示例#1
0
bool ReadScriptDescriptor::ExecuteFunction(const ScriptObject& object) {
	if (IsFileOpen() == false) {
		IF_PRINT_WARNING(SCRIPT_DEBUG) << "function invoked when the file was not open: " << _filename << endl;
		return false;
	}

	if (object.is_valid() == false) {
		IF_PRINT_WARNING(SCRIPT_DEBUG) << "tried to execute function with an invalid object for file: " << _filename << endl;
		return false;
	}

	try {
	    ScriptCallFunction<void>(object);
	}
	catch(luabind::error e) {
		IF_PRINT_WARNING(SCRIPT_DEBUG) << "caught Luabind error while trying to execute script object in file: "
			<< _filename << endl;
		ScriptManager->HandleLuaError(e);
		return false;
	}

	return true;
}
示例#2
0
bool MapMode::_Load()
{
    // Map data
    // Clear out all old map data if existing.
    ScriptManager->DropGlobalTable("map_data");

    // Open map script file and read in the basic map properties and tile definitions
    if(!_map_script.OpenFile(_map_data_filename)) {
        PRINT_ERROR << "Couldn't open map data file: "
                    << _map_data_filename << std::endl;
        return false;
    }

    if(!_map_script.OpenTable("map_data")) {
        PRINT_ERROR << "Couldn't open table 'map_data' in: "
                    << _map_data_filename << std::endl;
        _map_script.CloseFile();
        return false;
    }

    // Loads the collision grid
    if(!_object_supervisor->Load(_map_script)) {
        PRINT_ERROR << "Failed to load the collision grid from: "
            << _map_data_filename << std::endl;
        _map_script.CloseFile();
        return false;
    }

    // Instruct the supervisor classes to perform their portion of the load operation
    if(!_tile_supervisor->Load(_map_script)) {
        PRINT_ERROR << "Failed to load the tile data from: "
            << _map_data_filename << std::endl;
        _map_script.CloseFile();
        return false;
    }

    _map_script.CloseAllTables();
    _map_script.CloseFile(); // Free the map data file once everyhting is loaded

    // Map script

    _map_script_tablespace = ScriptEngine::GetTableSpace(_map_script_filename);
    if(_map_script_tablespace.empty()) {
        PRINT_ERROR << "Invalid map script namespace in: "
                    << _map_script_filename << std::endl;
        return false;
    }

    // Clear out all old map data if existing.
    ScriptManager->DropGlobalTable(_map_script_tablespace);

    // Open map script file and read in the basic map properties and tile definitions
    if(!_map_script.OpenFile(_map_script_filename)) {
        PRINT_ERROR << "Couldn't open map script file: "
                    << _map_script_filename << std::endl;
        return false;
    }

    if(_map_script.OpenTablespace().empty()) {
        PRINT_ERROR << "Couldn't open map script namespace in: "
                    << _map_script_filename << std::endl;
        _map_script.CloseFile();
        return false;
    }

    // Loads the map image and translated location names.
    // Test for empty strings to never trigger the default gettext msg string
    // which contains translation info.
    std::string map_hud_name = _map_script.ReadString("map_name");
    _map_hud_name.SetText(map_hud_name.empty() ? ustring() : UTranslate(map_hud_name),
                          TextStyle("map_title"));
    std::string map_hud_subname = _map_script.ReadString("map_subname");
    _map_hud_subname.SetText(map_hud_subname.empty() ? ustring() : UTranslate(map_hud_subname),
                             TextStyle("title24"));

    std::string map_image_filename = _map_script.ReadString("map_image_filename");
    if(!map_image_filename.empty() && !_map_image.Load(map_image_filename))
        PRINT_ERROR << "Failed to load location graphic image: "
                    << map_image_filename << std::endl;

    // Load map default music
    // NOTE: Other audio handling will be handled through scripting
    _music_filename = _map_script.ReadString("music_filename");
    if(!_music_filename.empty() && !AudioManager->LoadMusic(_music_filename, this))
        PRINT_WARNING << "Failed to load map music: " << _music_filename << std::endl;
    else if (!_music_filename.empty())
        _audio_state = AUDIO_STATE_PLAYING; // Set the default music state to "playing".

    // Call the map script's custom load function and get a reference to all other script function pointers
    ScriptObject map_table(luabind::from_stack(_map_script.GetLuaState(), vt_script::private_script::STACK_TOP));
    ScriptObject function = map_table["Load"];

    bool loading_succeeded = true;
    if(function.is_valid()) {
        try {
            ScriptCallFunction<void>(function, this);
        } catch(const luabind::error &e) {
            ScriptManager->HandleLuaError(e);
            loading_succeeded = false;
        } catch(const luabind::cast_failed &e) {
            ScriptManager->HandleCastError(e);
            loading_succeeded = false;
        }
    } else {
        loading_succeeded = false;
    }

    if(!loading_succeeded) {
        PRINT_ERROR << "Invalid map Load() function in "
                    << _map_script_filename
                    << ". The function wasn't called."
                    << std::endl;
        _map_script.CloseAllTables();
        _map_script.CloseFile();
        return false;
    }

    _update_function = _map_script.ReadFunctionPointer("Update");

    _map_script.CloseAllTables();
    _map_script.CloseFile(); // Free the map script file once everything is loaded

    return true;
} // bool MapMode::_Load()