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diff --git a/src/Block.h b/src/Block.h
index fb0786c..bd659aa 100644
--- a/src/Block.h
+++ b/src/Block.h
@@ -1,170 +1,171 @@
/*
* Copyright (C) 2011-2012 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/>.
*/
#ifndef BLOCK_H
#define BLOCK_H
#include "GameObjects.h"
#include "Globals.h"
#include "ThemeManager.h"
+#include "ScriptUserData.h"
#include "ScriptExecutor.h"
#include <vector>
#include <SDL/SDL.h>
class Block: public GameObject, public ScriptUserClass<'B','L','O','K',Block>{
private:
- //The Appearance of the block.
- ThemeBlockInstance appearance;
-
//Integer that a block can use for all animation or visual related things.
int animation;
//The save for animation when the state of the block is saved.
int animationSave;
//flags:
//moving object 0x1=disabled
//button bit0-1=behavior 0x4=pressed
//switch bit0-1=behavior
int flags;
//The save for flags when the state of the block is saved.
int flagsSave;
//Temp variables used to keep track of time/state.
int temp;
//The save for temp when the state of the block is saved.
int tempSave;
//Save variables for the current location of the block.
int xSave,ySave;
//Delta variables, if the block moves these must be set to the delta movement.
int dx,dy;
//Vector containing the poisitions of the moving block.
std::vector<SDL_Rect> movingPos;
//Boolean if the moving block loops his movement.
//Default value is true.
bool loop;
//Integer containing the speed for conveyorbelts.
int speed;
int speedSave;
int editorSpeed;
//Following is for the pushable block.
Block* objCurrentStand;
//Flags of the block for the editor.
//moving object 0x1=disabled
//portal 0x1=automatic
//fragile =state
int editorFlags;
public:
+ //The Appearance of the block.
+ ThemeBlockInstance appearance;
+
//Velocity variables for the block, if the block moves these must be set for collision/movement of the player.
int xVel,yVel;
//Save variables for the velocity.
int xVelSave,yVelSave;
//Follwing is for pushable block.
bool inAir;
int xVelBase,yVelBase;
//The save variables for each of the above.
bool inAirSave;
int xVelBaseSave,yVelBaseSave;
//The id of the block.
std::string id;
//String containing the id of the destination for portals.
std::string destination;
//String containing the message of the notification block.
std::string message;
//The map that holds a script for every event.
map<int,std::string> scripts;
//Constructor.
//x: The x location of the block.
//y: The y location of the block.
//objParent: Pointer to the Game object.
Block(int x,int y,int type,Game* objParent);
//Desturctor.
~Block();
//Method used to draw the block.
void show();
//Returns the box of a given type.
//boxType: The type of box that should be returned.
//See GameObjects.h for the types.
//Returns: The box.
virtual SDL_Rect getBox(int boxType=BoxType_Current);
//Method used to set the location of the block.
//NOTE: The new location isn't stored as base location.
//x: The new x location.
//y: The new y location.
virtual void setLocation(int x,int y);
//Save the state of the block so we can load it later on.
virtual void saveState();
//Load the saved state of the block so.
virtual void loadState();
//Reset the block.
//save: Boolean if the saved state should also be deleted.
virtual void reset(bool save);
//Play an animation.
//flags: TODO???
virtual void playAnimation(int flags);
//Method called when there's an event.
//eventType: The type of event.
//See GameObjects.h for the eventtypes.
virtual void onEvent(int eventType);
//Method used to retrieve a property from the block.
//propertyType: The type of property requested.
//See GameObjects.h for the properties.
//obj: Pointer to the player.
//Returns: Integer containing the value of the property.
virtual int queryProperties(int propertyType,Player* obj);
//Get the editor data of the block.
//obj: The vector that will be filled with the editorData.
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj);
//Set the editor data of the block.
//obj: The new editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj);
//Get a single property of the block.
//property: The property to return.
//Returns: The value for the requested property.
virtual std::string getEditorProperty(std::string property);
//Set a single property of the block.
//property: The property to set.
//value: The new value for the property.
virtual void setEditorProperty(std::string property,std::string value);
//Method used for resetting the dx/dy and xVel/yVel variables.
virtual void prepareFrame();
//Method used for updating moving blocks or elements of blocks.
virtual void move();
};
#endif
diff --git a/src/GameObjects.h b/src/GameObjects.h
index b6fe937..062b11f 100644
--- a/src/GameObjects.h
+++ b/src/GameObjects.h
@@ -1,164 +1,163 @@
/*
* Copyright (C) 2011-2012 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/>.
*/
#ifndef GAME_OBJECTS_H
#define GAME_OBJECTS_H
#include "Globals.h"
-#include "ScriptUserData.h"
#include <SDL/SDL.h>
#include <string>
#include <vector>
#include <utility>
#include <map>
class Game;
class Player;
//The different gameObject events.
enum GameObjectEventType{
//Event called when the player walks on the gameObject.
GameObjectEvent_PlayerWalkOn=1,
//Event called when the player is on the gameObject.
GameObjectEvent_PlayerIsOn,
//Event called when the player leaves the gameObject.
//Currently unimplemented.
GameObjectEvent_PlayerLeave,
//Event called when the gameObject is created.
//Only used for scripting purpose.
GameObjectEvent_OnCreate,
//Event called every frame.
//Only used for scripting purpose.
GameObjectEvent_OnEnterFrame,
//Event called when the player toggles it. (DOWN key)
GameObjectEvent_OnToggle=0x10000,
//Event called when the player switches it on. (DOWN key)
GameObjectEvent_OnSwitchOn=0x10001,
//Event called when the player switches it off. (DOWN key)
GameObjectEvent_OnSwitchOff=0x10002,
};
//The different gameObject properties.
enum GameObjectPropertyType{
//If the player can walk on the gameObject.
GameObjectProperty_PlayerCanWalkOn=1,
//If the object is spiked.
GameObjectProperty_IsSpikes,
//If the gameObject has some flags.
GameObjectProperty_Flags,
};
//The different box types that can be requested using the getBox(int boxType) method.
enum GameObjectBoxType{
//Box of the current position.
BoxType_Current=0,
//Box of the base/start position.
BoxType_Base,
//Box of the previous position.
BoxType_Previous,
//The movement of the block since last position.
BoxType_Delta,
//The velocity for when the player is standing on it.
BoxType_Velocity,
};
//The GameObject class.
class GameObject{
protected:
//The box of the gameObject.
//It's used for the current location of the gameObject and its size.
SDL_Rect box;
//The base location of the game object.
SDL_Rect boxBase;
public:
//The type of the GameObject.
int type;
//Pointer to the Game state.
Game* parent;
//Constructor.
//parent: Pointer to the Game state.
GameObject(Game* parent);
//Destructor.
~GameObject();
//Method used to retrieve a certain box from the GameObject.
//boxType: The type of box that is requested. (default=0)
//Returns: An SDL_Rect.
virtual SDL_Rect getBox(int boxType=0);
//This method is used to place the location on a given location.
//x: The x location to place the gameObject.
//y: The y location to place the gameObject.
virtual void setLocation(int x,int y);
//This method is used to set the base of an object to a given location.
//x: The x location to place the gameObject.
//y: The y location to place the gameObject.
virtual void setBaseLocation(int x,int y);
//Method used to draw the GameObject.
virtual void show()=0;
//Save the state of the GameObject, used for moving blocks, etc.
virtual void saveState();
//Load the state of the GameObject, used for moving blocks, etc.
virtual void loadState();
//Reset the state of the GameObject, used for moving blocks, etc.
//save: Boolean if the saved state should also be reset.
virtual void reset(bool save);
//Play an animation.
//flags: TODO???
virtual void playAnimation(int flags);
//Invoke an event of the GameObject.
//eventType: The event type.
virtual void onEvent(int eventType);
//Method used to request certain properties of the GameObject.
//propertyType: The property that is requested.
//obj: Pointer to the player.
virtual int queryProperties(int propertyType,Player* obj);
//Method used to retrieve the additional editor data for the GameObject.
//Used for messages, moving positions, etc...
//obj: Vector containing the editorData pairs. (key, value)
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj);
//Set the editorData.
//obj: Map containing the key/value for the editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj);
//Get a single property of the block.
//property: The property to return.
//Returns: The value for the requested property.
virtual std::string getEditorProperty(std::string property);
//Set a single property of the block.
//property: The property to set.
//value: The new value for the property.
virtual void setEditorProperty(std::string property,std::string value);
//Method that is called before the move method.
//It can be used to reset variables like delta movement and velocity.
virtual void prepareFrame();
//Update method for GameObjects, used for moving blocks.
virtual void move();
};
//We include block.h here because it needs some things defined above.
#include "Block.h"
#endif
diff --git a/src/ScriptAPI.cpp b/src/ScriptAPI.cpp
index 673ad59..dee042a 100644
--- a/src/ScriptAPI.cpp
+++ b/src/ScriptAPI.cpp
@@ -1,473 +1,494 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ScriptAPI.h"
#include "ScriptExecutor.h"
#include "Functions.h"
#include "Objects.h"
#include "Game.h"
#include <iostream>
using namespace std;
int test(lua_State* state){
cout<<"Hello world"<<endl;
return 0;
}
//Register the libraries.
void registerFunctions(ScriptExecutor* executor){
//
}
///////////////////////////BLOCK SPECIFIC///////////////////////////
int getBlockById(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for getBlockById, expected 1."));
lua_error(state);
}
//Make sure the given argument is an id (string).
if(!lua_isstring(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of getBlockById."));
lua_error(state);
}
//Check if the currentState is the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Get the actual game object.
string id=lua_tostring(state,1);
std::vector<Block*>& levelObjects=game->levelObjects;
Block* object=NULL;
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->getEditorProperty("id")==id){
object=levelObjects[i];
break;
}
}
if(object==NULL){
//Unable to find the requested object.
//Return nothing, will result in a nil in the script.
return 0;
}
//Create the userdatum.
object->createUserData(state,"block");
//We return one object, the userdatum.
return 1;
}
int getBlocksById(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for getBlocksById, expected 1."));
lua_error(state);
}
//Make sure the given argument is an id (string).
if(!lua_isstring(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of getBlocksById."));
lua_error(state);
}
//Check if the currentState is the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Get the actual game object.
string id=lua_tostring(state,1);
std::vector<Block*>& levelObjects=game->levelObjects;
std::vector<Block*> result;
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->getEditorProperty("id")==id){
result.push_back(levelObjects[i]);
}
}
//Create the table that will hold the result.
lua_createtable(state,result.size(),0);
//Loop through the results.
for(unsigned int i=0;i<result.size();i++){
//Create the userdatum.
result[i]->createUserData(state,"block");
//And set the table.
lua_rawseti(state,-2,i+1);
}
//We return one object, the userdatum.
return 1;
}
int getBlockLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for getBlockLocation, expected 1."));
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of getBlockLocation."));
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL) return 0;
//Get the object.
lua_pushnumber(state,object->getBox().x);
lua_pushnumber(state,object->getBox().y);
return 2;
}
int setBlockLocation(lua_State* state){
//Check the number of arguments.
int args=lua_gettop(state);
//Make sure the number of arguments is correct.
if(args!=3){
lua_pushstring(state,_("Incorrect number of arguments for setBlockLocation, expected 3."));
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of setBlockLocation."));
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,_("Invalid type for argument 2 of setBlockLocation."));
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,_("Invalid type for argument 3 of setBlockLocation."));
lua_error(state);
}
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL) return 0;
int x=lua_tonumber(state,2);
int y=lua_tonumber(state,3);
object->setLocation(x,y);
return 0;
}
int getBlockType(lua_State* state){
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for getBlockType, expected 1."));
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of getBlockType."));
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL || object->type<0 || object->type>=TYPE_MAX) return 0;
lua_pushstring(state,Game::blockName[object->type]);
return 1;
}
+int changeBlockThemeState(lua_State* state){
+ int args=lua_gettop(state);
+ if(args!=2){
+ lua_pushstring(state,_("Incorrect number of arguments for changeBlockThemeState, expected 2."));
+ lua_error(state);
+ }
+ if(!lua_isuserdata(state,1)){
+ lua_pushstring(state,_("Invalid type for argument 1 of changeBlockThemeState."));
+ lua_error(state);
+ }
+ if(!lua_isstring(state,2)){
+ lua_pushstring(state,_("Invalid type for argument 2 of changeBlockThemeState."));
+ lua_error(state);
+ }
+ Block* object = Block::getObjectFromUserData(state,1);
+ object->appearance.changeState(lua_tostring(state,2));
+
+ return 0;
+}
+
//Array with the methods for the block library.
static const struct luaL_Reg blocklib_m[]={
{"getBlockById",getBlockById},
{"getBlocksById",getBlocksById},
{"getLocation",getBlockLocation},
{"setLocation",setBlockLocation},
{"getType",getBlockType},
+ {"changeThemeState",changeBlockThemeState},
{NULL,NULL}
};
int luaopen_block(lua_State* state){
luaL_newlib(state,blocklib_m);
//Create the metatable for the block userdata.
luaL_newmetatable(state,"block");
lua_pushstring(state,"__index");
lua_pushvalue(state,-2);
lua_settable(state,-3);
Block::registerMetatableFunctions(state,-3);
//Register the functions and methods.
luaL_setfuncs(state,blocklib_m,0);
return 1;
}
//////////////////////////PLAYER SPECIFIC///////////////////////////
struct PlayerUserDatum{
char sig1,sig2,sig3,sig4;
};
Player* getPlayerFromUserData(lua_State* state,int idx){
PlayerUserDatum* ud=(PlayerUserDatum*)lua_touserdata(state,1);
//Make sure the user datum isn't null.
if(!ud) return NULL;
//Get the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return NULL;
Player* player=NULL;
//Check the signature to see if it's the player or the shadow.
if(ud->sig1=='P' && ud->sig2=='L' && ud->sig3=='Y' && ud->sig4=='R')
player=&game->player;
else if(ud->sig1=='S' && ud->sig2=='H' && ud->sig3=='D' && ud->sig4=='W')
player=&game->shadow;
return player;
}
int getPlayerLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for getPlayerLocation, expected 1."));
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of getPlayerLocation."));
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the object.
lua_pushnumber(state,player->getBox().x);
lua_pushnumber(state,player->getBox().y);
return 2;
}
int setPlayerLocation(lua_State* state){
//Make sure there are three arguments, userdatum and two integers.
int args=lua_gettop(state);
if(args!=3){
lua_pushstring(state,_("Incorrect number of arguments for setPlayerLocation, expected 3."));
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of setPlayerLocation."));
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,_("Invalid type for argument 2 of setPlayerLocation."));
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,_("Invalid type for argument 3 of setPlayerLocation."));
lua_error(state);
}
//Get the player.
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the new location.
int x=lua_tonumber(state,2);
int y=lua_tonumber(state,3);
player->setLocation(x,y);
return 0;
}
int setPlayerJump(lua_State* state){
//Make sure there are three arguments, userdatum and one integers.
int args=lua_gettop(state);
if(args!=1 && args!=2){
lua_pushstring(state,_("Incorrect number of arguments for setPlayerJump, expected 1 or 2."));
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of setPlayerJump."));
lua_error(state);
}
if(args==2 && !lua_isnumber(state,2)){
lua_pushstring(state,_("Invalid type for argument 2 of setPlayerJump."));
lua_error(state);
}
//Get the player.
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the new location.
if(args==2){
int yVel=lua_tonumber(state,2);
player->jump(yVel);
}else{
//Use default jump strength.
player->jump();
}
return 0;
}
int isPlayerShadow(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for isPlayerShadow, expected 1."));
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of isPlayerShadow."));
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
lua_pushboolean(state,player->isShadow());
return 1;
}
int getPlayerCurrentStand(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,_("Incorrect number of arguments for getPlayerCurrentStand, expected 1."));
lua_error(state);
}
//Make sure the given argument is a player userdatum.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,_("Invalid type for argument 1 of getPlayerCurrentStand."));
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the actual game object.
Block* object=player->getObjCurrentStand();
if(object==NULL){
return 0;
}
//Create the userdatum.
object->createUserData(state,"block");
//We return one object, the userdatum.
return 1;
}
//Array with the methods for the player and shadow library.
static const struct luaL_Reg playerlib_m[]={
{"getLocation",getPlayerLocation},
{"setLocation",setPlayerLocation},
{"jump",setPlayerJump},
{"isShadow",isPlayerShadow},
{"getCurrentStand",getPlayerCurrentStand},
{NULL,NULL}
};
int luaopen_player(lua_State* state){
luaL_newlib(state,playerlib_m);
//Create the metatable for the player userdata.
luaL_newmetatable(state,"player");
lua_pushstring(state,"__index");
lua_pushvalue(state,-2);
lua_settable(state,-3);
//Now create two default player user data, one for the player and one for the shadow.
PlayerUserDatum* ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
ud->sig1='P';ud->sig2='L';ud->sig3='Y';ud->sig4='R';
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"player");
ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
ud->sig1='S';ud->sig2='H';ud->sig3='D';ud->sig4='W';
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"shadow");
//Register the functions and methods.
luaL_setfuncs(state,playerlib_m,0);
return 1;
}
//////////////////////////LEVEL SPECIFIC///////////////////////////
int getLevelSize(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_WIDTH);
lua_pushinteger(state,LEVEL_HEIGHT);
return 2;
}
int getLevelWidth(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_WIDTH);
return 1;
}
int getLevelHeight(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_HEIGHT);
return 1;
}
int getLevelName(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return 0;
//Returns level name.
lua_pushstring(state,game->getLevelName().c_str());
return 1;
}
//Array with the methods for the level library.
static const struct luaL_Reg levellib_m[]={
{"getSize",getLevelSize},
{"getWidth",getLevelWidth},
{"getHeight",getLevelHeight},
{"getName",getLevelName},
{NULL,NULL}
};
int luaopen_level(lua_State* state){
luaL_newlib(state,levellib_m);
//Register the functions and methods.
luaL_setfuncs(state,levellib_m,0);
return 1;
}
diff --git a/src/ScriptUserData.h b/src/ScriptUserData.h
index 1a09c45..bb2941a 100644
--- a/src/ScriptUserData.h
+++ b/src/ScriptUserData.h
@@ -1,202 +1,194 @@
/*
* 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/>.
*/
#ifndef SCRIPTUSERDATA_H
#define SCRIPTUSERDATA_H
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
#include <string>
#ifdef _DEBUG
#include <assert.h>
#include <stdio.h>
#endif
-/** A struct represents the Lua user data.
-*/
+
+//A struct represents the Lua user data.
struct ScriptUserData{
char sig1,sig2,sig3,sig4;
void* data;
ScriptUserData* prev;
ScriptUserData* next;
};
-/** A helper class to bind C++ class to Lua user data.
-*/
-
+//A helper class to bind C++ class to Lua user data.
template<char sig1,char sig2,char sig3,char sig4,class T>
class ScriptUserClass{
public:
ScriptUserClass():scriptUserDataHead(NULL){
}
ScriptUserClass(const ScriptUserClass& other):scriptUserDataHead(NULL){
}
ScriptUserClass& operator=(const ScriptUserClass& other){
//do nothing
}
- /** Create a Lua user data pointed to this object. (-0,+1,e)
- \param state Lua state.
- \param metatableName Metatable name.
- */
- void createUserData(lua_State *state,const char* metatableName){
+ //Create a Lua user data pointed to this object. (-0,+1,e)
+ //state: Lua state.
+ //metatableName: Metatable name.
+ void createUserData(lua_State* state,const char* metatableName){
//Convert this object to T.
T* obj=dynamic_cast<T*>(this);
#ifdef _DEBUG
//It should not be NULL unless there is a bug in code
assert(obj!=NULL);
#endif
//Create user data.
ScriptUserData* ud=(ScriptUserData*)lua_newuserdata(state,sizeof(ScriptUserData));
ud->sig1=sig1;
ud->sig2=sig2;
ud->sig3=sig3;
ud->sig4=sig4;
ud->data=obj;
//Add it to the linked list.
ud->next=scriptUserDataHead;
ud->prev=NULL;
if(scriptUserDataHead) scriptUserDataHead->prev=ud;
scriptUserDataHead=ud;
//Set matatable and we are done.
luaL_getmetatable(state,metatableName);
lua_setmetatable(state,-2);
#ifdef _DEBUG
printf("ScriptUserClass '%c%c%c%c' (%p) created userdata: %p\n",
sig1,sig2,sig3,sig4,this,ud);
#endif
}
- /** Destroys all Lua user data associated to this object.
- */
+ //Destroys all Lua user data associated to this object.
void destroyUserData(){
while(scriptUserDataHead){
#ifdef _DEBUG
printf("ScriptUserClass '%c%c%c%c' (%p) invalidated userdata: %p\n",
sig1,sig2,sig3,sig4,this,scriptUserDataHead);
#endif
scriptUserDataHead->data=NULL;
scriptUserDataHead=scriptUserDataHead->next;
}
}
- /** Convert a Lua user data in Lua stack to object. (-0,+0,e)
- \param state Lua state.
- \param idx Index.
- \return The object. NULL if this user data is invalid.
- \note This data should be a user data.
- */
- static T* getObjectFromUserData(lua_State *state,int idx){
+ //Convert a Lua user data in Lua stack to object. (-0,+0,e)
+ //state: Lua state.
+ //idx: Index.
+ //Returns: The object. NULL if this user data is invalid.
+ //NOTE: This data should be a user data.
+ static T* getObjectFromUserData(lua_State* state,int idx){
ScriptUserData* ud=(ScriptUserData*)lua_touserdata(state,idx);
if(ud && ud->sig1==sig1 && ud->sig2==sig2 && ud->sig3==sig3 && ud->sig4==sig4)
return reinterpret_cast<T*>(ud->data);
return NULL;
}
- /** Register __gc, __eq to given table. (-0,+0,e)
- \param state Lua state.
- \param idx Index.
- */
+ //Register __gc, __eq to given table. (-0,+0,e)
+ //state: Lua state.
+ //idx: Index.
static void registerMetatableFunctions(lua_State *state,int idx){
lua_pushstring(state,"__gc");
lua_pushcfunction(state,&garbageCollectorFunction);
lua_rawset(state,idx);
lua_pushstring(state,"__eq");
lua_pushcfunction(state,&checkEqualFunction);
lua_rawset(state,idx);
}
virtual ~ScriptUserClass(){
destroyUserData();
}
private:
ScriptUserData* scriptUserDataHead;
- /** The garbage collector (__gc) function.
- */
- static int garbageCollectorFunction(lua_State *state){
+ //The garbage collector (__gc) function.
+ static int garbageCollectorFunction(lua_State* state){
//Check if it's a user data. It can be a table (the library itself)
if(!lua_isuserdata(state,1)) return 0;
ScriptUserData* ud=(ScriptUserData*)lua_touserdata(state,1);
if(ud){
if(ud->data){
#ifdef _DEBUG
//It should be impossible unless there is a bug in code
assert(ud->sig1==sig1 && ud->sig2==sig2 && ud->sig3==sig3 && ud->sig4==sig4);
#endif
//Unlink it
if(ud->next) ud->next->prev=ud->prev;
if(ud->prev) ud->prev->next=ud->next;
else{
ScriptUserClass* owner=static_cast<ScriptUserClass*>(reinterpret_cast<T*>(ud->data));
owner->scriptUserDataHead=ud->next;
}
#ifdef _DEBUG
printf("ScriptUserClass '%c%c%c%c' (%p) unlinked userdata: %p\n",
sig1,sig2,sig3,sig4,
static_cast<ScriptUserClass*>(reinterpret_cast<T*>(ud->data)),ud);
#endif
}
ud->data=NULL;
ud->next=NULL;
ud->prev=NULL;
}
return 0;
}
- /** The 'operator==' (__eq) function.
- */
- static int checkEqualFunction(lua_State *state){
+ //The 'operator==' (__eq) function.
+ static int checkEqualFunction(lua_State* state){
//Check if it's a user data. It can be a table (the library itself)
if(!lua_isuserdata(state,1) || !lua_isuserdata(state,2)) return 0;
ScriptUserData* ud1=(ScriptUserData*)lua_touserdata(state,1);
ScriptUserData* ud2=(ScriptUserData*)lua_touserdata(state,2);
if(ud1!=NULL && ud2!=NULL){
#ifdef _DEBUG
//It should be impossible unless there is a bug in code
assert(ud1->sig1==sig1 && ud1->sig2==sig2 && ud1->sig3==sig3 && ud1->sig4==sig4);
assert(ud2->sig1==sig1 && ud2->sig2==sig2 && ud2->sig3==sig3 && ud2->sig4==sig4);
#endif
lua_pushboolean(state,ud1->data==ud2->data);
return 1;
}
return 0;
}
};
#endif

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