コード例 #1
0
/**
**  Get world data.
**
**  @param l  Lua state.
*/
static int CclGetWorldData(lua_State *l)
{
	if (lua_gettop(l) < 2) {
		LuaError(l, "incorrect argument");
	}
	std::string world_name = LuaToString(l, 1);
	CWorld *world = GetWorld(world_name);
	if (!world) {
		LuaError(l, "World \"%s\" doesn't exist." _C_ world_name.c_str());
	}
	const char *data = LuaToString(l, 2);

	if (!strcmp(data, "Name")) {
		lua_pushstring(l, world->Name.c_str());
		return 1;
	} else if (!strcmp(data, "Description")) {
		lua_pushstring(l, world->Description.c_str());
		return 1;
	} else if (!strcmp(data, "Background")) {
		lua_pushstring(l, world->Background.c_str());
		return 1;
	} else if (!strcmp(data, "Quote")) {
		lua_pushstring(l, world->Quote.c_str());
		return 1;
	} else if (!strcmp(data, "BaseTerrain")) {
		if (world->BaseTerrain) {
			lua_pushstring(l, world->BaseTerrain->Name.c_str());
		} else {
			lua_pushstring(l, "");
		}
		return 1;
	} else if (!strcmp(data, "Plane")) {
		if (world->Plane) {
			lua_pushstring(l, world->Plane->Name.c_str());
		} else {
			lua_pushstring(l, "");
		}
		return 1;
	} else if (!strcmp(data, "Provinces")) {
		lua_createtable(l, world->Provinces.size(), 0);
		for (size_t i = 1; i <= world->Provinces.size(); ++i)
		{
			lua_pushstring(l, world->Provinces[i-1]->Name.c_str());
			lua_rawseti(l, -2, i);
		}
		return 1;
	} else if (!strcmp(data, "Species")) {
		lua_createtable(l, world->Species.size(), 0);
		for (size_t i = 1; i <= world->Species.size(); ++i)
		{
			lua_pushstring(l, world->Species[i-1]->Ident.c_str());
			lua_rawseti(l, -2, i);
		}
		return 1;
	} else {
		LuaError(l, "Invalid field: %s" _C_ data);
	}

	return 0;
}
コード例 #2
0
/**
**  Define a plane.
**
**  @param l  Lua state.
*/
static int CclDefinePlane(lua_State *l)
{
	LuaCheckArgs(l, 2);
	if (!lua_istable(l, 2)) {
		LuaError(l, "incorrect argument (expected table)");
	}

	std::string plane_name = LuaToString(l, 1);
	CPlane *plane = GetPlane(plane_name);
	if (!plane) {
		plane = new CPlane;
		plane->Name = plane_name;
		plane->ID = Planes.size();
		Planes.push_back(plane);
	}
	
	//  Parse the list:
	for (lua_pushnil(l); lua_next(l, 2); lua_pop(l, 1)) {
		const char *value = LuaToString(l, -2);
		
		if (!strcmp(value, "Description")) {
			plane->Description = LuaToString(l, -1);
		} else if (!strcmp(value, "Background")) {
			plane->Background = LuaToString(l, -1);
		} else if (!strcmp(value, "Quote")) {
			plane->Quote = LuaToString(l, -1);
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}
	
	return 0;
}
コード例 #3
0
ファイル: contenttype.cpp プロジェクト: KroArtem/Wyrmgus
/* virtual */ void CContentTypeFormattedText::Parse(lua_State *l)
{
	Assert(lua_istable(l, -1));

	for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
		const char *key = LuaToString(l, -2);
		if (!strcmp(key, "Format")) {
			this->Format = LuaToString(l, -1);
		} else if (!strcmp(key, "Font")) {
			this->Font = CFont::Get(LuaToString(l, -1));
		} else if (!strcmp(key, "Variable")) {
			const char *const name = LuaToString(l, -1);
			this->Index = UnitTypeVar.VariableNameLookup[name];
			if (this->Index == -1) {
				LuaError(l, "unknown variable '%s'" _C_ name);
			}
		} else if (!strcmp(key, "Component")) {
			this->Component = Str2EnumVariable(l, LuaToString(l, -1));
		} else if (!strcmp(key, "Centered")) {
			this->Centered = LuaToBoolean(l, -1);
		} else {
			LuaError(l, "'%s' invalid for method 'FormattedText' in DefinePanelContents" _C_ key);
		}
	}
}
コード例 #4
0
ファイル: script_spell.cpp プロジェクト: ajaykon/Stratagus
/**
**  Parse the Condition for spell.
**
**  @param l         Lua state.
**  @param autocast  pointer to autocast to fill with data.
**
**  @note: autocast must be allocated. All data already in is LOST.
*/
static void CclSpellAutocast(lua_State *l, AutoCastInfo *autocast)
{
	if (!lua_istable(l, -1)) {
		LuaError(l, "incorrect argument");
	}
	const int args = lua_rawlen(l, -1);
	for (int j = 0; j < args; ++j) {
		lua_rawgeti(l, -1, j + 1);
		const char *value = LuaToString(l, -1);
		lua_pop(l, 1);
		++j;
		if (!strcmp(value, "range")) {
			lua_rawgeti(l, -1, j + 1);
			autocast->Range = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "combat")) {
			lua_rawgeti(l, -1, j + 1);
			autocast->Combat = Ccl2Condition(l, LuaToString(l, -1));
			lua_pop(l, 1);
		} else if (!strcmp(value, "condition")) {
			if (!autocast->Condition) {
				autocast->Condition = new ConditionInfo;
			}
			lua_rawgeti(l, -1, j + 1);
			CclSpellCondition(l, autocast->Condition);
			lua_pop(l, 1);
		} else {
			LuaError(l, "Unsupported autocast tag: %s" _C_ value);
		}
	}
}
コード例 #5
0
ファイル: script_sound.cpp プロジェクト: ajaykon/Stratagus
/**
**  Create a sound.
**
**  Glue between c and scheme. This function asks the sound system to
**  register a sound under a given name, wiht an associated list of files
**  (the list can be replaced by only one file).
**
**  @param l  Lua state.
**
**  @return   the sound id of the created sound
*/
static int CclMakeSound(lua_State *l)
{
	LuaCheckArgs(l, 2);

	std::string c_name = LuaToString(l, 1);
	std::vector<std::string> files;
	CSound *id;
	if (lua_isstring(l, 2)) {
		// only one file
		files.push_back(LuaToString(l, 2));
		id = MakeSound(c_name, files);
	} else if (lua_istable(l, 2)) {
		// several files
		const int args = lua_rawlen(l, 2);
		files.reserve(args);
		for (int j = 0; j < args; ++j) {
			lua_rawgeti(l, 2, j + 1);
			files.push_back(LuaToString(l, -1));
			lua_pop(l, 1);
		}
		id = MakeSound(c_name, files);
	} else {
		LuaError(l, "string or table expected");
		return 0;
	}
	LuaUserData *data = (LuaUserData *)lua_newuserdata(l, sizeof(LuaUserData));
	data->Type = LuaSoundType;
	data->Data = id;
	return 1;
}
コード例 #6
0
ファイル: spell_summon.cpp プロジェクト: KroArtem/Wyrmgus
/* virtual */ void Spell_Summon::Parse(lua_State *l, int startIndex, int endIndex)
{
	for (int j = startIndex; j < endIndex; ++j) {
		const char *value = LuaToString(l, -1, j + 1);
		++j;
		if (!strcmp(value, "unit-type")) {
			value = LuaToString(l, -1, j + 1);
			this->UnitType = UnitTypeByIdent(value);
			if (!this->UnitType) {
				this->UnitType = 0;
				DebugPrint("unit type \"%s\" not found for summon spell.\n" _C_ value);
			}
		} else if (!strcmp(value, "time-to-live")) {
			this->TTL = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "require-corpse")) {
			this->RequireCorpse = true;
			--j;
		} else if (!strcmp(value, "join-to-ai-force")) {
			this->JoinToAiForce = true;
			--j;
		} else {
			LuaError(l, "Unsupported summon tag: %s" _C_ value);
		}
	}
	// Now, checking value.
	if (this->UnitType == NULL) {
		LuaError(l, "Use a unittype for summon (with unit-type)");
	}
}
コード例 #7
0
ファイル: script_tileset.cpp プロジェクト: meiavy/Wyrmgus
void CTileset::parse(lua_State *l)
{
	clear();

	this->pixelTileSize.x = 32;
	this->pixelTileSize.y = 32;

	const int args = lua_gettop(l);
	for (int j = 1; j < args; ++j) {
		const char *value = LuaToString(l, j);
		++j;

		if (!strcmp(value, "name")) {
			this->Name = LuaToString(l, j);
		} else if (!strcmp(value, "image")) {
			this->ImageFile = LuaToString(l, j);
		} else if (!strcmp(value, "size")) {
			CclGetPos(l, &this->pixelTileSize.x, &this->pixelTileSize.y, j);
		} else if (!strcmp(value, "slots")) {
			if (!lua_istable(l, j)) {
				LuaError(l, "incorrect argument");
			}
			parseSlots(l, j);
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}
}
コード例 #8
0
ファイル: script_player.cpp プロジェクト: bradc6/Stratagus
/**
**  Define race names
**
**  @param l  Lua state.
*/
static int CclDefineRaceNames(lua_State *l)
{
	PlayerRaces.Clean();
	int args = lua_gettop(l);
	for (int j = 0; j < args; ++j) {
		const char *value = LuaToString(l, j + 1);
		if (!strcmp(value, "race")) {
			++j;
			if (!lua_istable(l, j + 1)) {
				LuaError(l, "incorrect argument");
			}
			int subargs = lua_rawlen(l, j + 1);
			int i = PlayerRaces.Count++;
			for (int k = 0; k < subargs; ++k) {
				value = LuaToString(l, j + 1, k + 1);
				if (!strcmp(value, "name")) {
					++k;
					PlayerRaces.Name[i] = LuaToString(l, j + 1, k + 1);
				} else if (!strcmp(value, "display")) {
					++k;
					PlayerRaces.Display[i] = LuaToString(l, j + 1, k + 1);
				} else if (!strcmp(value, "visible")) {
					PlayerRaces.Visible[i] = 1;
				} else {
					LuaError(l, "Unsupported tag: %s" _C_ value);
				}
			}
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}

	return 0;
}
コード例 #9
0
ファイル: spell_polymorph.cpp プロジェクト: ajaykon/Stratagus
/* virtual */ void Spell_Polymorph::Parse(lua_State *l, int startIndex, int endIndex)
{
	for (int j = startIndex; j < endIndex; ++j) {
		lua_rawgeti(l, -1, j + 1);
		const char *value = LuaToString(l, -1);
		lua_pop(l, 1);
		++j;
		if (!strcmp(value, "new-form")) {
			lua_rawgeti(l, -1, j + 1);
			value = LuaToString(l, -1);
			lua_pop(l, 1);
			this->NewForm = UnitTypeByIdent(value);
			if (!this->NewForm) {
				this->NewForm = 0;
				DebugPrint("unit type \"%s\" not found for polymorph spell.\n" _C_ value);
			}
			// FIXME: temp polymorphs? hard to do.
		} else if (!strcmp(value, "player-neutral")) {
			this->PlayerNeutral = 1;
			--j;
		} else if (!strcmp(value, "player-caster")) {
			this->PlayerNeutral = 2;
			--j;
		} else {
			LuaError(l, "Unsupported polymorph tag: %s" _C_ value);
		}
	}
	// Now, checking value.
	if (this->NewForm == NULL) {
		LuaError(l, "Use a unittype for polymorph (with new-form)");
	}
}
コード例 #10
0
/* virtual */ void Spell_SpawnPortal::Parse(lua_State *l, int startIndex, int endIndex)
{
	for (int j = startIndex; j < endIndex; ++j) {
		lua_rawgeti(l, -1, j + 1);
		const char *value = LuaToString(l, -1);
		lua_pop(l, 1);
		++j;
		if (!strcmp(value, "portal-type")) {
			lua_rawgeti(l, -1, j + 1);
			value = LuaToString(l, -1);
			lua_pop(l, 1);
			this->PortalType = UnitTypeByIdent(value);
			if (!this->PortalType) {
				this->PortalType = 0;
				DebugPrint("unit type \"%s\" not found for spawn-portal.\n" _C_ value);
			}
		} else {
			LuaError(l, "Unsupported spawn-portal tag: %s" _C_ value);
		}
	}
	// Now, checking value.
	if (this->PortalType == NULL) {
		LuaError(l, "Use a unittype for spawn-portal (with portal-type)");
	}
}
コード例 #11
0
/* virtual */ void Spell_AreaBombardment::Parse(lua_State *l, int startIndex, int endIndex)
{
	for (int j = startIndex; j < endIndex; ++j) {
		const char *value = LuaToString(l, -1, j + 1);
		++j;
		if (!strcmp(value, "fields")) {
			this->Fields = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "shards")) {
			this->Shards = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "damage")) {
			this->Damage = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "start-offset-x")) {
			this->StartOffsetX = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "start-offset-y")) {
			this->StartOffsetY = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "missile")) {
			value = LuaToString(l, -1, j + 1);
			this->Missile = MissileTypeByIdent(value);
			if (this->Missile == NULL) {
				DebugPrint("in area-bombardement : missile %s does not exist\n" _C_ value);
			}
		} else {
			LuaError(l, "Unsupported area-bombardment tag: %s" _C_ value);
		}
	}
	// Now, checking value.
	if (this->Missile == NULL) {
		LuaError(l, "Use a missile for area-bombardment (with missile)");
	}
}
コード例 #12
0
ファイル: script_missile.cpp プロジェクト: Andrettin/Wyrmgus
/**
**  Define burning building missiles.
**
**  @param l  Lua state.
*/
static int CclDefineBurningBuilding(lua_State *l)
{
	for (std::vector<BurningBuildingFrame *>::iterator i = BurningBuildingFrames.begin();
		 i != BurningBuildingFrames.end(); ++i) {
		delete *i;
	}
	BurningBuildingFrames.clear();

	const int args = lua_gettop(l);
	for (int j = 0; j < args; ++j) {
		if (!lua_istable(l, j + 1)) {
			LuaError(l, "incorrect argument");
		}
		BurningBuildingFrame *ptr = new BurningBuildingFrame;
		const int subargs = lua_rawlen(l, j + 1);

		for (int k = 0; k < subargs; ++k) {
			const char *value = LuaToString(l, j + 1, k + 1);
			++k;

			if (!strcmp(value, "percent")) {
				ptr->Percent = LuaToNumber(l, j + 1, k + 1);
			} else if (!strcmp(value, "missile")) {
				ptr->Missile = MissileTypeByIdent(LuaToString(l, j + 1, k + 1));
			}
		}
		BurningBuildingFrames.insert(BurningBuildingFrames.begin(), ptr);
	}
	return 0;
}
コード例 #13
0
ファイル: script.cpp プロジェクト: infsega/boswars-playbook
/**
**  Load the SavedGameInfo Header
**
**  @param l  Lua state.
*/
static int CclSavedGameInfo(lua_State *l)
{
	const char *value;

	LuaCheckArgs(l, 1);
	LuaCheckTable(l, 1);

	lua_pushnil(l);
	while (lua_next(l, 1)) {
		value = LuaToString(l, -2);

		if (!strcmp(value, "SaveFile")) {
			if (strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), LuaToString(l, -1)) != 0) {
				LuaError(l, "SaveFile too long");
			}
			std::string buf = StratagusLibPath;
			buf += "/";
			buf += LuaToString(l, -1);
			if (LuaLoadFile(buf) == -1) {
				DebugPrint("Load failed: %s\n" _C_ value);
			}
		} else if (!strcmp(value, "SyncHash")) {
			SyncHash = LuaToNumber(l, -1);
		} else if (!strcmp(value, "SyncRandSeed")) {
			SyncRandSeed = LuaToNumber(l, -1);
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
		lua_pop(l, 1);
	}

	return 0;
}
コード例 #14
0
ファイル: contenttype.cpp プロジェクト: KroArtem/Wyrmgus
/* virtual */ void CContentTypeLifeBar::Parse(lua_State *l)
{
	for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
		const char *key = LuaToString(l, -2);
		if (!strcmp(key, "Variable")) {
			const char *const name = LuaToString(l, -1);
			this->Index = UnitTypeVar.VariableNameLookup[name];
			if (this->Index == -1) {
				LuaError(l, "unknown variable '%s'" _C_ name);
			}
		} else if (!strcmp(key, "Height")) {
			this->Height = LuaToNumber(l, -1);
		} else if (!strcmp(key, "Width")) {
			this->Width = LuaToNumber(l, -1);
		} else {
			LuaError(l, "'%s' invalid for method 'LifeBar' in DefinePanelContents" _C_ key);
		}
	}
	// Default value and checking errors.
	if (this->Height <= 0) {
		this->Height = 5; // Default value.
	}
	if (this->Width <= 0) {
		this->Width = 50; // Default value.
	}
	if (this->Index == -1) {
		LuaError(l, "variable undefined for LifeBar");
	}
}
コード例 #15
0
ファイル: script_province.cpp プロジェクト: Andrettin/Wyrmgus
/**
**  Get province data.
**
**  @param l  Lua state.
*/
static int CclGetProvinceData(lua_State *l)
{
	if (lua_gettop(l) < 2) {
		LuaError(l, "incorrect argument");
	}
	std::string province_name = LuaToString(l, 1);
	CProvince *province = GetProvince(province_name);
	if (!province) {
		LuaError(l, "Province \"%s\" doesn't exist." _C_ province_name.c_str());
	}
	const char *data = LuaToString(l, 2);

	if (!strcmp(data, "Name")) {
		lua_pushstring(l, province->Name.c_str());
		return 1;
	} else if (!strcmp(data, "World")) {
		if (province->World != nullptr) {
			lua_pushstring(l, province->World->Ident.c_str());
		} else {
			lua_pushstring(l, "");
		}
		return 1;
	} else if (!strcmp(data, "Water")) {
		lua_pushboolean(l, province->Water);
		return 1;
	} else if (!strcmp(data, "Coastal")) {
		lua_pushboolean(l, province->Coastal);
		return 1;
	} else {
		LuaError(l, "Invalid field: %s" _C_ data);
	}

	return 0;
}
コード例 #16
0
/**
**  Parse an animation
*/
static CAnimation *ParseAnimation(lua_State *l, int idx)
{
	if (!lua_istable(l, idx)) {
		LuaError(l, "incorrect argument");
	}
	const int args = lua_rawlen(l, idx);

	if (args == 0) {
		return NULL;
	}
	Labels.clear();
	LabelsLater.clear();

	const char *str = LuaToString(l, idx, 1);

	CAnimation *firstAnim = ParseAnimationFrame(l, str);
	CAnimation *prev = firstAnim;
	for (int j = 1; j < args; ++j) {
		const char *str = LuaToString(l, idx, j + 1);
		CAnimation *anim = ParseAnimationFrame(l, str);
		prev->Next = anim;
		prev = anim;
	}
	prev->Next = firstAnim;
	FixLabels(l);
	return firstAnim;
}
コード例 #17
0
/**
**  Define a new dependency.
**
**  @param l  Lua state.
*/
static int CclDefineDependency(lua_State *l)
{
	const char *target;
	const char *required;
	int count;
	const char *value;
	int or_flag;
	int args;
	int j;
	int subargs;
	int k;

	args = lua_gettop(l);
	j = 0;

	target = LuaToString(l, j + 1);
	++j;

	//
	//  All or rules.
	//
	or_flag = 0;
	for (; j < args; ++j) {
		if (!lua_istable(l, j + 1)) {
			LuaError(l, "incorrect argument");
		}
		subargs = lua_objlen(l, j + 1);

		for (k = 0; k < subargs; ++k) {
			lua_rawgeti(l, j + 1, k + 1);
			required = LuaToString(l, -1);
			lua_pop(l, 1);
			count = 1;
			if (k + 1 < subargs) {
				lua_rawgeti(l, j + 1, k + 2);
				if (lua_isnumber(l, -1)) {
					count = LuaToNumber(l, -1);
					++k;
				}
				lua_pop(l, 1);
			}

			AddDependency(target, required, count, or_flag);
			or_flag = 0;
		}
		if (j + 1 < args) {
			++j;
			value = LuaToString(l, j + 1);
			if (strcmp(value, "or")) {
				LuaError(l, "not or symbol: %s" _C_ value);
				return 0;
			}
			or_flag = 1;
		}
	}

	return 0;
}
コード例 #18
0
/**
**  Get province data.
**
**  @param l  Lua state.
*/
static int CclGetProvinceData(lua_State *l)
{
	if (lua_gettop(l) < 2) {
		LuaError(l, "incorrect argument");
	}
	std::string province_name = LuaToString(l, 1);
	CProvince *province = GetProvince(province_name);
	if (!province) {
		LuaError(l, "Province \"%s\" doesn't exist." _C_ province_name.c_str());
	}
	const char *data = LuaToString(l, 2);

	if (!strcmp(data, "Name")) {
		lua_pushstring(l, province->Name.c_str());
		return 1;
	} else if (!strcmp(data, "World")) {
		if (province->World != NULL) {
			lua_pushstring(l, province->World->Name.c_str());
		} else {
			lua_pushstring(l, "");
		}
		return 1;
	} else if (!strcmp(data, "Water")) {
		lua_pushboolean(l, province->Water);
		return 1;
	} else if (!strcmp(data, "Coastal")) {
		lua_pushboolean(l, province->Coastal);
		return 1;
	} else if (!strcmp(data, "Map")) {
		lua_pushstring(l, province->Map.c_str());
		return 1;
	} else if (!strcmp(data, "SettlementTerrain")) {
		lua_pushstring(l, province->SettlementTerrain.c_str());
		return 1;
	} else if (!strcmp(data, "SettlementLocationX")) {
		lua_pushnumber(l, province->SettlementLocation.x);
		return 1;
	} else if (!strcmp(data, "SettlementLocationY")) {
		lua_pushnumber(l, province->SettlementLocation.y);
		return 1;
	} else if (!strcmp(data, "Tiles")) {
		lua_createtable(l, province->Tiles.size() * 2, 0);
		for (size_t i = 1; i <= province->Tiles.size() * 2; ++i)
		{
			lua_pushnumber(l, province->Tiles[(i-1) / 2].x);
			lua_rawseti(l, -2, i);
			++i;

			lua_pushnumber(l, province->Tiles[(i-1) / 2].y);
			lua_rawseti(l, -2, i);
		}
		return 1;
	} else {
		LuaError(l, "Invalid field: %s" _C_ data);
	}

	return 0;
}
コード例 #19
0
ファイル: script_spell.cpp プロジェクト: meiavy/Wyrmgus
/**
**  Parse the Condition for spell.
**
**  @param l         Lua state.
**  @param autocast  pointer to autocast to fill with data.
**
**  @note: autocast must be allocated. All data already in is LOST.
*/
static void CclSpellAutocast(lua_State *l, AutoCastInfo *autocast)
{
	if (!lua_istable(l, -1)) {
		LuaError(l, "incorrect argument");
	}
	const int args = lua_rawlen(l, -1);
	for (int j = 0; j < args; ++j) {
		const char *value = LuaToString(l, -1, j + 1);
		++j;
		if (!strcmp(value, "range")) {
			autocast->Range = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "min-range")) {
			autocast->MinRange = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "position-autocast")) {
			lua_rawgeti(l, -1, j + 1);
			autocast->PositionAutoCast = new LuaCallback(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "combat")) {
			autocast->Combat = Ccl2Condition(l, LuaToString(l, -1, j + 1));
		} else if (!strcmp(value, "attacker")) {
			autocast->Attacker = Ccl2Condition(l, LuaToString(l, -1, j + 1));
		} else if (!strcmp(value, "corpse")) {
			autocast->Corpse = Ccl2Condition(l, LuaToString(l, -1, j + 1));
		} else if (!strcmp(value, "priority")) {
			lua_rawgeti(l, -1, j + 1);
			if (!lua_istable(l, -1) || lua_rawlen(l, -1) != 2) {
				LuaError(l, "incorrect argument");
			}
			lua_rawgeti(l, -1, 1);
			std::string var = LuaToString(l, -1);
			int index = UnitTypeVar.VariableNameLookup[var.c_str()];// User variables
			if (index == -1) {
				if (!strcmp(var.c_str(), "Distance")) {
					index = ACP_DISTANCE;
				} else {
					fprintf(stderr, "Bad variable name '%s'\n", var.c_str());
					Exit(1);
				}
			}
			autocast->PriorytyVar = index;
			lua_pop(l, 1);
			autocast->ReverseSort = LuaToBoolean(l, -1, 2);

			lua_pop(l, 1);
		} else if (!strcmp(value, "condition")) {
			if (!autocast->Condition) {
				autocast->Condition = new ConditionInfo;
			}
			lua_rawgeti(l, -1, j + 1);
			CclSpellCondition(l, autocast->Condition);
			lua_pop(l, 1);
		} else {
			LuaError(l, "Unsupported autocast tag: %s" _C_ value);
		}
	}
}
コード例 #20
0
ファイル: contenttype.cpp プロジェクト: KroArtem/Wyrmgus
/* virtual */ void CContentTypeIcon::Parse(lua_State *l)
{
	for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
		const char *key = LuaToString(l, -2);
		if (!strcmp(key, "Unit")) {
			this->UnitRef = Str2EnumUnit(l, LuaToString(l, -1));
		} else {
			LuaError(l, "'%s' invalid for method 'Icon' in DefinePanelContents" _C_ key);
		}
	}
}
コード例 #21
0
ファイル: script.cpp プロジェクト: infsega/boswars-playbook
/**
**  Load a file and execute it.
**
**  @param l  Lua state.
**
**  @return   0 in success, else exit.
*/
static int CclLoad(lua_State *l)
{
	char buf[1024];

	LuaCheckArgs(l, 1);
	LibraryFileName(LuaToString(l, 1), buf, sizeof(buf));
	if (LuaLoadFile(buf) == -1) {
		DebugPrint("Load failed: %s\n" _C_ LuaToString(l, 1));
	}
	return 0;
}
コード例 #22
0
/**
**  Parse the missile location description for a spell action.
**
**  @param l         Lua state.
**  @param location  Pointer to missile location description.
**
**  @note This is only here to avoid code duplication. You don't have
**        any reason to USE this:)
*/
static void CclSpellMissileLocation(lua_State *l, SpellActionMissileLocation *location)
{
	const char *value;
	int args;
	int j;

	Assert(location != NULL);

	if (!lua_istable(l, -1)) {
		LuaError(l, "incorrect argument");
	}
	args = lua_objlen(l, -1);
	j = 0;

	for (j = 0; j < args; ++j) {
		lua_rawgeti(l, -1, j + 1);
		value = LuaToString(l, -1);
		lua_pop(l, 1);
		++j;
		if (!strcmp(value, "base")) {
			lua_rawgeti(l, -1, j + 1);
			value = LuaToString(l, -1);
			lua_pop(l, 1);
			if (!strcmp(value, "caster")) {
				location->Base = LocBaseCaster;
			} else if (!strcmp(value, "target")) {
				location->Base = LocBaseTarget;
			} else {
				LuaError(l, "Unsupported missile location base flag: %s" _C_ value);
			}
		} else if (!strcmp(value, "add-x")) {
			lua_rawgeti(l, -1, j + 1);
			location->AddX = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "add-y")) {
			lua_rawgeti(l, -1, j + 1);
			location->AddY = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "add-rand-x")) {
			lua_rawgeti(l, -1, j + 1);
			location->AddRandX = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "add-rand-y")) {
			lua_rawgeti(l, -1, j + 1);
			location->AddRandY = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else {
			LuaError(l, "Unsupported missile location description flag: %s" _C_ value);
		}
	}
}
コード例 #23
0
ファイル: script_player.cpp プロジェクト: k1643/StratagusAI
/**
**  Define race names
**
**  @param l  Lua state.
*/
static int CclDefineRaceNames(lua_State *l)
{
	int i;
	int j;
	int k;
	int args;
	int subargs;
	const char *value;

	PlayerRaces.Count = 0;
	args = lua_gettop(l);
	for (j = 0; j < args; ++j) {
		value = LuaToString(l, j + 1);
		if (!strcmp(value, "race")) {
			++j;
			if (!lua_istable(l, j + 1)) {
				LuaError(l, "incorrect argument");
			}
			subargs = luaL_getn(l, j + 1);
			i = PlayerRaces.Count++;
			PlayerRaces.Name[i] = NULL;
			PlayerRaces.Display[i] = NULL;
			PlayerRaces.Visible[i] = 0;
			for (k = 0; k < subargs; ++k) {
				lua_rawgeti(l, j + 1, k + 1);
				value = LuaToString(l, -1);
				lua_pop(l, 1);
				if (!strcmp(value, "name")) {
					++k;
					lua_rawgeti(l, j + 1, k + 1);
					PlayerRaces.Name[i] = new_strdup(LuaToString(l, -1));
					lua_pop(l, 1);
				} else if (!strcmp(value, "display")) {
					++k;
					lua_rawgeti(l, j + 1, k + 1);
					PlayerRaces.Display[i] = new_strdup(LuaToString(l, -1));
					lua_pop(l, 1);
				} else if (!strcmp(value, "visible")) {
					PlayerRaces.Visible[i] = 1;
				} else {
					LuaError(l, "Unsupported tag: %s" _C_ value);
				}
			}
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}

	return 0;
}
コード例 #24
0
/**
** Load the lua file which will define the tile models
**
**  @param l  Lua state.
*/
static int CclLoadTileModels(lua_State *l)
{
	char buf[1024];

	if (lua_gettop(l) != 1) {
		LuaError(l, "incorrect argument");
	}
	strcpy_s(Map.TileModelsFileName, sizeof(Map.TileModelsFileName), LuaToString(l, 1));
	LibraryFileName(Map.TileModelsFileName, buf, sizeof(buf));
	if (LuaLoadFile(buf) == -1) {
		DebugPrint("Load failed: %s\n" _C_ LuaToString(l, 1));
	}
	return 0;
}
コード例 #25
0
ファイル: script_ui.cpp プロジェクト: realhidden/stratagus
/**
**  Define the Panels.
**  Define what is shown in the panel(text, icon, variables)
**
**  @param l  Lua state.
**  @return   0.
*/
static int CclDefinePanelContents(lua_State *l)
{
	const int nargs = lua_gettop(l);

	for (int i = 0; i < nargs; i++) {
		Assert(lua_istable(l, i + 1));
		CUnitInfoPanel *infopanel = new CUnitInfoPanel;

		for (lua_pushnil(l); lua_next(l, i + 1); lua_pop(l, 1)) {
			const char *key = LuaToString(l, -2);

			if (!strcmp(key, "Ident")) {
				infopanel->Name = LuaToString(l, -1);
			} else if (!strcmp(key, "Pos")) {
				CclGetPos(l, &infopanel->PosX, &infopanel->PosY);
			} else if (!strcmp(key, "DefaultFont")) {
				infopanel->DefaultFont = CFont::Get(LuaToString(l, -1));
			} else if (!strcmp(key, "Condition")) {
				infopanel->Condition = ParseConditionPanel(l);
			} else if (!strcmp(key, "Contents")) {
				Assert(lua_istable(l, -1));
				for (size_t j = 0; j < lua_rawlen(l, -1); j++, lua_pop(l, 1)) {
					lua_rawgeti(l, -1, j + 1);
					infopanel->Contents.push_back(CclParseContent(l));
				}
			} else {
				LuaError(l, "'%s' invalid for DefinePanelContents" _C_ key);
			}
		}
		for (std::vector<CContentType *>::iterator content = infopanel->Contents.begin();
			 content != infopanel->Contents.end(); ++content) { // Default value for invalid value.
			(*content)->Pos.x += infopanel->PosX;
			(*content)->Pos.y += infopanel->PosY;
		}
		size_t j;
		for (j = 0; j < UI.InfoPanelContents.size(); ++j) {
			if (infopanel->Name == UI.InfoPanelContents[j]->Name) {
				DebugPrint("Redefinition of Panel '%s'\n" _C_ infopanel->Name.c_str());
				delete UI.InfoPanelContents[j];
				UI.InfoPanelContents[j] = infopanel;
				break;
			}
		}
		if (j == UI.InfoPanelContents.size()) {
			UI.InfoPanelContents.push_back(infopanel);
		}
	}
	return 0;
}
コード例 #26
0
ファイル: action_build.cpp プロジェクト: onkrot/stratagus
/* virtual */ bool COrder_Build::ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
{
	if (!strcmp(value, "building")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->BuildingUnit = CclGetUnitFromRef(l);
		lua_pop(l, 1);
	} else if (!strcmp(value, "range")) {
		++j;
		this->Range = LuaToNumber(l, -1, j + 1);
	} else if (!strcmp(value, "state")) {
		++j;
		this->State = LuaToNumber(l, -1, j + 1);
	} else if (!strcmp(value, "tile")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		CclGetPos(l, &this->goalPos.x , &this->goalPos.y);
		lua_pop(l, 1);
	} else if (!strcmp(value, "type")) {
		++j;
		this->Type = UnitTypeByIdent(LuaToString(l, -1, j + 1));
	} else {
		return false;
	}
	return true;
}
コード例 #27
0
ファイル: script_ui.cpp プロジェクト: realhidden/stratagus
/**
** Define the lua file that will build the map
**
**  @param l  Lua state.
*/
static int CclDefineMapSetup(lua_State *l)
{
	LuaCheckArgs(l, 1);
	Map.Info.Filename = LuaToString(l, 1);

	return 0;
}
コード例 #28
0
ファイル: script_ui.cpp プロジェクト: realhidden/stratagus
/**
**  Define the viewports.
**
**  @param l  Lua state.
*/
static int CclDefineViewports(lua_State *l)
{
	int i = 0;
	const int args = lua_gettop(l);

	for (int j = 0; j < args; ++j) {
		const char *value = LuaToString(l, j + 1);
		++j;
		if (!strcmp(value, "mode")) {
			UI.ViewportMode = (ViewportModeType)LuaToNumber(l, j + 1);
		} else if (!strcmp(value, "viewport")) {
			if (!lua_istable(l, j + 1) && lua_rawlen(l, j + 1) != 3) {
				LuaError(l, "incorrect argument");
			}
			UI.Viewports[i].MapPos.x = LuaToNumber(l, j + 1, 1);
			UI.Viewports[i].MapPos.y = LuaToNumber(l, j + 1, 2);
			const int slot = LuaToNumber(l, j + 1, 3);
			if (slot != -1) {
				UI.Viewports[i].Unit = &UnitManager.GetSlotUnit(slot);
			}
			++i;
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}
	UI.NumViewports = i;
	return 0;
}
コード例 #29
0
ファイル: script_map.cpp プロジェクト: meiavy/Wyrmgus
/**
**  Show Map Location
**
**  @param l  Lua state.
*/
static int CclShowMapLocation(lua_State *l)
{
	// Put a unit on map, use its properties, except for
	// what is listed below

	LuaCheckArgs(l, 4);
	const char *unitname = LuaToString(l, 5);
	CUnitType *unitType = UnitTypeByIdent(unitname);
	if (!unitType) {
		DebugPrint("Unable to find UnitType '%s'" _C_ unitname);
		return 0;
	}
	CUnit *target = MakeUnit(*unitType, ThisPlayer);
	if (target != NULL) {
		target->Variable[HP_INDEX].Value = 0;
		target->tilePos.x = LuaToNumber(l, 1);
		target->tilePos.y = LuaToNumber(l, 2);
		target->TTL = GameCycle + LuaToNumber(l, 4);
		target->CurrentSightRange = LuaToNumber(l, 3);
		//Wyrmgus start
		UpdateUnitSightRange(*target);
		//Wyrmgus end
		MapMarkUnitSight(*target);
	} else {
		DebugPrint("Unable to allocate Unit");
	}
	return 0;
}
コード例 #30
0
ファイル: script_map.cpp プロジェクト: meiavy/Wyrmgus
/**
**  Check if the tile's terrain has a particular flag.
**
**  @param l  Lua state.
**
**  @return   True if has the flag, false if not.
*/
static int CclGetTileTerrainHasFlag(lua_State *l)
{
	LuaCheckArgs(l, 3);

	const Vec2i pos(LuaToNumber(l, 1), LuaToNumber(l, 2));

	//Wyrmgus start
	if (pos.x < 0 || pos.x >= Map.Info.MapWidth || pos.y < 0 || pos.y >= Map.Info.MapHeight) {
		lua_pushboolean(l, 0);
		return 1;
	}
	
//	unsigned short flag = 0;
	unsigned long flag = 0;
	//Wyrmgus end
	const char *flag_name = LuaToString(l, 3);
	if (!strcmp(flag_name, "water")) {
		flag = MapFieldWaterAllowed;
	} else if (!strcmp(flag_name, "land")) {
		flag = MapFieldLandAllowed;
	} else if (!strcmp(flag_name, "coast")) {
		flag = MapFieldCoastAllowed;
	} else if (!strcmp(flag_name, "no-building")) {
		flag = MapFieldNoBuilding;
	} else if (!strcmp(flag_name, "unpassable")) {
		flag = MapFieldUnpassable;
	//Wyrmgus start
	} else if (!strcmp(flag_name, "air-unpassable")) {
		flag = MapFieldAirUnpassable;
	} else if (!strcmp(flag_name, "dirt")) {
		flag = MapFieldDirt;
	} else if (!strcmp(flag_name, "grass")) {
		flag = MapFieldGrass;
	} else if (!strcmp(flag_name, "gravel")) {
		flag = MapFieldGravel;
	} else if (!strcmp(flag_name, "mud")) {
		flag = MapFieldMud;
	} else if (!strcmp(flag_name, "stone-floor")) {
		flag = MapFieldStoneFloor;
	} else if (!strcmp(flag_name, "stumps")) {
		flag = MapFieldStumps;
	//Wyrmgus end
	} else if (!strcmp(flag_name, "wall")) {
		flag = MapFieldWall;
	} else if (!strcmp(flag_name, "rock")) {
		flag = MapFieldRocks;
	} else if (!strcmp(flag_name, "forest")) {
		flag = MapFieldForest;
	}

	const CMapField &mf = *Map.Field(pos);

	if (mf.getFlag() & flag) {
		lua_pushboolean(l, 1);
	} else {
		lua_pushboolean(l, 0);
	}

	return 1;
}