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diff --git a/README.md b/README.md
index 0143577..f9ff32c 100644
--- a/README.md
+++ b/README.md
@@ -1,115 +1,115 @@
This is the fork of the puzzle game Me and My Shadow originally at [SourceForge](http://meandmyshadow.sourceforge.net/).
The new website is <https://acmepjz.github.io/meandmyshadow/>.
### Build status
| Platform | Nightly build status | Latest nightly build | Previous nightly build |
|----------|-------------------------|----------------------|------------------------|
-| Windows | [![Build status][1]][4] | [Bintray][6] | [Appveyor][4] |
+| Windows | [![Build status][1]][4] | [Bintray][6] | [AppVeyor][4] |
| Linux | [![Build Status][2]][5] | [Bintray][6] | Not available |
| OSX | [![Build Status][3]][5] | Not available | Not available |
[1]: https://ci.appveyor.com/api/projects/status/t0cfcb54fppa501c/branch/master?svg=true
[2]: https://travis-matrix-badges.herokuapp.com/repos/acmepjz/meandmyshadow/branches/master/1
[3]: https://travis-matrix-badges.herokuapp.com/repos/acmepjz/meandmyshadow/branches/master/2
[4]: https://ci.appveyor.com/project/acmepjz/meandmyshadow/branch/master
[5]: https://travis-ci.org/acmepjz/meandmyshadow
[6]: https://bintray.com/acmepjz/meandmyshadow/meandmyshadow/nightly-build#files
Me and My Shadow
====================
Me and My Shadow is a free libre puzzle/platform game in which you try to reach
the exit by solving puzzles. Spikes, moving blocks, fragile blocks and much
more stand between you and the exit. Record your moves and let your shadow
mimic them to reach blocks you couldn't reach alone.
- Tutorial for beginners
- 2 level packs containing over 40 levels
- 18 different block types
- Built-in level editor
- Easily installable addons
- Original music by Juho-Petteri Yliuntinen
- Cross platform
Compiling
=========
Compiling on Linux
------------------
You will need the following packages (and their -dev(el) files) to be installed:
* libSDL2
* libSDL2_image
* libSDL2_ttf
* libSDL2_mixer
* libcurl
* libarchive
* liblua ( >=5.2 )
* cmake
* C++ compiler (found in packages like g++, gcc-c++, gcc)
The process is simple. Enter a terminal and move to directory containing
MeAndMyShadow. Then just type
~~~
mkdir build && cd build
cmake ..
~~~
to generate the Makefile. If everything configured properly you don't see any
errors and then you can start compiling by typing
~~~
make
~~~
Finally you can run MeAndMyShadow with
~~~
./meandmyshadow
~~~
To install MeAndMyShadow on your system, run following as root
~~~
make install
~~~
See `.travis.yml` for example.
Compiling on Windows
--------------------
If you are using VS2013 or VS2015 you can download the pre-built SDL2 dependencies
[here](https://github.com/acmepjz/meandmyshadow/releases/tag/v0.5-devel002),
and unzip the dependencies.
Otherwise you need to compile some dependencies from source. See `appveyor.yml-build-dependencies` for example.
Open a command prompt, move to directory containing
MeAndMyShadow. Then type
~~~
set PATH=path\to\dependencies;%PATH%
mkdir build && cd build
path\to\cmake-gui.exe ..
~~~
Follow the instruction to generate Visual Studio solution files.
Open the solution file to compile.
Compiling on Mac
----------------
(Under construction)
It is almost the same as in Linux. Use brew to install dependencies.
See `.travis.yml` for example.
Translating
===========
We use the web-based translation system [Transifex](https://www.transifex.com/acmepjz/meandmyshadow/)
to host MeAndMyShadow translation.
Meanwhile, you can also translate the game directly. See <http://meandmyshadow.sourceforge.net/wiki/index.php/Translating>
for more information.
diff --git a/src/ScriptAPI.cpp b/src/ScriptAPI.cpp
index 2754d37..8d67b65 100644
--- a/src/ScriptAPI.cpp
+++ b/src/ScriptAPI.cpp
@@ -1,1743 +1,1744 @@
/*
* Copyright (C) 2012-2013 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 "SoundManager.h"
#include "Functions.h"
#include "Block.h"
#include "Game.h"
#include "MusicManager.h"
#include "ScriptDelayExecution.h"
#include <iostream>
+#include <algorithm>
using namespace std;
/////////////////////////// HELPER MACRO ///////////////////////////
#define HELPER_GET_AND_CHECK_ARGS(ARGS) \
int args = lua_gettop(state); \
if(args != ARGS) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected %d.", __FUNCTION__, ARGS); \
}
#define HELPER_GET_AND_CHECK_ARGS_RANGE(ARGS1, ARGS2) \
int args = lua_gettop(state); \
if(args < ARGS1 || args > ARGS2) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected %d-%d.", __FUNCTION__, ARGS1, ARGS2); \
}
#define HELPER_GET_AND_CHECK_ARGS_2(ARGS1, ARGS2) \
int args = lua_gettop(state); \
if(args != ARGS1 && args != ARGS2) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected %d or %d.", __FUNCTION__, ARGS1, ARGS2); \
}
#define HELPER_GET_AND_CHECK_ARGS_AT_LEAST(ARGS) \
int args = lua_gettop(state); \
if(args < ARGS) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected at least %d.", __FUNCTION__, ARGS); \
}
#define HELPER_GET_AND_CHECK_ARGS_AT_MOST(ARGS) \
int args = lua_gettop(state); \
if(args > ARGS) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected at most %d.", __FUNCTION__, ARGS); \
}
//================================================================
#define HELPER_CHECK_ARGS_TYPE(INDEX, TYPE) \
if(!lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s.", INDEX, __FUNCTION__, #TYPE); \
}
#define HELPER_CHECK_ARGS_TYPE_NO_HINT(INDEX, TYPE) \
if(!lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_ARGS_TYPE_2(INDEX, TYPE1, TYPE2) \
if(!lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s or %s.", INDEX, __FUNCTION__, #TYPE1, #TYPE2); \
}
#define HELPER_CHECK_ARGS_TYPE_2_NO_HINT(INDEX, TYPE1, TYPE2) \
if(!lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_ARGS_TYPE_OR_NIL(INDEX, TYPE) \
HELPER_CHECK_ARGS_TYPE_2(INDEX, TYPE, nil)
#define HELPER_CHECK_ARGS_TYPE_OR_NIL_NO_HINT(INDEX, TYPE) \
HELPER_CHECK_ARGS_TYPE_2_NO_HINT(INDEX, TYPE, nil)
//================================================================
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE(INDEX, TYPE) \
if(args>=INDEX && !lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s.", INDEX, __FUNCTION__, #TYPE); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_NO_HINT(INDEX, TYPE) \
if(args>=INDEX && !lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_2(INDEX, TYPE1, TYPE2) \
if(args>=INDEX && !lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s or %s.", INDEX, __FUNCTION__, #TYPE1, #TYPE2); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_2_NO_HINT(INDEX, TYPE1, TYPE2) \
if(args>=INDEX && !lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(INDEX, TYPE) \
HELPER_CHECK_OPTIONAL_ARGS_TYPE_2(INDEX, TYPE, nil)
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL_NO_HINT(INDEX, TYPE) \
HELPER_CHECK_OPTIONAL_ARGS_TYPE_2_NO_HINT(INDEX, TYPE, nil)
//================================================================
#define HELPER_REGISTER_IS_VALID_FUNCTION(CLASS) \
int isValid(lua_State* state){ \
HELPER_GET_AND_CHECK_ARGS(1); \
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata); \
CLASS* object = CLASS::getObjectFromUserData(state, 1); \
lua_pushboolean(state, object ? 1 : 0); \
return 1; \
}
//================================================================
#define _F(FUNC) { #FUNC, _L::FUNC }
#define _FG(FUNC) _F(get##FUNC)
#define _FI(FUNC) _F(is##FUNC)
#define _FS(FUNC) _F(set##FUNC)
#define _FGS(FUNC) _F(get##FUNC), _F(set##FUNC)
#define _FIS(FUNC) _F(is##FUNC), _F(set##FUNC)
///////////////////////////BLOCK SPECIFIC///////////////////////////
class BlockScriptAPI {
public:
static int getFlags(const Block* block) {
return block->flags;
}
static void setFlags(Block* block, int flags) {
block->flags = flags;
}
static void fragileUpdateState(Block* block, int state) {
state &= 0x3;
block->flags = (block->flags & ~0x3) | state;
const char* s = (state == 0) ? "default" : ((state == 1) ? "fragile1" : ((state == 2) ? "fragile2" : "fragile3"));
block->appearance.changeState(s);
}
static int getTemp(const Block* block) {
return block->temp;
}
static void setTemp(Block* block, int value) {
block->temp = value;
}
};
namespace block {
HELPER_REGISTER_IS_VALID_FUNCTION(Block);
int getBlockById(lua_State* state){
//Get the number of args, this MUST be one.
HELPER_GET_AND_CHECK_ARGS(1);
//Make sure the given argument is an id (string).
HELPER_CHECK_ARGS_TYPE(1, string);
//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.
HELPER_GET_AND_CHECK_ARGS(1);
//Make sure the given argument is an id (string).
HELPER_CHECK_ARGS_TYPE(1, string);
//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 moveTo(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
HELPER_CHECK_ARGS_TYPE(3, number); // integer
//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->moveTo(x, y);
return 0;
}
int getLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
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 setLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
HELPER_CHECK_ARGS_TYPE(3, number); // integer
//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 growTo(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
HELPER_CHECK_ARGS_TYPE(3, number); // integer
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int w = lua_tonumber(state, 2);
int h = lua_tonumber(state, 3);
object->growTo(w, h);
return 0;
}
int getSize(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Get the object.
lua_pushnumber(state, object->getBox().w);
lua_pushnumber(state, object->getBox().h);
return 2;
}
int setSize(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
HELPER_CHECK_ARGS_TYPE(3, number); // integer
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int w = lua_tonumber(state, 2);
int h = lua_tonumber(state, 3);
object->setSize(w, h);
return 0;
}
int getType(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
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 changeThemeState(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
object->appearance.changeState(lua_tostring(state, 2));
return 0;
}
int setVisible(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL)
return 0;
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~0x80000000) | (lua_toboolean(state, 2) ? 0 : 0x80000000)
);
return 0;
}
int isVisible(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL)
return 0;
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x80000000) ? 0 : 1);
return 1;
}
int getEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 2);
map<string, int>::iterator it = Game::gameObjectEventNameMap.find(eventType);
if (it == Game::gameObjectEventNameMap.end()) return 0;
//Check compiled script
map<int, int>::iterator script = object->compiledScripts.find(it->second);
if (script == object->compiledScripts.end()) return 0;
//Get event handler
lua_rawgeti(state, LUA_REGISTRYINDEX, script->second);
return 1;
}
//It will return old event handler.
int setEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
HELPER_CHECK_ARGS_TYPE_OR_NIL(3, function);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 2);
map<string, int>::const_iterator it = Game::gameObjectEventNameMap.find(eventType);
if (it == Game::gameObjectEventNameMap.end()){
lua_pushfstring(state, "Unknown block event type: '%s'.", eventType.c_str());
return lua_error(state);
}
//Check compiled script
int scriptIndex = LUA_REFNIL;
{
map<int, int>::iterator script = object->compiledScripts.find(it->second);
if (script != object->compiledScripts.end()) scriptIndex = script->second;
}
//Set new event handler
object->compiledScripts[it->second] = luaL_ref(state, LUA_REGISTRYINDEX);
//Get old event handler and unreference it
lua_rawgeti(state, LUA_REGISTRYINDEX, scriptIndex);
luaL_unref(state, LUA_REGISTRYINDEX, scriptIndex);
return 1;
}
int onEvent(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 2);
map<string, int>::const_iterator it = Game::gameObjectEventNameMap.find(eventType);
if (it == Game::gameObjectEventNameMap.end()){
lua_pushfstring(state, "Unknown block event type: '%s'.", eventType.c_str());
return lua_error(state);
}
object->onEvent(it->second);
return 0;
}
int isActivated(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x1) ? 0 : 1);
return 1;
default:
return 0;
}
}
int setActivated(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~1) | (lua_toboolean(state, 2) ? 0 : 1)
);
break;
}
return 0;
}
int isAutomatic(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_PORTAL:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x1) ? 1 : 0);
return 1;
default:
return 0;
}
}
int setAutomatic(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_PORTAL:
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~1) | (lua_toboolean(state, 2) ? 1 : 0)
);
break;
}
return 0;
}
int getBehavior(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_BUTTON:
case TYPE_SWITCH:
switch (BlockScriptAPI::getFlags(object) & 0x3) {
default:
lua_pushstring(state, "toggle");
break;
case 1:
lua_pushstring(state, "on");
break;
case 2:
lua_pushstring(state, "off");
break;
}
return 1;
default:
return 0;
}
}
int setBehavior(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_BUTTON:
case TYPE_SWITCH:
{
int newFlags = BlockScriptAPI::getFlags(object) & ~3;
std::string s = lua_tostring(state, 2);
if (s == "on") newFlags |= 1;
else if (s == "off") newFlags |= 2;
BlockScriptAPI::setFlags(object, newFlags);
}
break;
}
return 0;
}
int getState(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_FRAGILE:
lua_pushnumber(state, BlockScriptAPI::getFlags(object) & 0x3);
return 1;
default:
return 0;
}
}
int setState(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_FRAGILE:
{
int oldState = BlockScriptAPI::getFlags(object) & 0x3;
int newState = (int)lua_tonumber(state, 2);
if (newState < 0) newState = 0;
else if (newState > 3) newState = 3;
if (newState != oldState) {
BlockScriptAPI::fragileUpdateState(object, newState);
}
}
break;
}
return 0;
}
int isPlayerOn(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_BUTTON:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x4) ? 1 : 0);
return 1;
default:
return 0;
}
}
int getPathMaxTime(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushnumber(state, object->getPathMaxTime());
return 1;
default:
return 0;
}
}
int getPathTime(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushnumber(state, BlockScriptAPI::getTemp(object));
return 1;
default:
return 0;
}
}
int setPathTime(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
BlockScriptAPI::setTemp(object, (int)lua_tonumber(state, 2));
break;
}
return 0;
}
int isLooping(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x2) ? 0 : 1);
return 1;
default:
return 0;
}
}
int setLooping(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~2) | (lua_toboolean(state, 2) ? 0 : 2)
);
break;
}
return 0;
}
}
#define _L block
//Array with the methods for the block library.
static const struct luaL_Reg blocklib_m[]={
_FI(Valid),
_FG(BlockById),
_FG(BlocksById),
_F(moveTo),
_FGS(Location),
_F(growTo),
_FGS(Size),
_FG(Type),
_F(changeThemeState),
_FIS(Visible),
_FGS(EventHandler),
_F(onEvent),
_FIS(Activated),
_FIS(Automatic),
_FGS(Behavior),
_FGS(State),
_FI(PlayerOn),
_FG(PathMaxTime),
_FGS(PathTime),
_FIS(Looping),
{ NULL, NULL }
};
#undef _L
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;
}
namespace playershadow {
int getLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
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 setLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
HELPER_CHECK_ARGS_TYPE(3, number); // integer
//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 jump(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_2(1, 2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, number); // integer
//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 isShadow(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
lua_pushboolean(state, player->isShadow());
return 1;
}
int getCurrentStand(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
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;
}
}
#define _L playershadow
//Array with the methods for the player and shadow library.
static const struct luaL_Reg playerlib_m[]={
_FGS(Location),
_F(jump),
_FI(Shadow),
_FG(CurrentStand),
{NULL,NULL}
};
#undef _L
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///////////////////////////
namespace level {
int getSize(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 getWidth(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 getHeight(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 getName(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;
}
int getEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 1);
map<string, int>::iterator it = Game::levelEventNameMap.find(eventType);
if (it == Game::levelEventNameMap.end()) return 0;
//Check compiled script
map<int, int>::iterator script = game->compiledScripts.find(it->second);
if (script == game->compiledScripts.end()) return 0;
//Get event handler
lua_rawgeti(state, LUA_REGISTRYINDEX, script->second);
return 1;
}
//It will return old event handler.
int setEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, function);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 1);
map<string, int>::const_iterator it = Game::levelEventNameMap.find(eventType);
if (it == Game::levelEventNameMap.end()){
lua_pushfstring(state, "Unknown level event type: '%s'.", eventType.c_str());
return lua_error(state);
}
//Check compiled script
int scriptIndex = LUA_REFNIL;
{
map<int, int>::iterator script = game->compiledScripts.find(it->second);
if (script != game->compiledScripts.end()) scriptIndex = script->second;
}
//Set new event handler
game->compiledScripts[it->second] = luaL_ref(state, LUA_REGISTRYINDEX);
//Get old event handler and unreference it
lua_rawgeti(state, LUA_REGISTRYINDEX, scriptIndex);
luaL_unref(state, LUA_REGISTRYINDEX, scriptIndex);
return 1;
}
int win(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
if (stateID == STATE_LEVEL_EDITOR)
return 0;
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
game->won = true;
return 0;
}
int getTime(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 size.
lua_pushinteger(state, game->time);
return 1;
}
int getRecordings(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 size.
lua_pushinteger(state, game->recordings);
return 1;
}
int broadcastObjectEvent(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 4);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(2, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(3, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL_NO_HINT(4, userdata);
//Check event type
int eventType = 0;
{
string s = lua_tostring(state, 1);
auto it = Game::gameObjectEventNameMap.find(s);
if (it == Game::gameObjectEventNameMap.end()){
lua_pushfstring(state, "Unknown block event type: '%s'.", s.c_str());
return lua_error(state);
} else {
eventType = it->second;
}
}
//Check object type
int objType = -1;
if (args >= 2 && lua_isstring(state, 2)) {
string s = lua_tostring(state, 2);
auto it = Game::blockNameMap.find(s);
if (it == Game::blockNameMap.end()){
lua_pushfstring(state, "Unknown object type: '%s'.", s.c_str());
return lua_error(state);
} else {
objType = it->second;
}
}
//Check id
const char* id = NULL;
if (args >= 3 && lua_isstring(state, 3)) {
id = lua_tostring(state, 3);
}
//Check target
Block *target = NULL;
if (args >= 4) {
target = Block::getObjectFromUserData(state, 4);
}
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
game->broadcastObjectEvent(eventType, objType, id, target);
return 0;
}
}
#define _L level
//Array with the methods for the level library.
static const struct luaL_Reg levellib_m[]={
_FG(Size),
_FG(Width),
_FG(Height),
_FG(Name),
_FGS(EventHandler),
_F(win),
_FG(Time),
_FG(Recordings),
_F(broadcastObjectEvent),
{NULL,NULL}
};
#undef _L
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///////////////////////////
//FIXME: I can't define namespace camera since there is already a global variable named camera.
//Therefore I use struct camera for a workaround.
struct camera {
static int setMode(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
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{
//Unknown OR invalid camera mode.
return luaL_error(state, "Unknown or invalid camera mode for %s: '%s'.", __FUNCTION__, mode.c_str());
}
//Returns nothing.
return 0;
}
static int lookAt(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, number); // integer
HELPER_CHECK_ARGS_TYPE(2, number); // integer
//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;
}
};
#define _L camera
//Array with the methods for the camera library.
static const struct luaL_Reg cameralib_m[]={
_FS(Mode),
_F(lookAt),
{NULL,NULL}
};
#undef _L
int luaopen_camera(lua_State* state){
luaL_newlib(state,cameralib_m);
//Register the functions and methods.
luaL_setfuncs(state,cameralib_m,0);
return 1;
}
/////////////////////////AUDIO SPECIFIC///////////////////////////
namespace audio {
int playSound(lua_State* state){
//Get the number of args, this can be anything from one to three.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 4);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, number); // integer
HELPER_CHECK_OPTIONAL_ARGS_TYPE(3, boolean);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(4, number); // integer
//Default values for concurrent and force.
//See SoundManager.h
int concurrent = -1;
bool force = false;
int fadeMusic = -1;
//If there's a second one it should be an integer.
if (args > 1){
concurrent = lua_tonumber(state, 2);
}
//If there's a third one it should be a boolean.
if (args > 2){
force = lua_toboolean(state, 3);
}
if (args > 3){
fadeMusic = lua_tonumber(state, 4);
}
//Get the name of the sound.
string sound = lua_tostring(state, 1);
//Try to play the sound.
int channel = getSoundManager()->playSound(sound, concurrent, force, fadeMusic);
//Returns whether the operation is successful.
lua_pushboolean(state, channel >= 0 ? 1 : 0);
return 1;
}
int playMusic(lua_State* state){
//Get the number of args, this can be either one or two.
HELPER_GET_AND_CHECK_ARGS_2(1, 2);
//Make sure the first argument is a string.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, boolean);
//Default value of fade for playMusic.
//See MusicManager.h.
bool fade = true;
//If there's a second one it should be a boolean.
if (args > 1){
fade = lua_toboolean(state, 2);
}
//Get the name of the music.
string music = lua_tostring(state, 1);
//Try to switch to the new music.
getMusicManager()->playMusic(music, fade);
//Returns nothing.
return 0;
}
int pickMusic(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Let the music manager pick a song from the current music list.
getMusicManager()->pickMusic();
return 0;
}
int setMusicList(lua_State* state){
//Get the number of args, this MUST be one.
HELPER_GET_AND_CHECK_ARGS(1);
//Make sure the given argument is a string.
HELPER_CHECK_ARGS_TYPE(1, string);
//And set the music list in the music manager.
string list = lua_tostring(state, 1);
getMusicManager()->setMusicList(list);
return 0;
}
int getMusicList(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Return the name of the song (contains list prefix).
lua_pushstring(state, getMusicManager()->getCurrentMusicList().c_str());
return 1;
}
int currentMusic(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Return the name of the song (contains list prefix).
lua_pushstring(state, getMusicManager()->getCurrentMusic().c_str());
return 1;
}
}
#define _L audio
//Array with the methods for the audio library.
static const struct luaL_Reg audiolib_m[]={
_F(playSound),
_F(playMusic),
_F(pickMusic),
_FGS(MusicList),
_F(currentMusic),
{NULL,NULL}
};
#undef _L
int luaopen_audio(lua_State* state){
luaL_newlib(state,audiolib_m);
//Register the functions and methods.
luaL_setfuncs(state,audiolib_m,0);
return 1;
}
/////////////////////////DELAY EXECUTION SPECIFIC///////////////////////////
namespace delayExecution {
HELPER_REGISTER_IS_VALID_FUNCTION(ScriptDelayExecution);
int schedule(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_AT_LEAST(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_OR_NIL(1, function);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(3, number); // integer
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(4, number); // integer
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(5, boolean);
//Create the delay execution object.
ScriptDelayExecution *obj = new ScriptDelayExecution(getScriptExecutor()->getDelayExecutionList());
obj->time = (int)lua_tonumber(state, 2);
obj->repeatCount = (args >= 3 && lua_isnumber(state, 3)) ? (int)lua_tonumber(state, 3) : 1;
obj->repeatInterval = (args >= 4 && lua_isnumber(state, 4)) ? (int)lua_tonumber(state, 4) : obj->time;
obj->enabled = ((args >= 5 && lua_isboolean(state, 5)) ? lua_toboolean(state, 5) : 1) != 0;
//Get arguments.
for (int i = 6; i <= args; i++) {
obj->arguments.push_back(luaL_ref(state, LUA_REGISTRYINDEX));
}
std::reverse(obj->arguments.begin(), obj->arguments.end());
//Get the function.
lua_settop(state, 1);
obj->func = luaL_ref(state, LUA_REGISTRYINDEX);
//Create the userdatum.
obj->createUserData(state, "delayExecution");
//We return one object, the userdatum.
return 1;
}
int cancel(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Delete the object.
delete object;
return 0;
}
int isEnabled(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushboolean(state, object->enabled ? 1 : 0);
return 1;
}
int setEnabled(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->enabled = lua_toboolean(state, 2) != 0;
return 0;
}
int getTime(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushnumber(state, object->time);
return 1;
}
int setTime(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->time = (int)lua_tonumber(state, 2);
return 0;
}
int getRepeatCount(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushnumber(state, object->repeatCount);
return 1;
}
int setRepeatCount(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->repeatCount = (int)lua_tonumber(state, 2);
return 0;
}
int getRepeatInterval(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushnumber(state, object->repeatInterval);
return 1;
}
int setRepeatInterval(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Set the repeat interval (should >=1).
int i = (int)lua_tonumber(state, 2);
if (i > 0) object->repeatInterval = i;
return 0;
}
int getFunc(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
if (object->func == LUA_REFNIL) return 0;
lua_rawgeti(state, LUA_REGISTRYINDEX, object->func);
return 1;
}
int setFunc(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, function);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int oldFunc = object->func;
object->func = luaL_ref(state, LUA_REGISTRYINDEX);
if (oldFunc == LUA_REFNIL) return 0;
lua_rawgeti(state, LUA_REGISTRYINDEX, oldFunc);
luaL_unref(state, LUA_REGISTRYINDEX, oldFunc);
return 1;
}
int getArguments(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
for (int a : object->arguments) {
lua_rawgeti(state, LUA_REGISTRYINDEX, a);
}
return object->arguments.size();
}
int setArguments(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS_AT_LEAST(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Remove old arguments.
for (int a : object->arguments) {
luaL_unref(state, LUA_REGISTRYINDEX, a);
}
object->arguments.clear();
//Get arguments.
for (int i = 2; i <= args; i++) {
object->arguments.push_back(luaL_ref(state, LUA_REGISTRYINDEX));
}
std::reverse(object->arguments.begin(), object->arguments.end());
return 0;
}
int getExecutionTime(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushnumber(state, object->executionTime);
return 1;
}
int setExecutionTime(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number); // integer
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->executionTime = (int)lua_tonumber(state, 2);
return 0;
}
}
#define _L delayExecution
//Array with the methods for the block library.
static const struct luaL_Reg delayExecutionLib_m[] = {
_FI(Valid),
_F(schedule),
_F(cancel),
_FIS(Enabled),
_FGS(Time),
_FGS(RepeatCount),
_FGS(RepeatInterval),
_FGS(Func),
_FGS(Arguments),
_FGS(ExecutionTime),
{ NULL, NULL }
};
#undef _L
int luaopen_delayExecution(lua_State* state){
luaL_newlib(state, delayExecutionLib_m);
//Create the metatable for the delay execution userdata.
luaL_newmetatable(state, "delayExecution");
lua_pushstring(state, "__index");
lua_pushvalue(state, -2);
lua_settable(state, -3);
ScriptDelayExecution::registerMetatableFunctions(state, -3);
//Register the functions and methods.
luaL_setfuncs(state, delayExecutionLib_m, 0);
return 1;
}

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