0ad/source/scripting/ScriptGlue.cpp
olsner 6bf3e238e5 GCC fixes
This was SVN commit r6193.
2008-07-04 11:17:24 +00:00

1608 lines
46 KiB
C++

// This module defines the table of all functions callable from JS.
// it's required by the interpreter; we make use of the opportunity to
// document them all in one spot. we thus obviate having to dig through
// all the other headers. most of the functions are implemented here;
// as for the rest, we only link to their docs (duplication is bad).
#include "precompiled.h"
#include "ScriptGlue.h"
#include "JSConversions.h"
#include "GameEvents.h"
#include "ScriptableComplex.inl"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapWriter.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "graphics/scripting/JSInterface_Camera.h"
#include "graphics/scripting/JSInterface_LightEnv.h"
#include "gui/CGUI.h"
#include "lib/timer.h"
#include "lib/frequency_filter.h"
#include "maths/scripting/JSInterface_Vector3D.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/Globals.h" // g_frequencyFilter
#include "ps/GameSetup/GameSetup.h"
#include "ps/Hotkey.h"
#include "ps/Interact.h"
#include "ps/ProfileViewer.h"
#include "ps/i18n.h"
#include "ps/scripting/JSCollection.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_Selection.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "simulation/Entity.h"
#include "simulation/EntityFormation.h"
#include "simulation/EntityHandles.h"
#include "simulation/EntityManager.h"
#include "simulation/EntityTemplate.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/FormationManager.h"
#include "simulation/LOSManager.h"
#include "simulation/Scheduler.h"
#include "simulation/Simulation.h"
#include "simulation/TechnologyCollection.h"
#include "simulation/TriggerManager.h"
#ifndef NO_GUI
# include "gui/scripting/JSInterface_IGUIObject.h"
#endif
extern bool g_TerrainModified;
// rationale: the function table is now at the end of the source file to
// avoid the need for forward declarations for every function.
// all normal function wrappers have the following signature:
// JSBool func(JSContext* cx, JSObject* globalObject, uintN argc, jsval* argv, jsval* rval);
// all property accessors have the following signature:
// JSBool accessor(JSContext* cx, JSObject* globalObject, jsval id, jsval* vp);
//-----------------------------------------------------------------------------
// Output
//-----------------------------------------------------------------------------
// Write values to the log file.
// params: any number of any type.
// returns:
// notes:
// - Each argument is converted to a string and then written to the log.
// - Output is in NORMAL style (see LOG).
JSBool WriteLog(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
CStr logMessage;
for (int i = 0; i < (int)argc; i++)
{
try
{
CStr arg = g_ScriptingHost.ValueToString( argv[i] );
logMessage += arg;
}
catch( PSERROR_Scripting_ConversionFailed )
{
// Do nothing.
}
}
// We should perhaps unicodify (?) the logger at some point.
LOG(CLogger::Normal, "script", logMessage );
*rval = JSVAL_TRUE;
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Entity
//-----------------------------------------------------------------------------
// Retrieve the entity currently occupying the specified handle.
// params: handle [int]
// returns: entity
JSBool GetEntityByUnitID( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
*rval = JSVAL_NULL;
int uid;
try
{
uid = ToPrimitive<int>( argv[0] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid parameter" );
return( JS_TRUE );
}
CUnit* unit = g_Game->GetWorld()->GetUnitManager().FindByID( uid );
if( !unit || !unit->GetEntity() )
{
*rval = JSVAL_NULL;
return( JS_TRUE );
}
*rval = OBJECT_TO_JSVAL( unit->GetEntity()->GetScript() );
return( JS_TRUE );
}
// Look up an EntityTemplate by name.
// params: template name [wstring]
// returns: entity template object
JSBool GetEntityTemplate( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAM_RANGE(1, 2);
*rval = JSVAL_NULL;
CStrW templateName;
CPlayer* player = 0;
try
{
templateName = g_ScriptingHost.ValueToUCString( argv[0] );
if( argc == 2 )
{
player = ToNative<CPlayer>( argv[1] );
}
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid template identifier" );
return( JS_TRUE );
}
CEntityTemplate* v = g_EntityTemplateCollection.GetTemplate( templateName, player );
if( !v )
{
JS_ReportError( cx, "No such template: %s", CStr(templateName).c_str() );
return( JS_TRUE );
}
*rval = OBJECT_TO_JSVAL( v->GetScript() );
return( JS_TRUE );
}
JSBool GetPlayerUnitCount( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
const size_t playerNum = ToPrimitive<size_t>( argv[0] );
const CStrW unitName = ToPrimitive<CStrW>( argv[1] );
const int unitCount = g_EntityManager.GetPlayerUnitCount(playerNum, unitName);
*rval = ToJSVal( unitCount );
return JS_TRUE;
}
//Used to create net messages for formations--msgList.front() is the original message. see IssueCommand
void CreateFormationMessage( std::vector<CNetMessage*>& msgList, CNetMessage* msg, CEntityList& formation )
{
CNetMessage* retMsg;
const int type = msg->GetType();
if ( type == NMT_GOTO )
{
//formationEnt->GetFormation()->BaseToMovement();
CGotoMessage* tmp = static_cast<CGotoMessage*>(msg);
retMsg = CNetMessage::CreatePositionMessage( formation, NMT_FORMATION_GOTO,
CVector2D(tmp->m_TargetX, tmp->m_TargetY) );
}
else if( type == NMT_RUN )
{
CGotoMessage* tmp = static_cast<CGotoMessage*>(msg);
retMsg = CNetMessage::CreatePositionMessage( formation, NMT_FORMATION_GOTO,
CVector2D(tmp->m_TargetX, tmp->m_TargetY) );
}
else if ( type == NMT_GENERIC )
{
CGenericMessage* tmp = static_cast<CGenericMessage*>(msg);
retMsg = CNetMessage::CreateEntityIntMessage(formation, NMT_FORMATION_GENERIC,
tmp->m_Target, tmp->m_Action);
}
else
return;
msgList.push_back(retMsg);
}
// Issue a command (network message) to an entity or collection.
// params: either an entity- or entity collection object, message ID [int],
// any further params needed by CNetMessage::CommandFromJSArgs
// returns: command in serialized form [string]
JSBool IssueCommand( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
// at least one for target object, one for isQueued, and then 1 or more for the CommandFromJSArgs
JSU_REQUIRE_MIN_PARAMS(3);
JSU_ASSERT(JSVAL_IS_OBJECT(argv[0]), "Argument 0 must be an entity collection.");
*rval = JSVAL_NULL;
CEntityList entities, msgEntities;
if (JS_GetClass(cx, JSVAL_TO_OBJECT(argv[0])) == &CEntity::JSI_class)
entities.push_back( (ToNative<CEntity>(argv[0])) ->me);
else
entities = *EntityCollection::RetrieveSet(cx, JSVAL_TO_OBJECT(argv[0]));
typedef std::map<size_t, CEntityList> EntityStore;
EntityStore entityStore;
bool isQueued = ToPrimitive<bool>(argv[1]);
//Destroy old notifiers if we're explicitly being reassigned
for ( size_t i=0; i < entities.size(); i++)
{
if ( entities[i]->entf_get(ENTF_DESTROY_NOTIFIERS))
entities[i]->DestroyAllNotifiers();
}
std::vector<CNetMessage*> messages;
//Generate messages for formations
for (size_t i=0; i < entities.size(); i++ )
{
if ( entities[i]->m_formation >= 0)
{
CEntityFormation* formation = entities[i]->GetFormation();
bool duplicate = formation->IsDuplication();
if ( formation->IsLocked() && !duplicate)
{
formation->SelectAllUnits();
entityStore[entities[i]->m_formation] = formation->GetEntityList();
formation->SetDuplication(true);
}
}
else
msgEntities.push_back( entities[i] );
}
CNetMessage* msg = CNetMessage::CommandFromJSArgs(msgEntities, cx, argc-2, argv+2, isQueued);
if (!msg)
{
delete msg;
return JS_TRUE;
}
messages.push_back(msg);
for ( EntityStore::iterator it=entityStore.begin(); it!=entityStore.end(); it++)
CreateFormationMessage(messages, msg, it->second);
for ( std::vector<CNetMessage*>::iterator it=messages.begin(); it != messages.end(); it++ )
{
g_Console->InsertMessage(L"IssueCommand: %hs", (*it)->ToString().c_str());
*rval = g_ScriptingHost.UCStringToValue((*it)->ToString());
g_Game->GetSimulation()->QueueLocalCommand(*it);
}
return JS_TRUE;
}
// Get the state of a given hotkey (from the hotkeys file)
JSBool isOrderQueued( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
*rval = ToJSVal(hotkeys[HOTKEY_ORDER_QUEUE]);
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// formations
//-----------------------------------------------------------------------------
JSBool CreateEntityFormation( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
CEntityList entities = *EntityCollection::RetrieveSet(cx, JSVAL_TO_OBJECT(argv[0]));
CStrW name = ToPrimitive<CStrW>( argv[1] );
g_FormationManager.CreateFormation( entities, name );
*rval = JSVAL_VOID;
return JS_TRUE;
}
JSBool RemoveFromFormation( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
CEntityList entities;
if (JS_GetClass(cx, JSVAL_TO_OBJECT(argv[0])) == &CEntity::JSI_class)
entities.push_back( (ToNative<CEntity>(argv[0])) ->me);
else
entities = *EntityCollection::RetrieveSet(cx, JSVAL_TO_OBJECT(argv[0]));
*rval = g_FormationManager.RemoveUnitList(entities) ? JS_TRUE : JS_FALSE;
return JS_TRUE;
}
JSBool LockEntityFormation( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
CEntity* entity = ToNative<CEntity>( argv[0] );
entity->GetFormation()->SetLock( ToPrimitive<bool>( argv[1] ) );
*rval = JSVAL_VOID;
return JS_TRUE;
}
JSBool IsFormationLocked( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
CEntity* entity = ToNative<CEntity>( argv[0] );
*rval = entity->GetFormation()->IsLocked() ? JS_TRUE : JS_FALSE;
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Techs
//-----------------------------------------------------------------------------
JSBool GetTechnology( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
CStrW name;
CPlayer* player;
try
{
name = g_ScriptingHost.ValueToUCString( argv[0] );
player = ToNative<CPlayer>( argv[1] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid parameters for GetTechnology (expected name and player)" );
return( JS_TRUE );
}
*rval = JSVAL_NULL;
CTechnology* tech = g_TechnologyCollection.GetTechnology( name, player );
if ( tech )
*rval = ToJSVal( tech );
else
g_Console->InsertMessage( L"Warning: Invalid tech template name \"%ls\" passed for GetTechnology()", name.c_str() );
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Events
//-----------------------------------------------------------------------------
// Register a global handler for the specified DOM event.
// params: event type name [wstring], handler [fragment or function]
// returns: whether it was actually newly registered [bool]
JSBool AddGlobalHandler( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
*rval = BOOLEAN_TO_JSVAL( g_JSGameEvents.AddHandlerJS( cx, argc, argv ) );
return( JS_TRUE );
}
// Remove a previously registered global handler for the specified DOM event.
// params: event type name [wstring], handler [fragment or function]
// returns: whether it was successfully removed [bool]
JSBool RemoveGlobalHandler( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
*rval = BOOLEAN_TO_JSVAL( g_JSGameEvents.RemoveHandlerJS( cx, argc, argv ) );
return( JS_TRUE );
}
//-----------------------------------------------------------------------------
// Timer
//-----------------------------------------------------------------------------
// Request a callback be executed after the specified delay.
// params: callback [fragment or function], delay in milliseconds [int]
// returns:
// notes:
// - Scripts and functions registered this way are called on the first
// simulation frame after the specified period has elapsed. If this causes
// multiple segments of code to be executed in the same frame,
// relative timing is maintained. Delays of 0 milliseconds cause code to be
// executed on the following simulation frame. If more than one script or
// function is scheduled to execute in the same millisecond, the order of
// execution is undefined. Code is scheduled in simulation time, and is
// therefore suspended while the game is paused or frozen. Granularity of
// timing is also limited to 1/(Simulation frame rate); currently 100ms.
// The called function or script executes in the same scope as the
// code that called SetTimeout (amongst other things, the
// 'this' reference is usually maintained)
JSBool SetTimeout( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAM_RANGE(2, 3);
int delay;
try
{
delay = ToPrimitive<int>( argv[1] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid timer parameters" );
return( JS_TRUE );
}
JSObject* scope;
if( argc == 3 )
{
if( !JSVAL_IS_OBJECT( argv[2] ) )
{
JS_ReportError( cx, "Invalid timer parameters" );
return( JS_TRUE );
}
scope = JSVAL_TO_OBJECT( argv[2] );
}
else
{
scope = JS_GetScopeChain( cx );
}
switch( JS_TypeOfValue( cx, argv[0] ) )
{
case JSTYPE_STRING:
{
CStrW fragment = g_ScriptingHost.ValueToUCString( argv[0] );
int id = g_Scheduler.PushTime( delay, fragment, scope );
*rval = INT_TO_JSVAL( id );
return( JS_TRUE );
}
case JSTYPE_FUNCTION:
{
JSFunction* fn = JS_ValueToFunction( cx, argv[0] );
int id = g_Scheduler.PushTime( delay, fn, scope );
*rval = INT_TO_JSVAL( id );
return( JS_TRUE );
}
default:
JS_ReportError( cx, "Invalid timer script" );
return( JS_TRUE );
}
}
// Request a callback be executed periodically.
// params: callback [fragment or function], initial delay in ms [int], period in ms [int]
// OR callback [fragment or function], period in ms [int] (initial delay = period)
// returns:
// notes:
// - SetTimeout's notes apply here as well.
JSBool SetInterval( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAM_RANGE(2, 3);
int first, interval;
try
{
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*, uintN 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*, uintN 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*, uintN 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*, uintN 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*, uintN 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 size_t MAX_JS_TIMERS = 20;
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(size_t i = 0; i < MAX_JS_TIMERS; i++)
{
const char* description = pos;
pos += sprintf(pos, "js_timer %d", i)+1;
timer_AddClient(&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"
"\n";
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
// slight hack: call RunMemScript twice because we can't average several
// TimerUnit values because there's no operator/. this way is better anyway
// because it hopefully avoids the one-time JS init overhead.
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
js_timer_overhead = js_timer_clients[0].sum;
js_timer_clients[0].sum.SetToZero();
}
JSBool StartJsTimer(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
ONCE(InitJsTimers());
JSU_REQUIRE_PARAMS(1);
size_t slot = ToPrimitive<size_t>(argv[0]);
if (slot >= MAX_JS_TIMERS)
return JS_FALSE;
js_start_times[slot].SetFromTimer();
return JS_TRUE;
}
JSBool StopJsTimer(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
size_t slot = ToPrimitive<size_t>(argv[0]);
if (slot >= MAX_JS_TIMERS)
return JS_FALSE;
TimerUnit now;
now.SetFromTimer();
now.Subtract(js_timer_overhead);
timer_BillClient(&js_timer_clients[slot], js_start_times[slot], now);
js_start_times[slot].SetToZero();
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Game Setup
//-----------------------------------------------------------------------------
// Create a new network server object.
// params:
// returns: net server object
JSBool CreateServer(JSContext* cx, JSObject*, uintN 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*, uintN 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*, uintN 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*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
EndGame();
return JS_TRUE;
}
JSBool GetGameMode(JSContext* cx, JSObject*, uintN 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*, uintN 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*, uintN 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*, uintN 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), uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
double time = timer_Time();
JS_GC(cx);
time = timer_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*, uintN 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*, uintN 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*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
*rval = INT_TO_JSVAL(g_frequencyFilter->StableFrequency());
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*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
kill_mainloop();
return JS_TRUE;
}
// Write an indication of total video RAM to console.
// params:
// returns:
// notes:
// - May not be 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*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
g_Console->InsertMessage(L"VRAM: total %d", videoInfo->video_mem);
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*, uintN 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*, uintN 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*, uintN 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*, uintN 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), uintN 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*, uintN 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), uintN 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, uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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), uintN 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->GetSimulation()->GetTime());
return JS_TRUE;
}
JSBool RegisterTrigger( JSContext* cx, JSObject* UNUSED(globalObject), uintN 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), uintN 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), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAM_RANGE(0, 1);
int newValue;
if(argc == 0)
newValue = LOS_SETTING_ALL_VISIBLE;
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 = (ELOSSetting)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
};
JSPropertySpec ScriptGlobalTable[] =
{
{ "selection" , GLOBAL_SELECTION, JSPROP_PERMANENT, JSI_Selection::getSelection, JSI_Selection::SetSelection },
{ "groups" , GLOBAL_GROUPSARRAY, JSPROP_PERMANENT, JSI_Selection::getGroups, JSI_Selection::setGroups },
{ "camera" , GLOBAL_CAMERA, JSPROP_PERMANENT, JSI_Camera::getCamera, JSI_Camera::setCamera },
{ "console" , GLOBAL_CONSOLE, JSPROP_PERMANENT|JSPROP_READONLY, JSI_Console::getConsole, 0 },
{ "lightenv" , GLOBAL_LIGHTENV, JSPROP_PERMANENT, JSI_LightEnv::getLightEnv, JSI_LightEnv::setLightEnv },
{ "entities" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetEntitySet, 0 },
{ "players" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetPlayerSet, 0 },
{ "localPlayer", 0, JSPROP_PERMANENT, GetLocalPlayer, SetLocalPlayer },
{ "gaiaPlayer" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetGaiaPlayer, 0 },
{ "gameView" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetGameView, 0 },
{ "renderer" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetRenderer, 0 },
// end of table marker
{ 0, 0, 0, 0, 0 },
};