Beispiel #1
0
/* function: StringToMobType */
static int tolua_AllToLua_StringToMobType00(lua_State* tolua_S)
{
	cLuaState LuaState(tolua_S);

	#ifndef TOLUA_RELEASE
	tolua_Error tolua_err;
	if (
		!tolua_iscppstring(tolua_S, 1, 0, &tolua_err) ||
		!tolua_isnoobj(tolua_S, 2, &tolua_err)
		)
		goto tolua_lerror;
	else
	#endif
	{
		const AString a_MobString = tolua_tocppstring(LuaState, 1, 0);
		eMonsterType MobType = cMonster::StringToMobType(a_MobString);
		tolua_pushnumber(LuaState, (lua_Number) MobType);
		tolua_pushcppstring(LuaState, (const char *) a_MobString);
	}

	LOGWARNING("Warning in function call 'StringToMobType': StringToMobType() is deprecated. Please use cMonster:StringToMobType()");
	LuaState.LogStackTrace(0);
	return 2;

	#ifndef TOLUA_RELEASE
tolua_lerror:
	tolua_error(LuaState, "#ferror in function 'StringToMobType'.", &tolua_err);
	return 0;
	#endif
}
Beispiel #2
0
/** function: cWorld:SetSignLines */
static int tolua_cWorld_SetSignLines(lua_State * tolua_S)
{
	cLuaState LuaState(tolua_S);

	#ifndef TOLUA_RELEASE
	tolua_Error tolua_err;
	if (
		!tolua_isusertype (LuaState, 1, "cWorld", 0, &tolua_err) ||
		!tolua_isnumber   (LuaState, 2, 0, &tolua_err) ||
		!tolua_isnumber   (LuaState, 3, 0, &tolua_err) ||
		!tolua_isnumber   (LuaState, 4, 0, &tolua_err) ||
		!tolua_iscppstring(LuaState, 5, 0, &tolua_err) ||
		!tolua_iscppstring(LuaState, 6, 0, &tolua_err) ||
		!tolua_iscppstring(LuaState, 7, 0, &tolua_err) ||
		!tolua_iscppstring(LuaState, 8, 0, &tolua_err) ||
		!tolua_isusertype (LuaState, 9, "cPlayer", 1, &tolua_err) ||
		!tolua_isnoobj    (LuaState, 10, &tolua_err)
		)
		goto tolua_lerror;
	else
	#endif
	{
		cWorld * self       = (cWorld *) tolua_tousertype (LuaState, 1, nullptr);
		int BlockX          = (int)      tolua_tonumber   (LuaState, 2, 0);
		int BlockY          = (int)      tolua_tonumber   (LuaState, 3, 0);
		int BlockZ          = (int)      tolua_tonumber   (LuaState, 4, 0);
		const AString Line1 =            tolua_tocppstring(LuaState, 5, 0);
		const AString Line2 =            tolua_tocppstring(LuaState, 6, 0);
		const AString Line3 =            tolua_tocppstring(LuaState, 7, 0);
		const AString Line4 =            tolua_tocppstring(LuaState, 8, 0);
		cPlayer * Player    = (cPlayer *)tolua_tousertype (LuaState, 9, nullptr);
		#ifndef TOLUA_RELEASE
		if (self == nullptr)
		{
			tolua_error(LuaState, "invalid 'self' in function 'UpdateSign'", nullptr);
		}
		#endif
		{
			bool res = self->SetSignLines(BlockX, BlockY, BlockZ, Line1, Line2, Line3, Line4, Player);
			tolua_pushboolean(LuaState, res ? 1 : 0);
		}
	}
	LOGWARNING("Warning in function call 'UpdateSign': UpdateSign() is deprecated. Please use SetSignLines()");
	LuaState.LogStackTrace(0);
	return 1;
	
	#ifndef TOLUA_RELEASE
tolua_lerror:
	tolua_error(LuaState, "#ferror in function 'UpdateSign'.", &tolua_err);
	return 0;
	#endif
}
Beispiel #3
0
lua::LuaState lua::LuaStack::NewThread()
{
	return LuaState( lua_newthread(m_state) );
}
Beispiel #4
0
lua::LuaState lua::LuaStack::State() const
{
	return LuaState( m_state );
}
Beispiel #5
0
ScriptManager::ScriptManager()
    :ls(LuaState())
{
    //ctor

}
void LuaActivity::eventProduced(EventDetails* const details, UInt32 producedEventId)
{
    if(!getCode().empty())
    {
        //Run my Code
        if(LuaManager::the()->runScript(getCode()) != 0)
        {
            //Failed to run the script
            return;
        }
    }

    //If there is an entry function then call it
    if(!getEntryFunction().empty())
    {
        //Get the Lua state
        lua_State *LuaState(LuaManager::the()->getLuaState());

        //Get the Lua function to be called
        for(UInt32 i(0) ; i<_EntryFunctionPath.size() ; ++i)
        {
            if(i == 0)
            {
                lua_pushstring(LuaState,_EntryFunctionPath[i].c_str());             //push the name of the table on the stack
                lua_gettable(LuaState, LUA_GLOBALSINDEX);  //Push The table onto the stack
            }
            else
            {
                //Check if the the value given is a table
                if(!lua_istable(LuaState, -1))
                {
                    lua_pop(LuaState, 1); //Pop the value off the stack
                    std::string TablePath("");
                    for(UInt32 j(0) ; j<i ; ++j)
                    {
                        if(j!=0) TablePath += ".";
                        TablePath += _EntryFunctionPath[j];
                    }
                    SWARNING << TablePath << " cannot be referenced in lua because it is not a table" << std::endl;
                    return;
                }
            
                lua_pushstring(LuaState,_EntryFunctionPath[i].c_str());             //push the name of the table on the stack
                lua_gettable(LuaState, -2);  //Push The table onto the stack

                //Remove the original table from the stack
                lua_remove(LuaState, -2);
            }
        }

        //Check if the the value given is a function
        if(!lua_isfunction(LuaState, -1))
        {
            lua_pop(LuaState, 1); //Pop the value off the stack

            SWARNING << getEntryFunction() << " cannot be referenced in lua because it is not a function" << std::endl;
            return;
        }

        //Push on the arguments
        push_FieldContainer_on_lua(LuaState, details);   //Argument 1: the EventUnrecPtr

        lua_pushnumber(LuaState,producedEventId);             //Argument 2: the ProducedEvent ID

        //Execute the Function
        //                                   |------2 arguments to function
        //                                   |
        //                                   |  |---0 arguments returned
        //                                   |  |
        //                                   V  V
        LuaManager::the()->runPushedFunction(2, 0);
    }
}