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authorPhilipp Sehmisch <tmw@crushnet.org>2008-05-19 15:07:45 +0000
committerPhilipp Sehmisch <tmw@crushnet.org>2008-05-19 15:07:45 +0000
commit502d5c892c92b4a71eceae1d275032100d42dd23 (patch)
tree81f29c3ce0bda3d2a4221a485c9695d4e56eb568 /src/scripting
parent4b4b6d0865f5f04f73e04926fb9e6b610f0a71a7 (diff)
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Implemented NPC names. Implemented the theoretical possibility to have named monsters along the way. Note that the syntax of the LUA functions for creating NPCs has changed.
Diffstat (limited to 'src/scripting')
-rw-r--r--src/scripting/lua.cpp18
-rw-r--r--src/scripting/script.cpp3
-rw-r--r--src/scripting/script.hpp7
3 files changed, 22 insertions, 6 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index a8663f75..9f160bca 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -68,6 +68,8 @@ class LuaScript: public Script
void push(int);
+ void push(const std::string &);
+
void push(Thing *);
int execute();
@@ -180,11 +182,11 @@ static int LuaNpc_Choice(lua_State *s)
/**
* Callback for creating a NPC on the current map with the current script.
- * tmw.npc_create(int id, int x, int y): npc
+ * tmw.npc_create(string name, int id, int x, int y): npc
*/
static int LuaNpc_Create(lua_State *s)
{
- if (!lua_isnumber(s, 1) || !lua_isnumber(s, 2) || !lua_isnumber(s, 3))
+ if (!lua_isstring(s, 1), !lua_isnumber(s, 2) || !lua_isnumber(s, 3) || !lua_isnumber(s, 4))
{
raiseScriptError(s, "npc_create called with incorrect parameters.");
return 0;
@@ -192,7 +194,7 @@ static int LuaNpc_Create(lua_State *s)
lua_pushlightuserdata(s, (void *)&registryKey);
lua_gettable(s, LUA_REGISTRYINDEX);
Script *t = static_cast<Script *>(lua_touserdata(s, -1));
- NPC *q = new NPC(lua_tointeger(s, 1), t);
+ NPC *q = new NPC(lua_tostring(s, 1), lua_tointeger(s, 2), t);
MapComposite *m = t->getMap();
if (!m)
{
@@ -200,7 +202,7 @@ static int LuaNpc_Create(lua_State *s)
return 0;
}
q->setMap(m);
- q->setPosition(Point(lua_tointeger(s, 2), lua_tointeger(s, 3)));
+ q->setPosition(Point(lua_tointeger(s, 3), lua_tointeger(s, 4)));
bool b = GameState::insert(q);
/* Do not try to deal with a failure there. There are some serious issues
if an insertion failed on an almost empty map. */
@@ -711,6 +713,14 @@ void LuaScript::push(int v)
++nbArgs;
}
+void LuaScript::push(std::string const &v)
+{
+ assert(nbArgs >= 0);
+ lua_pushstring(mState, v.c_str());
+ ++nbArgs;
+}
+
+
void LuaScript::push(Thing *v)
{
assert(nbArgs >= 0);
diff --git a/src/scripting/script.cpp b/src/scripting/script.cpp
index 0ebc2b4a..408bf28a 100644
--- a/src/scripting/script.cpp
+++ b/src/scripting/script.cpp
@@ -77,10 +77,11 @@ void Script::loadFile(std::string const &name)
}
}
-void Script::loadNPC(int id, int x, int y, char const *prog)
+void Script::loadNPC(std::string const &name, int id, int x, int y, char const *prog)
{
load(prog);
prepare("create_npc_delayed");
+ push(name);
push(id);
push(x);
push(y);
diff --git a/src/scripting/script.hpp b/src/scripting/script.hpp
index 963c51f2..6a101edf 100644
--- a/src/scripting/script.hpp
+++ b/src/scripting/script.hpp
@@ -74,7 +74,7 @@ class Script
* Loads a chunk of text and considers it as an NPC handler. This
* handler will later be used to create the given NPC.
*/
- virtual void loadNPC(int id, int x, int y, char const *);
+ virtual void loadNPC(std::string const &name, int id, int x, int y, char const *);
/**
* Called every tick for the script to manage its data.
@@ -94,6 +94,11 @@ class Script
virtual void push(int) = 0;
/**
+ * Pushes a string argument for the function being prepared.
+ */
+ virtual void push(std::string const &) = 0;
+
+ /**
* Pushes a pointer argument to a game entity.
* The interface can pass the pointer as an opaque value to the
* scripting engine, if needed. This value will usually be passed