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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
*/
#ifndef WINTERMUTE_SCENGINE_H
#define WINTERMUTE_SCENGINE_H
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/base/base.h"
namespace Wintermute {
#define MAX_CACHED_SCRIPTS 20
class ScScript;
class ScValue;
class BaseObject;
class BaseScriptHolder;
class ScEngine : public BaseClass {
public:
class CScCachedScript {
public:
CScCachedScript(const char *filename, byte *buffer, uint32 size) {
_timestamp = g_system->getMillis();
_buffer = new byte[size];
if (_buffer) {
memcpy(_buffer, buffer, size);
}
_size = size;
_filename = filename;
};
~CScCachedScript() {
if (_buffer) {
delete[] _buffer;
}
};
uint32 _timestamp;
byte *_buffer;
uint32 _size;
Common::String _filename;
};
public:
bool clearGlobals(bool includingNatives = false);
bool tickUnbreakable();
bool removeFinishedScripts();
bool isValidScript(ScScript *script);
ScScript *_currentScript;
bool resumeAll();
bool pauseAll();
void editorCleanup();
bool resetObject(BaseObject *Object);
bool resetScript(ScScript *script);
bool emptyScriptCache();
byte *getCompiledScript(const char *filename, uint32 *outSize, bool ignoreCache = false);
DECLARE_PERSISTENT(ScEngine, BaseClass)
bool cleanup();
int getNumScripts(int *running = nullptr, int *waiting = nullptr, int *persistent = nullptr);
bool tick();
ScValue *_globals;
ScScript *runScript(const char *filename, BaseScriptHolder *owner = nullptr);
static const bool _compilerAvailable = false;
ScEngine(BaseGame *inGame);
virtual ~ScEngine();
static byte *loadFile(void *data, char *filename, uint32 *size);
static void closeFile(void *data, byte *buffer);
static void parseElement(void *data, int line, int type, void *elementData);
BaseArray<ScScript *> _scripts;
void enableProfiling();
void disableProfiling();
bool getIsProfiling() {
return _isProfiling;
}
void addScriptTime(const char *filename, uint32 Time);
void dumpStats();
private:
CScCachedScript *_cachedScripts[MAX_CACHED_SCRIPTS];
bool _isProfiling;
uint32 _profilingStartTime;
typedef Common::HashMap<Common::String, uint32> ScriptTimes;
ScriptTimes _scriptTimes;
};
} // End of namespace Wintermute
#endif
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