コード例 #1
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::MoveCtrlNotify(const CUnit* unit, int data)
{
    if (!haveMoveCtrlNotify)
        return false; // the call is not defined

    LUA_CALL_IN_CHECK(L, false);
    lua_checkstack(L, 6);
    static const LuaHashString cmdStr("MoveCtrlNotify");
    if (!cmdStr.GetGlobalFunc(L))
        return false; // the call is not defined

    // push the unit info
    lua_pushnumber(L, unit->id);
    lua_pushnumber(L, unit->unitDef->id);
    lua_pushnumber(L, unit->team);
    lua_pushnumber(L, data);

    // call the function
    if (!RunCallIn(cmdStr, 4, 1))
        return false;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return false;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);

    return retval;
}
コード例 #2
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
int CLuaRules::AllowWeaponTargetCheck(unsigned int attackerID, unsigned int attackerWeaponNum, unsigned int attackerWeaponDefID)
{
    if (!haveAllowWeaponTargetCheck)
        return -1;

    LUA_CALL_IN_CHECK(L, -1);
    lua_checkstack(L, 3 + 1);

    const int errfunc(SetupTraceback(L));
    static const LuaHashString cmdStr("AllowWeaponTargetCheck");

    int ret = -1;

    if (!cmdStr.GetGlobalFunc(L)) {
        if (errfunc)
            lua_pop(L, 1);
        return ret;
    }

    lua_pushnumber(L, attackerID);
    lua_pushnumber(L, attackerWeaponNum);
    lua_pushnumber(L, attackerWeaponDefID);

    const bool success = RunCallInTraceback(cmdStr, 3, 1, errfunc);

    if (!success)
        return ret;

    ret = (lua_isboolean(L, -1) && lua_toboolean(L, -1))? 1: 0;
    lua_pop(L, -1);

    return ret;
}
コード例 #3
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowDirectUnitControl(int playerID, const CUnit* unit)
{
    if (!haveAllowDirectUnitControl)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 6);
    static const LuaHashString cmdStr("AllowDirectUnitControl");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    lua_pushnumber(L, unit->id);
    lua_pushnumber(L, unit->unitDef->id);
    lua_pushnumber(L, unit->team);
    lua_pushnumber(L, playerID);

    // call the function
    if (!RunCallIn(cmdStr, 4, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #4
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowStartPosition(int playerID, const float3& pos)
{
    if (!haveAllowStartPosition)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 9);
    static const LuaHashString cmdStr("AllowStartPosition");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    // push the start position and playerID
    lua_pushnumber(L, pos.x);
    lua_pushnumber(L, pos.y);
    lua_pushnumber(L, pos.z);
    lua_pushnumber(L, playerID);

    // call the function
    if (!RunCallIn(cmdStr, 4, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }
    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #5
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowResourceLevel(int teamID, const string& type, float level)
{
    if (!haveAllowResourceLevel)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 5);
    static const LuaHashString cmdStr("AllowResourceLevel");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    lua_pushnumber(L, teamID);
    lua_pushsstring(L, type);
    lua_pushnumber(L, level);

    // call the function
    if (!RunCallIn(cmdStr, 3, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #6
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowResourceTransfer(int oldTeam, int newTeam,
                                      const string& type, float amount)
{
    if (!haveAllowResourceTransfer)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 6);
    static const LuaHashString cmdStr("AllowResourceTransfer");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    lua_pushnumber(L, oldTeam);
    lua_pushnumber(L, newTeam);
    lua_pushsstring(L, type);
    lua_pushnumber(L, amount);

    // call the function
    if (!RunCallIn(cmdStr, 4, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #7
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowFeatureCreation(const FeatureDef* featureDef,
                                     int teamID, const float3& pos)
{
    if (!haveAllowFeatureCreation)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 7);
    static const LuaHashString cmdStr("AllowFeatureCreation");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    lua_pushnumber(L, featureDef->id);
    lua_pushnumber(L, teamID);
    lua_pushnumber(L, pos.x);
    lua_pushnumber(L, pos.y);
    lua_pushnumber(L, pos.z);

    // call the function
    if (!RunCallIn(cmdStr, 5, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #8
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowFeatureBuildStep(const CUnit* builder,
                                      const CFeature* feature, float part)
{
    if (!haveAllowFeatureBuildStep)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 7);
    static const LuaHashString cmdStr("AllowFeatureBuildStep");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    lua_pushnumber(L, builder->id);
    lua_pushnumber(L, builder->team);
    lua_pushnumber(L, feature->id);
    lua_pushnumber(L, feature->def->id);
    lua_pushnumber(L, part);

    // call the function
    if (!RunCallIn(cmdStr, 5, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #9
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowCommand(const CUnit* unit, const Command& cmd, bool fromSynced)
{
    if (!haveAllowCommand)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 10);
    static const LuaHashString cmdStr("AllowCommand");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    PushUnitAndCommand(L, unit, cmd);

    lua_pushboolean(L, fromSynced);

    // call the function
    if (!RunCallIn(cmdStr, 8, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }
    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #10
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::AllowUnitTransfer(const CUnit* unit, int newTeam, bool capture)
{
    if (!haveAllowUnitTransfer)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 7);
    static const LuaHashString cmdStr("AllowUnitTransfer");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    lua_pushnumber(L, unit->id);
    lua_pushnumber(L, unit->unitDef->id);
    lua_pushnumber(L, unit->team);
    lua_pushnumber(L, newTeam);
    lua_pushboolean(L, capture);

    // call the function
    if (!RunCallIn(cmdStr, 5, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);
    return retval;
}
コード例 #11
0
ファイル: LuaRules.cpp プロジェクト: rYuuk/spring
bool CLuaRules::CommandFallback(const CUnit* unit, const Command& cmd)
{
    if (!haveCommandFallback)
        return true; // the call is not defined

    LUA_CALL_IN_CHECK(L, true);
    lua_checkstack(L, 9);
    static const LuaHashString cmdStr("CommandFallback");
    if (!cmdStr.GetGlobalFunc(L))
        return true; // the call is not defined

    PushUnitAndCommand(L, unit, cmd);

    // call the function
    if (!RunCallIn(cmdStr, 7, 1))
        return true;

    // get the results
    if (!lua_isboolean(L, -1)) {
        LOG_L(L_WARNING, "%s() bad return value", cmdStr.GetString().c_str());
        lua_pop(L, 1);
        return true;
    }

    const bool retval = !!lua_toboolean(L, -1);
    lua_pop(L, 1);

    // return 'true' to remove the command
    return retval;
}
コード例 #12
0
ファイル: LuaRules.cpp プロジェクト: DeadnightWarrior/spring
bool CLuaRules::CommandFallback(const CUnit* unit, const Command& cmd)
{
	if (!haveCommandFallback) {
		return true; // the call is not defined
	}

	LUA_CALL_IN_CHECK(L);
	lua_checkstack(L, 9);
	static const LuaHashString cmdStr("CommandFallback");
	if (!cmdStr.GetGlobalFunc(L)) {
		return true; // the call is not defined
	}

	// push the unit info
	lua_pushnumber(L, unit->id);
	lua_pushnumber(L, unit->unitDef->id);
	lua_pushnumber(L, unit->team);

	// push the command id
	lua_pushnumber(L, cmd.id);

	// push the params list
	lua_newtable(L);
	for (int p = 0; p < (int)cmd.params.size(); p++) {
		lua_pushnumber(L, p + 1);
		lua_pushnumber(L, cmd.params[p]);
		lua_rawset(L, -3);
	}
	HSTR_PUSH_NUMBER(L, "n", cmd.params.size());

	// push the options table
	lua_newtable(L);
	HSTR_PUSH_NUMBER(L, "coded", cmd.options);
	HSTR_PUSH_BOOL(L, "alt",   !!(cmd.options & ALT_KEY));
	HSTR_PUSH_BOOL(L, "ctrl",  !!(cmd.options & CONTROL_KEY));
	HSTR_PUSH_BOOL(L, "shift", !!(cmd.options & SHIFT_KEY));
	HSTR_PUSH_BOOL(L, "right", !!(cmd.options & RIGHT_MOUSE_KEY));
	HSTR_PUSH_BOOL(L, "meta",  !!(cmd.options & META_KEY));

	// push the command tag
	lua_pushnumber(L, cmd.tag);

	// call the function
	if (!RunCallIn(cmdStr, 7, 1)) {
		return true;
	}

	// get the results
	if (!lua_isboolean(L, -1)) {
		logOutput.Print("%s() bad return value\n", cmdStr.GetString().c_str());
		lua_pop(L, 1);
		return true;
	}

	const bool retval = !!lua_toboolean(L, -1);
	lua_pop(L, 1);

	// return 'true' to remove the command
	return retval;
}
コード例 #13
0
ファイル: LuaHandleSynced.cpp プロジェクト: Finkky/spring
void CLuaHandleSynced::RecvFromSynced(lua_State *srcState, int args)
{
	SELECT_UNSYNCED_LUA_STATE();

#if ((LUA_MT_OPT & LUA_STATE) && (LUA_MT_OPT & LUA_MUTEX))
	if (!SingleState() && srcState != L) { // Sim thread sends to unsynced --> delay it
		DelayRecvFromSynced(srcState, args);
		return;
	}
	// Draw thread, delayed already, execute it
#endif

	static const LuaHashString cmdStr("RecvFromSynced");
	//LUA_CALL_IN_CHECK(L); -- not valid here

	if (!cmdStr.GetRegistryFunc(L))
		return; // the call is not defined
	lua_insert(L, 1); // place the function

	// call the routine
	SetAllowChanges(false);
	SetHandleSynced(L, false);

	lua_State* L_Prev = ForceUnsyncedState();
	RunCallIn(cmdStr, args, 0);
	RestoreState(L_Prev);

	SetHandleSynced(L, true);
	SetAllowChanges(true);
}
コード例 #14
0
ファイル: LuaHandleSynced.cpp プロジェクト: Finkky/spring
string CLuaHandleSynced::GetSyncData()
{
	string syncData;

	LUA_CALL_IN_CHECK(L, syncData);
	lua_checkstack(L, 2);
	static const LuaHashString cmdStr("GetSyncData");
	if (!cmdStr.GetGlobalFunc(L)) {
		return syncData;
	}

	// call the routine
	if (!RunCallIn(cmdStr, 0, 1)) {
		return syncData;
	}

	// get the result
	if (!lua_isstring(L, -1)) {
		lua_pop(L, 1);
		return syncData;
	}
	const int len = lua_strlen(L, -1);
	const char* c = lua_tostring(L, -1);
	syncData.resize(len);
	for (int i = 0; i < len; i++) {
		syncData[i] = c[i];
	}
	lua_pop(L, 1);

	return syncData;
}
コード例 #15
0
ファイル: LuaHandleSynced.cpp プロジェクト: Finkky/spring
bool CLuaHandleSynced::Initialize(const string& syncData)
{
	LUA_CALL_IN_CHECK(L, true);
	lua_checkstack(L, 3);
	static const LuaHashString cmdStr("Initialize");
	if (!cmdStr.GetGlobalFunc(L)) {
		return true;
	}

	int errfunc = SetupTraceback(L) ? -2 : 0;
	LOG("Initialize errfunc=%d", errfunc);

	lua_pushsstring(L, syncData);

	// call the routine
	if (!RunCallInTraceback(cmdStr, 1, 1, errfunc)) {
		return false;
	}

	// get the results
	if (!lua_isboolean(L, -1)) {
		lua_pop(L, 1);
		return true;
	}
	const bool retval = !!lua_toboolean(L, -1);
	lua_pop(L, 1);
	return retval;
}
コード例 #16
0
ファイル: LuaRules.cpp プロジェクト: slogic/spring
/**
 * called after every damage modification (even HitByWeaponId)
 * but before the damage is applied
 *
 * expects two numbers returned by lua code:
 * 1st is stored under *newDamage if newDamage != NULL
 * 2nd is stored under *impulseMult if impulseMult != NULL
 */
bool CLuaRules::UnitPreDamaged(const CUnit* unit, const CUnit* attacker,
                             float damage, int weaponID, bool paralyzer,
                             float* newDamage, float* impulseMult)
{
	if (!haveUnitPreDamaged) {
		return false;
	}

	LUA_CALL_IN_CHECK(L);
	lua_checkstack(L, 11);

	const int errfunc = SetupTraceback();
	static const LuaHashString cmdStr("UnitPreDamaged");

	if (!cmdStr.GetGlobalFunc(L)) {
		// remove error handler
		if (errfunc) { lua_pop(L, 1); }
		return false; // the call is not defined
	}

	int argCount = 5;
	lua_pushnumber(L, unit->id);
	lua_pushnumber(L, unit->unitDef->id);
	lua_pushnumber(L, unit->team);
	lua_pushnumber(L, damage);
	lua_pushboolean(L, paralyzer);
	if (fullRead) {
		lua_pushnumber(L, weaponID);
		argCount += 1;
		if (attacker != NULL) {
			lua_pushnumber(L, attacker->id);
			lua_pushnumber(L, attacker->unitDef->id);
			lua_pushnumber(L, attacker->team);
			argCount += 3;
		}
	}

	// call the routine
	RunCallInTraceback(cmdStr, argCount, 2, errfunc);

	if (newDamage && lua_isnumber(L, -2)) {
		*newDamage = lua_tonumber(L, -2);
	} else if (!lua_isnumber(L, -2) || lua_isnil(L, -2)) {
		// first value is obligatory, so may not be nil
		logOutput.Print("%s(): 1st value returned should be a number (newDamage)\n", cmdStr.GetString().c_str());
	}

	if (impulseMult && lua_isnumber(L, -1)) {
		*impulseMult = lua_tonumber(L, -1);
	} else if (!lua_isnumber(L, -1) && !lua_isnil(L, -1)) {
		// second value is optional, so nils are OK
		logOutput.Print("%s(): 2nd value returned should be a number (impulseMult)\n", cmdStr.GetString().c_str());
	}

	lua_pop(L, 2);
	return true;
}
コード例 #17
0
bool CLuaUI::HasLayoutButtons()
{
	static const LuaHashString cmdStr("LayoutButtons");
	if (!cmdStr.GetGlobalFunc(L)) {
		return false; // the call is not defined
	}
	lua_pop(L, 1);
	return true;
}
コード例 #18
0
inline bool CLuaHandle::PushUnsyncedCallIn(const LuaHashString& hs)
{
	// LuaUI keeps these call-ins in the Global table,
	// the synced handles keep them in the Registry table
	if (userMode) {
		return hs.GetGlobalFunc(L);
	} else {
		return hs.GetRegistryFunc(L);
	}
}
コード例 #19
0
bool CLuaRules::AllowCommand(const CUnit* unit, const Command& cmd)
{
	if (!haveAllowCommand) {
		return true; // the call is not defined
	}

	lua_settop(L, 0);

	static const LuaHashString cmdStr("AllowCommand");
	if (!cmdStr.GetGlobalFunc(L)) {
		lua_settop(L, 0);
		return true; // the call is not defined
	}

	// push the unit info
	lua_pushnumber(L, unit->id);
	lua_pushnumber(L, unit->unitDef->id);
	lua_pushnumber(L, unit->team);

	// push the command id
	lua_pushnumber(L, cmd.id);

	// push the params list
	lua_newtable(L);
	for (int p = 0; p < (int)cmd.params.size(); p++) {
		lua_pushnumber(L, p + 1);
		lua_pushnumber(L, cmd.params[p]);
		lua_rawset(L, -3);
	}
	HSTR_PUSH_NUMBER(L, "n", cmd.params.size());

	// push the options table
	lua_newtable(L);
	HSTR_PUSH_NUMBER(L, "coded", cmd.options);
	HSTR_PUSH_BOOL(L, "alt",   !!(cmd.options & ALT_KEY));
	HSTR_PUSH_BOOL(L, "ctrl",  !!(cmd.options & CONTROL_KEY));
	HSTR_PUSH_BOOL(L, "shift", !!(cmd.options & SHIFT_KEY));
	HSTR_PUSH_BOOL(L, "right", !!(cmd.options & RIGHT_MOUSE_KEY));

	// call the function
	if (!RunCallIn(cmdStr, 6, 1)) {
		return true;
	}

	// get the results
	const int args = lua_gettop(L);
	if ((args != 1) || !lua_isboolean(L, -1)) {
		logOutput.Print("%s() bad return value (%i)\n",
		                cmdStr.GetString().c_str(), args);
		lua_settop(L, 0);
		return true;
	}

	return !!lua_toboolean(L, -1);
}
コード例 #20
0
ファイル: LuaIntro.cpp プロジェクト: Arkazon/spring
void CLuaIntro::Shutdown()
{
	LUA_CALL_IN_CHECK(L);
	lua_checkstack(L, 2);
	static const LuaHashString cmdStr("Shutdown");
	if (!cmdStr.GetGlobalFunc(L)) {
		return;
	}

	// call the routine
	RunCallIn(cmdStr, 0, 0);
}
コード例 #21
0
void CLuaHandle::GameOver()
{
	LUA_CALL_IN_CHECK(L);	
	lua_checkstack(L, 2);
	static const LuaHashString cmdStr("GameOver");
	if (!cmdStr.GetGlobalFunc(L)) {
		return; // the call is not defined
	}

	// call the routine
	RunCallIn(cmdStr, 0, 0);
	return;
}
コード例 #22
0
ファイル: LuaUI.cpp プロジェクト: Mocahteam/SpringPP
bool CLuaUI::HasLayoutButtons()
{
	GML_RECMUTEX_LOCK(lua); // HasLayoutButtons

	lua_checkstack(L, 2);

	static const LuaHashString cmdStr("LayoutButtons");
	if (!cmdStr.GetGlobalFunc(L)) {
		return false; // the call is not defined
	}
	lua_pop(L, 1);
	return true;
}
コード例 #23
0
ファイル: LuaUI.cpp プロジェクト: AMDmi3/spring
void CLuaUI::ShockFront(const float3& pos, float power, float areaOfEffect, const float* distMod)
{
	if (!haveShockFront)
		return;
	if (areaOfEffect < shockFrontMinArea && distMod == NULL)
		return;

	float3 gap = (camera->GetPos() - pos);

#if defined(USE_GML) && GML_ENABLE_SIM
	// WTF?
	const float shockFrontDistMod = (GML::Enabled() && distMod != NULL)? *distMod : this->shockFrontDistAdj;
#else
	const float shockFrontDistMod = this->shockFrontDistAdj;
#endif
	float dist = gap.Length() + shockFrontDistMod;

	if ((power /= (dist * dist)) < shockFrontMinPower && distMod == NULL)
		return;

	LUA_UI_BATCH_PUSH(, UIShockFrontEvent(pos, power, areaOfEffect, shockFrontDistMod))
	LUA_CALL_IN_CHECK(L);

	luaL_checkstack(L, 6, __FUNCTION__);
	static const LuaHashString cmdStr("ShockFront");

	if (!cmdStr.GetGlobalFunc(L)) {
		haveShockFront = false;
		return; // the call is not defined
	}

	if (!gu->spectatingFullView && !losHandler->InLos(pos, gu->myAllyTeam)) {
		gap.x *= fuzzRand(0.25f);
		gap.y *= fuzzRand(0.25f);
		gap.z *= fuzzRand(0.25f);
		dist = gap.Length() + shockFrontDistMod;
	}
	const float3 dir = (gap / dist); // normalize

	lua_pushnumber(L, power);
	lua_pushnumber(L, dir.x);
	lua_pushnumber(L, dir.y);
	lua_pushnumber(L, dir.z);

	// call the routine
	if (!RunCallIn(cmdStr, 4, 0)) {
		return;
	}

	return;
}
コード例 #24
0
ファイル: LuaUI.cpp プロジェクト: AMDmi3/spring
bool CLuaUI::HasLayoutButtons()
{
	SELECT_LUA_STATE();
	GML_DRCMUTEX_LOCK(lua); // HasLayoutButtons

	luaL_checkstack(L, 2, __FUNCTION__);

	static const LuaHashString cmdStr("LayoutButtons");
	if (!cmdStr.GetGlobalFunc(L)) {
		return false; // the call is not defined
	}
	lua_pop(L, 1);
	return true;
}
コード例 #25
0
void CLuaUI::ShockFront(float power, const float3& pos, float areaOfEffect, float *distadj)
{
	if (!haveShockFront) {
		return;
	}
	if (areaOfEffect < shockFrontMinArea && !distadj) {
		return;
	}
#if defined(USE_GML) && GML_ENABLE_SIM
	float shockFrontDistAdj = distadj ? *distadj : this->shockFrontDistAdj;
#endif
	float3 gap = (camera->pos - pos);
	float dist = gap.Length() + shockFrontDistAdj;

	power = power / (dist * dist);
	if (power < shockFrontMinPower && !distadj) {
		return;
	}

	LUA_UI_BATCH_PUSH(SHOCK_FRONT, power, pos, areaOfEffect, shockFrontDistAdj);
	LUA_CALL_IN_CHECK(L);
	lua_checkstack(L, 6);
	static const LuaHashString cmdStr("ShockFront");
	if (!cmdStr.GetGlobalFunc(L)) {
		haveShockFront = false;
		return; // the call is not defined
	}

	if (!gu->spectatingFullView && !loshandler->InLos(pos, gu->myAllyTeam)) {
		const float fuzz = 0.25f;
		gap.x *= fuzzRand(fuzz);
		gap.y *= fuzzRand(fuzz);
		gap.z *= fuzzRand(fuzz);
		dist = gap.Length() + shockFrontDistAdj;
	}
	const float3 dir = (gap / dist); // normalize

	lua_pushnumber(L, power);
	lua_pushnumber(L, dir.x);
	lua_pushnumber(L, dir.y);
	lua_pushnumber(L, dir.z);

	// call the routine
	if (!RunCallIn(cmdStr, 4, 0)) {
		return;
	}

	return;
}
コード例 #26
0
void CLuaHandle::ProjectileDestroyed(const CProjectile* projectile)
{
	LUA_CALL_IN_CHECK(L);
	lua_checkstack(L, 4);
	static const LuaHashString cmdStr("ProjectileDestroyed");
	if (!cmdStr.GetGlobalFunc(L)) {
		return; // the call is not defined
	}

	lua_pushnumber(L, projectile->id);

	// call the routine
	RunCallIn(cmdStr, 1, 0);
	return;
}
コード例 #27
0
void CLuaHandle::PlayerChanged(int playerID)
{
	LUA_CALL_IN_CHECK(L);	
	lua_checkstack(L, 3);
	static const LuaHashString cmdStr("PlayerChanged");
	if (!cmdStr.GetGlobalFunc(L)) {
		return; // the call is not defined
	}

	lua_pushnumber(L, playerID);

	// call the routine
	RunCallIn(cmdStr, 1, 0);
	return;
}
コード例 #28
0
ファイル: LuaIntro.cpp プロジェクト: 9heart/spring
void CLuaIntro::LoadProgress(const std::string& msg, const bool replace_lastline)
{
	LUA_CALL_IN_CHECK(L);
	luaL_checkstack(L, 4, __FUNCTION__);
	static const LuaHashString cmdStr("LoadProgress");
	if (!cmdStr.GetGlobalFunc(L)) {
		return;
	}

	lua_pushsstring(L, msg);
	lua_pushboolean(L, replace_lastline);

	// call the routine
	RunCallIn(L, cmdStr, 2, 0);
}
コード例 #29
0
void CLuaHandle::FeatureDestroyed(const CFeature* feature)
{
	LUA_CALL_IN_CHECK(L);
	lua_checkstack(L, 4);
	static const LuaHashString cmdStr("FeatureDestroyed");
	if (!cmdStr.GetGlobalFunc(L)) {
		return; // the call is not defined
	}

	lua_pushnumber(L, feature->id);
	lua_pushnumber(L, feature->allyteam);

	// call the routine
	RunCallIn(cmdStr, 2, 0);
	return;
}
コード例 #30
0
ファイル: LuaHandleSynced.cpp プロジェクト: Gepard/spring
bool CLuaHandleSynced::LoadUnsyncedCode(const string& code, const string& debug)
{
	lua_settop(L, 0);

	int error;
	error = luaL_loadbuffer(L, code.c_str(), code.size(), debug.c_str());
	if (error != 0) {
		logOutput.Print("error = %i, %s, %s\n",
		                error, debug.c_str(), lua_tostring(L, -1));
		lua_settop(L, 0);
		return false;
	}

	unsyncedStr.GetRegistry(L);
	if (!lua_istable(L, -1)) {
		lua_settop(L, 0);
		return false;
	}
	lua_setfenv(L, -2);

	CLuaHandle* orig = activeHandle;
	SetActiveHandle();
	error = lua_pcall(L, 0, 0, 0);
	SetActiveHandle(orig);

	if (error != 0) {
		logOutput.Print("error = %i, %s, %s\n",
		                error, debug.c_str(), lua_tostring(L, -1));
		lua_settop(L, 0);
		return false;
	}

	return true;
}