Пример #1
0
LuaValue LuaTable::get(const LuaValue& k, bool raw) const {
    if (k.isTypeOf(LVT_Number)) {
        int idx = (int)k.getNumber() - 1;
        if (idx >= 0 && idx < (int)m_vec.size()) return m_vec[idx];
    }
    auto iter = m_hashTable.find(k);
    if (iter != m_hashTable.end()) return iter->second;

    if (!raw && m_metaTable != NULL) {
        LuaValue f = m_metaTable->get(LuaValue("__index"));
        if (f.isTypeOf(LVT_Nil)) {}
        else if (f.isTypeOf(LVT_Table)) return f.getTable()->get(k);
        else if (f.isTypeOf(LVT_Function)) {
            vector<LuaValue> args, rets;
            {
                auto t = const_cast<LuaTable*>(this);
                t->addRef();
                args.push_back(LuaValue(t)); args.push_back(k);
            }
            f.getFunction()->call(args, rets);
            if (!rets.empty()) return rets[0];
        } else ASSERT(0);
    }

    return LuaValue::NIL;
}
Пример #2
0
void LuaTable::set(const LuaValue& k, const LuaValue& v, bool raw) {
    if (!raw && m_metaTable != NULL && !v.isTypeOf(LVT_Nil)) {
        if (!hasKey(k)) {
            LuaValue f = m_metaTable->get(LuaValue("__newindex"));
            if (f.isTypeOf(LVT_Nil)) {}
            else if (f.isTypeOf(LVT_Table)) {
                f.getTable()->set(k, v);
                return;
            } else if (f.isTypeOf(LVT_Function)) {
                vector<LuaValue> args, rets;
                addRef();
                args.push_back(LuaValue(this)); args.push_back(k); args.push_back(v);
                f.getFunction()->call(args, rets);
                return;
            } else ASSERT(0);
        }
    }

    if (k.isTypeOf(LVT_Number)) {
        int idx = (int)k.getNumber() - 1;
        if (idx >= 0 && idx < (int)m_vec.size()) {
            m_vec[idx] = v;
            return;
        }
        if (idx == (int)m_vec.size()) {
            m_vec.push_back(v);
            return;
        }
    }
    if (v.isTypeOf(LVT_Nil)) {
        m_hashTable.erase(k);
    } else m_hashTable[k] = v;
    return;
}
Пример #3
0
int luaL_ref(LuaThread* L) {

  LuaTable* registry = L->l_G->getRegistry();

  LuaValue val = L->stack_.top_[-1];
  L->stack_.pop();

  if(val.isNil()) return LUA_REFNIL;

  LuaValue ref1 = registry->get(LuaValue(freelist));
  int ref = ref1.isInteger() ? ref1.getInteger() : 0;

  if (ref != 0) {  // any free element?
    LuaValue temp = registry->get( LuaValue(ref) );
    registry->set( LuaValue(freelist), temp );
    registry->set( LuaValue(ref), val );
    return ref;
  }
  else  {
    // no free elements, get a new reference.
    ref = (int)registry->getLength() + 1;
    registry->set( LuaValue(ref), val );
    return ref;
  }
}
Пример #4
0
static void buildin_collectgarbage(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    auto mgr = LuaVM::instance()->getGCObjManager();
    int oldObjCount = mgr->getObjCount();
    mgr->performFullGC();
    int newObjCount = mgr->getObjCount();
    rets.push_back(LuaValue(oldObjCount));
    rets.push_back(LuaValue(newObjCount));
}
Пример #5
0
static LuaValue invokeMeta(LuaTable* table, LuaTable *metaTable, const char* metaName, const LuaValue& arg1, const LuaValue& arg2) {
    LuaValue f = metaTable->get(LuaValue(metaName));
    vector<LuaValue> args, rets;
    table->addRef();
    args.push_back(LuaValue(table)); args.push_back(arg1); args.push_back(arg2);
    f.getFunction()->call(args, rets);
    return rets.empty() ? LuaValue::NIL : rets[0];
}
Пример #6
0
void LuaTable::meta_call(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    LuaValue f = m_metaTable->get(LuaValue("__call"));
    vector<LuaValue> _args;
    addRef();
    _args.push_back(LuaValue(this)); 
    _args.insert(_args.end(), args.begin(), args.end());
    f.getFunction()->call(_args, rets);
}
Пример #7
0
static void buildin_loadfile(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    try {
        auto func = loadFile(args[0].getString());
        func->addRef();
        rets.push_back(LuaValue(func.get()));
    } catch(const exception& e) {
        rets.push_back(LuaValue::NIL);
        rets.push_back(LuaValue(e.what()));
    }
}
Пример #8
0
void luaL_unref(LuaThread* L, int ref) {
  THREAD_CHECK(L);

  if(ref >= 0) {
    LuaTable* registry = L->l_G->getRegistry();
    LuaValue a = registry->get( LuaValue(freelist) );
    registry->set( LuaValue(ref), a );
    registry->set( LuaValue(freelist), LuaValue(ref) );
  }
}
Пример #9
0
static void buildin_loadstring(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    FILE *f = tmpfile();
    try {
        fprintf(f, "%s", args[0].getString());
        rewind(f);
        auto func = loadFile(f);
        fclose(f);

        func->addRef();
        rets.push_back(LuaValue(func.get()));
    } catch(const exception& e)  {
        fclose(f);
        rets.push_back(LuaValue::NIL);
        rets.push_back(LuaValue(e.what()));
    }
}
Пример #10
0
void net_recv_game_init_data(SerializeBuffer& sb, int sender,
        GameStateInitData& init_data, PlayerData& pd) {
    //Write seed
    sb.read(init_data);
    init_data.received_init_data = true;

    //Read player data
    int localidx;
    sb.read_int(localidx);
    int playern;
    sb.read_int(playern);
    LANARTS_ASSERT(pd.all_players().empty());
    for (int i = 0; i < playern; i++) {
        std::string name;
        std::string classtype;
        int net_id;
        sb.read(name);
        sb.read(classtype);
        sb.read_int(net_id);
        pd.register_player(name, NULL, classtype, LuaValue(), (i == localidx), net_id);
    }

    printf(
            "Received init packet: seed = 0x%X, localid = %d, nplayers = %d, "
                    "frame_action_repeat = %d, regen_level_on_death = %d, network_debug_mode = %d, time_per_step = %f\n",
            init_data.seed, localidx, playern, init_data.frame_action_repeat,
            (int) init_data.regen_on_death,
            (int) init_data.network_debug_mode, init_data.time_per_step);
}
Пример #11
0
void LuaValue::concatFrom(const LuaValue& l, const LuaValue& r) {
    if (l.isTypeOf(LVT_String)) {
        auto str1 = l.getString(), str2 = r.getString();
        int nsize = str1->size() + str2->size();
        vector<char> buf(nsize);
        if (nsize > 0) {
            memcpy(&buf[0], str1->buf(), str1->size());
            memcpy(&buf[0] + str1->size(), str2->buf(), str2->size());
            *this = LuaValue(&buf[0], nsize);
        } else {
            *this = LuaValue("", 0);
        }
    } else {
        *this = meta_concat(l.getTable(), r);
    }
}
Пример #12
0
static void buildin_loadfile(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    try {
        rets.push_back(loadFile(args[0].getString()->buf()));
    } catch(const exception& e) {
        rets.push_back(LuaValue::NIL);
        rets.push_back(LuaValue(e.what()));
    }
}
Пример #13
0
static void buildin_getmetatable(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    auto table = args[0].getTable()->getMetaTable();
    if (table == NULL) rets.push_back(LuaValue::NIL);
    else {
        table->addRef();
        rets.push_back(LuaValue(table));
    }
}
Пример #14
0
 // - LuaState::call ---------------------------------------------------------
 LuaValueList LuaState::call (LuaFunction& func,
                              const LuaValueList& params,
                              const std::string& chunkName)
 {
    func.setReaderFlag (false);
    PushLuaValue (state_, LuaValue (func));
    return Impl::CallFunctionOnTop (state_, params);
 }
Пример #15
0
void LuaLazyValue::initialize(const LuaValue& value) {
    if (value.empty() || value.isnil()) {
        _value = LuaValue();
    } else {
        _value = value;
    }
    _expression = std::string();
}
Пример #16
0
const LuaValue& LuaTable::getINext(LuaValue& k) const {
    if (k.isTypeOf(LVT_Nil)) {
        if (!m_vec.empty()) {
            k = LuaValue(NumberType(1));
            return m_vec.front();
        }
        return LuaValue::NIL;
    }
    else {
        int idx = (int)k.getNumber();
        if (idx >= 0 && idx < (int)m_vec.size()) {
            k = LuaValue(NumberType(idx + 1));
            return m_vec[idx];
        }
        k = LuaValue::NIL;
        return LuaValue::NIL;
    }
}
Пример #17
0
void EquipmentEntry::parse_lua_table(const LuaValue& table) {
	ItemEntry::parse_lua_table(table);
	if (type == EquipmentEntry::NONE) {
		type = name2type(table["type"].to_str());
	}
	stackable = false;
	use_action = LuaAction(LuaValue());
	stat_modifiers = parse_stat_modifiers(table);
	cooldown_modifiers = parse_cooldown_modifiers(table);
}
Пример #18
0
static void collectvalidlines (LuaThread *L, LuaClosure *f) {
  THREAD_CHECK(L);
  if (f == NULL || f->isC) {
    LuaResult result = L->stack_.push_reserve2(LuaValue::Nil());
    handleResult(result);
  }
  else {
    LuaTable* t = new LuaTable();  /* new table to store active lines */
    LuaResult result = L->stack_.push_reserve2(LuaValue(t));
    handleResult(result);

    LuaValue v = LuaValue(true);
    for (int i = 0; i < (int)f->proto_->lineinfo.size(); i++) {
      /* for all lines with code */
      LuaValue key(f->proto_->lineinfo[i]);
      t->set(key, v);  /* table[line] = true */
    }
  }
}
Пример #19
0
static void buildin_disassemble(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    Function* func = NULL;
    if (args.empty()) func = LuaVM::instance()->getCurrentStack()->topFrame(-1)->func;
    else if (args[0].isTypeOf(LVT_Number)) {
        auto n = (int)args[0].getNumber();
        ASSERT(n >= 0);
        if (n > 0) func = LuaVM::instance()->getCurrentStack()->topFrame(-n)->func;
    } else {
        func = args[0].getFunction();
    }

    if (func != NULL && func->funcType == Function::FT_Lua) {
        ostringstream so;
        disassemble(so, static_cast<LuaFunction*>(func)->meta.get());
        rets.push_back(LuaValue(so.str().c_str()));
    } else {
        rets.push_back(LuaValue("invalid function"));
    }
}
Пример #20
0
static void buildin_pcall(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    try {
        vector<LuaValue> _args(args.begin() + 1, args.end());
        callFunc(args[0], _args, rets);
        rets.insert(rets.begin(), LuaValue::TRUE);
    } catch(const exception& e) {
        rets.push_back(LuaValue::FALSE);
        rets.push_back(LuaValue(e.what()));
    }
}
Пример #21
0
int luaopen_os (LuaThread *L) {
  THREAD_CHECK(L);

  LuaTable* lib = new LuaTable();
  for(const luaL_Reg* cursor = syslib; cursor->name; cursor++) {
    lib->set( cursor->name, LuaValue(cursor->func) );
  }
  L->stack_.push(lib);

  return 1;
}
Пример #22
0
// Only the server is concerned with this message
void net_recv_connection_affirm(SerializeBuffer& sb, int sender,
        PlayerData& pd) {
    printf("Recv conn with size=%d\n", sb.size());
    std::string name;
    std::string classtype;
    sb.read(name);
    sb.read(classtype);
    printf("connection affirm read\n");
    pd.register_player(name, NULL, classtype, LuaValue(), /* is local player */ false, sender);
    printf("now there are %d players\n", (int) pd.all_players().size());
}
Пример #23
0
static void buildin_select(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    auto &index = args[0];
    if (index.isTypeOf(LVT_String) && index.toString() == "#") {
        rets.push_back(LuaValue(NumberType(args.size() - 1)));
    }
    else if (index.isTypeOf(LVT_Number)) {
        for (int i = (int)index.getNumber(); i < (int)args.size(); ++i) {
            rets.push_back(args[i]);
        }
    } else ASSERT(0);
}
Пример #24
0
static void buildin_type(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    switch (args[0].getType()) {
        case LVT_Nil: rets.push_back(LuaValue("nil")); break;
        case LVT_Boolean: rets.push_back(LuaValue("boolean")); break;
        case LVT_Number: rets.push_back(LuaValue("number")); break;
        case LVT_String: rets.push_back(LuaValue("string")); break;
        case LVT_Table: rets.push_back(LuaValue("table")); break;
        case LVT_Function: rets.push_back(LuaValue("function")); break;
        case LVT_LightUserData: rets.push_back(LuaValue("lightuserdata")); break;
        default: ASSERT(0); break;
    }
}
Пример #25
0
static void buildin_tonumber(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    auto &v = args[0];
    if (v.isTypeOf(LVT_Number)) rets.push_back(v);
    else if (v.isTypeOf(LVT_String)) {
        int base = 10;
        if (args.size() > 1) base = (int)args[1].getNumber();
        NumberType n = 0;
        for (const char *str = v.getString()->buf(); *str; ++str) {
            n *= base;
            n += char2Int(*str);
        }
        rets.push_back(LuaValue(n));
    } else rets.push_back(LuaValue::NIL);
}
Пример #26
0
const LuaValue& LuaTable::getNext(LuaValue& k) const {
    if (k.isTypeOf(LVT_Nil)) {
        if (!m_vec.empty()) {
            k = LuaValue(NumberType(1));
            return m_vec.front();
        }
        if (!m_hashTable.empty()) {
            auto iter = m_hashTable.begin();
            k = iter->first;
            return iter->second;
        }
    }
    else {
        if (k.isTypeOf(LVT_Number)) {
            int idx = (int)k.getNumber();
            if (idx >= 0 && idx < (int)m_vec.size()) {
                k = LuaValue(NumberType(idx + 1));
                return m_vec[idx];
            }
            if (idx == (int)m_vec.size() && !m_hashTable.empty()) {
                auto iter = m_hashTable.begin();
                k = iter->first;
                return iter->second;
            }
        }
        auto iter = m_hashTable.find(k);
        if (iter != m_hashTable.end()) {
            ++iter;
            if (iter != m_hashTable.end()) {
                k = iter->first;
                return iter->second;
            }
        }
    }
    k = LuaValue::NIL;
    return LuaValue::NIL;
}
Пример #27
0
static void buildin_getfenv(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    IFunction *func = NULL;
    if (args.empty()) func = Runtime::instance()->getFrame(-2)->getFunc();
    else if (args[0].isTypeOf(LVT_Number)) {
        auto n = (int)args[0].getNumber();
        ASSERT(n >= 0);
        if (n > 0) func = Runtime::instance()->getFrame(-n - 1)->getFunc();
    } else func = args[0].getFunction();

    LuaTable* table = NULL;
    if (func == NULL) table = Runtime::instance()->getGlobalTable();
    else table = func->getfenv();
    table->addRef();
    rets.push_back(LuaValue(table));
}
Пример #28
0
void EffectStats::step(GameState* gs, CombatGameInst* inst) {
	lua_State* L = gs->get_luastate();
	for (int i = 0; i < EFFECTS_MAX; i++) {
		if (effects[i].t_remaining > 0) {
			EffectEntry& eentry = game_effect_data.at(effects[i].effectid);
			effects[i].t_remaining--;
			effects[i].state.table_set_number(L, "time_left",
					effects[i].t_remaining);
			lua_effect_func_callback(L, eentry.step_func, effects[i], inst);
			effects[i].state.table_get_number(L, "time_left",
					effects[i].t_remaining);
			if (effects[i].t_remaining == 0) {
				lua_effect_func_callback(L, eentry.finish_func, effects[i],
						inst);
				effects[i].state = LuaValue();
			}
		}
	}
}
Пример #29
0
static void buildin_getfenv(const vector<LuaValue>& args, vector<LuaValue>& rets) {
    Function* func = NULL;
    if (args.empty()) func = LuaVM::instance()->getCurrentStack()->topFrame(-1)->func;
    else if (args[0].isTypeOf(LVT_Number)) {
        auto n = (int)args[0].getNumber();
        ASSERT(n >= 0);
        if (n > 0) func = LuaVM::instance()->getCurrentStack()->topFrame(-n)->func;
    } else {
        func = args[0].getFunction();
    }

    LuaTable* table = NULL;
    if (func == NULL) table = LuaVM::instance()->getGlobalTable();
    else {
        ASSERT(func->funcType == Function::FT_Lua);
        table = static_cast<LuaFunction*>(func)->fenvTable;
    }
    rets.push_back(LuaValue(table));
}
Пример #30
0
LuaValue EffectStats::add(GameState* gs, CombatGameInst* inst, effect_id effect,
		int length) {
	lua_State* L = gs->get_luastate();
	for (int i = 0; i < EFFECTS_MAX; i++) {
		if (effects[i].t_remaining == 0 || effects[i].effectid == effect) {
			effects[i].effectid = effect;
			effects[i].t_remaining = std::max(effects[i].t_remaining, length);
			if (effects[i].state.empty()) {
				lua_init_effect(L, effects[i].state, effect);
			}
			effects[i].state.table_set_number(L, "time_left",
					effects[i].t_remaining);

			EffectEntry& eentry = game_effect_data.at(effects[i].effectid);
			lua_effect_func_callback(L, eentry.init_func, effects[i], inst);
			return effects[i].state;
		}
	}
	return LuaValue();
}