LuaPlus::LuaObject ant::LuaStateManager::createPath( const std::string& path, bool ignoreLastElement /*= false*/ ) { StringVec splitPath; Split(path,splitPath, '.'); if (ignoreLastElement) { splitPath.pop_back(); } LuaPlus::LuaObject context = getGlobalVars(); for (auto it = splitPath.begin() ; it != splitPath.end() ; it++) { // Is the context valid? if (context.IsNil()) { GCC_ERROR("Something broke in CreatePath(); bailing out (element == " + (*it) + ")"); return context; // this will be nil } // grab whatever exists for this element const std::string& element = (*it); LuaPlus::LuaObject curr = context.GetByName(element.c_str()); if (!curr.IsTable()) { // if the element is not a table and not nil, we clobber it if (!curr.IsNil()) { GCC_WARNING("Overwriting element '" + element + "' in table"); context.SetNil(element.c_str()); } // element is either nil or was clobbered so add the new table context.CreateTable(element.c_str()); } context = context.GetByName(element.c_str()); } // We have created a complete path here return context; }
// ///////////////////////////////////////////////////////////////// // // ///////////////////////////////////////////////////////////////// bool LuaStateManager::Init(char const * const pInitFileName) { // Create our global actor table. // This table will hold context for all actors created in the game world. LuaPlus::LuaObject globals = m_GlobalState->GetGlobals(); LuaPlus::LuaObject actorTable = globals.CreateTable("ActorList"); // Execute the init file and setup some useful global variables for the lua scripts to know. if(DoFile(pInitFileName)) { std::string luaCommand; // The LUA command to execute. std::string currOpVal; // The current option value retrieved. boost::shared_ptr<GameOptions> opPtr = g_appPtr->GetGameOptions(); // Write out the location of the game root directory. boost::filesystem::path gameRoot(g_appPtr->GetGameRootDir()); //if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("GameRoot"), GameHalloran::GameOptions::PROGRAMMER, currOpVal)) //{ luaCommand = std::string("INIT_GAME_ROOT_PATH = \"") + gameRoot.generic_string() + std::string("\";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } currOpVal.clear(); luaCommand.clear(); //} // Write out what type of build is running. #ifdef DEBUG luaCommand = std::string("INIT_RUNNING_DEBUG_BUILD = true;"); #else luaCommand = std::string("INIT_RUNNING_DEBUG_BUILD = false;"); #endif if(!ExecuteString(luaCommand.c_str())) { return (false); } luaCommand.clear(); // Write out the various player options so they are available to the lua UI setup scripts. luaCommand = std::string("INIT_PLAYER_OPTIONS = {};"); if(!ExecuteString(luaCommand.c_str())) { return (false); } luaCommand.clear(); // Sound options. if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("MasterVolume"), GameHalloran::GameOptions::PLAYER, currOpVal)) { luaCommand = std::string("INIT_PLAYER_OPTIONS.MasterVolume = ") + currOpVal + std::string(";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } currOpVal.clear(); luaCommand.clear(); } bool flag; if(GameHalloran::RetrieveAndConvertOption<bool>(opPtr, std::string("Music"), GameHalloran::GameOptions::PLAYER, flag)) { luaCommand = std::string("INIT_PLAYER_OPTIONS.Music = ") + (flag ? std::string("true") : std::string("false")) + std::string(";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } luaCommand.clear(); } if(GameHalloran::RetrieveAndConvertOption<bool>(opPtr, std::string("SoundFx"), GameHalloran::GameOptions::PLAYER, flag)) { luaCommand = std::string("INIT_PLAYER_OPTIONS.SoundFx = ") + (flag ? std::string("true") : std::string("false")) + std::string(";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } luaCommand.clear(); } // Graphics options. if(GameHalloran::RetrieveAndConvertOption<bool>(opPtr, std::string("RenderShadows"), GameHalloran::GameOptions::PLAYER, flag)) { luaCommand = std::string("INIT_PLAYER_OPTIONS.RenderShadows = ") + (flag ? std::string("true") : std::string("false")) + std::string(";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } luaCommand.clear(); } if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("ScreenWidth"), GameHalloran::GameOptions::PLAYER, currOpVal)) { luaCommand = std::string("INIT_PLAYER_OPTIONS.ScreenResolution = \"") + currOpVal + std::string("*"); boost::shared_ptr<GameOptions> opPtr = g_appPtr->GetGameOptions(); if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("ScreenHeight"), GameHalloran::GameOptions::PLAYER, currOpVal)) { luaCommand += currOpVal + std::string("\";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } } currOpVal.clear(); luaCommand.clear(); } if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("Multisampling"), GameHalloran::GameOptions::PLAYER, currOpVal)) { currOpVal = std::string("x") + currOpVal; luaCommand = std::string("INIT_PLAYER_OPTIONS.Multisampling = \"") + currOpVal + std::string("\";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } currOpVal.clear(); luaCommand.clear(); } if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("TextureFilteringType"), GameHalloran::GameOptions::PLAYER, currOpVal)) { luaCommand = std::string("INIT_PLAYER_OPTIONS.TextureFilteringType = \"") + currOpVal + std::string("\";"); if(!ExecuteString(luaCommand.c_str())) { return (false); } currOpVal.clear(); luaCommand.clear(); } return (true); } return (false); }