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2021-04-12 20:25:02 +02:00
commit 3d7202a915
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#include "gamemgr.h"
#include "gameobj.h"
#include "scriptmgr.h"
#include <string.h> // strcpy
#include <stdio.h> // rand
#include <stdlib.h> // rand
#include <iostream> // cout
using namespace std;
CGameMgr::CGameMgr()
{
gameOn = false;
}
CGameMgr::~CGameMgr()
{
for( unsigned int n = 0; n < gameObjects.size(); n++ )
gameObjects[n]->DestroyAndRelease();
}
int CGameMgr::StartGame()
{
// Set up the game level
// In a real game this would probably be loaded from a file, that would define
// the position of each object and other things that would be placed in the game world.
// The properties for each object type would probably also be loaded from a file.
// The map file, would only have to specify the position and the type of the object.
// Based on the type, the game manager would retrieve the graphics object and script
// controller that should be used.
// Create some stones
for( unsigned int n = 0; n < 10; n++ )
SpawnObject("stone", '0', rand()%10, rand()%10);
// Create some zombies
for( unsigned int n = 0; n < 3; n++ )
SpawnObject("zombie", 'z', rand()%10, rand()%10);
// Create the player
CGameObj *obj = SpawnObject("player", 'p', rand()%10, rand()%10);
if( obj )
obj->name = "player";
// Check if there were any compilation errors during the script loading
if( scriptMgr->hasCompileErrors )
return -1;
return 0;
}
CGameObj *CGameMgr::SpawnObject(const std::string &type, char dispChar, int x, int y)
{
CGameObj *obj = new CGameObj(dispChar, x, y);
gameObjects.push_back(obj);
// Set the controller based on type
obj->controller = scriptMgr->CreateController(type, obj);
return obj;
}
void CGameMgr::Run()
{
gameOn = true;
while( gameOn )
{
// Render the frame
Render();
// Get input from user
GetInput();
// Call the onThink method on each game object
for( unsigned int n = 0; n < gameObjects.size(); n++ )
gameObjects[n]->OnThink();
// Kill the objects that have been queued for killing
for( unsigned int n = 0; n < gameObjects.size(); n++ )
{
if( gameObjects[n]->isDead )
{
// We won't actually delete the memory here, as we do not know
// exactly who might still be referencing the object, but we
// make sure to destroy the internals in order to avoid
// circular references.
gameObjects[n]->DestroyAndRelease();
gameObjects.erase(gameObjects.begin()+n);
n--;
}
}
}
}
void CGameMgr::EndGame(bool win)
{
gameOn = false;
if( win )
cout << "Congratulations, you've defeated the zombies!" << endl;
else
cout << "Too bad, the zombies ate your brain!" << endl;
// Get something to let the player see the message before exiting
char buf[2];
cin.getline(buf, 1);
}
void CGameMgr::Render()
{
// Clear the buffer
char buf[10][11];
for( int y = 0; y < 10; y++ )
memcpy(buf[y], "..........\0", 11);
// Render each object into the buffer
for( unsigned int n = 0; n < gameObjects.size(); n++ )
buf[gameObjects[n]->y][gameObjects[n]->x] = gameObjects[n]->displayCharacter;
// Clear the screen
#ifdef _WIN32
system("cls");
#else
system("clear");
#endif
// Print some useful information and start the input loop
cout << "Sample game using AngelScript " << asGetLibraryVersion() << "." << endl;
cout << "Type u(p), d(own), l(eft), r(ight) to move the player." << endl;
cout << "Type q(uit) to exit the game." << endl;
cout << "Try to avoid getting eaten by the zombies, hah hah." << endl;
cout << endl;
// Present the buffer
for( int y = 0; y < 10; y++ )
cout << buf[y] << endl;
}
void CGameMgr::GetInput()
{
cout << "> ";
char buf[10];
cin.getline(buf, 10);
memset(actionStates, 0, sizeof(actionStates));
switch( buf[0] )
{
case 'u':
actionStates[0] = true;
break;
case 'd':
actionStates[1] = true;
break;
case 'l':
actionStates[2] = true;
break;
case 'r':
actionStates[3] = true;
break;
case 'q':
gameOn = false;
break;
}
}
bool CGameMgr::GetActionState(int action)
{
if( action < 0 || action >= 4 ) return false;
return actionStates[action];
}
CGameObj *CGameMgr::GetGameObjAt(int x, int y)
{
for( unsigned int n = 0; n < gameObjects.size(); n++ )
if( gameObjects[n]->x == x && gameObjects[n]->y == y )
return gameObjects[n];
return 0;
}
CGameObj *CGameMgr::FindGameObjByName(const string &name)
{
for( unsigned int n = 0; n < gameObjects.size(); n++ )
{
if( gameObjects[n]->name == name )
return gameObjects[n];
}
return 0;
}

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#ifndef GAMEMGR_H
#define GAMEMGR_H
#include <vector>
#include <string>
class CGameObj;
class CGameMgr
{
public:
CGameMgr();
~CGameMgr();
int StartGame();
void Run();
void EndGame(bool win);
CGameObj *GetGameObjAt(int x, int y);
bool GetActionState(int action);
CGameObj *FindGameObjByName(const std::string &name);
protected:
void Render();
void GetInput();
CGameObj *SpawnObject(const std::string &type, char dispChar, int x, int y);
std::vector<CGameObj*> gameObjects;
bool actionStates[4];
bool gameOn;
};
extern CGameMgr *gameMgr;
#endif

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#include "gameobj.h"
#include "scriptmgr.h"
#include "gamemgr.h"
using namespace std;
CGameObj::CGameObj(char dispChar, int x, int y)
{
// The first reference is already counted when the object is created
refCount = 1;
isDead = false;
displayCharacter = dispChar;
this->x = x;
this->y = y;
controller = 0;
weakRefFlag = 0;
}
CGameObj::~CGameObj()
{
if( weakRefFlag )
{
// Tell the ones that hold weak references that the object is destroyed
weakRefFlag->Set(true);
weakRefFlag->Release();
}
if( controller )
controller->Release();
}
asILockableSharedBool *CGameObj::GetWeakRefFlag()
{
if( !weakRefFlag )
weakRefFlag = asCreateLockableSharedBool();
return weakRefFlag;
}
int CGameObj::AddRef()
{
return ++refCount;
}
int CGameObj::Release()
{
if( --refCount == 0 )
{
delete this;
return 0;
}
return refCount;
}
void CGameObj::DestroyAndRelease()
{
// Since there might be other object's still referencing this one, we
// cannot just delete it. Here we will release all other references that
// this object holds, so it doesn't end up holding circular references.
if( controller )
{
controller->Release();
controller = 0;
}
Release();
}
void CGameObj::OnThink()
{
// Call the script controller's OnThink method
if( controller )
scriptMgr->CallOnThink(controller);
}
bool CGameObj::Move(int dx, int dy)
{
// Check if it is actually possible to move to the desired position
int x2 = x + dx;
if( x2 < 0 || x2 > 9 ) return false;
int y2 = y + dy;
if( y2 < 0 || y2 > 9 ) return false;
// Check with the game manager if another object isn't occupying this spot
CGameObj *obj = gameMgr->GetGameObjAt(x2, y2);
if( obj ) return false;
// Now we can make the move
x = x2;
y = y2;
return true;
}
void CGameObj::Send(CScriptHandle msg, CGameObj *other)
{
if( other && other->controller )
scriptMgr->CallOnMessage(other->controller, msg, this);
}
void CGameObj::Kill()
{
// Just flag the object as dead. The game manager will
// do the actual destroying at the end of the frame
isDead = true;
}
int CGameObj::GetX() const
{
return x;
}
int CGameObj::GetY() const
{
return y;
}

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#ifndef GAMEOBJ_H
#define GAMEOBJ_H
#include <string>
#include <angelscript.h>
#include "../../../add_on/scripthandle/scripthandle.h"
class CGameObj
{
public:
CGameObj(char dispChar, int x, int y);
int AddRef();
int Release();
asILockableSharedBool *GetWeakRefFlag();
// This method is used by the application
// when the object should be destroyed
void DestroyAndRelease();
// This event handler is called by the game manager each frame
void OnThink();
bool Move(int dx, int dy);
void Send(CScriptHandle msg, CGameObj *other);
void Kill();
// The script shouldn't be allowed to update the position directly
// so we won't provide direct access to the position
int GetX() const;
int GetY() const;
std::string name;
char displayCharacter;
bool isDead;
asIScriptObject *controller;
int x, y;
protected:
~CGameObj();
int refCount;
asILockableSharedBool *weakRefFlag;
};
#endif

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#include <iostream> // cout
#include <stdio.h>
#include <angelscript.h>
#ifdef _MSC_VER
#include <crtdbg.h> // debugging routines
#endif
#include "gamemgr.h"
#include "scriptmgr.h"
using namespace std;
CScriptMgr *scriptMgr = 0;
CGameMgr *gameMgr = 0;
int main(int argc, char **argv)
{
#ifdef _MSC_VER
// Detect memory leaks
_CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
_CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
_CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);
// Use _CrtSetBreakAlloc(n) to find a specific memory leak
#endif
int r;
// Make sure the game is being executed with the correct working directory
// At the very least there should be a 'player.as' script for controlling the
// player character.
FILE *f = fopen("player.as", "r");
if( f == 0 )
{
cout << "The game is not executed in the correct location. Make sure you set the working directory to the path where the 'player.as' script is located." << endl;
cout << endl;
cout << "Press enter to exit." << endl;
char buf[10];
cin.getline(buf, 10);
return -1;
}
fclose(f);
// Initialize the game manager
gameMgr = new CGameMgr();
// Initialize the script manager
scriptMgr = new CScriptMgr();
r = scriptMgr->Init();
if( r < 0 )
{
delete scriptMgr;
delete gameMgr;
return r;
}
// Start a new game
r = gameMgr->StartGame();
if( r < 0 )
{
cout << "Failed to initialize the game. Please verify the script errors." << endl;
cout << endl;
cout << "Press enter to exit." << endl;
char buf[10];
cin.getline(buf, 10);
return -1;
}
// Let the game manager handle the game loop
gameMgr->Run();
// Uninitialize the game manager
if( gameMgr )
{
delete gameMgr;
gameMgr = 0;
}
// Uninitialize the script manager
if( scriptMgr )
{
delete scriptMgr;
scriptMgr = 0;
}
return r;
}

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#include "scriptmgr.h"
#include "gamemgr.h"
#include "gameobj.h"
#include <iostream> // cout
#include <stdio.h> // fopen, fclose
#include <string.h> // strcmp
#include <assert.h>
#include "../../../add_on/scriptstdstring/scriptstdstring.h"
#include "../../../add_on/scriptbuilder/scriptbuilder.h"
#include "../../../add_on/weakref/weakref.h"
using namespace std;
CScriptMgr::CScriptMgr()
{
engine = 0;
hasCompileErrors = false;
}
CScriptMgr::~CScriptMgr()
{
for( unsigned int n = 0; n < controllers.size(); n++ )
delete controllers[n];
for( unsigned int n = 0; n < contexts.size(); n++ )
contexts[n]->Release();
if( engine )
engine->ShutDownAndRelease();
}
int CScriptMgr::Init()
{
int r;
engine = asCreateScriptEngine();
// Set the message callback to print the human readable messages that the engine gives in case of errors
r = engine->SetMessageCallback(asMETHOD(CScriptMgr, MessageCallback), this, asCALL_THISCALL); assert( r >= 0 );
// Register the string type
RegisterStdString(engine);
// Register the generic handle type, called 'ref' in the script
RegisterScriptHandle(engine);
// Register the weak ref template type
RegisterScriptWeakRef(engine);
// Register the game object. The scripts cannot create these directly, so there is no factory function.
r = engine->RegisterObjectType("CGameObj", 0, asOBJ_REF); assert( r >= 0 );
r = engine->RegisterObjectBehaviour("CGameObj", asBEHAVE_ADDREF, "void f()", asMETHOD(CGameObj, AddRef), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectBehaviour("CGameObj", asBEHAVE_RELEASE, "void f()", asMETHOD(CGameObj, Release), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectBehaviour("CGameObj", asBEHAVE_GET_WEAKREF_FLAG, "int &f()", asMETHOD(CGameObj, GetWeakRefFlag), asCALL_THISCALL); assert( r >= 0 );
// The object's position is read-only to the script. The position is updated with the Move method
r = engine->RegisterObjectMethod("CGameObj", "int get_x() const property", asMETHOD(CGameObj, GetX), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectMethod("CGameObj", "int get_y() const property", asMETHOD(CGameObj, GetY), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectMethod("CGameObj", "bool Move(int dx, int dy)", asMETHOD(CGameObj, Move), asCALL_THISCALL); assert( r >= 0 );
// The script can kill the owning object
r = engine->RegisterObjectMethod("CGameObj", "void Kill()", asMETHOD(CGameObj, Kill), asCALL_THISCALL); assert( r >= 0 );
// The script can send a message to the other object through this method
// Observe the autohandle @+ to tell AngelScript to automatically release the handle after the call
// The generic handle type is used to allow the script to pass any object to
// the other script without the application having to know anything about it
r = engine->RegisterObjectMethod("CGameObj", "void Send(ref msg, const CGameObj @+ to)", asMETHOD(CGameObj, Send), asCALL_THISCALL); assert( r >= 0 );
// The game engine will determine the class that represents the controller
// by checking if the class implements the IController interface. No methods
// are registered for this interface, as the script shouldn't be required to
// implement the methods. This will allow the game engine to avoid calling
// methods that doesn't do anything, thus improving performance.
r = engine->RegisterInterface("IController"); assert( r >= 0 );
// Register the game manager as a singleton. The script will access it through the global property
r = engine->RegisterObjectType("CGameMgr", 0, asOBJ_REF | asOBJ_NOHANDLE); assert( r >= 0 );
// Register the game manager's methods
r = engine->RegisterGlobalProperty("CGameMgr game", gameMgr); assert( r >= 0 );
// The script can determine what the user wants to do through the actionStates
r = engine->RegisterObjectMethod("CGameMgr", "bool get_actionState(int idx) property", asMETHOD(CGameMgr, GetActionState), asCALL_THISCALL); assert( r >= 0 );
// The script can call this method to end the game
r = engine->RegisterObjectMethod("CGameMgr", "void EndGame(bool win)", asMETHOD(CGameMgr, EndGame), asCALL_THISCALL); assert( r >= 0 );
// Register a method that will allow the script to find an object by its name.
// This returns the object as const handle, as the script should only be
// allow to directly modify its owner object.
// Observe the @+ that tells AngelScript to automatically increase the refcount
r = engine->RegisterObjectMethod("CGameMgr", "const CGameObj @+ FindObjByName(const string &in name)", asMETHOD(CGameMgr, FindGameObjByName), asCALL_THISCALL); assert( r >= 0 );
return 0;
}
void CScriptMgr::MessageCallback(const asSMessageInfo &msg)
{
const char *type = "ERR ";
if( msg.type == asMSGTYPE_WARNING )
type = "WARN";
else if( msg.type == asMSGTYPE_INFORMATION )
type = "INFO";
cout << msg.section << " (" << msg.row << ", " << msg.col << ") : " << type << " : " << msg.message << endl;
if( msg.type == asMSGTYPE_ERROR )
hasCompileErrors = true;
}
CScriptMgr::SController *CScriptMgr::GetControllerScript(const string &script)
{
int r;
// Find the cached controller
for( unsigned int n = 0; n < controllers.size(); n++ )
{
if( controllers[n]->module == script )
return controllers[n];
}
// No controller, check if the script has already been loaded
asIScriptModule *mod = engine->GetModule(script.c_str(), asGM_ONLY_IF_EXISTS);
if( mod )
{
// We've already attempted loading the script before, but there is no controller
return 0;
}
// Compile the script into the module
CScriptBuilder builder;
r = builder.StartNewModule(engine, script.c_str());
if( r < 0 )
return 0;
// If the script file doesn't exist, then there is no script controller for this type
FILE *f;
if( (f = fopen((script + ".as").c_str(), "r")) == 0 )
return 0;
fclose(f);
// Let the builder load the script, and do the necessary pre-processing (include files, etc)
r = builder.AddSectionFromFile((script + ".as").c_str());
if( r < 0 )
return 0;
r = builder.BuildModule();
if( r < 0 )
return 0;
// Cache the functions and methods that will be used
SController *ctrl = new SController;
controllers.push_back(ctrl);
ctrl->module = script;
// Find the class that implements the IController interface
mod = engine->GetModule(script.c_str(), asGM_ONLY_IF_EXISTS);
asITypeInfo *type = 0;
int tc = mod->GetObjectTypeCount();
for( int n = 0; n < tc; n++ )
{
bool found = false;
type = mod->GetObjectTypeByIndex(n);
int ic = type->GetInterfaceCount();
for( int i = 0; i < ic; i++ )
{
if( strcmp(type->GetInterface(i)->GetName(), "IController") == 0 )
{
found = true;
break;
}
}
if( found == true )
{
ctrl->type = type;
break;
}
}
if( ctrl->type == 0 )
{
cout << "Couldn't find the controller class for the type '" << script << "'" << endl;
controllers.pop_back();
delete ctrl;
return 0;
}
// Find the factory function
// The game engine will pass in the owning CGameObj to the controller for storage
string s = string(type->GetName()) + "@ " + string(type->GetName()) + "(CGameObj @)";
ctrl->factoryFunc = type->GetFactoryByDecl(s.c_str());
if( ctrl->factoryFunc == 0 )
{
cout << "Couldn't find the appropriate factory for the type '" << script << "'" << endl;
controllers.pop_back();
delete ctrl;
return 0;
}
// Find the optional event handlers
ctrl->onThinkMethod = type->GetMethodByDecl("void OnThink()");
ctrl->onMessageMethod = type->GetMethodByDecl("void OnMessage(ref @msg, const CGameObj @sender)");
// Add the cache as user data to the type for quick access
type->SetUserData(ctrl);
return ctrl;
}
asIScriptObject *CScriptMgr::CreateController(const string &script, CGameObj *gameObj)
{
int r;
asIScriptObject *obj = 0;
SController *ctrl = GetControllerScript(script);
if( ctrl == 0 ) return 0;
// Create the object using the factory function
asIScriptContext *ctx = PrepareContextFromPool(ctrl->factoryFunc);
// Pass the object pointer to the script function. With this call the
// context will automatically increase the reference count for the object.
ctx->SetArgObject(0, gameObj);
// Make the call and take care of any errors that may happen
r = ExecuteCall(ctx);
if( r == asEXECUTION_FINISHED )
{
// Get the newly created object
obj = *((asIScriptObject**)ctx->GetAddressOfReturnValue());
// Since a reference will be kept to this object
// it is necessary to increase the ref count
obj->AddRef();
}
// Return the context to the pool so it can be reused
ReturnContextToPool(ctx);
return obj;
}
void CScriptMgr::CallOnThink(asIScriptObject *object)
{
// Find the cached onThink method id
SController *ctrl = reinterpret_cast<SController*>(object->GetObjectType()->GetUserData());
// Call the method using the shared context
if( ctrl->onThinkMethod != 0 )
{
asIScriptContext *ctx = PrepareContextFromPool(ctrl->onThinkMethod);
ctx->SetObject(object);
ExecuteCall(ctx);
ReturnContextToPool(ctx);
}
}
void CScriptMgr::CallOnMessage(asIScriptObject *object, CScriptHandle &msg, CGameObj *caller)
{
// Find the cached onMessage method id
SController *ctrl = reinterpret_cast<SController*>(object->GetObjectType()->GetUserData());
// Call the method using the shared context
if( ctrl->onMessageMethod != 0 )
{
asIScriptContext *ctx = PrepareContextFromPool(ctrl->onMessageMethod);
ctx->SetObject(object);
ctx->SetArgObject(0, &msg);
ctx->SetArgObject(1, caller);
ExecuteCall(ctx);
ReturnContextToPool(ctx);
}
}
int CScriptMgr::ExecuteCall(asIScriptContext *ctx)
{
int r = ctx->Execute();
if( r != asEXECUTION_FINISHED )
{
if( r == asEXECUTION_EXCEPTION )
{
cout << "Exception: " << ctx->GetExceptionString() << endl;
cout << "Function: " << ctx->GetExceptionFunction()->GetDeclaration() << endl;
cout << "Line: " << ctx->GetExceptionLineNumber() << endl;
// It is possible to print more information about the location of the
// exception, for example the call stack, values of variables, etc if
// that is of interest.
}
}
return r;
}
asIScriptContext *CScriptMgr::PrepareContextFromPool(asIScriptFunction *func)
{
asIScriptContext *ctx = 0;
if( contexts.size() )
{
ctx = *contexts.rbegin();
contexts.pop_back();
}
else
ctx = engine->CreateContext();
int r = ctx->Prepare(func); assert( r >= 0 );
return ctx;
}
void CScriptMgr::ReturnContextToPool(asIScriptContext *ctx)
{
contexts.push_back(ctx);
// Unprepare the context to free any objects that might be held
// as we don't know when the context will be used again.
ctx->Unprepare();
}

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#ifndef SCRIPTMGR_H
#define SCRIPTMGR_H
#include <string>
#include <vector>
#include <angelscript.h>
#include "../../../add_on/scripthandle/scripthandle.h"
class CGameObj;
class CScriptMgr
{
public:
CScriptMgr();
~CScriptMgr();
int Init();
asIScriptObject *CreateController(const std::string &type, CGameObj *obj);
void CallOnThink(asIScriptObject *object);
void CallOnMessage(asIScriptObject *object, CScriptHandle &msg, CGameObj *caller);
bool hasCompileErrors;
protected:
void MessageCallback(const asSMessageInfo &msg);
asIScriptContext *PrepareContextFromPool(asIScriptFunction *func);
void ReturnContextToPool(asIScriptContext *ctx);
int ExecuteCall(asIScriptContext *ctx);
struct SController
{
SController() : type(0), factoryFunc(0), onThinkMethod(0), onMessageMethod(0) {}
std::string module;
asITypeInfo *type;
asIScriptFunction *factoryFunc;
asIScriptFunction *onThinkMethod;
asIScriptFunction *onMessageMethod;
};
SController *GetControllerScript(const std::string &type);
asIScriptEngine *engine;
// Our pool of script contexts. This is used to avoid allocating
// the context objects all the time. The context objects are quite
// heavy weight and should be shared between function calls.
std::vector<asIScriptContext *> contexts;
// This is the cache of function ids etc that we use to avoid having
// to search for the function ids everytime we need to call a function.
// The search is quite time consuming and should only be done once.
std::vector<SController *> controllers;
};
extern CScriptMgr *scriptMgr;
#endif