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diff --git a/src/ScriptAPI.cpp b/src/ScriptAPI.cpp
index 7ca92fc..16975a0 100644
--- a/src/ScriptAPI.cpp
+++ b/src/ScriptAPI.cpp
@@ -1,1448 +1,1448 @@
/*
* 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 "Game.h"
#include "MusicManager.h"
#include <iostream>
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 _F(FUNC) \
{ #FUNC, _L::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 {
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) {
- case 0:
- lua_pushstring(state, "on");
+ default:
+ lua_pushstring(state, "toggle");
break;
case 1:
- lua_pushstring(state, "off");
+ lua_pushstring(state, "on");
break;
- default:
- lua_pushstring(state, "toggle");
+ 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 isLoop(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 setLoop(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[]={
_F(getBlockById),
_F(getBlocksById),
_F(moveTo),
_F(getLocation),
_F(setLocation),
_F(growTo),
_F(getSize),
_F(setSize),
_F(getType),
_F(changeThemeState),
_F(setVisible),
_F(isVisible),
_F(getEventHandler),
_F(setEventHandler),
_F(onEvent),
_F(isActivated),
_F(setActivated),
_F(isAutomatic),
_F(setAutomatic),
_F(getBehavior),
_F(setBehavior),
_F(getState),
_F(setState),
_F(isPlayerOn),
_F(getPathMaxTime),
_F(getPathTime),
_F(setPathTime),
_F(isLoop),
_F(setLoop),
{ 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[]={
_F(getLocation),
_F(setLocation),
_F(jump),
_F(isShadow),
_F(getCurrentStand),
{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[]={
_F(getSize),
_F(getWidth),
_F(getHeight),
_F(getName),
_F(getEventHandler),
_F(setEventHandler),
_F(win),
_F(getTime),
_F(getRecordings),
_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[]={
_F(setMode),
_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),
_F(setMusicList),
_F(getMusicList),
_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;
}
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