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authorPhilipp Sehmisch <crush@themanaworld.org>2009-01-22 01:40:38 +0100
committerPhilipp Sehmisch <crush@themanaworld.org>2009-01-22 02:40:56 +0100
commitc014f02719055ce5ec98d9fd0ed9ed2aaeb7b30c (patch)
treeece4bbbbca00d3cba07faf21150abbe64edb2291 /src/scripting/luautil.cpp
parentece7a5e46a92a5cbf88bb72892dfc67dba059859 (diff)
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Reduced the size of lua.cpp by putting the class LuaScript and the utility functions in separate files leaving only the script bindings themself. Unified internal and external names of lua script bindings.
Diffstat (limited to 'src/scripting/luautil.cpp')
-rw-r--r--src/scripting/luautil.cpp91
1 files changed, 91 insertions, 0 deletions
diff --git a/src/scripting/luautil.cpp b/src/scripting/luautil.cpp
new file mode 100644
index 00000000..a18b710f
--- /dev/null
+++ b/src/scripting/luautil.cpp
@@ -0,0 +1,91 @@
+/*
+ * The Mana World Server
+ * Copyright 2007 The Mana World Development Team
+ *
+ * This file is part of The Mana World.
+ *
+ * The Mana World 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 World 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 World; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "luautil.hpp"
+
+#include "game-server/character.hpp"
+#include "game-server/npc.hpp"
+
+#include "utils/logger.h"
+
+
+void raiseScriptError(lua_State *s, const char *format, ...)
+{
+ va_list args;
+ va_start(args, format);
+ char message[1024];
+ vsprintf(message, format, args);
+ va_end( args );
+
+ LOG_WARN("Lua script error: "<<message);
+ luaL_error(s, message);
+}
+
+/* Functions below are unsafe, as they assume the script has passed pointers
+ to objects which have not yet been destroyed. If the script never keeps
+ pointers around, there will be no problem. In order to be safe, the engine
+ should replace pointers by local identifiers and store them in a map. By
+ listening to the death of objects, it could keep track of pointers still
+ valid in the map.
+ TODO: do it. */
+
+NPC *getNPC(lua_State *s, int p)
+{
+ if (!lua_islightuserdata(s, p)) return NULL;
+ Thing *t = static_cast<Thing *>(lua_touserdata(s, p));
+ if (t->getType() != OBJECT_NPC) return NULL;
+ return static_cast<NPC *>(t);
+}
+
+Character *getCharacter(lua_State *s, int p)
+{
+ if (!lua_islightuserdata(s, p)) return NULL;
+ Thing *t = static_cast<Thing *>(lua_touserdata(s, p));
+ if (t->getType() != OBJECT_CHARACTER) return NULL;
+ return static_cast<Character *>(t);
+}
+
+Being *getBeing(lua_State *s, int p)
+{
+ if (!lua_islightuserdata(s, p)) return NULL;
+ Thing *t = static_cast<Thing *>(lua_touserdata(s, p));
+ return static_cast<Being *>(t);
+}
+
+void push(lua_State *s, int val)
+{
+ lua_pushinteger(s, val);
+}
+
+void push(lua_State *s, const std::string &val)
+{
+ lua_pushstring(s, val.c_str());
+}
+
+void push(lua_State *s, Thing* val)
+{
+ lua_pushlightuserdata(s, val);
+}
+
+void push(lua_State *s, double val)
+{
+ lua_pushnumber(s, val);
+}