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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-02-26 22:06:10 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-02 18:12:07 +0100
commit34ac0d64e23f2b2d3981dbb0ea72157f334805dd (patch)
tree114b1f7a65956c097f7a59078292c9fa29c6451f /src/scripting/scriptmanager.h
parente896d0b0125b48e12d43d99ace4498e56d968d50 (diff)
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Merged all the different Lua states into one
No more Lua state for each status effect, monster, item effect or map. All scripts are loaded into the same state. This should be more efficient overall and make it easier to implement dynamic reloading of the scripts in the future. Now, this introduces the problem of name collisions between different Lua scripts. For now this is solved by using more specific function names, like 'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however to get rid of these globals, and register these callbacks from the script, so that they can be local functions without the danger of colliding with other scripts. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira
Diffstat (limited to 'src/scripting/scriptmanager.h')
-rw-r--r--src/scripting/scriptmanager.h70
1 files changed, 70 insertions, 0 deletions
diff --git a/src/scripting/scriptmanager.h b/src/scripting/scriptmanager.h
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+/*
+ * The Mana Server
+ * Copyright (C) 2012 The Mana Developers
+ *
+ * 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 SCRIPTMANAGER_H
+#define SCRIPTMANAGER_H
+
+#include "game-server/character.h"
+
+#include <string>
+
+class Script;
+class Special;
+
+/**
+ * Manages the script states. In fact at the moment it simply provides access
+ * to the single global script state, but in the future it is planned to allow
+ * reloading the scripts while the server is running, by keeping old script
+ * states around until they are no longer in use.
+ */
+namespace ScriptManager {
+
+/**
+ * Initializes the script manager by creating the script state.
+ */
+void initialize();
+
+/**
+ * Deinitializes the script manager by deleting the script state.
+ */
+void deinitialize();
+
+/**
+ * Loads the main script file.
+ */
+bool loadMainScript(const std::string &file);
+
+/**
+ * Returns the current global script state.
+ */
+Script *currentState();
+
+
+/**
+ * Runs a global function from the global event script file
+ */
+bool executeGlobalEventFunction(const std::string &function, Being *obj);
+void addDataToSpecial(int specialId, Special *special);
+bool performSpecialAction(int specialId, Being *caster);
+bool performCraft(Being *crafter, const std::list<InventoryItem> &recipe);
+
+} // namespace ScriptManager
+
+#endif // SCRIPTMANAGER_H