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/* $Id: LuaEntity.h,v 1.5 2003/02/14 13:40:28 mat Exp $
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2000 The Contributors of the Ark Project
** Please see the file "AUTHORS" for a list of contributors
**
** This program 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
** (at your option) any later version.
**
** This program 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 this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef ARK_LUAENTITY_H
#define ARK_LUAENTITY_H
#include <Modules/Lua/ArkLua.h>
#include <Engine/Entity.h>
#include <Modules/Lua/luna.h>
#include <Modules/Lua/LuaListTable.h>
namespace Ark
{
EngineEntity *CreateLuaEntity();
class ARKLUA_DLL_API LuaEntity : public EngineEntity, public LunaObject
{
public:
static const char className[];
static const Luna<LuaEntity>::RegType Register[];
private:
String m_Callback;
bool push_check_objfunction (const String &fname);
public:
LuaEntity(lua_State *L);
~LuaEntity();
/// Name, short name, identifier
int get_name (lua_State *L);
int set_name (lua_State *L);
int get_shortname (lua_State *L);
int set_shortname (lua_State *L);
int get_id (lua_State *L);
/// Callbacks
int add_timer (lua_State *L);
int add_message (lua_State *L);
/// Visual
int psys_set (lua_State *L);
int psys_stop (lua_State *L);
int psys_exists (lua_State *L);
int set_model (lua_State *L);
int get_model (lua_State *L);
int play_anim (lua_State *L);
int play_sound (lua_State *L);
int play_music (lua_State *L);
/// Position
int set_position (lua_State *L);
int set_entity_goal (lua_State *L);
int set_position_goal (lua_State *L);
int set_no_goal (lua_State *L);
int get_position (lua_State *L);
/// Flags
#define FLAGACCESSOR(func, flagvalue) \
int is_ ## func (lua_State *L); \
int set_ ## func (lua_State *L);
FLAGACCESSOR (aidriven, AIDRIVEN);
FLAGACCESSOR (dead, DEAD);
FLAGACCESSOR (visible, VISIBLE);
FLAGACCESSOR (collider, COLLISION);
FLAGACCESSOR (staticp, STATIC);
#undef FLAGACCESSOR
/// Clear changed flag
int clear_changed (lua_State *L);
/// Entity binding.
int attach_to_entity (lua_State *L);
int is_attached (lua_State *L);
/// Entity management
int set_entries (lua_State *L);
int set_callback_entries (lua_State *L);
int set_callback (lua_State *L);
int get_callback (lua_State *L);
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
// === Functions to be implemented by script entities ===
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
bool SetEntries (Engine *engine, const Ark::EntryList &entries);
bool SetCallback (Engine *engine, const Ark::EntryList &entries);
virtual void Create ();
virtual bool EvGoalReached ();
virtual bool EvTimer (int n);
virtual bool EvTell ();
void EvHit (const EntityCollision &col);
};
extern ARKLUA_DLL_API lua_State *g_LuaState;
/**
* Allow to manage list of entities.
*/
class ARKLUA_DLL_API LuaEntityList : public LuaListTable
{
public:
/**
* Constructor
*/
LuaEntityList(lua_State* L, int index = -1) : LuaListTable(L, index) {}
/**
* Add an element to the list
*
* \param element The element to add.
*/
void addElement(LuaEntity& element);
/**
* Constructs a LuaEntityList from scratch. This creates a new table on
* the stack.
*
* \param L The lua state where we are going to create the table.
*/
static LuaEntityList* createTable(lua_State* L);
};
}
#endif
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