forked from 0ad/0ad
IGUIObject: Cache the JSObject*, to prevent some frequent allocation while running GUI scripts. JSInterface_IGUIObject: Fixed garbage collection issues. JSInterface_IGUIObject, ScriptGlue: Changed to the JS_THREADSAFE form of JS_GetClass. Util: Avoid startup warnings on Linux caused by using unimplemented cpu_* functions that aren't needed for anything important yet. sysdep/unix: Changed to native line endings. This was SVN commit r5154.
1619 lines
46 KiB
C++
1619 lines
46 KiB
C++
// This module defines the table of all functions callable from JS.
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// it's required by the interpreter; we make use of the opportunity to
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// document them all in one spot. we thus obviate having to dig through
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// all the other headers. most of the functions are implemented here;
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// as for the rest, we only link to their docs (duplication is bad).
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#include "precompiled.h"
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#include "ScriptGlue.h"
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#include "JSConversions.h"
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#include "GameEvents.h"
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#include "graphics/GameView.h"
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#include "graphics/LightEnv.h"
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#include "graphics/MapWriter.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "graphics/scripting/JSInterface_Camera.h"
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#include "graphics/scripting/JSInterface_LightEnv.h"
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#include "gui/CGUI.h"
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#include "lib/timer.h"
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#include "maths/scripting/JSInterface_Vector3D.h"
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#include "network/Client.h"
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#include "network/Server.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/Hotkey.h"
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#include "ps/Interact.h"
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#include "ps/ProfileViewer.h"
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#include "ps/i18n.h"
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#include "ps/scripting/JSCollection.h"
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#include "ps/scripting/JSInterface_Console.h"
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#include "ps/scripting/JSInterface_Selection.h"
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#include "ps/scripting/JSInterface_VFS.h"
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#include "renderer/Renderer.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityFormation.h"
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#include "simulation/EntityHandles.h"
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#include "simulation/EntityManager.h"
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#include "simulation/EntityTemplate.h"
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#include "simulation/EntityTemplateCollection.h"
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#include "simulation/FormationManager.h"
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#include "simulation/LOSManager.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Simulation.h"
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#include "simulation/TechnologyCollection.h"
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#include "simulation/TriggerManager.h"
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#ifndef NO_GUI
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# include "gui/scripting/JSInterface_IGUIObject.h"
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#endif
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extern bool g_TerrainModified;
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// rationale: the function table is now at the end of the source file to
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// avoid the need for forward declarations for every function.
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// all normal function wrappers have the following signature:
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// JSBool func(JSContext* cx, JSObject* globalObject, uint argc, jsval* argv, jsval* rval);
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// all property accessors have the following signature:
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// JSBool accessor(JSContext* cx, JSObject* globalObject, jsval id, jsval* vp);
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//-----------------------------------------------------------------------------
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// Output
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//-----------------------------------------------------------------------------
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// Write values to the log file.
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// params: any number of any type.
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// returns:
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// notes:
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// - Each argument is converted to a string and then written to the log.
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// - Output is in NORMAL style (see LOG).
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JSBool WriteLog(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
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{
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JSU_REQUIRE_PARAMS(1);
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CStr logMessage;
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for (int i = 0; i < (int)argc; i++)
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{
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try
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{
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CStr arg = g_ScriptingHost.ValueToString( argv[i] );
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logMessage += arg;
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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// Do nothing.
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}
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}
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// We should perhaps unicodify (?) the logger at some point.
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LOG( NORMAL, "script", logMessage );
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*rval = JSVAL_TRUE;
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return JS_TRUE;
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}
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//-----------------------------------------------------------------------------
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// Entity
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//-----------------------------------------------------------------------------
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// Retrieve the entity currently occupying the specified handle.
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// params: handle [int]
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// returns: entity
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JSBool GetEntityByUnitID( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(1);
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*rval = JSVAL_NULL;
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int uid;
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try
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{
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uid = ToPrimitive<int>( argv[0] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid parameter" );
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return( JS_TRUE );
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}
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CUnit* unit = g_Game->GetWorld()->GetUnitManager().FindByID( uid );
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if( !unit || !unit->GetEntity() )
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{
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*rval = JSVAL_NULL;
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return( JS_TRUE );
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}
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*rval = OBJECT_TO_JSVAL( unit->GetEntity()->GetScript() );
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return( JS_TRUE );
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}
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// Look up an EntityTemplate by name.
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// params: template name [wstring]
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// returns: entity template object
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JSBool GetEntityTemplate( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAM_RANGE(1, 2);
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*rval = JSVAL_NULL;
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CStrW templateName;
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CPlayer* player = 0;
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try
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{
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templateName = g_ScriptingHost.ValueToUCString( argv[0] );
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if( argc == 2 )
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{
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player = ToNative<CPlayer>( argv[1] );
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}
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid template identifier" );
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return( JS_TRUE );
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}
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CEntityTemplate* v = g_EntityTemplateCollection.GetTemplate( templateName, player );
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if( !v )
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{
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JS_ReportError( cx, "No such template: %s", CStr(templateName).c_str() );
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return( JS_TRUE );
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}
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*rval = OBJECT_TO_JSVAL( v->GetScript() );
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return( JS_TRUE );
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}
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JSBool GetPlayerUnitCount( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(2);
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int unitCount, playerNum = ToPrimitive<int>( argv[0] );
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CStrW unitName = ToPrimitive<CStrW>( argv[1] );
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unitCount = g_EntityManager.GetPlayerUnitCount((size_t)playerNum, unitName);
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*rval = ToJSVal( unitCount );
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return JS_TRUE;
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}
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//Used to create net messages for formations--msgList.front() is the original message. see IssueCommand
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void CreateFormationMessage( std::vector<CNetMessage*>& msgList, CNetMessage* msg, CEntityList& formation )
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{
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CNetMessage* retMsg;
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const int type = msg->GetType();
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if ( type == NMT_Goto )
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{
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//formationEnt->GetFormation()->BaseToMovement();
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CGoto* tmp = static_cast<CGoto*>(msg);
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retMsg = CNetMessage::CreatePositionMessage( formation, NMT_FormationGoto,
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CVector2D(tmp->m_TargetX, tmp->m_TargetY) );
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}
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else if( type == NMT_Run )
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{
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CGoto* tmp = static_cast<CGoto*>(msg);
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retMsg = CNetMessage::CreatePositionMessage( formation, NMT_FormationGoto,
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CVector2D(tmp->m_TargetX, tmp->m_TargetY) );
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}
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else if ( type == NMT_Generic )
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{
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CGeneric* tmp = static_cast<CGeneric*>(msg);
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retMsg = CNetMessage::CreateEntityIntMessage(formation, NMT_FormationGeneric,
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tmp->m_Target, tmp->m_Action);
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}
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else
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return;
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msgList.push_back(retMsg);
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}
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// Issue a command (network message) to an entity or collection.
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// params: either an entity- or entity collection object, message ID [int],
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// any further params needed by CNetMessage::CommandFromJSArgs
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// returns: command in serialized form [string]
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JSBool IssueCommand( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
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{
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// at least one for target object, one for isQueued, and then 1 or more for the CommandFromJSArgs
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JSU_REQUIRE_MIN_PARAMS(3);
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JSU_ASSERT(JSVAL_IS_OBJECT(argv[0]), "Argument 0 must be an entity collection.");
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*rval = JSVAL_NULL;
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CEntityList entities, msgEntities;
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if (JS_GetClass(cx, JSVAL_TO_OBJECT(argv[0])) == &CEntity::JSI_class)
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entities.push_back( (ToNative<CEntity>(argv[0])) ->me);
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else
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entities = *EntityCollection::RetrieveSet(cx, JSVAL_TO_OBJECT(argv[0]));
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std::map<int, CEntityList> entityStore;
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bool isQueued = ToPrimitive<bool>(argv[1]);
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//Destroy old notifiers if we're explicitly being reassigned
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for ( size_t i=0; i < entities.size(); i++)
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{
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if ( entities[i]->entf_get(ENTF_DESTROY_NOTIFIERS))
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entities[i]->DestroyAllNotifiers();
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}
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std::vector<CNetMessage*> messages;
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//Generate messages for formations
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for (size_t i=0; i < entities.size(); i++ )
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{
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if ( entities[i]->m_formation >= 0)
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{
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CEntityFormation* formation = entities[i]->GetFormation();
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bool duplicate = formation->IsDuplication();
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if ( formation->IsLocked() && !duplicate)
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{
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formation->SelectAllUnits();
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entityStore[entities[i]->m_formation] = formation->GetEntityList();
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formation->SetDuplication(true);
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}
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}
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else
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msgEntities.push_back( entities[i] );
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}
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CNetMessage* msg = CNetMessage::CommandFromJSArgs(msgEntities, cx, argc-2, argv+2, isQueued);
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if (!msg)
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{
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delete msg;
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return JS_TRUE;
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}
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messages.push_back(msg);
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for ( std::map<int, CEntityList>::iterator it=entityStore.begin(); it!=entityStore.end(); it++)
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CreateFormationMessage(messages, msg, it->second);
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for ( std::vector<CNetMessage*>::iterator it=messages.begin(); it != messages.end(); it++ )
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{
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g_Console->InsertMessage(L"IssueCommand: %hs", (*it)->GetString().c_str());
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*rval = g_ScriptingHost.UCStringToValue((*it)->GetString());
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g_Game->GetSimulation()->QueueLocalCommand(*it);
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}
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return JS_TRUE;
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}
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// Get the state of a given hotkey (from the hotkeys file)
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JSBool isOrderQueued( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_NO_PARAMS();
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*rval = ToJSVal(hotkeys[HOTKEY_ORDER_QUEUE]);
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return JS_TRUE;
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}
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//-----------------------------------------------------------------------------
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// formations
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//-----------------------------------------------------------------------------
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JSBool CreateEntityFormation( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(2);
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CEntityList entities = *EntityCollection::RetrieveSet(cx, JSVAL_TO_OBJECT(argv[0]));
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CStrW name = ToPrimitive<CStrW>( argv[1] );
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g_FormationManager.CreateFormation( entities, name );
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*rval = JSVAL_VOID;
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return JS_TRUE;
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}
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JSBool RemoveFromFormation( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(1);
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CEntityList entities;
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if (JS_GetClass(cx, JSVAL_TO_OBJECT(argv[0])) == &CEntity::JSI_class)
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entities.push_back( (ToNative<CEntity>(argv[0])) ->me);
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else
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entities = *EntityCollection::RetrieveSet(cx, JSVAL_TO_OBJECT(argv[0]));
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*rval = g_FormationManager.RemoveUnitList(entities) ? JS_TRUE : JS_FALSE;
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return JS_TRUE;
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}
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JSBool LockEntityFormation( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(1);
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CEntity* entity = ToNative<CEntity>( argv[0] );
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entity->GetFormation()->SetLock( ToPrimitive<bool>( argv[1] ) );
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*rval = JSVAL_VOID;
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return JS_TRUE;
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}
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JSBool IsFormationLocked( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(1);
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CEntity* entity = ToNative<CEntity>( argv[0] );
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*rval = entity->GetFormation()->IsLocked() ? JS_TRUE : JS_FALSE;
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return JS_TRUE;
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}
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//-----------------------------------------------------------------------------
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// Techs
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//-----------------------------------------------------------------------------
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JSBool GetTechnology( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(2);
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CStrW name;
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CPlayer* player;
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try
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{
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name = g_ScriptingHost.ValueToUCString( argv[0] );
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player = ToNative<CPlayer>( argv[1] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid parameters for GetTechnology (expected name and player)" );
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return( JS_TRUE );
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}
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*rval = JSVAL_NULL;
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CTechnology* tech = g_TechnologyCollection.GetTechnology( name, player );
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if ( tech )
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*rval = ToJSVal( tech );
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else
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g_Console->InsertMessage( L"Warning: Invalid tech template name \"%ls\" passed for GetTechnology()", name.c_str() );
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return JS_TRUE;
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}
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//-----------------------------------------------------------------------------
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// Events
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//-----------------------------------------------------------------------------
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// Register a global handler for the specified DOM event.
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// params: event type name [wstring], handler [fragment or function]
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// returns: whether it was actually newly registered [bool]
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JSBool AddGlobalHandler( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(2);
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*rval = BOOLEAN_TO_JSVAL( g_JSGameEvents.AddHandlerJS( cx, argc, argv ) );
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return( JS_TRUE );
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}
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// Remove a previously registered global handler for the specified DOM event.
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// params: event type name [wstring], handler [fragment or function]
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// returns: whether it was successfully removed [bool]
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JSBool RemoveGlobalHandler( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAMS(2);
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*rval = BOOLEAN_TO_JSVAL( g_JSGameEvents.RemoveHandlerJS( cx, argc, argv ) );
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return( JS_TRUE );
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}
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//-----------------------------------------------------------------------------
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// Timer
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//-----------------------------------------------------------------------------
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// Request a callback be executed after the specified delay.
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// params: callback [fragment or function], delay in milliseconds [int]
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// returns:
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// notes:
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// - Scripts and functions registered this way are called on the first
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// simulation frame after the specified period has elapsed. If this causes
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// multiple segments of code to be executed in the same frame,
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// relative timing is maintained. Delays of 0 milliseconds cause code to be
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// executed on the following simulation frame. If more than one script or
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// function is scheduled to execute in the same millisecond, the order of
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// execution is undefined. Code is scheduled in simulation time, and is
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// therefore suspended while the game is paused or frozen. Granularity of
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// timing is also limited to 1/(Simulation frame rate); currently 100ms.
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// The called function or script executes in the same scope as the
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// code that called SetTimeout (amongst other things, the
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// 'this' reference is usually maintained)
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JSBool SetTimeout( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAM_RANGE(2, 3);
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size_t delay;
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try
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{
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delay = ToPrimitive<int>( argv[1] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid timer parameters" );
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return( JS_TRUE );
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}
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JSObject* scope;
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if( argc == 3 )
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{
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if( !JSVAL_IS_OBJECT( argv[2] ) )
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{
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JS_ReportError( cx, "Invalid timer parameters" );
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return( JS_TRUE );
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}
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scope = JSVAL_TO_OBJECT( argv[2] );
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}
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else
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{
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scope = JS_GetScopeChain( cx );
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}
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switch( JS_TypeOfValue( cx, argv[0] ) )
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{
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case JSTYPE_STRING:
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{
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CStrW fragment = g_ScriptingHost.ValueToUCString( argv[0] );
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int id = g_Scheduler.PushTime( delay, fragment, scope );
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*rval = INT_TO_JSVAL( id );
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return( JS_TRUE );
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}
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case JSTYPE_FUNCTION:
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{
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JSFunction* fn = JS_ValueToFunction( cx, argv[0] );
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int id = g_Scheduler.PushTime( delay, fn, scope );
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*rval = INT_TO_JSVAL( id );
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return( JS_TRUE );
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}
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default:
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JS_ReportError( cx, "Invalid timer script" );
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return( JS_TRUE );
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}
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}
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// Request a callback be executed periodically.
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// params: callback [fragment or function], initial delay in ms [int], period in ms [int]
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|
// OR callback [fragment or function], period in ms [int] (initial delay = period)
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// returns:
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// notes:
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// - SetTimeout's notes apply here as well.
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JSBool SetInterval( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
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{
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JSU_REQUIRE_PARAM_RANGE(2, 3);
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size_t first, interval;
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try
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{
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first = ToPrimitive<int>( argv[1] );
|
|
if( argc == 3 )
|
|
{
|
|
// toDo, first, interval
|
|
interval = ToPrimitive<int>( argv[2] );
|
|
}
|
|
else
|
|
{
|
|
// toDo, interval (first = interval)
|
|
interval = first;
|
|
}
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
JS_ReportError( cx, "Invalid timer parameters" );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
switch( JS_TypeOfValue( cx, argv[0] ) )
|
|
{
|
|
case JSTYPE_STRING:
|
|
{
|
|
CStrW fragment = g_ScriptingHost.ValueToUCString( argv[0] );
|
|
int id = g_Scheduler.PushInterval( first, interval, fragment, JS_GetScopeChain( cx ) );
|
|
*rval = INT_TO_JSVAL( id );
|
|
return( JS_TRUE );
|
|
}
|
|
case JSTYPE_FUNCTION:
|
|
{
|
|
JSFunction* fn = JS_ValueToFunction( cx, argv[0] );
|
|
int id = g_Scheduler.PushInterval( first, interval, fn, JS_GetScopeChain( cx ) );
|
|
*rval = INT_TO_JSVAL( id );
|
|
return( JS_TRUE );
|
|
}
|
|
default:
|
|
JS_ReportError( cx, "Invalid timer script" );
|
|
return( JS_TRUE );
|
|
}
|
|
}
|
|
|
|
// Cause all periodic functions registered via SetInterval to
|
|
// no longer be called.
|
|
// params:
|
|
// returns:
|
|
// notes:
|
|
// - Execution continues until the end of the triggered function or
|
|
// script fragment, but is not triggered again.
|
|
JSBool CancelInterval( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
g_Scheduler.m_abortInterval = true;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Cause the scheduled task (timeout or interval) with the given ID to
|
|
// no longer be called.
|
|
// params:
|
|
// returns:
|
|
// notes:
|
|
// - Execution continues until the end of the triggered function or
|
|
// script fragment, but is not triggered again.
|
|
JSBool CancelTimer( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
|
|
try
|
|
{
|
|
int id = ToPrimitive<int>( argv[0] );
|
|
g_Scheduler.CancelTask( id );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
JS_ReportError( cx, "Invalid ID parameter" );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
//Set the simulation rate scalar-time becomes time * SimRate.
|
|
//Params: rate [float] : sets SimRate
|
|
JSBool SetSimRate(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
|
|
g_Game->SetSimRate( ToPrimitive<float>(argv[0]) );
|
|
return JS_TRUE;
|
|
}
|
|
|
|
//Generate a random float in [0, 1) using the simulation's random generator
|
|
JSBool SimRand(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
*rval = ToJSVal( g_Game->GetSimulation()->RandFloat() );
|
|
return JS_TRUE;
|
|
}
|
|
|
|
//Generate a random float int between 0 and the given number - 1 using the simulation's RNG
|
|
JSBool SimRandInt(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
JSU_ASSERT(JSVAL_IS_INT(argv[0]), "SimRandInt(): first parameter must be an int");
|
|
|
|
*rval = ToJSVal( g_Game->GetSimulation()->RandInt(ToPrimitive<int>(argv[0])) );
|
|
return JS_TRUE;
|
|
}
|
|
|
|
// Script profiling functions: Begin timing a piece of code with StartJsTimer(num)
|
|
// and stop timing with StopJsTimer(num). The results will be printed to stdout
|
|
// when the game exits.
|
|
|
|
static const uint MAX_JS_TIMERS = 20;
|
|
static Timer js_timer;
|
|
static TimerUnit js_start_times[MAX_JS_TIMERS];
|
|
static TimerUnit js_timer_overhead;
|
|
static TimerClient js_timer_clients[MAX_JS_TIMERS];
|
|
static char js_timer_descriptions_buf[MAX_JS_TIMERS * 12]; // depends on MAX_JS_TIMERS and format string below
|
|
|
|
static void InitJsTimers()
|
|
{
|
|
char* pos = js_timer_descriptions_buf;
|
|
for(uint i = 0; i < MAX_JS_TIMERS; i++)
|
|
{
|
|
const char* description = pos;
|
|
pos += sprintf(pos, "js_timer %d", i)+1;
|
|
timer_add_client(&js_timer_clients[i], description);
|
|
}
|
|
|
|
// call several times to get a good approximation of 'hot' performance.
|
|
// note: don't use a separate timer slot to warm up and then judge
|
|
// overhead from another: that causes worse results (probably some
|
|
// caching effects inside JS, but I don't entirely understand why).
|
|
static const char* calibration_script =
|
|
"startXTimer(0);\n"
|
|
"stopXTimer (0);\n"
|
|
"startXTimer(0);\n"
|
|
"stopXTimer (0);\n"
|
|
"startXTimer(0);\n"
|
|
"stopXTimer (0);\n"
|
|
"startXTimer(0);\n"
|
|
"stopXTimer (0);\n"
|
|
"\n";
|
|
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
|
|
js_timer_overhead = js_timer_clients[0].sum/4;
|
|
}
|
|
|
|
JSBool StartJsTimer(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
ONCE(InitJsTimers());
|
|
|
|
JSU_REQUIRE_PARAMS(1);
|
|
uint slot = ToPrimitive<uint>(argv[0]);
|
|
if (slot >= MAX_JS_TIMERS)
|
|
return JS_FALSE;
|
|
|
|
debug_assert(js_start_times[slot] == 0);
|
|
js_start_times[slot] = js_timer.get_timestamp();
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
JSBool StopJsTimer(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
uint slot = ToPrimitive<uint>(argv[0]);
|
|
if (slot >= MAX_JS_TIMERS)
|
|
return JS_FALSE;
|
|
|
|
debug_assert(js_start_times[slot] != 0);
|
|
TimerUnit dt = js_timer.get_timestamp() - js_start_times[slot] - js_timer_overhead;
|
|
js_start_times[slot] = 0;
|
|
timer_bill_client(&js_timer_clients[slot], dt);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game Setup
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Create a new network server object.
|
|
// params:
|
|
// returns: net server object
|
|
JSBool CreateServer(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
if( !g_Game )
|
|
g_Game = new CGame();
|
|
if( !g_NetServer )
|
|
g_NetServer = new CNetServer(g_Game, &g_GameAttributes);
|
|
|
|
*rval = OBJECT_TO_JSVAL(g_NetServer->GetScript());
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
// Create a new network client object.
|
|
// params:
|
|
// returns: net client object
|
|
JSBool CreateClient(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
if( !g_Game )
|
|
g_Game = new CGame();
|
|
if( !g_NetClient )
|
|
g_NetClient = new CNetClient(g_Game, &g_GameAttributes);
|
|
|
|
*rval = OBJECT_TO_JSVAL(g_NetClient->GetScript());
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
// Begin the process of starting a game.
|
|
// params:
|
|
// returns: success [bool]
|
|
// notes:
|
|
// - Performs necessary initialization while calling back into the
|
|
// main loop, so the game remains responsive to display+user input.
|
|
// - When complete, the engine calls the reallyStartGame JS function.
|
|
// TODO: Replace StartGame with Create(Game|Server|Client)/game.start() -
|
|
// after merging CGame and CGameAttributes
|
|
JSBool StartGame(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
*rval = BOOLEAN_TO_JSVAL(JS_TRUE);
|
|
|
|
// Hosted MP Game
|
|
if (g_NetServer)
|
|
{
|
|
*rval = BOOLEAN_TO_JSVAL(g_NetServer->StartGame() == 0);
|
|
}
|
|
// Joined MP Game
|
|
else if (g_NetClient)
|
|
{
|
|
*rval = BOOLEAN_TO_JSVAL(g_NetClient->StartGame() == 0);
|
|
}
|
|
// Start an SP Game Session
|
|
else if (!g_Game)
|
|
{
|
|
g_Game = new CGame();
|
|
PSRETURN ret = g_Game->StartGame(&g_GameAttributes);
|
|
if (ret != PSRETURN_OK)
|
|
{
|
|
// Failed to start the game - destroy it, and return false
|
|
|
|
delete g_Game;
|
|
g_Game = NULL;
|
|
|
|
*rval = BOOLEAN_TO_JSVAL(JS_FALSE);
|
|
return( JS_TRUE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*rval = BOOLEAN_TO_JSVAL(JS_FALSE);
|
|
}
|
|
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
// Immediately ends the current game (if any).
|
|
// params:
|
|
// returns:
|
|
JSBool EndGame(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
EndGame();
|
|
return JS_TRUE;
|
|
}
|
|
|
|
JSBool GetGameMode(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
*rval = ToJSVal( g_GameAttributes.GetGameMode() );
|
|
return JS_TRUE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Internationalization
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// these remain here instead of in the i18n tree because they are
|
|
// really related to the engine's use of them, as opposed to i18n itself.
|
|
// contrariwise, translate() cannot be moved here because that would
|
|
// make i18n dependent on this code and therefore harder to reuse.
|
|
|
|
// Replaces the current language (locale) with a new one.
|
|
// params: language id [string] as in I18n::LoadLanguage
|
|
// returns:
|
|
JSBool LoadLanguage(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
|
|
CStr lang = g_ScriptingHost.ValueToString(argv[0]);
|
|
I18n::LoadLanguage(lang);
|
|
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Return identifier of the current language (locale) in use.
|
|
// params:
|
|
// returns: language id [string] as in I18n::LoadLanguage
|
|
JSBool GetLanguageID(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
*rval = JSVAL_NULL;
|
|
|
|
JSString* s = JS_NewStringCopyZ(cx, I18n::CurrentLanguageName());
|
|
if (!s)
|
|
{
|
|
JS_ReportError(cx, "Error creating string");
|
|
return JS_FALSE;
|
|
}
|
|
*rval = STRING_TO_JSVAL(s);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Debug
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
// Deliberately cause the game to crash.
|
|
// params:
|
|
// returns:
|
|
// notes:
|
|
// - currently implemented via access violation (read of address 0)
|
|
// - useful for testing the crashlog/stack trace code.
|
|
JSBool ProvokeCrash(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
MICROLOG(L"Crashing at user's request.");
|
|
return *(JSBool*)0;
|
|
}
|
|
|
|
|
|
// Force a JS garbage collection cycle to take place immediately.
|
|
// params:
|
|
// returns: true [bool]
|
|
// notes:
|
|
// - writes an indication of how long this took to the console.
|
|
JSBool ForceGarbageCollection(JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
double time = get_time();
|
|
JS_GC(cx);
|
|
time = get_time() - time;
|
|
g_Console->InsertMessage(L"Garbage collection completed in: %f", time);
|
|
*rval = JSVAL_TRUE;
|
|
return JS_TRUE ;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// GUI
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Returns the sort-of-global object associated with the current GUI.
|
|
// params:
|
|
// returns: global object
|
|
// notes:
|
|
// - Useful for accessing an object from another scope.
|
|
JSBool GetGuiGlobal(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
*rval = OBJECT_TO_JSVAL(g_GUI.GetScriptObject());
|
|
return JS_TRUE;
|
|
}
|
|
|
|
// Resets the entire GUI state and reloads the XML files.
|
|
// params:
|
|
// returns:
|
|
JSBool ResetGui(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
// Slightly unpleasant code, because CGUI is a Singleton but we don't really
|
|
// want it to be
|
|
g_GUI.Destroy();
|
|
delete &g_GUI;
|
|
new CGUI;
|
|
GUI_Init();
|
|
g_GUI.SendEventToAll("load");
|
|
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Misc. Engine Interface
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Return the global frames-per-second value.
|
|
// params:
|
|
// returns: FPS [int]
|
|
// notes:
|
|
// - This value is recalculated once a frame. We take special care to
|
|
// filter it, so it is both accurate and free of jitter.
|
|
JSBool GetFps( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
*rval = INT_TO_JSVAL(fps);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Cause the game to exit gracefully.
|
|
// params:
|
|
// returns:
|
|
// notes:
|
|
// - Exit happens after the current main loop iteration ends
|
|
// (since this only sets a flag telling it to end)
|
|
JSBool ExitProgram( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
kill_mainloop();
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Write an indication of total/available video RAM to console.
|
|
// params:
|
|
// returns:
|
|
// notes:
|
|
// - Not supported on all platforms.
|
|
// - Only a rough approximation; do not base low-level decisions
|
|
// ("should I allocate one more texture?") on this.
|
|
JSBool WriteVideoMemToConsole( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
#if OS_WIN
|
|
int left, total;
|
|
if (GetVRAMInfo(left, total))
|
|
g_Console->InsertMessage(L"VRAM: used %d, total %d, free %d", total-left, total, left);
|
|
else
|
|
g_Console->InsertMessage(L"VRAM: failed to detect");
|
|
#else
|
|
g_Console->InsertMessage(L"VRAM: [not available on non-Windows]");
|
|
#endif
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Change the mouse cursor.
|
|
// params: cursor name [string] (i.e. basename of definition file and texture)
|
|
// returns:
|
|
// notes:
|
|
// - Cursors are stored in "art\textures\cursors"
|
|
JSBool SetCursor( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
g_CursorName = g_ScriptingHost.ValueToString(argv[0]);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
JSBool GetCursorName( JSContext* UNUSED(cx), JSObject*, uint UNUSED(argc), jsval* UNUSED(argv), jsval* rval )
|
|
{
|
|
*rval = ToJSVal(g_CursorName);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
// Trigger a rewrite of all maps.
|
|
// params:
|
|
// returns:
|
|
// notes:
|
|
// - Usefulness is unclear. If you need it, consider renaming this and updating the docs.
|
|
JSBool _RewriteMaps( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
g_Game->GetWorld()->RewriteMap();
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Change the LOD bias.
|
|
// params: LOD bias [float]
|
|
// returns:
|
|
// notes:
|
|
// - value is as required by GL_TEXTURE_LOD_BIAS.
|
|
// - useful for adjusting image "sharpness" (since it affects which mipmap level is chosen)
|
|
JSBool _LodBias( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
|
|
g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, ToPrimitive<float>(argv[0]));
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Focus the game camera on a given position.
|
|
// params: target position vector [CVector3D]
|
|
// returns: success [bool]
|
|
JSBool SetCameraTarget( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS(1);
|
|
*rval = JSVAL_NULL;
|
|
|
|
CVector3D* target = ToNative<CVector3D>( argv[0] );
|
|
if(!target)
|
|
{
|
|
JS_ReportError( cx, "Invalid camera target" );
|
|
return( JS_TRUE );
|
|
}
|
|
g_Game->GetView()->SetCameraTarget( *target );
|
|
|
|
*rval = JSVAL_TRUE;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Miscellany
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Return the date/time at which the current executable was compiled.
|
|
// params: none (-> "date time") OR
|
|
// what to display [int]: 0 (-> "date"); 1 (-> "time")
|
|
// returns: date and/or time [string]
|
|
// notes:
|
|
// - Displayed on main menu screen; tells non-programmers which auto-build
|
|
// they are running. Could also be determined via .EXE file properties,
|
|
// but that's a bit more trouble.
|
|
// - To be exact, the date/time returned is when scriptglue.cpp was
|
|
// last compiled; since the auto-build does full rebuilds, that is moot.
|
|
JSBool GetBuildTimestamp( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAM_RANGE(0, 1);
|
|
|
|
// no param => "date time"
|
|
// param = 0 => "date"
|
|
// param = 1 => "time"
|
|
JSString* s = JS_NewStringCopyZ(cx,
|
|
argc && argv[0]==JSVAL_ONE ? __TIME__
|
|
: argc ? __DATE__
|
|
: __DATE__" "__TIME__
|
|
);
|
|
*rval = STRING_TO_JSVAL(s);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
// Return distance between 2 points.
|
|
// params: 2 position vectors [CVector3D]
|
|
// returns: Euclidean distance [float]
|
|
JSBool ComputeDistanceBetweenTwoPoints( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS(2);
|
|
|
|
CVector3D* a = ToNative<CVector3D>( argv[0] );
|
|
CVector3D* b = ToNative<CVector3D>( argv[1] );
|
|
float dist = ( *a - *b ).Length();
|
|
*rval = ToJSVal( dist );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
// Returns the global object.
|
|
// params:
|
|
// returns: global object
|
|
// notes:
|
|
// - Useful for accessing an object from another scope.
|
|
JSBool GetGlobal( JSContext* cx, JSObject* globalObject, uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
*rval = OBJECT_TO_JSVAL( globalObject );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Saves the current profiling data to the logs/profile.txt file
|
|
JSBool SaveProfileData( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
g_ProfileViewer.SaveToFile();
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Activates the building placement cursor for placing a building. The currently selected units
|
|
// are then ordered to construct the building if it is placed.
|
|
// params: templateName - the name of the entity to place.
|
|
// returns: true if cursor was activated, false if cursor was already active.
|
|
JSBool StartPlacing( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
CStrW name;
|
|
if(argc == 0) {
|
|
name = L"hele_ho"; // save some typing during testing
|
|
}
|
|
else {
|
|
if(!ToPrimitive<CStrW>( g_ScriptingHost.GetContext(), argv[0], name ))
|
|
{
|
|
JS_ReportError( cx, "Invalid template name argument" );
|
|
*rval = JSVAL_NULL;
|
|
return( JS_FALSE );
|
|
}
|
|
}
|
|
|
|
*rval = g_BuildingPlacer.Activate(name) ? JS_TRUE : JS_FALSE;
|
|
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Toggles drawing the sky
|
|
JSBool ToggleSky( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
g_Renderer.GetSkyManager()->m_RenderSky = !g_Renderer.GetSkyManager()->m_RenderSky;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Toggles drawing territory outlines
|
|
JSBool ToggleTerritoryRendering( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
g_Renderer.m_RenderTerritories = !g_Renderer.m_RenderTerritories;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// water
|
|
|
|
// Toggles drawing the water plane
|
|
JSBool ToggleWater( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
g_Renderer.GetWaterManager()->m_RenderWater = !g_Renderer.GetWaterManager()->m_RenderWater;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the water plane height
|
|
JSBool SetWaterHeight( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 1 );
|
|
float newHeight;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], newHeight ))
|
|
{
|
|
JS_ReportError( cx, "Invalid water height argument" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_WaterHeight = newHeight;
|
|
g_TerrainModified = true;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Gets the water plane height
|
|
JSBool GetWaterHeight( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
*rval = ToJSVal(g_Renderer.GetWaterManager()->m_WaterHeight);
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the water color
|
|
JSBool SetWaterColor( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 3 );
|
|
float r,g,b;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], r )
|
|
|| !ToPrimitive( g_ScriptingHost.GetContext(), argv[1], g )
|
|
|| !ToPrimitive( g_ScriptingHost.GetContext(), argv[2], b ))
|
|
{
|
|
JS_ReportError( cx, "Invalid arguments" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_WaterColor = CColor(r, g, b, 1.0f);
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the water tint (used to tint reflections in fancy water)
|
|
JSBool SetWaterTint( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 3 );
|
|
float r,g,b;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], r )
|
|
|| !ToPrimitive( g_ScriptingHost.GetContext(), argv[1], g )
|
|
|| !ToPrimitive( g_ScriptingHost.GetContext(), argv[2], b ))
|
|
{
|
|
JS_ReportError( cx, "Invalid arguments" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_WaterTint = CColor(r, g, b, 1.0f);
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the water tint (used to tint reflections in fancy water)
|
|
JSBool SetReflectionTint( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 3 );
|
|
float r,g,b;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], r )
|
|
|| !ToPrimitive( g_ScriptingHost.GetContext(), argv[1], g )
|
|
|| !ToPrimitive( g_ScriptingHost.GetContext(), argv[2], b ))
|
|
{
|
|
JS_ReportError( cx, "Invalid arguments" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_ReflectionTint = CColor(r, g, b, 1.0f);
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the max water alpha (achieved when it is at WaterFullDepth or deeper)
|
|
JSBool SetWaterMaxAlpha( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 1 );
|
|
float val;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], val ))
|
|
{
|
|
JS_ReportError( cx, "Invalid argument" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_WaterMaxAlpha = val;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the water full depth (when it is colored WaterMaxAlpha)
|
|
JSBool SetWaterFullDepth( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 1 );
|
|
float val;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], val ))
|
|
{
|
|
JS_ReportError( cx, "Invalid argument" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_WaterFullDepth = val;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Sets the water alpha offset (added to tweak water alpha near the shore)
|
|
JSBool SetWaterAlphaOffset( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 1 );
|
|
float val;
|
|
if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], val ))
|
|
{
|
|
JS_ReportError( cx, "Invalid argument" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
g_Renderer.GetWaterManager()->m_WaterAlphaOffset = val;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Is the game paused?
|
|
JSBool IsPaused( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
if( !g_Game )
|
|
{
|
|
JS_ReportError( cx, "Game is not started" );
|
|
return JS_FALSE;
|
|
}
|
|
|
|
*rval = g_Game->m_Paused ? JSVAL_TRUE : JSVAL_FALSE;
|
|
return JS_TRUE ;
|
|
}
|
|
|
|
// Pause/unpause the game
|
|
JSBool SetPaused( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS( 1 );
|
|
|
|
if( !g_Game )
|
|
{
|
|
JS_ReportError( cx, "Game is not started" );
|
|
return JS_FALSE;
|
|
}
|
|
|
|
try
|
|
{
|
|
g_Game->m_Paused = ToPrimitive<bool>( argv[0] );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
JS_ReportError( cx, "Invalid parameter to SetPaused" );
|
|
}
|
|
|
|
return JS_TRUE;
|
|
}
|
|
|
|
// Get game time
|
|
JSBool GetGameTime( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_NO_PARAMS();
|
|
|
|
if( !g_Game )
|
|
{
|
|
JS_ReportError( cx, "Game is not started" );
|
|
return JS_FALSE;
|
|
}
|
|
|
|
*rval = ToJSVal(g_Game->GetTime());
|
|
return JS_TRUE;
|
|
}
|
|
|
|
JSBool RegisterTrigger( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
CTrigger* trigger = ToNative<CTrigger>( argv[0] );
|
|
debug_assert( trigger );
|
|
|
|
g_TriggerManager.AddTrigger( trigger );
|
|
*rval = JSVAL_NULL;
|
|
return JS_TRUE;
|
|
}
|
|
|
|
JSBool GetTrigger( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
CStrW name = ToPrimitive<CStrW>( argv[0] );
|
|
|
|
if ( g_TriggerManager.m_TriggerMap.find(name) != g_TriggerManager.m_TriggerMap.end() )
|
|
*rval = ToJSVal( g_TriggerManager.m_TriggerMap[name] );
|
|
else
|
|
{
|
|
debug_printf("Invalid trigger name %ws", name.c_str());
|
|
*rval = JSVAL_NULL;
|
|
}
|
|
return JS_TRUE;
|
|
}
|
|
|
|
// Reveal map
|
|
JSBool RevealMap( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
|
|
{
|
|
JSU_REQUIRE_PARAM_RANGE(0, 1);
|
|
|
|
uint newValue;
|
|
if(argc == 0)
|
|
{
|
|
newValue = 2;
|
|
}
|
|
else if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], newValue ) || newValue > 2)
|
|
{
|
|
JS_ReportError( cx, "Invalid argument (should be 0, 1 or 2)" );
|
|
*rval = JSVAL_VOID;
|
|
return( JS_FALSE );
|
|
}
|
|
|
|
g_Game->GetWorld()->GetLOSManager()->m_LOSSetting = newValue;
|
|
*rval = JSVAL_VOID;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// function table
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// the JS interpreter expects the table to contain 5-tuples as follows:
|
|
// - name the function will be called as from script;
|
|
// - function which will be called;
|
|
// - number of arguments this function expects
|
|
// - Flags (deprecated, always zero)
|
|
// - Extra (reserved for future use, always zero)
|
|
//
|
|
// we simplify this a bit with a macro:
|
|
#define JS_FUNC(script_name, cpp_function, min_params) { script_name, cpp_function, min_params, 0, 0 },
|
|
|
|
JSFunctionSpec ScriptFunctionTable[] =
|
|
{
|
|
// Console
|
|
JS_FUNC("writeConsole", JSI_Console::writeConsole, 1) // external
|
|
|
|
// Entity
|
|
JS_FUNC("getEntityByUnitID", GetEntityByUnitID, 1)
|
|
JS_FUNC("GetPlayerUnitCount", GetPlayerUnitCount, 1)
|
|
JS_FUNC("getEntityTemplate", GetEntityTemplate, 1)
|
|
JS_FUNC("issueCommand", IssueCommand, 2)
|
|
JS_FUNC("startPlacing", StartPlacing, 1)
|
|
|
|
// Formation
|
|
JS_FUNC("createEntityFormation", CreateEntityFormation, 2)
|
|
JS_FUNC("removeFromFormation", RemoveFromFormation, 1)
|
|
JS_FUNC("lockEntityFormation", LockEntityFormation, 1)
|
|
JS_FUNC("isFormationLocked", IsFormationLocked, 1)
|
|
|
|
// Trigger
|
|
JS_FUNC("registerTrigger", RegisterTrigger, 1)
|
|
|
|
// Tech
|
|
JS_FUNC("getTechnology", GetTechnology, 2)
|
|
|
|
// Camera
|
|
JS_FUNC("setCameraTarget", SetCameraTarget, 1)
|
|
|
|
// Sky
|
|
JS_FUNC("toggleSky", ToggleSky, 0)
|
|
|
|
// Water
|
|
JS_FUNC("toggleWater", ToggleWater, 0)
|
|
JS_FUNC("setWaterHeight", SetWaterHeight, 1)
|
|
JS_FUNC("getWaterHeight", GetWaterHeight, 0)
|
|
JS_FUNC("setWaterColor", SetWaterColor, 3)
|
|
JS_FUNC("setWaterTint", SetWaterTint, 3)
|
|
JS_FUNC("setReflectionTint", SetReflectionTint, 3)
|
|
JS_FUNC("setWaterMaxAlpha", SetWaterMaxAlpha, 0)
|
|
JS_FUNC("setWaterFullDepth", SetWaterFullDepth, 0)
|
|
JS_FUNC("setWaterAlphaOffset", SetWaterAlphaOffset, 0)
|
|
|
|
// Territory rendering
|
|
JS_FUNC("toggleTerritoryRendering", ToggleTerritoryRendering, 0)
|
|
|
|
// GUI
|
|
#ifndef NO_GUI
|
|
JS_FUNC("getGUIObjectByName", JSI_IGUIObject::getByName, 1) // external
|
|
JS_FUNC("getGUIGlobal", GetGuiGlobal, 0)
|
|
JS_FUNC("resetGUI", ResetGui, 0)
|
|
#endif
|
|
|
|
// Events
|
|
JS_FUNC("addGlobalHandler", AddGlobalHandler, 2)
|
|
JS_FUNC("removeGlobalHandler", RemoveGlobalHandler, 2)
|
|
|
|
// Timer
|
|
JS_FUNC("setTimeout", SetTimeout, 2)
|
|
JS_FUNC("setInterval", SetInterval, 2)
|
|
JS_FUNC("cancelInterval", CancelInterval, 0)
|
|
JS_FUNC("cancelTimer", CancelTimer, 0)
|
|
JS_FUNC("setSimRate", SetSimRate, 1)
|
|
|
|
// Random number generator
|
|
JS_FUNC("simRand", SimRand, 0)
|
|
JS_FUNC("simRandInt", SimRandInt, 1)
|
|
|
|
// Profiling
|
|
JS_FUNC("startXTimer", StartJsTimer, 1)
|
|
JS_FUNC("stopXTimer", StopJsTimer, 1)
|
|
|
|
// Game Setup
|
|
JS_FUNC("startGame", StartGame, 0)
|
|
JS_FUNC("endGame", EndGame, 0)
|
|
JS_FUNC("getGameMode", GetGameMode, 0)
|
|
JS_FUNC("createClient", CreateClient, 0)
|
|
JS_FUNC("createServer", CreateServer, 0)
|
|
|
|
// VFS (external)
|
|
JS_FUNC("buildDirEntList", JSI_VFS::BuildDirEntList, 1)
|
|
JS_FUNC("getFileMTime", JSI_VFS::GetFileMTime, 1)
|
|
JS_FUNC("getFileSize", JSI_VFS::GetFileSize, 1)
|
|
JS_FUNC("readFile", JSI_VFS::ReadFile, 1)
|
|
JS_FUNC("readFileLines", JSI_VFS::ReadFileLines, 1)
|
|
JS_FUNC("archiveBuilderCancel", JSI_VFS::ArchiveBuilderCancel, 1)
|
|
|
|
// Internationalization
|
|
JS_FUNC("loadLanguage", LoadLanguage, 1)
|
|
JS_FUNC("getLanguageID", GetLanguageID, 0)
|
|
// note: i18n/ScriptInterface.cpp registers translate() itself.
|
|
// rationale: see implementation section above.
|
|
|
|
// Debug
|
|
JS_FUNC("crash", ProvokeCrash, 0)
|
|
JS_FUNC("forceGC", ForceGarbageCollection, 0)
|
|
JS_FUNC("revealMap", RevealMap, 1)
|
|
|
|
// Misc. Engine Interface
|
|
JS_FUNC("writeLog", WriteLog, 1)
|
|
JS_FUNC("exit", ExitProgram, 0)
|
|
JS_FUNC("isPaused", IsPaused, 0)
|
|
JS_FUNC("setPaused", SetPaused, 1)
|
|
JS_FUNC("getGameTime", GetGameTime, 0)
|
|
JS_FUNC("vmem", WriteVideoMemToConsole, 0)
|
|
JS_FUNC("_rewriteMaps", _RewriteMaps, 0)
|
|
JS_FUNC("_lodBias", _LodBias, 0)
|
|
JS_FUNC("setCursor", SetCursor, 1)
|
|
JS_FUNC("getCursorName", GetCursorName, 0)
|
|
JS_FUNC("getFPS", GetFps, 0)
|
|
JS_FUNC("isOrderQueued", isOrderQueued, 1)
|
|
|
|
// Miscellany
|
|
JS_FUNC("v3dist", ComputeDistanceBetweenTwoPoints, 2)
|
|
JS_FUNC("buildTime", GetBuildTimestamp, 0)
|
|
JS_FUNC("getGlobal", GetGlobal, 0)
|
|
JS_FUNC("saveProfileData", SaveProfileData, 0)
|
|
|
|
// end of table marker
|
|
{0, 0, 0, 0, 0}
|
|
};
|
|
#undef JS_FUNC
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// property accessors
|
|
//-----------------------------------------------------------------------------
|
|
|
|
JSBool GetEntitySet( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(argv), jsval* vp )
|
|
{
|
|
std::vector<HEntity> extant;
|
|
g_EntityManager.GetExtantAsHandles(extant);
|
|
*vp = OBJECT_TO_JSVAL(EntityCollection::Create(extant));
|
|
|
|
return JS_TRUE;
|
|
}
|
|
|
|
|
|
JSBool GetPlayerSet( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
|
|
{
|
|
std::vector<CPlayer*>* players = g_Game->GetPlayers();
|
|
|
|
*vp = OBJECT_TO_JSVAL( PlayerCollection::Create( *players ) );
|
|
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
JSBool GetLocalPlayer( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
|
|
{
|
|
*vp = OBJECT_TO_JSVAL( g_Game->GetLocalPlayer()->GetScript() );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
JSBool GetGaiaPlayer( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
|
|
{
|
|
*vp = OBJECT_TO_JSVAL( g_Game->GetPlayer( 0 )->GetScript() );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
JSBool SetLocalPlayer( JSContext* cx, JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
|
|
{
|
|
CPlayer* newLocalPlayer = ToNative<CPlayer>( *vp );
|
|
|
|
if( !newLocalPlayer )
|
|
{
|
|
JS_ReportError( cx, "Not a valid Player." );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
g_Game->SetLocalPlayer( newLocalPlayer );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
JSBool GetGameView( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
|
|
{
|
|
if (g_Game)
|
|
*vp = OBJECT_TO_JSVAL( g_Game->GetView()->GetScript() );
|
|
else
|
|
*vp = JSVAL_NULL;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
JSBool GetRenderer( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
|
|
{
|
|
if (CRenderer::IsInitialised())
|
|
*vp = OBJECT_TO_JSVAL( g_Renderer.GetScript() );
|
|
else
|
|
*vp = JSVAL_NULL;
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
|
|
enum ScriptGlobalTinyIDs
|
|
{
|
|
GLOBAL_SELECTION,
|
|
GLOBAL_GROUPSARRAY,
|
|
GLOBAL_CAMERA,
|
|
GLOBAL_CONSOLE,
|
|
GLOBAL_LIGHTENV
|
|
};
|
|
|
|
// shorthand
|
|
#define PERM JSPROP_PERMANENT
|
|
#define CONST JSPROP_READONLY
|
|
|
|
JSPropertySpec ScriptGlobalTable[] =
|
|
{
|
|
{ "selection" , GLOBAL_SELECTION, PERM, JSI_Selection::getSelection, JSI_Selection::SetSelection },
|
|
{ "groups" , GLOBAL_GROUPSARRAY, PERM, JSI_Selection::getGroups, JSI_Selection::setGroups },
|
|
{ "camera" , GLOBAL_CAMERA, PERM, JSI_Camera::getCamera, JSI_Camera::setCamera },
|
|
{ "console" , GLOBAL_CONSOLE, PERM | CONST, JSI_Console::getConsole, 0 },
|
|
{ "lightenv" , GLOBAL_LIGHTENV, PERM, JSI_LightEnv::getLightEnv, JSI_LightEnv::setLightEnv },
|
|
{ "entities" , 0, PERM | CONST, GetEntitySet, 0 },
|
|
{ "players" , 0, PERM | CONST, GetPlayerSet, 0 },
|
|
{ "localPlayer", 0, PERM , GetLocalPlayer, SetLocalPlayer },
|
|
{ "gaiaPlayer" , 0, PERM | CONST, GetGaiaPlayer, 0 },
|
|
{ "gameView" , 0, PERM | CONST, GetGameView, 0 },
|
|
{ "renderer" , 0, PERM | CONST, GetRenderer, 0 },
|
|
|
|
// end of table marker
|
|
{ 0, 0, 0, 0, 0 },
|
|
};
|