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/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 2 of the License, or
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LUASCRIPT_H
#define LUASCRIPT_H
extern "C" {
#include <lualib.h>
#include <lauxlib.h>
}
#include "scripting/script.h"
class CharacterComponent;
/**
* Implementation of the Script class for Lua.
*/
class LuaScript : public Script
{
public:
/**
* Constructor. Initializes a new Lua state, registers the native API
* and loads the libmana.lua file.
*/
LuaScript();
~LuaScript();
void load(const char *prog, const char *name,
const Context &context = Context());
Thread *newThread();
void prepare(Ref function);
void prepareResume(Thread *thread);
void push(int);
void push(const std::string &);
void push(Entity *);
void push(const std::list<InventoryItem> &itemList);
int execute(const Context &context = Context());
bool resume();
void assignCallback(Ref &function);
void unref(Ref &ref);
static void getQuestCallback(Entity *,
const std::string &value,
Script *);
static void getPostCallback(Entity *,
const std::string &sender,
const std::string &letter,
Script *);
void processDeathEvent(Entity *entity);
void processRemoveEvent(Entity *entity);
static void setDeathNotificationCallback(Script *script)
{ script->assignCallback(mDeathNotificationCallback); }
static void setRemoveNotificationCallback(Script *script)
{ script->assignCallback(mRemoveNotificationCallback); }
static const char registryKey;
private:
class LuaThread : public Thread
{
public:
LuaThread(LuaScript *script);
~LuaThread();
lua_State *mState;
int mRef;
};
lua_State *mRootState;
lua_State *mCurrentState;
int nbArgs;
static Ref mDeathNotificationCallback;
static Ref mRemoveNotificationCallback;
friend class LuaThread;
};
static Script *LuaFactory()
{
return new LuaScript();
}
struct LuaRegister
{
LuaRegister() { Script::registerEngine("lua", LuaFactory); }
};
static LuaRegister dummy;
#endif // LUASCRIPT_H
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