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write_object_data.cpp
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write_object_data.cpp
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/** Copyright (C) 2008, 2014, 2018 Josh Ventura
*** Copyright (C) 2013, 2014, Robert B. Colton
*** Copyright (C) 2014 Seth N. Hetu
***
*** This file is a part of the ENIGMA Development Environment.
***
*** ENIGMA 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, version 3 of the license or any later version.
***
*** This application and its source code is distributed AS-IS, WITHOUT ANY
*** WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
*** FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
*** details.
***
*** You should have received a copy of the GNU General Public License along
*** with this code. If not, see <http://www.gnu.org/licenses/>
**/
#include "settings.h"
#include "parser/parser.h"
#include "backend/GameData.h"
#include "compiler/compile_common.h"
#include "event_reader/event_parser.h"
#include "general/parse_basics_old.h"
#include "settings.h"
#include "languages/lang_CPP.h"
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <algorithm>
#include <vector>
using namespace std;
inline bool iscomment(const string &n) {
if (n.length() < 2 or n[0] != '/') return false;
if (n[1] == '/') return true;
if (n[1] != '*') return false;
for (unsigned i = 2; i < n.length(); i++)
{
if (n[i] == '*' and n[i+1] == '/')
return (i + 2 >= n.length());
}
return true;
}
// This just pretties up the codegen a fuzz. It's for pre-parsed code in events.ey.
// Eventually we'll be using the Syntax checker's lexer to build our own tree and
// print that everywhere. Then this code will be useless.
void PrintIndentedCode(std::ostream &wto, std::string_view code, int indent) {
std::string istr(indent, ' ');
for (size_t i = 0, j; i != std::string::npos; i = j + 1) {
j = code.find_first_of("\r\n", i);
wto << istr << code.substr(i, j - i) << "\n";
if (j == std::string::npos) break;
if (code[j] == '\r' && j < code.length() - 1 && code[j + 1] != '\n') ++j;
}
}
static inline void declare_scripts(std::ostream &wto, const GameData &game, const CompileState &state) {
wto << "// Script identifiers\n";
for (size_t i = 0; i < game.scripts.size(); i++)
wto << "#define " << game.scripts[i].name << "(...) _SCR_" << game.scripts[i].name << "(__VA_ARGS__)\n";
wto << "\n\n";
for (size_t i = 0; i < game.scripts.size(); i++) {
ParsedScript* scr = state.parsed_scripts[i];
const char* comma = "";
wto << "variant _SCR_" << game.scripts[i].name << "(";
scr->globargs = 16; //Fixes too many arguments error (scripts can be called dynamically with any number of arguments)
for (int argn = 0; argn < scr->globargs; argn++) {
wto << comma << "variant argument" << argn << "=0";
comma = ", ";
}
wto << ");\n";
}
wto << "\n\n";
}
static inline void declare_extension_casts(std::ostream &wto,
const ParsedExtensionVec &parsed_extensions) {
// Write extension cast methods; these are a temporary fix until the new instance system is in place.
wto << " namespace extension_cast {\n";
for (unsigned i = 0; i < parsed_extensions.size(); i++) {
if (!parsed_extensions[i].implements.empty()) {
wto << " " << parsed_extensions[i].implements << " *as_" << parsed_extensions[i].implements << "(object_basic* x) {\n";
wto << " return (" << parsed_extensions[i].implements << "*)(object_locals*)x;\n";
wto << " }\n";
}
}
wto << " }\n";
}
static inline void declare_object_locals_class(std::ostream &wto,
const ParsedExtensionVec &parsed_extensions) {
wto << " extern std::map<int,object_basic*> instance_deactivated_list;\n";
wto << " extern objectstruct** objectdata;\n\n";
wto << " struct object_locals: event_parent";
for (unsigned i = 0; i < parsed_extensions.size(); i++) {
if (!parsed_extensions[i].implements.empty()) {
wto << ",\n virtual " << parsed_extensions[i].implements;
} else {
wto << " /* " << parsed_extensions[i].name << " */";
}
}
wto << "\n";
wto << " {\n";
wto << " #include \"Preprocessor_Environment_Editable/IDE_EDIT_inherited_locals.h\"\n\n";
wto << " std::map<string, var> *vmap;\n";
wto << " object_locals() {vmap = NULL;}\n";
wto << " object_locals(unsigned _x, int _y): event_parent(_x,_y) {vmap = NULL;}\n";
wto << " };\n";
}
// TODO(JoshDreamland): MOVEME: group with extension code; call remains in this file
static inline void write_extension_casts(std::ostream &wto,
const ParsedExtensionVec &parsed_extensions) {
// Write extension cast methods; these are a temporary fix until the new instance system is in place.
wto << "namespace enigma {\n";
wto << " namespace extension_cast {\n";
for (unsigned i = 0; i < parsed_extensions.size(); i++) {
if (!parsed_extensions[i].implements.empty()) {
wto << " " << parsed_extensions[i].implements << " *as_" << parsed_extensions[i].implements << "(object_basic* x) {\n";
wto << " return (" << parsed_extensions[i].implements << "*)(object_locals*)x;\n";
wto << " }\n";
}
}
wto << " }\n";
wto << "}\n\n";
}
// TODO(JoshDreamland): Burn this function into ash and launch the ashes into space
static inline void compute_locals(language_adapter *lang, parsed_object *object, const string addls) {
pt pos;
string type, name, pres, sufs;
for (pos = 0; pos < addls.length(); pos++)
{
if (is_useless(addls[pos])) continue;
if (addls[pos] == ';') { object->locals[name] = dectrip(type, pres, sufs); type = pres = sufs = ""; continue; }
if (addls[pos] == ',') { object->locals[name] = dectrip(type, pres, sufs); pres = sufs = ""; continue; }
if (is_letter(addls[pos]) or addls[pos] == '$') {
const pt spos = pos;
while (is_letterdd(addls[++pos]));
string tn = addls.substr(spos,pos-spos);
(lang->find_typename(tn) ? type : name) = tn;
pos--; continue;
}
if (addls[pos] == '*') { pres += '*'; continue; }
if (addls[pos] == '[') {
int cnt = 1;
const pt spos = pos;
while (cnt and ++pos < addls.length())
if (addls[pos] == '[' or addls[pos] == '(') cnt++;
else if (addls[pos] == ')' or addls[pos] == ']') cnt--;
sufs += addls.substr(spos,pos-spos+1);
continue;
}
if (addls[pos] == '=') {
int cnt = 0;
pt spos = ++pos;
while (is_useless(addls[spos])) spos++;
pos = spos - 1;
while (++pos < addls.length() and (cnt or (addls[pos] != ',' and addls[pos] != ';')))
if (addls[pos] == '[' or addls[pos] == '(') cnt++;
else if (addls[pos] == ')' or addls[pos] == ']') cnt--;
bool redundant = false;
if (object->parent) {
for (parsed_object *obj = object; obj != NULL; obj = obj->parent) {
for (size_t j = 0; j < obj->initializers.size(); j++) {
if (obj->initializers[j].first == name) {
redundant = true;
break;
}
}
if (redundant) {
break;
}
}
} else {
for (size_t j = 0; j < object->initializers.size(); j++) {
if (object->initializers[j].first == name) {
redundant = true;
break;
}
}
}
if (!redundant) {
object->initializers.push_back(initpair(name,addls.substr(spos,pos-spos)));
}
pos--; continue;
}
}
}
static inline bool parent_declares(parsed_object *parent, const deciter decl) {
for (parsed_object *obj = parent; obj != NULL; obj = obj->parent) {
for (deciter it = obj->locals.begin(); it != obj->locals.end(); it++) {
if (it->first == decl->first &&
it->second.prefix == decl->second.prefix &&
it->second.type == decl->second.type &&
it->second.suffix == decl->second.suffix) {
return true;
}
}
}
return false;
}
static void write_object_locals(language_adapter *lang, std::ostream &wto,
const ParsedScope *global,
parsed_object *object) {
wto << " // Local variables\n ";
for (const ParsedEvent &pev : object->all_events) {
string addls = pev.ev_id.LocalDeclarations();
if (addls.length()) {
compute_locals(lang, object, addls);
}
}
for (deciter ii = object->locals.begin(); ii != object->locals.end(); ii++) {
bool writeit = true; // Whether this "local" should be declared such
if (parent_declares(object->parent, ii)) {
continue;
}
// If it's not explicitely defined, we must question whether it should be
// given a unique presence in this scope
if (!ii->second.defined()) {
parsed_object::cglobit ve = global->globals.find(ii->first); // So, we look for a global by this name
if (ve != global->globals.end()) { // If a global by this name is indeed found,
if (ve->second.defined()) // And this global is explicitly defined, not just accessed with a dot,
writeit = false; // We assume that its definition will cover us, and we do not redeclare it as a local.
cout << "enigma: scopedebug: variable `" << ii->first
<< "' from object `" << object->name
<< "' will be used from the " << (writeit ? "object" : "global")
<< " scope." << endl;
}
}
if (writeit) {
wto << tdefault(ii->second.type) << " " << ii->second.prefix << ii->first
<< ii->second.suffix << ";\n ";
}
}
}
static inline void write_object_scripts(std::ostream &wto, parsed_object *object, const CompileState &state) {
// Next, we write the list of all the scripts this object will hoard a copy of for itself.
wto << "\n //Scripts called by this object\n ";
for (parsed_object::funcit it = object->funcs.begin(); it != object->funcs.end(); it++) //For each function called by this object
{
auto subscr = state.script_lookup.find(it->first); //Check if it's a script
if (subscr != state.script_lookup.end() // If we've got ourselves a script
and subscr->second->global_code) { // And it has distinct code for use at the global scope (meaning it's more efficient locally)
const char* comma = "";
wto << "\n variant _SCR_" << it->first << "(";
for (int argn = 0; argn < it->second; argn++) //it->second gives max argument count used
{
wto << comma << "variant argument" << argn << " = 0";
comma = ", ";
}
wto << ");";
}
} wto << "\n ";
}
static inline void write_object_timelines(std::ostream &wto, const GameData &/*game*/, parsed_object *object, const TimelineLookupMap &timeline_lookup) {
// Next, we write the list of all the timelines this object will hoard a copy of for itself.
// NOTE: See below; we actually need to assume this object has the potential to call any timeline.
// BUT we only locally-copy the ones we know about for sure here.
bool hasKnownTlines = false;
wto << "\n //Timelines called by this object\n";
for (parsed_object::tlineit it = object->tlines.begin(); it != object->tlines.end(); it++) //For each timeline potentially set by this object.
{
auto timit = timeline_lookup.find(it->first); //Check if it's a timeline
if (timit != timeline_lookup.end()) // If we've got ourselves a script
//and subscr->second->pev_global) // And it has distinct code for use at the global scope (meaning it's more efficient locally) //NOTE: It seems all timeline MUST be copied locally.
{
hasKnownTlines = true;
for (const auto &moment : timit->second.moments) {
wto << " void TLINE_" << timit->first << "_MOMENT_" << moment.step << "();\n";
}
}
} wto << "\n";
//If at least one timeline is called by this object, override timeline_call_moment_script() to properly dispatch it to the local instance.
if (hasKnownTlines) {
wto << " // Dispatch timelines properly for this object..\n";
wto << " virtual void timeline_call_moment_script(int timeline_index, int moment_index);\n\n";
}
}
void recursive_inherit(parsed_object *object, set<parsed_object*> &visited) {
// This is just an optimization. Don't redo work.
if (visited.find(object) != visited.end()) return;
visited.insert(object);
parsed_object *p = object->parent;
if (!p) return;
recursive_inherit(p, visited);
object->InheritFrom(p);
}
// TL;DR once upon a time Robert tried to implement inheritance by having every
// single routine in this file check all of its parents for events every time it
// had a question about them. It would cache information in weird vectors and
// maps, but would always execute the iteration logic from scratch with each new
// routine. This method performs the iteration ONCE and caches it directly for
// later iteration.
static inline void generate_robertvecs(const ParsedObjectVec &objects) {
// TODO: copy out groups of events, here, then populate children with empty
// versions of their parents' events
for (parsed_object *object : objects) {
for (ParsedEvent &pev : object->all_events) {
if (!pev.code.empty()) {
if (pev.ev_id.IsStacked()) {
object->stacked_events.declare(&pev);
} else {
object->non_stacked_events.declare(&pev);
}
if (pev.ev_id.RegistersIterator()) {
object->registered_events.declare(&pev);
}
}
}
}
set<parsed_object*> visited;
for (parsed_object *object : objects) {
recursive_inherit(object, visited);
}
}
// Write out declarations for *all* events implemented by *this* object.
// This include events overridden from a parent event, but does not include
// the parent's events otherwise. This includes special events like create or
// destroy, and stacked events like individual alarms (even though stacked
// events will be wrapped into a single virtual method to be called as part
// of the event loop). Note also that this array also includes events that
// were automatically added to this object per `events.ey`.
static void write_object_events(std::ostream &wto, parsed_object *object) {
for (const ParsedEvent &pev : object->all_events) {
string evname = pev.ev_id.TrueFunctionName();
if (!pev.code.empty() || pev.ev_id.HasDefaultCode()) {
wto << " variant myevent_" << evname << "();\n";
if (pev.ev_id.HasSubCheck()) {
wto << " inline bool myevent_" << evname << "_subcheck();\n";
}
}
}
}
// Stacked events need a separate virtual event to trigger from the event loop.
// Otherwise, we'd be writing a great deal of placeholder events, most of them
// calling into nothing. We'd also be wasting a ton of time on vtable lookups
// in general, even if every object implemented the same collision events.
//
// Also, some events require special dispatcher logic. An example of where this
// is strictly required is collision events, which must be run in a secondary
// loop fashion. Regardless of whether they are stacked, dispatched events
// receive a dispatch routine to handle one or all instances of that event.
//
// Because the subchecks and dispatch logic for these event groups can contain
// variable name lookups, all instances must be declared before we implement the
// final routines.
static void declare_event_groups(std::ostream &wto, const parsed_object *object) {
wto << " \n // Stacked event bases and dispatchers\n";
for (const ParsedEventGroup &event_stack : object->stacked_events) {
wto << " void myevent_"
<< event_stack.event_key.BaseFunctionName();
if (event_stack.event_key.HasDispatcher()) wto << "_dispatcher";
wto << "() override;\n";
}
}
static void implement_event_groups(std::ostream &wto, const parsed_object *object) {
wto << "\n// Stacked event bases and dispatchers\n";
for (const ParsedEventGroup &event_stack : object->stacked_events) {
wto << "void enigma::OBJ_" << object->name << "::myevent_"
<< event_stack.event_key.BaseFunctionName();
if (event_stack.event_key.HasDispatcher()) wto << "_dispatcher";
wto << "() {\n";
for (ParsedEvent *event : event_stack) {
const auto &ev = event->ev_id;
// Use the full function name to call individual events in this stack.
const string evname = ev.TrueFunctionName();
int indent = 2;
if (ev.HasSubCheck()) {
indent += 2;
if (ev.HasSubCheckExpression()) {
wto << " if (" << ev.SubCheckExpression() << ") {\n";
} else {
wto << " if (myevent_" + evname + "_subcheck()) {\n";
}
}
const std::string logic = ev.HasDispatcher()
? ev.DispatcherCode("myevent_" + evname)
: "myevent_" + evname + "();";
PrintIndentedCode(wto, logic, indent);
if (ev.HasSubCheck())
wto << " }\n";
}
wto << "}\n";
}
}
static inline void write_event_perform(
std::ostream &wto, const EventData &events, parsed_object *object) {
/* Event Perform Code */
wto << "\n // Event Perform Code\n";
wto << " variant myevents_perf(int type, int numb) override {\n";
for (const auto &event : object->all_events) {
string evname = event.ev_id.TrueFunctionName();
auto legacy_pair = events.reverse_get_event(event.ev_id);
wto << " if (type == " << legacy_pair.mid << " && numb == " << legacy_pair.id << ")\n";
wto << " return myevent_" << evname << "();\n";
}
if (object->parent) {
wto << " return OBJ_" << object->parent->name << "::myevents_perf(type,numb);\n";
} else {
wto << " return 0;\n";
}
wto << " }\n";
}
static inline void write_object_unlink(std::ostream &wto, parsed_object *object) {
// Now we write the callable unlinker. Its job is to disconnect the instance
// for destroy. This is an important component that tracks multiple pieces
// of the instance. These pieces are created for efficiency within the engine.
// See the instance system documentation for full details.
// Here we write the pieces it tracks
wto << "\n // Self-tracking\n";
// This tracks components of the instance system.
if (!object->parent) // The rootmost parent tracks us in the instance list.
wto << " enigma::pinstance_list_iterator ENOBJ_ITER_me;\n";
wto << " enigma::inst_iter *ENOBJ_ITER_myobj" << object->id << ";\n";
// This tracks components of the event system.
for (const ParsedEventGroup &group : object->registered_events) {
const EventGroupKey &event = group.event_key;
if (object->InheritsAny(event)) continue;
if (event.HasIteratorDeclareCode()) {
if (!iscomment(event.IteratorDeclareCode())) {
wto << " " << event.IteratorDeclareCode() << ";\n";
}
} else {
wto << " enigma::inst_iter *ENOBJ_ITER_myevent_"
<< event.FunctionName() << ";\n";
}
}
//This is the actual call to remove the current instance from all linked records before destroying it.
wto << "\n void unlink() {\n";
wto << " instance_iter_queue_for_destroy(this); // Queue for delete while we're still valid\n";
wto << " if (enigma::instance_deactivated_list.erase(id)==0) {\n";
wto << " // If it's not in the deactivated list, then it's active (so deactivate it).\n";
wto << " deactivate();\n";
wto << " }\n";
wto << " }\n\n";
// Write out the unlink code in a deactivate routine that does not schedule
// garbage collection of the instance. This is used to implement the
// `instance_deactivate` family of functions.
wto << " void deactivate() {\n";
// Unlink ourself. The rootmost parent unlinks the instance list entry.
// Each object then unlinks its respective object list entry.
if (!object->parent) {
// We're the rootmost parent; unlink ourself from the instance list.
wto << " enigma::unlink_main(ENOBJ_ITER_me);\n";
} else {
// Let the parent handle the instance unlink (and its own object unlinking).
wto << " OBJ_" << object->parent->name << "::deactivate();\n";
}
// This is our object list entry.
wto << " unlink_object_id_iter(ENOBJ_ITER_myobj" << object->id << ", "
<< object->id << ");\n";
for (const ParsedEventGroup &group : object->registered_events) {
const EventGroupKey &event = group.event_key;
if (object->InheritsAny(event)) continue;
const string evname = event.FunctionName();
if (event.HasIteratorRemoveCode()) {
if (!iscomment(event.IteratorRemoveCode()))
wto << " " << event.IteratorRemoveCode() << ";\n";
} else {
wto << " enigma::event_" << evname << "->unlink(ENOBJ_ITER_myevent_" << evname << ");\n";
}
}
wto << " }\n";
}
static inline void write_object_constructors(std::ostream &wto, parsed_object *object) {
/*
** Next are the constructors. One is automated, the other directed.
** Automatic constructor: The constructor generates the ID from a global maximum and links by that alias.
** Directed constructor: Meant for use by the room system, the constructor uses a specified ID alias assumed to have been checked for conflict.
*/
wto << "\n OBJ_" << object->name << "(int enigma_genericconstructor_newinst_x = 0, int enigma_genericconstructor_newinst_y = 0, const int id = (enigma::maxid++)"
<< ", const int enigma_genericobjid = " << object->id << ", bool handle = true)";
if (object->parent) {
wto << ": OBJ_" << object->parent->name << "(enigma_genericconstructor_newinst_x,enigma_genericconstructor_newinst_y,id,enigma_genericobjid,false)";
} else {
wto << ": object_locals(id,enigma_genericobjid) ";
}
for (size_t ii = 0; ii < object->initializers.size(); ii++)
wto << ", " << object->initializers[ii].first << "(" << object->initializers[ii].second << ")";
wto << "\n {\n";
wto << " if (!handle) return;\n";
// Sprite index
if (used_funcs::object_set_sprite) //We want to initialize
wto << " sprite_index = enigma::object_table[" << object->id << "].->sprite;\n"
<< " make_index = enigma::object_table[" << object->id << "]->mask;\n";
else
wto << " sprite_index = enigma::objectdata[" << object->id << "]->sprite;\n"
<< " mask_index = enigma::objectdata[" << object->id << "]->mask;\n";
wto << " visible = enigma::objectdata[" << object->id << "]->visible;\n solid = enigma::objectdata[" << object->id << "]->solid;\n";
wto << " persistent = enigma::objectdata[" << object->id << "]->persistent;\n";
wto << " activate();\n";
// Coordinates
wto << " x = enigma_genericconstructor_newinst_x, y = enigma_genericconstructor_newinst_y;\n";
wto << " enigma::constructor(this);\n";
wto << " }\n\n";
wto << " void activate()\n {\n";
if (object->parent) {
wto << " OBJ_" << object->parent->name << "::activate();\n";
// Have to remove the one the parent added so we can add our own
wto << " depth.remove();\n";
}
// Depth iterator used for draw events in graphics system screen_redraw
wto << " depth.init(enigma::objectdata[" << object->id << "]->depth, this);\n";
// Instance system interface
if (!object->parent) {
wto << " ENOBJ_ITER_me = enigma::link_instance(this);\n";
for (parsed_object *obj = object; obj; obj = obj->parent) {
wto << " ENOBJ_ITER_myobj" << obj->id << " = enigma::link_obj_instance(this, " << obj->id << ");\n";
}
} else {
wto << " ENOBJ_ITER_myobj" << object->id << " = enigma::link_obj_instance(this, " << object->id << ");\n";
}
// Event system interface
for (const ParsedEventGroup &group : object->registered_events) {
const EventGroupKey &event = group.event_key;
if (object->InheritsAny(event)) continue;
const string evname = event.FunctionName();
if (event.HasIteratorInitializeCode()) {
if (!iscomment(event.IteratorInitializeCode()))
wto << " " << event.IteratorInitializeCode() << ";\n";
} else {
wto << " ENOBJ_ITER_myevent_" << evname
<< " = enigma::event_" << evname << "->add_inst(this);\n";
}
}
wto << " }\n";
}
static void write_object_destructor(std::ostream &wto, parsed_object *object) {
wto << " \n ~OBJ_" << object->name << "()\n {\n";
if (!object->parent) {
wto << " delete vmap;\n";
wto << " enigma::winstance_list_iterator_delete(ENOBJ_ITER_me);\n";
for (parsed_object *obj = object; obj; obj = obj->parent) {
wto << " delete ENOBJ_ITER_myobj" << obj->id << ";\n";
}
} else {
wto << " delete ENOBJ_ITER_myobj" << object->id << ";\n";
}
for (const ParsedEventGroup &group : object->registered_events) {
const EventGroupKey &event = group.event_key;
if (object->InheritsAny(event)) continue;
if (event.HasIteratorDeleteCode()) {
if (!iscomment(event.IteratorDeleteCode()))
wto << " " << event.IteratorDeleteCode() << ";\n";
} else {
wto << " delete ENOBJ_ITER_myevent_" << event.FunctionName() << ";\n";
}
}
wto << " }\n";
//We'll sneak this in here.
wto << " virtual bool can_cast(int obj) const;\n";
}
static void write_object_class_body(parsed_object* object, language_adapter *lang, std::ostream &wto, const GameData &game, const CompileState &state) {
wto << " \n struct OBJ_" << object->name;
if (object->parent) {
wto << ": OBJ_" << object->parent->name;
} else {
wto << ": object_locals";
}
wto << "\n {\n";
write_object_locals(lang, wto, &state.global_object, object);
write_object_scripts(wto, object, state);
write_object_timelines(wto, game, object, state.timeline_lookup);
write_object_events(wto, object);
declare_event_groups(wto, object);
write_event_perform(wto, lang->event_data(), object);
write_object_unlink(wto, object);
write_object_constructors(wto, object);
write_object_destructor(wto, object);
wto << " };\n";
}
static inline void write_object_family(parsed_object* object, language_adapter *lang, std::ostream &wto, const GameData &game, const CompileState &state) {
write_object_class_body(object, lang, wto, game, state);
for (ParsedObjectVec::iterator child_it = object->children.begin(); child_it != object->children.end(); ++child_it) {
write_object_family(*child_it, lang, wto, game, state);
}
}
static inline void write_object_class_bodies(language_adapter *lang, std::ostream &wto, const GameData &game, const CompileState &state) {
for (parsed_object *object : state.parsed_objects) {
if (object->parent) {
continue; // Do not write out objects before we've written their parent
}
write_object_family(object, lang, wto, game, state);
}
}
static inline string resname(string name) {
return name.empty() ? "-1" : name;
}
static inline void write_object_data_structs(std::ostream &wto,
const ParsedObjectVec &parsed_objects) {
wto << " std::vector<objectstruct> object_array() {\n";
wto << " static std::vector<objectstruct> objs = {\n" << std::fixed;
for (parsed_object *object : parsed_objects) {
wto << " { "
<< resname(object->sprite_name) << ", "
<< resname(object->polygon_name) << ", "
<< object->solid << ", "
<< object->visible << ", "
<< object->depth << ", "
<< object->persistent << ", "
<< resname(object->mask_name) << ", "
<< resname(object->parent_name) << ", "
<< object->id
<< " },\n";
}
wto.unsetf(ios_base::floatfield);
wto << " };\n";
wto << " return objs;\n}\n";
wto << " std::vector<objectstruct> objs = object_array();\n";
wto << " int objectcount = " << parsed_objects.size() << ";\n";
}
// [ CODEGEN FILE ] ------------------------------------------------------------
// Object declarations: object classes/names and locals. -----------------------
// -----------------------------------------------------------------------------
static inline void write_object_declarations(
lang_CPP* lcpp, const GameData &game, const CompileState &state) {
ofstream wto;
wto.open(codegen_directory/"Preprocessor_Environment_Editable/IDE_EDIT_objectdeclarations.h",ios_base::out);
wto << license;
wto << "#include \"Universal_System/Object_Tiers/collisions_object.h\"\n";
wto << "#include \"Universal_System/Object_Tiers/object.h\"\n\n";
wto << "#include <map>";
declare_scripts(wto, game, state);
wto << "namespace enigma\n{\n";
declare_object_locals_class(wto, parsed_extensions);
wto << "\n";
declare_extension_casts(wto, parsed_extensions);
wto << "}\n\n";
generate_robertvecs(state.parsed_objects);
// TODO(JoshDreamland): Replace with enigma_user:
wto << "namespace enigma // TODO: Replace with enigma_user\n{\n";
write_object_class_bodies(lcpp, wto, game, state);
wto << "}\n\n";
wto << "namespace enigma {\n";
write_object_data_structs(wto, state.parsed_objects);
wto << "}\n";
wto.close();
}
static inline void write_script_implementations(ofstream& wto, const GameData &game, const CompileState &state, int mode);
static inline void write_timeline_implementations(ofstream& wto, const GameData &game, const CompileState &state);
static inline void write_event_bodies(ofstream& wto, const GameData &game, int mode, const ParsedObjectVec &parsed_objects, const ScriptLookupMap &script_lookup, const TimelineLookupMap &timeline_lookup);
static inline void write_global_script_array(ofstream &wto, const GameData &game, const CompileState &state);
static inline void write_basic_constructor(ofstream &wto);
// [ CODEGEN FILE ] ------------------------------------------------------------
// Object functionality: implements event routines and scripts declared earlier.
// -----------------------------------------------------------------------------
static inline void write_object_functionality(
const GameData &game, const CompileState &state, int mode) {
vector<unsigned> parent_undefined;
ofstream wto((codegen_directory/"Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h").u8string().c_str(),ios_base::out);
wto << license;
wto << endl << "#define log_xor || log_xor_helper() ||" << endl;
wto << "struct log_xor_helper { bool value; };" << endl;
wto << "template<typename LEFT> log_xor_helper operator ||(const LEFT &left, const log_xor_helper &xorh) { log_xor_helper nxor; nxor.value = (bool)left; return nxor; }" << endl;
wto << "template<typename RIGHT> bool operator ||(const log_xor_helper &xorh, const RIGHT &right) { return xorh.value ^ (bool)right; }" << endl << endl;
write_script_implementations(wto, game, state, mode);
write_timeline_implementations(wto, game, state);
write_event_bodies(wto, game, mode, state.parsed_objects, state.script_lookup, state.timeline_lookup);
write_global_script_array(wto, game, state);
write_basic_constructor(wto);
wto.close();
}
static inline void write_script_implementations(ofstream& wto, const GameData &game, const CompileState &state, int mode) {
// Export globalized scripts
for (size_t i = 0; i < game.scripts.size(); i++) {
ParsedScript* scr = state.script_lookup.at(game.scripts[i].name);
const char* comma = "";
wto << "variant _SCR_" << game.scripts[i].name << "(";
for (int argn = 0; argn < scr->globargs; argn++) { //it->second gives max argument count used
wto << comma << "variant argument" << argn;
comma = ", ";
}
wto << ")\n{\n";
if (mode == emode_debug) {
wto << " enigma::debug_scope $current_scope(\"script '" << game.scripts[i].name << "'\");\n";
}
wto << " ";
ParsedCode &upev = scr->global_code ? *scr->global_code : scr->code;
// TODO(JoshDreamland): Super-hacky
string override_code, override_synt;
if (upev.code.compare(0, 12, "with((self))") == 0) {
override_code = upev.code.substr(12);
override_synt = upev.synt.substr(12);
}
print_to_file(
override_code.empty() ? upev.code : override_code,
override_synt.empty() ? upev.synt : override_synt,
upev.strc,
upev.strs,
2,wto
);
wto << "\n return 0;\n}\n\n";
}
}
static inline void write_timeline_implementations(ofstream& wto, const GameData &game, const CompileState &state) {
// Export globalized timelines.
// TODO: Is there such a thing as a localized timeline?
(void) game; // XXX: why the hell is this needed for everything but timelines?
for (const auto &tline : state.timeline_lookup) {\
for (const auto &moment : tline.second.moments) {
wto << "void TLINE_" << tline.first << "_MOMENT_" << moment.step << "() {\n";
ParsedCode& upev = moment.script->global_code
? *moment.script->global_code : moment.script->code;
string override_code, override_synt;
if (upev.code.compare(0, 12, "with((self))") == 0) {
override_code = upev.code.substr(12);
override_synt = upev.synt.substr(12);
}
print_to_file(
override_code.empty() ? upev.code : override_code,
override_synt.empty() ? upev.synt : override_synt,
upev.strc,
upev.strs,
2, wto);
wto << "\n}\n\n";
}
}
}
static void write_event_func(ofstream& wto, const ParsedEvent &event, string objname, string evname, int mode);
static void write_object_event_funcs(ofstream& wto, const parsed_object *const object, int mode);
static void write_object_script_funcs(ofstream& wto, const parsed_object *const t, const ScriptLookupMap &script_lookup);
static void write_object_timeline_funcs(ofstream& wto, const GameData &game, const parsed_object *const t, const TimelineLookupMap &timeline_lookup);
static void write_can_cast_func(ofstream& wto, const parsed_object *const pobj);
static void write_event_bodies(
ofstream& wto, const GameData &game, int mode,
const ParsedObjectVec &parsed_objects, const ScriptLookupMap &script_lookup,
const TimelineLookupMap &timeline_lookup) {
for (const auto *obj : parsed_objects) {
// Write infrastructure to trigger grouped events (stacked/dispatched)
implement_event_groups(wto, obj);
// Write the user-defined event implementations.
write_object_event_funcs(wto, obj, mode);
// Write local object copies of scripts
write_object_script_funcs(wto, obj, script_lookup);
// Write local object copies of timelines
write_object_timeline_funcs(wto, game, obj, timeline_lookup);
//Write the required "can_cast()" function.
write_can_cast_func(wto, obj);
}
}
static void write_object_event_funcs(ofstream& wto, const parsed_object *const object, int mode) {
for (const ParsedEvent &event : object->all_events) {
string evname = event.ev_id.TrueFunctionName();
// Inherit default code from object_locals. Don't generate the same default
// code for all objects.
if (event.code.empty()) continue;
bool defined_inherited = false;
// TODO(JoshDreamland): This is a pretty major hack; it's an extra line
// for no reason 99% of the time, and it doesn't allow us to give any
// feedback as to why a call to event_inherited() may not be valid.
if (object->InheritsSpecifically(event.ev_id) &&
event.code.find("event_inherited") != std::string::npos) {
wto << "#define event_inherited OBJ_" + object->parent->name + "::myevent_" + evname + "\n";
defined_inherited = true;
}
write_event_func(wto, event, object->name, evname, mode);
if (defined_inherited) {
wto << "#undef event_inherited\n";
}
if (event.ev_id.HasSubCheck()) {
// Write event sub check code
wto << "inline bool enigma::OBJ_" << object->name
<< "::myevent_" << evname << "_subcheck() ";
if (event.ev_id.HasSubCheckFunction()) {
wto << event.ev_id.SubCheckFunction();
} else {
wto << "{\n return " << event.ev_id.SubCheckExpression() << ";\n}";
}
wto << "\n\n";
}
}
}
static void write_event_func(ofstream& wto, const ParsedEvent &event, string objname, string evname, int mode) {
std::string evfuncname = "myevent_" + evname;
wto << "variant enigma::OBJ_" << objname << "::" << evfuncname << "()\n{\n";
if (mode == emode_debug) {
wto << " enigma::debug_scope $current_scope(\"event '" << evname << "' for object '" << objname << "'\");\n";
}
wto << " ";
if (!event.ev_id.UsesEventLoop())
wto << "enigma::temp_event_scope ENIGMA_PUSH_ITERATOR_AND_VALIDATE(this);\n ";
if (event.ev_id.HasConstantCode())
wto << event.ev_id.ConstantCode() << endl;
print_to_file(event.code,event.synt,event.strc,event.strs,2,wto);
wto << "\n return 0;\n}\n\n";
}
static inline void write_object_script_funcs(ofstream& wto, const parsed_object *const t, const ScriptLookupMap &script_lookup) {
for (parsed_object::const_funcit it = t->funcs.begin(); it != t->funcs.end(); ++it) { // For each function called by this object
auto subscr = script_lookup.find(it->first); // Check if it's a script
if (subscr != script_lookup.end() // If we've got ourselves a script
and subscr->second->global_code) { // And it has distinct code for use at the global scope (meaning it's more efficient locally)
const char* comma = "";
wto << "variant enigma::OBJ_" << t->name << "::_SCR_" << it->first << "(";
for (int argn = 0; argn < it->second; ++argn) { // it->second gives max argument count used
wto << comma << "variant argument" << argn;
comma = ", ";
}
wto << ")\n{\n ";
print_to_file(subscr->second->code.code,subscr->second->code.synt,subscr->second->code.strc,subscr->second->code.strs,2,wto);
wto << "\n return 0;\n}\n\n";
}
}
}
static inline void write_known_timelines(ofstream& wto, const GameData &game, const parsed_object *const t, const TimelineLookupMap &timeline_lookup);
static inline void write_object_timeline_funcs(ofstream& wto, const GameData &game, const parsed_object *const t, const TimelineLookupMap &timeline_lookup) {
bool hasKnownTlines = false;
for (parsed_object::const_tlineit it = t->tlines.begin(); it != t->tlines.end(); ++it) { //For each timeline potentially set by this object
auto timit = timeline_lookup.find(it->first); //Check if it's a timeline
if (timit != timeline_lookup.end()) { // If we've got ourselves a timeline
hasKnownTlines = true; // Apparently we're always writing all timelines to all objects
for (const auto &moment : timit->second.moments) {
ParsedScript* scr = moment.script;
wto << "void enigma::OBJ_" << t->name << "::TLINE_" << timit->first
<< "_MOMENT_" << moment.step << "() {\n";
print_to_file(scr->code.code, scr->code.synt, scr->code.strc, scr->code.strs, 2, wto);
wto << "}\n";
}
wto << "\n";
}
}
// If no timelines are ever used by this script, it can rely on the default lookup table.
// NOTE: We have to allow it to fall through to the default in cases where instances (by id) are given a timeline.
if (hasKnownTlines) {
write_known_timelines(wto, game, t, timeline_lookup);
}
}
static inline void write_known_timelines(ofstream& wto, const GameData &game, const parsed_object *const t, const TimelineLookupMap &timeline_lookup) {
(void) game; // XXX: why the hell is this needed for everything but timelines?
wto << "void enigma::OBJ_" << t->name << "::timeline_call_moment_script(int timeline_index, int moment_index) {\n";
wto << " switch (timeline_index) {\n";
for (parsed_object::const_tlineit it = t->tlines.begin(); it != t->tlines.end(); it++) {
auto timit = timeline_lookup.find(it->first); //Check if it's a timeline
if (timit != timeline_lookup.end()) { // If we've got ourselves a timeline
wto << " case " << timit->second.id << ": {\n";
wto << " switch (moment_index) {\n";
for (size_t j = 0; j < timit->second.moments.size(); ++j) {
const auto &moment = timit->second.moments[j];
wto << " case " << j << ": {\n";
wto << " TLINE_" << timit->first << "_MOMENT_" << moment.step << "();\n";
wto << " break;\n";
wto << " }\n";
}
wto << " }\n";
wto << " break;\n";
wto << " }\n";
}
}
// Fall through to the default case.
wto << " default: event_parent::timeline_call_moment_script(timeline_index, moment_index);\n";
wto << " }\n";
wto << "}\n\n";
}
static inline void write_can_cast_func(ofstream& wto, const parsed_object *const pobj) {
wto << "bool enigma::OBJ_" << pobj->name << "::can_cast(int obj) const {\n";
bool written = false;
wto << " return ";
for (parsed_object* curr=pobj->parent; curr; curr=curr->parent) {
if (written) wto << " || ";
wto << "(obj==" << curr->id << ")";
written = true;
}
if (!written) wto << "false";
wto << ";\n" << "}\n\n";
}
static inline void write_global_script_array(ofstream &wto, const GameData &game, const CompileState &state) {
wto << "namespace enigma\n{\n"
" std::vector<callable_script> callable_scripts = {\n";
int scr_count = 0;
for (size_t i = 0; i < game.scripts.size(); i++)
{
while (game.scripts[i].id() > scr_count)
{
wto << " { NULL, -1 },\n";
scr_count++;
}
scr_count++;
wto << " { (variant(*)())_SCR_" << game.scripts[i].name << ", "
<< state.script_lookup.at(game.scripts[i].name)->globargs << " },\n";
}
wto << " };\n \n";
}
static inline void write_basic_constructor(ofstream &wto) {
wto <<
" void constructor(object_basic* instance_b) {\n"
" //This is the universal create event code\n"
" object_locals* instance = (object_locals*)instance_b;\n"
" \n"
" instance->xstart = instance->x;\n"
" instance->ystart = instance->y;\n"
" instance->xprevious = instance->x;\n"
" instance->yprevious = instance->y;\n"
" \n"
" instance->gravity=0;\n"
" instance->gravity_direction=270;\n"
" instance->friction=0;\n \n"
" \n"
" instance->timeline_index = -1;\n"
" instance->timeline_running = " << (setting::compliance_mode <= setting::COMPL_GM7? "true" : "false") << ";\n"
" instance->timeline_speed = 1;\n"
" instance->timeline_position = 0;\n"
" instance->timeline_loop = false;\n"
" \n"