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diff --git a/src/ScriptAPI.h b/src/ScriptAPI.h
index 96819c6..bbfb8de 100644
--- a/src/ScriptAPI.h
+++ b/src/ScriptAPI.h
@@ -1,283 +1,312 @@
/*
* 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/>.
*/
int test(lua_State* state){
cout<<"Hello world"<<endl;
return 0;
}
///////////////////////////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<GameObject*>& levelObjects=game->levelObjects;
GameObject* 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<GameObject*>& levelObjects=game->levelObjects;
std::vector<GameObject*> 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);
}
GameObject* object = GameObject::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 getBlockLocation."));
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,_("Invalid type for argument 2 of getBlockLocation."));
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,_("Invalid type for argument 3 of getBlockLocation."));
lua_error(state);
}
//Now get the pointer to the object.
GameObject* object = GameObject::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);
}
GameObject* object = GameObject::getObjectFromUserData(state,1);
if(object==NULL || object->type<0 || object->type>=TYPE_MAX) return 0;
lua_pushstring(state,Game::blockName[object->type]);
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},
{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);
GameObject::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* data;
};
+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);
}
- PlayerUserDatum* ud=(PlayerUserDatum*)lua_touserdata(state,1);
- Player* player=NULL;
- if(ud && ud->sig1=='P' && ud->sig2=='L' && ud->sig3=='Y' && ud->sig4=='R')
- player=(Player*)ud->data;
+
+ 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 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;
+}
+
//Array with the methods for the player and shadow library.
static const struct luaL_Reg playerlib_m[]={
{"getLocation",getPlayerLocation},
+ {"isShadow",isPlayerShadow},
{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);
- //Check if the currentState is the game state.
- Game* game=dynamic_cast<Game*>(currentState);
- if(game==NULL){
- cerr<<"ERROR: Failed to load player library."<<endl;
- return 0;
- }
-
//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';
- ud->data=&game->player;
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"player");
ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
- ud->sig1='P';ud->sig2='L';ud->sig3='Y';ud->sig4='R';
- ud->data=&game->shadow;
+ 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;
}
//Register the libraries.
void registerFunctions(ScriptExecutor* executor){
//
}
diff --git a/src/ScriptExecutor.cpp b/src/ScriptExecutor.cpp
index e66e04c..df43941 100644
--- a/src/ScriptExecutor.cpp
+++ b/src/ScriptExecutor.cpp
@@ -1,69 +1,68 @@
/*
* 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 "ScriptExecutor.h"
#include <iostream>
using namespace std;
ScriptExecutor::ScriptExecutor():state(NULL){
- //Simply call reset.
- reset();
+ //NOTE: If a state is going to use the scriptExecutor it is his task to reset it.
}
ScriptExecutor::~ScriptExecutor(){
lua_close(state);
}
void ScriptExecutor::reset(){
//Close the lua_state, if any.
if(state)
lua_close(state);
//Create a new state.
state=luaL_newstate();
//Now load the lua libraries.
//FIXME: Only allow safe libraries/functions.
luaopen_base(state);
luaL_requiref(state,"table",luaopen_table,1);
luaL_requiref(state,"bit32",luaopen_bit32,1);
luaL_requiref(state,"string",luaopen_string,1);
luaL_requiref(state,"math",luaopen_math,1);
//Load our own libraries.
luaL_requiref(state,"block",luaopen_block,1);
luaL_requiref(state,"playershadow",luaopen_player,1);
}
void ScriptExecutor::registerFunction(std::string name,lua_CFunction function){
lua_register(state,name.c_str(),function);
}
void ScriptExecutor::executeScript(std::string script){
//First make sure the stack is empty.
lua_settop(state,0);
//Now execute the script.
luaL_dostring(state,script.c_str());
//Check if there's an error.
if(lua_gettop(state)!=0){
cerr<<"LUA ERROR: "<<lua_tostring(state,1)<<endl;
}
}
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