I have a project with a large codebase (>200,000 lines of code) I maintain ("The core").
Currently, this core has a scripting engine that consists of hooks and a script manager class that calls all hooked functions (that registered via DLL) as they occur. To be quite honest I don't know how exactly it works, since the core is mostly undocumented and spans several years and a magnitude of developers (who are, of course, absent). An example of the current scripting engine is:
void OnMapLoad(uint32 MapID)
{
if (MapID == 1234)
{
printf("Map 1234 has been loaded");
}
}
void SetupOnMapLoad(ScriptMgr *mgr)
{
mgr->register_hook(HOOK_ON_MAP_LOAD, (void*)&OnMapLoad);
}
A supplemental file named setup.cpp
calls SetupOnMapLoad
with the core's ScriptMgr
.
This method is not what I'm looking for. To me, the perfect scripting engine would be one that will allow me to override core class methods. I want to be able to create classes that inherit from core classes and extend on them, like so:
// In the core:
class Map
{
uint32 m_mapid;
void Load();
//...
}
// In the script:
class ExtendedMap : Map
{
void Load()
{
if (m_mapid == 1234)
printf("Map 1234 has been loaded");
Map::Load();
}
}
And then I want every instance of Map
in both the core and scripts to actually be an instance of ExtendedMap
.
Is that possible? How?