/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPTING_LUAUTIL_H
#define SCRIPTING_LUAUTIL_H
#include "scripting/script.h"
extern "C" {
#include <lualib.h>
#include <lauxlib.h>
}
#include <string>
#include <list>
#include <map>
#include <set>
#include <vector>
class Being;
class Character;
class ItemClass;
class MapComposite;
class MapObject;
class Monster;
class MonsterClass;
class NPC;
class StatusEffect;
class Thing;
// Report script errors and interrupt the script.
void raiseScriptError(lua_State *s, const char *format, ...);
void raiseWarning(lua_State *s, const char *format, ...);
/**
* A generic userdata cache based on a native Lua table with weak values.
*
* Caching the created userdata instances has two main advantages:
*
* - It limits memory consumption and is a little faster. Creating these values
* is relatively slow (compared to light userdata).
*
* - It makes sure that two userdata objects that refer to the same C++ object
* compare as equal (because they will be the same userdata object).
*/
class UserDataCache
{
public:
/**
* Attempts to retrieve a userdata associated with the given object from
* the cache and pushes it on the stack when available.
*
* Returns whether a userdata was pushed.
*/
static bool retrieve(lua_State *s, void *object);
/**
* Inserts the userdata at the top of the stack in the cache using
* the given object as the key. Leaves the userdata on the stack.
*/
static void insert(lua_State *s, void *object);
private:
static char mRegistryKey;
};
/**
* A helper class for pushing and checking custom Lua userdata types.
*/
template <typename T>
class LuaUserData
{
public:
/**
* Creates a metatable to be used for the userdata associated with the
* type. Then, registers the \a members with a library named \a typeName,
* and sets the '__index' member of the metatable to this library.
*/
static void registerType(lua_State *s,
const char *typeName,
const luaL_Reg *members)
{
mTypeName = typeName;
luaL_newmetatable(s, mTypeName); // metatable
lua_pushstring(s, "__index"); // metatable, "__index"
luaL_register(s, typeName, members); // metatable, "__index", {}
lua_rawset(s, -3); // metatable
lua_pop(s, 1); // -empty-
}
/**
* Pushes a userdata reference to the given object on the stack. Either by
* creating one, or reusing an existing one.
*
* When a null-pointer is passed for \a object, the value 'nil' is pushed.
*/
static void push(lua_State *s, T *object)
{
if (!object)
{
lua_pushnil(s);
}
else if (!UserDataCache::retrieve(s, object))
{
void *userData = lua_newuserdata(s, sizeof(T*));
* static_cast<T**>(userData) = object;
luaL_newmetatable(s, mTypeName);
lua_setmetatable(s, -2);
UserDataCache::insert(s, object);
}
}
/**
* Returns the argument at position \a narg when it is of the right type,
* and raises a Lua error otherwise.
*/
static T *check(lua_State *L, int narg)
{
void *userData = luaL_checkudata(L, narg, mTypeName);
return *(static_cast<T**>(userData));
}
private:
static const char *mTypeName;
};
template <typename T> const char * LuaUserData<T>::mTypeName;
typedef LuaUserData<ItemClass> LuaItemClass;
typedef LuaUserData<MapObject> LuaMapObject;
typedef LuaUserData<MonsterClass> LuaMonsterClass;
typedef LuaUserData<StatusEffect> LuaStatusEffect;
Script * getScript(lua_State *s);
Being * getBeing(lua_State *s, int p);
Character * getCharacter(lua_State *s, int p);
ItemClass * getItemClass(lua_State *s, int p);
Monster * getMonster(lua_State *s, int p);
MonsterClass * getMonsterClass(lua_State *s, int p);
NPC * getNPC(lua_State *s, int p);
Being * checkBeing(lua_State *s, int p);
Character * checkCharacter(lua_State *s, int p);
ItemClass * checkItemClass(lua_State *s, int p);
Monster * checkMonster(lua_State *s, int p);
MonsterClass * checkMonsterClass(lua_State *s, int p);
NPC * checkNPC(lua_State *s, int p);
MapComposite * checkCurrentMap(lua_State *s, Script *script = 0);
Script::Thread* checkCurrentThread(lua_State *s, Script *script = 0);
/* Polymorphic wrapper for pushing variables.
Useful for templates.*/
void push(lua_State *s, int val);
void push(lua_State *s, const std::string &val);
void push(lua_State *s, Thing *val);
void push(lua_State *s, double val);
inline void push(lua_State *s, MapObject *val)
{
LuaMapObject::push(s, val);
}
/* Pushes an STL LIST */
template <typename T> void pushSTLContainer(lua_State *s, const std::list<T> &container)
{
int len = container.size();
lua_createtable(s, len, 0);
int table = lua_gettop(s);
typename std::list<T>::const_iterator i;
i = container.begin();
for (int key = 1; key <= len; key++)
{
push(s, key);
push(s, *i);
lua_settable(s, table);
i++;
}
}
/* Pushes an STL VECTOR */
template <typename T> void pushSTLContainer(lua_State *s, const std::vector<T> &container)
{
int len = container.size();
lua_createtable(s, len, 0);
int table = lua_gettop(s);
for (int key = 0; key < len; key++)
{
push(s, key+1);
push(s, container.at(key));
lua_settable(s, table);
}
}
/* Pushes an STL MAP */
template <typename Tkey, typename Tval> void pushSTLContainer(lua_State *s, const std::map<Tkey, Tval> &container)
{
int len = container.size();
lua_createtable(s, 0, len);
int table = lua_gettop(s);
typename std::map<Tkey, Tval>::const_iterator i;
i = container.begin();
for (int key = 1; key <= len; key++)
{
push(s, i->first);
push(s, i->second);
lua_settable(s, table);
i++;
}
}
/* Pushes an STL SET */
template <typename T> void pushSTLContainer(lua_State *s, const std::set<T> &container)
{
int len = container.size();
lua_createtable(s, len, 0);
int table = lua_gettop(s);
typename std::set<T>::const_iterator i;
i = container.begin();
for (int key = 1; key <= len; key++)
{
push(s, key);
push(s, *i);
lua_settable(s, table);
i++;
}
}
#endif