("Math", &val);
+ }
+
+ // prepare script cache
+ for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
+ _cachedScripts[i] = NULL;
+ }
+
+ _currentScript = NULL;
+
+ _isProfiling = false;
+ _profilingStartTime = 0;
+
+ //EnableProfiling();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScEngine::~ScEngine() {
+ _gameRef->LOG(0, "Shutting down scripting engine");
+
+ disableProfiling();
+
+ cleanup();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::cleanup() {
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (!_scripts[i]->_thread && _scripts[i]->_owner) {
+ _scripts[i]->_owner->removeScript(_scripts[i]);
+ }
+ delete _scripts[i];
+ _scripts.remove_at(i);
+ i--;
+ }
+
+ _scripts.clear();
+
+ delete _globals;
+ _globals = NULL;
+
+ emptyScriptCache();
+
+ _currentScript = NULL; // ref only
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+byte *ScEngine::loadFile(void *data, char *filename, uint32 *size) {
+ return BaseFileManager::getEngineInstance()->readWholeFile(filename, size);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::closeFile(void *data, byte *buffer) {
+ delete[] buffer;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::parseElement(void *data, int line, int type, void *elementData) {
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScScript *ScEngine::runScript(const char *filename, BaseScriptHolder *owner) {
+ byte *compBuffer;
+ uint32 compSize;
+
+ // get script from cache
+ compBuffer = getCompiledScript(filename, &compSize);
+ if (!compBuffer) {
+ return NULL;
+ }
+
+ // add new script
+ ScScript *script = new ScScript(_gameRef, this);
+ bool ret = script->create(filename, compBuffer, compSize, owner);
+ if (DID_FAIL(ret)) {
+ _gameRef->LOG(ret, "Error running script '%s'...", filename);
+ delete script;
+ return NULL;
+ } else {
+ // publish the "self" pseudo-variable
+ ScValue val(_gameRef);
+ if (owner) {
+ val.setNative(owner, true);
+ } else {
+ val.setNULL();
+ }
+
+ script->_globals->setProp("self", &val);
+ script->_globals->setProp("this", &val);
+
+ _scripts.add(script);
+
+ return script;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+byte *ScEngine::getCompiledScript(const char *filename, uint32 *outSize, bool ignoreCache) {
+ // is script in cache?
+ if (!ignoreCache) {
+ for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
+ if (_cachedScripts[i] && scumm_stricmp(_cachedScripts[i]->_filename.c_str(), filename) == 0) {
+ _cachedScripts[i]->_timestamp = g_system->getMillis();
+ *outSize = _cachedScripts[i]->_size;
+ return _cachedScripts[i]->_buffer;
+ }
+ }
+ }
+
+ // nope, load it
+ byte *compBuffer;
+ uint32 compSize;
+
+ uint32 size;
+
+ byte *buffer = BaseEngine::instance().getFileManager()->readWholeFile(filename, &size);
+ if (!buffer) {
+ _gameRef->LOG(0, "ScEngine::GetCompiledScript - error opening script '%s'", filename);
+ return NULL;
+ }
+
+ // needs to be compiled?
+ if (FROM_LE_32(*(uint32 *)buffer) == SCRIPT_MAGIC) {
+ compBuffer = buffer;
+ compSize = size;
+ } else {
+ if (!_compilerAvailable) {
+ _gameRef->LOG(0, "ScEngine::GetCompiledScript - script '%s' needs to be compiled but compiler is not available", filename);
+ delete[] buffer;
+ return NULL;
+ }
+ // This code will never be called, since _compilerAvailable is const false.
+ // It's only here in the event someone would want to reinclude the compiler.
+ error("Script needs compilation, ScummVM does not contain a WME compiler");
+ }
+
+ byte *ret = NULL;
+
+ // add script to cache
+ CScCachedScript *cachedScript = new CScCachedScript(filename, compBuffer, compSize);
+ if (cachedScript) {
+ int index = 0;
+ uint32 minTime = g_system->getMillis();
+ for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
+ if (_cachedScripts[i] == NULL) {
+ index = i;
+ break;
+ } else if (_cachedScripts[i]->_timestamp <= minTime) {
+ minTime = _cachedScripts[i]->_timestamp;
+ index = i;
+ }
+ }
+
+ if (_cachedScripts[index] != NULL) {
+ delete _cachedScripts[index];
+ }
+ _cachedScripts[index] = cachedScript;
+
+ ret = cachedScript->_buffer;
+ *outSize = cachedScript->_size;
+ }
+
+
+ // cleanup
+ delete[] buffer;
+
+ return ret;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::tick() {
+ if (_scripts.size() == 0) {
+ return STATUS_OK;
+ }
+
+
+ // resolve waiting scripts
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+
+ switch (_scripts[i]->_state) {
+ case SCRIPT_WAITING: {
+ /*
+ bool obj_found=false;
+ for(int j=0; j<_gameRef->_regObjects.size(); j++)
+ {
+ if (_gameRef->_regObjects[j] == _scripts[i]->_waitObject)
+ {
+ if (_gameRef->_regObjects[j]->IsReady()) _scripts[i]->Run();
+ obj_found = true;
+ break;
+ }
+ }
+ if (!obj_found) _scripts[i]->finish(); // _waitObject no longer exists
+ */
+ if (_gameRef->validObject(_scripts[i]->_waitObject)) {
+ if (_scripts[i]->_waitObject->isReady()) {
+ _scripts[i]->run();
+ }
+ } else {
+ _scripts[i]->finish();
+ }
+ break;
+ }
+
+ case SCRIPT_SLEEPING: {
+ if (_scripts[i]->_waitFrozen) {
+ if (_scripts[i]->_waitTime <= g_system->getMillis()) {
+ _scripts[i]->run();
+ }
+ } else {
+ if (_scripts[i]->_waitTime <= _gameRef->_timer) {
+ _scripts[i]->run();
+ }
+ }
+ break;
+ }
+
+ case SCRIPT_WAITING_SCRIPT: {
+ if (!isValidScript(_scripts[i]->_waitScript) || _scripts[i]->_waitScript->_state == SCRIPT_ERROR) {
+ // fake return value
+ _scripts[i]->_stack->pushNULL();
+ _scripts[i]->_waitScript = NULL;
+ _scripts[i]->run();
+ } else {
+ if (_scripts[i]->_waitScript->_state == SCRIPT_THREAD_FINISHED) {
+ // copy return value
+ _scripts[i]->_stack->push(_scripts[i]->_waitScript->_stack->pop());
+ _scripts[i]->run();
+ _scripts[i]->_waitScript->finish();
+ _scripts[i]->_waitScript = NULL;
+ }
+ }
+ break;
+ }
+ default:
+ break;
+ } // switch
+ } // for each script
+
+
+ // execute scripts
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+
+ // skip paused scripts
+ if (_scripts[i]->_state == SCRIPT_PAUSED) {
+ continue;
+ }
+
+ // time sliced script
+ if (_scripts[i]->_timeSlice > 0) {
+ uint32 startTime = g_system->getMillis();
+ while (_scripts[i]->_state == SCRIPT_RUNNING && g_system->getMillis() - startTime < _scripts[i]->_timeSlice) {
+ _currentScript = _scripts[i];
+ _scripts[i]->executeInstruction();
+ }
+ if (_isProfiling && _scripts[i]->_filename) {
+ addScriptTime(_scripts[i]->_filename, g_system->getMillis() - startTime);
+ }
+ }
+
+ // normal script
+ else {
+ uint32 startTime = 0;
+ bool isProfiling = _isProfiling;
+ if (isProfiling) {
+ startTime = g_system->getMillis();
+ }
+
+ while (_scripts[i]->_state == SCRIPT_RUNNING) {
+ _currentScript = _scripts[i];
+ _scripts[i]->executeInstruction();
+ }
+ if (isProfiling && _scripts[i]->_filename) {
+ addScriptTime(_scripts[i]->_filename, g_system->getMillis() - startTime);
+ }
+ }
+ _currentScript = NULL;
+ }
+
+ removeFinishedScripts();
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::tickUnbreakable() {
+ // execute unbreakable scripts
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (!_scripts[i]->_unbreakable) {
+ continue;
+ }
+
+ while (_scripts[i]->_state == SCRIPT_RUNNING) {
+ _currentScript = _scripts[i];
+ _scripts[i]->executeInstruction();
+ }
+ _scripts[i]->finish();
+ _currentScript = NULL;
+ }
+ removeFinishedScripts();
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::removeFinishedScripts() {
+ // remove finished scripts
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i]->_state == SCRIPT_FINISHED || _scripts[i]->_state == SCRIPT_ERROR) {
+ if (!_scripts[i]->_thread && _scripts[i]->_owner) {
+ _scripts[i]->_owner->removeScript(_scripts[i]);
+ }
+
+ delete _scripts[i];
+ _scripts.remove_at(i);
+ i--;
+ }
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int ScEngine::getNumScripts(int *running, int *waiting, int *persistent) {
+ int numRunning = 0, numWaiting = 0, numPersistent = 0, numTotal = 0;
+
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i]->_state == SCRIPT_FINISHED) {
+ continue;
+ }
+ switch (_scripts[i]->_state) {
+ case SCRIPT_RUNNING:
+ case SCRIPT_SLEEPING:
+ case SCRIPT_PAUSED:
+ numRunning++;
+ break;
+ case SCRIPT_WAITING:
+ numWaiting++;
+ break;
+ case SCRIPT_PERSISTENT:
+ numPersistent++;
+ break;
+ default:
+ warning("ScEngine::GetNumScripts - unhandled enum");
+ break;
+ }
+ numTotal++;
+ }
+ if (running) {
+ *running = numRunning;
+ }
+ if (waiting) {
+ *waiting = numWaiting;
+ }
+ if (persistent) {
+ *persistent = numPersistent;
+ }
+
+ return numTotal;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::emptyScriptCache() {
+ for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
+ if (_cachedScripts[i]) {
+ delete _cachedScripts[i];
+ _cachedScripts[i] = NULL;
+ }
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::resetObject(BaseObject *Object) {
+ // terminate all scripts waiting for this object
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i]->_state == SCRIPT_WAITING && _scripts[i]->_waitObject == Object) {
+ if (!_gameRef->_compatKillMethodThreads) {
+ resetScript(_scripts[i]);
+ }
+
+ bool isThread = _scripts[i]->_methodThread || _scripts[i]->_thread;
+ _scripts[i]->finish(!isThread); // 1.9b1 - top-level script kills its threads as well
+ }
+ }
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::resetScript(ScScript *script) {
+ // terminate all scripts waiting for this script
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i]->_state == SCRIPT_WAITING_SCRIPT && _scripts[i]->_waitScript == script) {
+ _scripts[i]->finish();
+ }
+ }
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::persist(BasePersistenceManager *persistMgr) {
+ if (!persistMgr->getIsSaving()) {
+ cleanup();
+ }
+
+ persistMgr->transfer(TMEMBER(_gameRef));
+ persistMgr->transfer(TMEMBER(_currentScript));
+ persistMgr->transfer(TMEMBER(_globals));
+ _scripts.persist(persistMgr);
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::editorCleanup() {
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i]->_owner == NULL && (_scripts[i]->_state == SCRIPT_FINISHED || _scripts[i]->_state == SCRIPT_ERROR)) {
+ delete _scripts[i];
+ _scripts.remove_at(i);
+ i--;
+ }
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::pauseAll() {
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i] != _currentScript) {
+ _scripts[i]->pause();
+ }
+ }
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::resumeAll() {
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ _scripts[i]->resume();
+ }
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::isValidScript(ScScript *script) {
+ for (uint32 i = 0; i < _scripts.size(); i++) {
+ if (_scripts[i] == script) {
+ return true;
+ }
+ }
+ return false;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScEngine::clearGlobals(bool includingNatives) {
+ _globals->CleanProps(includingNatives);
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::addScriptTime(const char *filename, uint32 time) {
+ if (!_isProfiling) {
+ return;
+ }
+
+ AnsiString fileName = filename;
+ fileName.toLowercase();
+ _scriptTimes[fileName] += time;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::enableProfiling() {
+ if (_isProfiling) {
+ return;
+ }
+
+ // destroy old data, if any
+ _scriptTimes.clear();
+
+ _profilingStartTime = g_system->getMillis();
+ _isProfiling = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::disableProfiling() {
+ if (!_isProfiling) {
+ return;
+ }
+
+ dumpStats();
+ _isProfiling = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScEngine::dumpStats() {
+ error("DumpStats not ported to ScummVM yet");
+ /* uint32 totalTime = g_system->getMillis() - _profilingStartTime;
+
+ typedef std::vector <std::pair<uint32, std::string> > TimeVector;
+ TimeVector times;
+
+ ScriptTimes::iterator it;
+ for (it = _scriptTimes.begin(); it != _scriptTimes.end(); ++it) {
+ times.push_back(std::pair<uint32, std::string> (it->_value, it->_key));
+ }
+ std::sort(times.begin(), times.end());
+
+
+ TimeVector::reverse_iterator tit;
+
+ _gameRef->LOG(0, "***** Script profiling information: *****");
+ _gameRef->LOG(0, " %-40s %fs", "Total execution time", (float)totalTime / 1000);
+
+ for (tit = times.rbegin(); tit != times.rend(); ++tit) {
+ _gameRef->LOG(0, " %-40s %fs (%f%%)", tit->second.c_str(), (float)tit->first / 1000, (float)tit->first / (float)totalTime * 100);
+ }*/
+}
+
+} // end of namespace Wintermute