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diff --git a/src/ScriptAPI.cpp b/src/ScriptAPI.cpp
index 49fb5f0..5c1043b 100644
--- a/src/ScriptAPI.cpp
+++ b/src/ScriptAPI.cpp
@@ -1,621 +1,621 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ScriptAPI.h"
#include "ScriptExecutor.h"
#include "Functions.h"
#include "Objects.h"
#include "Game.h"
#include <iostream>
using namespace std;
int test(lua_State* state){
cout<<"Hello world"<<endl;
return 0;
}
//Register the libraries.
void registerFunctions(ScriptExecutor* executor){
//
}
///////////////////////////BLOCK SPECIFIC///////////////////////////
int getBlockById(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlockById, expected 1.");
lua_error(state);
}
//Make sure the given argument is an id (string).
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlockById.");
lua_error(state);
}
//Check if the currentState is the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Get the actual game object.
string id=lua_tostring(state,1);
std::vector<Block*>& levelObjects=game->levelObjects;
Block* object=NULL;
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->getEditorProperty("id")==id){
object=levelObjects[i];
break;
}
}
if(object==NULL){
//Unable to find the requested object.
//Return nothing, will result in a nil in the script.
return 0;
}
//Create the userdatum.
object->createUserData(state,"block");
//We return one object, the userdatum.
return 1;
}
int getBlocksById(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlocksById, expected 1.");
lua_error(state);
}
//Make sure the given argument is an id (string).
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlocksById.");
lua_error(state);
}
//Check if the currentState is the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Get the actual game object.
string id=lua_tostring(state,1);
std::vector<Block*>& levelObjects=game->levelObjects;
std::vector<Block*> result;
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->getEditorProperty("id")==id){
result.push_back(levelObjects[i]);
}
}
//Create the table that will hold the result.
lua_createtable(state,result.size(),0);
//Loop through the results.
for(unsigned int i=0;i<result.size();i++){
//Create the userdatum.
result[i]->createUserData(state,"block");
//And set the table.
lua_rawseti(state,-2,i+1);
}
//We return one object, the userdatum.
return 1;
}
int getBlockLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlockLocation, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlockLocation.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL) return 0;
//Get the object.
lua_pushnumber(state,object->getBox().x);
lua_pushnumber(state,object->getBox().y);
return 2;
}
int setBlockLocation(lua_State* state){
//Check the number of arguments.
int args=lua_gettop(state);
//Make sure the number of arguments is correct.
if(args!=3){
lua_pushstring(state,"Incorrect number of arguments for setBlockLocation, expected 3.");
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setBlockLocation.");
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setBlockLocation.");
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,"Invalid type for argument 3 of setBlockLocation.");
lua_error(state);
}
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL) return 0;
int x=lua_tonumber(state,2);
int y=lua_tonumber(state,3);
object->setLocation(x,y);
return 0;
}
int getBlockType(lua_State* state){
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlockType, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlockType.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL || object->type<0 || object->type>=TYPE_MAX) return 0;
lua_pushstring(state,Game::blockName[object->type]);
return 1;
}
int changeBlockThemeState(lua_State* state){
int args=lua_gettop(state);
if(args!=2){
lua_pushstring(state,"Incorrect number of arguments for changeBlockThemeState, expected 2.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of changeBlockThemeState.");
lua_error(state);
}
if(!lua_isstring(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of changeBlockThemeState.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
object->appearance.changeState(lua_tostring(state,2));
return 0;
}
int setBlockEnabled(lua_State* state){
int args=lua_gettop(state);
if(args!=2){
lua_pushstring(state,"Incorrect number of arguments for setBlockEnabled, expected 2.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setBlockEnabled.");
lua_error(state);
}
if(!lua_isboolean(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setBlockEnabled.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL)
return 0;
bool enabled=lua_toboolean(state,2);
object->enabled=enabled;
return 0;
}
int isBlockEnabled(lua_State* state){
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for isBlockEnabled, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setBlockEnabled.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL)
return 0;
lua_pushboolean(state,object->enabled);
return 1;
}
//Array with the methods for the block library.
static const struct luaL_Reg blocklib_m[]={
{"getBlockById",getBlockById},
{"getBlocksById",getBlocksById},
{"getLocation",getBlockLocation},
{"setLocation",setBlockLocation},
{"getType",getBlockType},
{"changeThemeState",changeBlockThemeState},
{"setEnabled",setBlockEnabled},
{"isEnabled",isBlockEnabled},
{NULL,NULL}
};
int luaopen_block(lua_State* state){
luaL_newlib(state,blocklib_m);
//Create the metatable for the block userdata.
luaL_newmetatable(state,"block");
lua_pushstring(state,"__index");
lua_pushvalue(state,-2);
lua_settable(state,-3);
Block::registerMetatableFunctions(state,-3);
//Register the functions and methods.
luaL_setfuncs(state,blocklib_m,0);
return 1;
}
//////////////////////////PLAYER SPECIFIC///////////////////////////
struct PlayerUserDatum{
char sig1,sig2,sig3,sig4;
};
Player* getPlayerFromUserData(lua_State* state,int idx){
PlayerUserDatum* ud=(PlayerUserDatum*)lua_touserdata(state,1);
//Make sure the user datum isn't null.
if(!ud) return NULL;
//Get the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return NULL;
Player* player=NULL;
//Check the signature to see if it's the player or the shadow.
if(ud->sig1=='P' && ud->sig2=='L' && ud->sig3=='Y' && ud->sig4=='R')
player=&game->player;
else if(ud->sig1=='S' && ud->sig2=='H' && ud->sig3=='D' && ud->sig4=='W')
player=&game->shadow;
return player;
}
int getPlayerLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getPlayerLocation, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getPlayerLocation.");
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the object.
lua_pushnumber(state,player->getBox().x);
lua_pushnumber(state,player->getBox().y);
return 2;
}
int setPlayerLocation(lua_State* state){
//Make sure there are three arguments, userdatum and two integers.
int args=lua_gettop(state);
if(args!=3){
lua_pushstring(state,"Incorrect number of arguments for setPlayerLocation, expected 3.");
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setPlayerLocation.");
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setPlayerLocation.");
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,"Invalid type for argument 3 of setPlayerLocation.");
lua_error(state);
}
//Get the player.
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the new location.
int x=lua_tonumber(state,2);
int y=lua_tonumber(state,3);
player->setLocation(x,y);
return 0;
}
int setPlayerJump(lua_State* state){
//Make sure there are three arguments, userdatum and one integers.
int args=lua_gettop(state);
if(args!=1 && args!=2){
lua_pushstring(state,"Incorrect number of arguments for setPlayerJump, expected 1 or 2.");
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setPlayerJump.");
lua_error(state);
}
if(args==2 && !lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setPlayerJump.");
lua_error(state);
}
//Get the player.
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the new location.
if(args==2){
int yVel=lua_tonumber(state,2);
player->jump(yVel);
}else{
//Use default jump strength.
player->jump();
}
return 0;
}
int isPlayerShadow(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for isPlayerShadow, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of isPlayerShadow.");
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
lua_pushboolean(state,player->isShadow());
return 1;
}
int getPlayerCurrentStand(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getPlayerCurrentStand, expected 1.");
lua_error(state);
}
//Make sure the given argument is a player userdatum.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getPlayerCurrentStand.");
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the actual game object.
Block* object=player->getObjCurrentStand();
if(object==NULL){
return 0;
}
//Create the userdatum.
object->createUserData(state,"block");
//We return one object, the userdatum.
return 1;
}
//Array with the methods for the player and shadow library.
static const struct luaL_Reg playerlib_m[]={
{"getLocation",getPlayerLocation},
{"setLocation",setPlayerLocation},
{"jump",setPlayerJump},
{"isShadow",isPlayerShadow},
{"getCurrentStand",getPlayerCurrentStand},
{NULL,NULL}
};
int luaopen_player(lua_State* state){
luaL_newlib(state,playerlib_m);
//Create the metatable for the player userdata.
luaL_newmetatable(state,"player");
lua_pushstring(state,"__index");
lua_pushvalue(state,-2);
lua_settable(state,-3);
//Now create two default player user data, one for the player and one for the shadow.
PlayerUserDatum* ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
ud->sig1='P';ud->sig2='L';ud->sig3='Y';ud->sig4='R';
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"player");
ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
ud->sig1='S';ud->sig2='H';ud->sig3='D';ud->sig4='W';
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"shadow");
//Register the functions and methods.
luaL_setfuncs(state,playerlib_m,0);
return 1;
}
//////////////////////////LEVEL SPECIFIC///////////////////////////
int getLevelSize(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_WIDTH);
lua_pushinteger(state,LEVEL_HEIGHT);
return 2;
}
int getLevelWidth(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_WIDTH);
return 1;
}
int getLevelHeight(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_HEIGHT);
return 1;
}
int getLevelName(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Returns level name.
lua_pushstring(state,game->getLevelName().c_str());
return 1;
}
//Array with the methods for the level library.
static const struct luaL_Reg levellib_m[]={
{"getSize",getLevelSize},
{"getWidth",getLevelWidth},
{"getHeight",getLevelHeight},
{"getName",getLevelName},
{NULL,NULL}
};
int luaopen_level(lua_State* state){
luaL_newlib(state,levellib_m);
//Register the functions and methods.
luaL_setfuncs(state,levellib_m,0);
return 1;
}
/////////////////////////CAMERA SPECIFIC///////////////////////////
int setCameraMode(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for setCameraMode, expected 1.");
lua_error(state);
}
//Make sure the given argument is a string.
- if(!lua_isuserdata(state,1)){
+ if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setCameraMode.");
lua_error(state);
}
string mode=lua_tostring(state,1);
//Get the game for setting the camera.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Check which mode.
if(mode=="player"){
game->cameraMode=Game::CAMERA_PLAYER;
}else if(mode=="shadow"){
game->cameraMode=Game::CAMERA_SHADOW;
}else{
//Unkown OR invalid camera mode.
lua_pushstring(state,"Unkown or invalid camera mode for setCameraMode.");
lua_error(state);
}
//Returns nothing.
return 0;
}
int cameraLookAt(lua_State* state){
//Get the number of args, this MUST be two (x and y).
int args=lua_gettop(state);
if(args!=2){
lua_pushstring(state,"Incorrect number of arguments for cameraLookAt, expected 2.");
lua_error(state);
}
//Make sure the given arguments are integers.
if(!lua_isnumber(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of cameraLookAt.");
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of cameraLookAt.");
lua_error(state);
}
//Get the point.
int x=lua_tonumber(state,1);
int y=lua_tonumber(state,2);
//Get the game for setting the camera.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
game->cameraMode=Game::CAMERA_CUSTOM;
game->cameraTarget.x=x;
game->cameraTarget.y=y;
return 0;
}
//Array with the methods for the camera library.
static const struct luaL_Reg cameralib_m[]={
{"setMode",setCameraMode},
{"lookAt",cameraLookAt},
{NULL,NULL}
};
int luaopen_camera(lua_State* state){
luaL_newlib(state,cameralib_m);
//Register the functions and methods.
luaL_setfuncs(state,cameralib_m,0);
return 1;
}

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