#include "NativeScript.h" namespace Core { namespace Scripting { NativeScript::NativeScript( ) { } StatusEffectScript* NativeScript::getStatusEffectScript( uint32_t statusId ) { auto script = m_statusEffectScripts.find( statusId ); if( script == m_statusEffectScripts.end() ) return nullptr; return script->second; } ActionScript* NativeScript::getAbilityScript( uint32_t abilityId ) { auto script = m_actionScripts.find( abilityId ); if( script == m_actionScripts.end() ) return nullptr; return script->second; } QuestScript* NativeScript::getQuestScript( uint32_t questId ) { auto script = m_questScripts.find( questId ); if( script == m_questScripts.end() ) return nullptr; return script->second; } BattleNpcScript* NativeScript::getBattleNpcScript( uint32_t npcId ) { auto script = m_battleNpcScripts.find( npcId ); if( script == m_battleNpcScripts.end() ) return nullptr; return script->second; } ZoneScript* NativeScript::getZoneScript( uint32_t zoneId ) { auto script = m_zoneScripts.find( zoneId ); if( script == m_zoneScripts.end() ) return nullptr; return script->second; } void NativeScript::removeStatusEffectScript( uint32_t statusId ) { m_statusEffectScripts.erase( statusId ); } void NativeScript::removeAbilityScript( uint32_t abilityId ) { m_actionScripts.erase( abilityId ); } void NativeScript::removeQuestScript( uint32_t questId ) { m_questScripts.erase( questId ); } void NativeScript::removeBattleNpcScript( uint32_t npcId ) { m_battleNpcScripts.erase( npcId ); } bool NativeScript::loadScript( std::string path ) { auto info = m_loader.loadModule( path ); if( info ) { // todo: this is shit if( auto script = m_loader.getScriptObject< StatusEffectScript >( info->handle, "StatusEffectScript" ) ) { info->script = script; m_statusEffectScripts[ script->getId() ] = script; } else if( auto script = m_loader.getScriptObject< ActionScript >( info->handle, "ActionScript" ) ) { info->script = script; m_actionScripts[ script->getId() ] = script; } else if( auto script = m_loader.getScriptObject< QuestScript >( info->handle, "QuestScript" ) ) { info->script = script; m_questScripts[ script->getId() ] = script; } else if( auto script = m_loader.getScriptObject< BattleNpcScript >( info->handle, "BattleNpcScript" ) ) { info->script = script; m_battleNpcScripts[ script->getId() ] = script; } else if( auto script = m_loader.getScriptObject< ZoneScript >( info->handle, "ZoneScript" ) ) { info->script = script; m_zoneScripts[ script->getId() ] = script; } else { // unload anything which doesn't have a suitable export m_loader.unloadScript( info->handle ); return false; } } else return false; return true; } const std::string NativeScript::getModuleExtension() { return m_loader.getModuleExtension(); } bool NativeScript::unloadScript( std::string name ) { return m_loader.unloadScript( name ); } boost::shared_ptr< NativeScript > create_script_engine( ) { return boost::make_shared< NativeScript >(); } } }