1
0
forked from 0ad/0ad
0ad/source/scripting/ScriptGlue.cpp
Ykkrosh f0d9806b3f # Restructured GUI implementation
CGUI now represents a single 'page'. CGUIManager maintains multiple
pages and switches between them.
Split the XML files into pregame, loading, session and messagebox pages.
Added hotloading of GUI pages.
Minor GUI cleanups.
(Merge from hg 81862d33780c)

This was SVN commit r7214.
2009-12-03 20:17:22 +00:00

1673 lines
48 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// 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/GUIManager.h"
#include "lib/timer.h"
#include "lib/svn_revision.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"
#include "gui/scripting/JSInterface_IGUIObject.h"
#define LOG_CATEGORY L"script"
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);
CStrW logMessage;
for (int i = 0; i < (int)argc; i++)
{
try
{
CStrW arg = g_ScriptingHost.ValueToUCString( argv[i] );
logMessage += arg;
}
catch( PSERROR_Scripting_ConversionFailed )
{
// Do nothing.
}
}
LOG(CLogger::Normal, LOG_CATEGORY, L"%ls", logMessage.c_str());
*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_CONTACT_ACTION )
{
CContactActionMessage* tmp = static_cast<CContactActionMessage*>(msg);
retMsg = CNetMessage::CreateEntityIntMessage(formation, NMT_FORMATION_CONTACT_ACTION,
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 wchar_t js_timer_descriptions_buf[MAX_JS_TIMERS * 12]; // depends on MAX_JS_TIMERS and format string below
static void InitJsTimers()
{
wchar_t* pos = js_timer_descriptions_buf;
for(size_t i = 0; i < MAX_JS_TIMERS; i++)
{
const wchar_t* description = pos;
pos += swprintf_s(pos, 12, L"js_timer %d", (int)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 GetActiveGui(JSContext* UNUSED(cx), JSObject*, uintN UNUSED(argc), jsval* UNUSED(argv), jsval* rval)
{
*rval = OBJECT_TO_JSVAL(g_GUI->GetScriptObject());
return JS_TRUE;
}
JSBool PushGuiPage(JSContext* cx, JSObject*, uintN UNUSED(argc), jsval* argv, jsval* UNUSED(rval))
{
try
{
CStrW name = ToPrimitive<CStrW>(cx, argv[0]);
g_GUI->PushPage(name, argv[1]);
return JS_TRUE;
}
catch (PSERROR_Scripting&)
{
return JS_FALSE;
}
}
JSBool SwitchGuiPage(JSContext* cx, JSObject*, uintN UNUSED(argc), jsval* argv, jsval* UNUSED(rval))
{
try
{
CStrW name = ToPrimitive<CStrW>(cx, argv[0]);
g_GUI->SwitchPage(name, argv[1]);
return JS_TRUE;
}
catch (PSERROR_Scripting&)
{
return JS_FALSE;
}
}
JSBool PopGuiPage(JSContext* UNUSED(cx), JSObject*, uintN UNUSED(argc), jsval* UNUSED(argv), jsval* UNUSED(rval))
{
g_GUI->PopPage();
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.ValueToUCString(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 (svn revision)") OR an integer specifying
// what to display: 0 for date, 1 for time, 2 for svn revision
// returns: string with the requested timestamp info
// 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, but the auto-build does full rebuilds.
// - svn revision is generated by calling svnversion and cached in
// lib/svn_revision.cpp. it is useful to know when attempting to
// reproduce bugs (the main EXE and PDB should be temporarily reverted to
// that revision so that they match user-submitted crashdumps).
JSBool GetBuildTimestamp( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_MAX_PARAMS(1);
char buf[200];
// see function documentation
const int mode = argc? JSVAL_TO_INT(argv[0]) : -1;
switch(mode)
{
case -1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s %s (%ls)", __DATE__, __TIME__, svn_revision);
break;
case 0:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __DATE__);
break;
case 1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __TIME__);
break;
case 2:
sprintf_s(buf, ARRAY_SIZE(buf), "%ls", svn_revision);
break;
}
*rval = STRING_TO_JSVAL(JS_NewStringCopyZ(cx, buf));
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(L"Invalid trigger name %ls", 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_MAX_PARAMS(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 );
}
/**
* isGameRunning
* @return bool
*/
JSBool isGameRunning( JSContext* cx, JSObject* UNUSED(globalObject), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
if (g_Game && g_Game->IsGameStarted())
{
*rval = JSVAL_TRUE;
}
else
{
*rval = JSVAL_FALSE;
}
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
JS_FUNC("getActiveGui", GetActiveGui, 0)
JS_FUNC("pushGuiPage", PushGuiPage, 2)
JS_FUNC("switchGuiPage", SwitchGuiPage, 2)
JS_FUNC("popGuiPage", PopGuiPage, 0)
// 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)
JS_FUNC("isGameRunning", isGameRunning, 0)
// 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 },
};