Example #1
0
/* Загрузка состояния из файла */
AS3_Val QSPOpenSavedGame(void *param, AS3_Val args)
{
    char *fileName;
    QSP_CHAR *fileNameWC;
    QSP_BOOL isRefresh;
    AS3_ArrayValue(args, "StrType, IntType", &fileName, &isRefresh);
    if (qspIsExitOnError && qspErrorNum) return AS3_False();
    qspPrepareExecution();
    if (qspIsDisableCodeExec) return AS3_False();
    fileNameWC = qspC2W(fileName);
    qspOpenGameStatus(fileNameWC);
    free(fileNameWC);
    if (qspErrorNum) return AS3_False();
    if (isRefresh) qspCallRefreshInt(QSP_FALSE);
    return AS3_True();
}
/* Возможность изменения текста основного описания */
AS3_Val QSPIsMainDescChanged(void *param, AS3_Val args)
{
	if (qspIsMainDescChanged)
		return AS3_True();
	else
		return AS3_False();
}
Example #3
0
/* Выполнение кода указанной локации */
AS3_Val QSPExecLocationCode(void *param, AS3_Val args)
{
    char *name;
    QSP_CHAR *nameWC;
    QSP_BOOL isRefresh;
    AS3_ArrayValue(args, "StrType, IntType", &name, &isRefresh);
    if (qspIsExitOnError && qspErrorNum) return AS3_False();
    qspPrepareExecution();
    if (qspIsDisableCodeExec) return AS3_False();
    nameWC = qspC2W(name);
    qspExecLocByName(nameWC, QSP_FALSE);
    free(nameWC);
    if (qspErrorNum) return AS3_False();
    if (isRefresh) qspCallRefreshInt(QSP_FALSE);
    return AS3_True();
}
Example #4
0
/* Выполнение строки кода */
AS3_Val QSPExecString(void *param, AS3_Val args)
{
    char *s;
    QSP_CHAR *strWC;
    QSP_BOOL isRefresh;
    AS3_ArrayValue(args, "StrType, IntType", &s, &isRefresh);
    if (qspIsExitOnError && qspErrorNum) return AS3_False();
    qspPrepareExecution();
    if (qspIsDisableCodeExec) return AS3_False();
    strWC = qspC2W(s);
    qspExecStringAsCodeWithArgs(strWC, 0, 0, 0);
    free(strWC);
    if (qspErrorNum) return AS3_False();
    if (isRefresh) qspCallRefreshInt(QSP_FALSE);
    return AS3_True();
}
Example #5
0
/* ------------------------------------------------------------ */
AS3_Val QSPIsInCallBack(void *param, AS3_Val args)
{
    if (qspIsInCallBack)
        return AS3_True();
    else
        return AS3_False();
}
Example #6
0
/* Возможность изменения списка объектов */
AS3_Val QSPIsObjectsChanged(void *param, AS3_Val args)
{
    if (qspIsObjectsChanged)
        return AS3_True();
    else
        return AS3_False();
}
/* Сохранение состояния в память */
AS3_Val QSPSaveGameAsData(void *param, AS3_Val args)
{
	int len;
	QSP_BOOL isRefresh;
	AS3_Val data;
	QSP_CHAR *buf;
	AS3_ArrayValue(args, "AS3ValType, IntType", &data, &isRefresh);
	if (qspIsExitOnError && qspErrorNum) return AS3_False();
	qspPrepareExecution();
	if (qspIsDisableCodeExec) return AS3_False();
	if (!(len = qspSaveGameStatusToString(&buf))) return AS3_False();
	AS3_ByteArray_seek(data, 0, SEEK_SET);
	AS3_ByteArray_writeBytes(data, buf, len * sizeof(QSP_CHAR));
	free(buf);
	if (isRefresh) qspCallRefreshInt(QSP_FALSE);
	return AS3_True();
}
/* Установить индекс выбранного объекта */
AS3_Val QSPSetSelObjectIndex(void *param, AS3_Val args)
{
	int ind;
	QSP_BOOL isRefresh;
	AS3_ArrayValue(args, "IntType, IntType", &ind, &isRefresh);
	if (ind >= 0 && ind < qspCurObjectsCount && ind != qspCurSelObject)
	{
		if (qspIsExitOnError && qspErrorNum) return AS3_False();
		qspPrepareExecution();
		if (qspIsDisableCodeExec) return AS3_False();
		qspCurSelObject = ind;
		qspExecLocByVarNameWithArgs(QSP_FMT("ONOBJSEL"), 0, 0);
		if (qspErrorNum) return AS3_False();
		if (isRefresh) qspCallRefreshInt(QSP_FALSE);
	}
	return AS3_True();
}
/* Загрузка состояния из памяти */
AS3_Val QSPOpenSavedGameFromData(void *param, AS3_Val args)
{
	AS3_Val data;
	int dataSize, dataLen;
	QSP_BOOL isRefresh;
	QSP_CHAR *ptr;
	AS3_ArrayValue(args, "AS3ValType, IntType, IntType", &data, &dataSize, &isRefresh);
	if (qspIsExitOnError && qspErrorNum) return AS3_False();
	qspPrepareExecution();
	if (qspIsDisableCodeExec) return AS3_False();
	dataLen = dataSize / sizeof(QSP_CHAR);
	ptr = (QSP_CHAR *)malloc((dataLen + 1) * sizeof(QSP_CHAR));
	AS3_ByteArray_seek(data, 0, SEEK_SET);
	AS3_ByteArray_readBytes(ptr, data, dataSize);
	ptr[dataLen] = 0;
	qspOpenGameStatusFromString(ptr);
	free(ptr);
	if (qspErrorNum) return AS3_False();
	if (isRefresh) qspCallRefreshInt(QSP_FALSE);
	return AS3_True();
}
/* Загрузка новой игры из памяти */
AS3_Val QSPLoadGameWorldFromData(void *param, AS3_Val args)
{
	char *ptr;
	AS3_Val data;
	int dataSize;
	char *fileName;
	QSP_CHAR *fileNameWC;
	AS3_ArrayValue(args, "AS3ValType, IntType, StrType", &data, &dataSize, &fileName);
	if (qspIsExitOnError && qspErrorNum) return AS3_False();
	qspResetError();
	if (qspIsDisableCodeExec) return AS3_False();
	ptr = (char *)malloc(dataSize + 3);
	AS3_ByteArray_seek(data, 0, SEEK_SET);
	AS3_ByteArray_readBytes(ptr, data, dataSize);
	ptr[dataSize] = ptr[dataSize + 1] = ptr[dataSize + 2] = 0;
	fileNameWC = qspC2W(fileName);
	qspOpenQuestFromData(ptr, dataSize + 3, fileNameWC, QSP_FALSE);
	free(fileNameWC);
	free(ptr);
	if (qspErrorNum) return AS3_False();
	return AS3_True();
}
/* Выполнение кода локации-счетчика */
AS3_Val QSPExecCounter(void *param, AS3_Val args)
{
	QSP_BOOL isRefresh;
	AS3_ArrayValue(args, "IntType", &isRefresh);
	if (!qspIsInCallBack)
	{
		qspPrepareExecution();
		qspExecLocByVarNameWithArgs(QSP_FMT("COUNTER"), 0, 0);
		if (qspErrorNum) return AS3_False();
		if (isRefresh) qspCallRefreshInt(QSP_FALSE);
	}
	return AS3_True();
}
Example #12
0
static AS3_Val thunk_InitPeerDownloadInfo(void *gg_clientData, AS3_Val gg_args) {
	AS3_Val info;
	AS3_Val bytes;
	AS3_ArrayValue(gg_args, "AS3ValType, AS3ValType",  &info,  &bytes);	
	AS3_Val isDownloadingVal = AS3_CallTS("readUnsignedByte", bytes, "");
	
	if (AS3_IntValue(isDownloadingVal) == 1)
	{
		AS3_Val true = AS3_True();
		AS3_SetS(info, "isDownloading", true);
		AS3_Release(true);
	}
	else
	{
		AS3_Val false = AS3_False();
		AS3_SetS(info, "isDownloading", false);
		AS3_Release(false);
	}
	
	AS3_Val onLineTimeVal = AS3_CallTS("readUnsignedInt", bytes, "");
	AS3_Val avgDownloadVal = AS3_CallTS("readUnsignedShort", bytes, "");
	AS3_Val nowDownloadVal = AS3_CallTS("readUnsignedShort", bytes, "");
	AS3_Val avgUploadVal = AS3_CallTS("readUnsignedShort", bytes, "");
	AS3_Val nowUploadVal = AS3_CallTS("readUnsignedShort", bytes, "");
	AS3_SetS(info, "onLineTime", onLineTimeVal);
	AS3_SetS(info, "avgDownload", avgDownloadVal);
	AS3_SetS(info, "nowDownload", nowDownloadVal);
	AS3_SetS(info, "avgUpload", avgUploadVal);
	AS3_SetS(info, "nowUpload", nowUploadVal);
	AS3_ByteArray_seek(bytes, 3, 1);	// ignore 3 byte reserved bytes	
	
	AS3_Release(isDownloadingVal);
	AS3_Release(onLineTimeVal);
	AS3_Release(avgDownloadVal);
	AS3_Release(nowDownloadVal);
	AS3_Release(avgUploadVal);
	AS3_Release(nowUploadVal);	
	AS3_Release(bytes);
	AS3_Release(info);
	return NULL;
}
Example #13
0
/*
* Take the Lua stack item at index i and convert it into an
* ActionScript value.
*/
AS3_Val get_as3_value_from_lua_stack_type(lua_State * L, int i, int type)
{
  /* WARNING: Panic alert! Use L*_FN checkers here! */

  LCALL(L, stack);

  AS3_Val value;
  switch (type)
  {
    case LUA_TSTRING:  /* strings */
      {
        size_t length = 0;
        const char * str = lua_tolstring(L, i, &length);
        if (str == NULL)  /* NOTE: This is unreachable. Assert instead */
        {
          length = 6;
          str = "(null)";
        }
        /* NOTE: Alchemy .5a truncates embedded zeroes in string
        * regardless to the passed length
        */
        value = AS3_StringN(str, length);
      }
      break;

    case LUA_TBOOLEAN:  /* booleans */
      value = lua_toboolean(L, i) ? AS3_True() : AS3_False();
      break;

    case LUA_TNUMBER:  /* numbers */
      value = AS3_Number(lua_tonumber(L, i));
      break;

    case LUA_TNONE: /* fall through */
    case LUA_TNIL:  /* nil */
      value = AS3_Null();
      break;

    case LUA_TUSERDATA:  /* userdata */
      {
        void * userdata = lua_touserdata(L, i);
        lua_getfield(L, LUA_REGISTRYINDEX, AS3LUA_METATABLE);
        if (userdata == NULL || !lua_getmetatable(L, i))
        {
          lua_pop(L, 1); /* Pop AS3LUA_METATABLE */
          value = as3_value_from_foreign_userdata(L, i);
        }
        else if (!lua_rawequal(L, -2, -1))
        {
          lua_pop(L, 2); /* Pop AS3LUA_METATABLE and userdata metatable */
          value = as3_value_from_foreign_userdata(L, i);
        }
        else
        {
          lua_pop(L, 2); /* Pop AS3LUA_METATABLE and userdata metatable */
          AS3LuaUserData * userdata = (AS3LuaUserData *)lua_touserdata(L, i);
          value = userdata->value;
          /*
          * We just created one more reference to the AS3 value,
          * as it still lives inside Lua.
          * (And will probably be collected by GC.)
          */
          AS3_Acquire(value);
        }
      }
      break;

    case LUA_TFUNCTION: /* function */
      value = setup_callback(L, i);
      break;

    case LUA_TLIGHTUSERDATA: /* TODO: blackbox this type */
    case LUA_TTABLE: /* TODO: deal with this type */
    case LUA_TTHREAD: /* TODO: blackbox this type */
      value = AS3_String(lua_typename(L, type));
      break;

    default:  /* unreachable */
      fatal_error("unknown Lua type");
      break;
  }

#ifdef DO_SPAM
  SPAM(("get_as3_value_from_lua_stack(): end"));
  AS3_Trace(
      AS3_Call(
          getQualifiedClassName_method, NULL, AS3_Array("AS3ValType", value)
        )
    );
#endif /* DO_SPAM */

  LCHECK_FN(L, stack, 0, fatal_error);

  return value;
}