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/**********************************************************************
Freeciv - Copyright (C) 2005 - The Freeciv Project
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, 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.
***********************************************************************/
/****************************************************************************
ADVERTISEMENT: do not attempt to change the name of the API functions.
They *must* be compatible between the minor Freeciv versions within the
same major version. If you really like to change a function name, be sure
to keep also the old one running.
****************************************************************************/
$#ifdef HAVE_CONFIG_H
$#include <config.h>
$#endif
$#include "api_types.h"
$#include "api_actions.h"
$#include "api_effects.h"
$#include "api_find.h"
$#include "api_intl.h"
$#include "api_methods.h"
$#include "api_notify.h"
$#include "api_utilities.h"
$#include "script.h"
/* Classes. */
struct Player {
const char *name;
Nation_Type *nation;
bool ai_controlled;
};
module Player {
module properties {
int api_methods_player_number
@ id (Player *self);
}
int api_methods_player_num_cities
@ num_cities (Player *self);
int api_methods_player_num_units
@ num_units (Player *self);
bool api_methods_player_has_wonder
@ has_wonder (Player *self, Building_Type *building);
void api_methods_player_victory
@ victory (Player *self);
int api_methods_player_civilization_score
@ civilization_score (Player *self);
int api_methods_player_gold
@ gold (Player *self);
bool api_methods_player_knows_tech
@ knows_tech (Player *self, Tech_Type *ptech);
}
module methods_private {
module Player {
Unit_List_Link *api_methods_private_player_unit_list_head
@ unit_list_head (Player *self);
City_List_Link *api_methods_private_player_city_list_head
@ city_list_head (Player *self);
}
}
struct City {
const char *name;
Player *owner;
Player *original;
Tile *tile;
int size;
const int id;
};
module City {
bool api_methods_city_has_building
@ has_building(City *self, Building_Type *building);
int api_methods_city_map_sq_radius
@ map_sq_radius(City *self);
}
struct Unit {
Unit_Type *utype;
Player *owner;
/* This used to be @ homecity_id, but it does not work with toluaxx. */
int homecity;
Tile *tile;
const int id;
};
module Unit {
bool api_methods_unit_city_can_be_built_here
@ is_on_possible_city_tile (Unit *self);
}
struct Tile {
const int nat_x;
const int nat_y;
Terrain *terrain;
const int index @ id;
};
module Tile {
City *api_methods_tile_city
@ city (Tile *self);
bool api_methods_tile_city_exists_within_max_city_map
@ city_exists_within_max_city_map (Tile *self, bool center);
int api_methods_tile_num_units
@ num_units (Tile *self);
int api_methods_tile_sq_distance
@ sq_distance (Tile *self, Tile *other);
}
module methods_private {
module Tile {
int api_methods_private_tile_next_outward_index
@ next_outward_index (Tile *pcenter, int index, int max_dist);
Tile *api_methods_private_tile_for_outward_index
@ tile_for_outward_index (Tile *pcenter, int index);
Unit_List_Link *api_methods_private_tile_unit_list_head
@ unit_list_head (Tile *self);
}
}
struct Government {
const int item_number @ id;
};
module Government {
const char *api_methods_government_rule_name
@ rule_name (Government *self);
const char *api_methods_government_name_translation
@ name_translation (Government *self);
}
struct Nation_Type {
const int item_number @ id;
};
module Nation_Type {
const char *api_methods_nation_type_rule_name
@ rule_name (Nation_Type *self);
const char *api_methods_nation_type_name_translation
@ name_translation (Nation_Type *self);
const char *api_methods_nation_type_plural_translation
@ plural_translation (Nation_Type *self);
}
struct Building_Type {
int build_cost;
const int item_number @ id;
};
module Building_Type {
bool api_methods_building_type_is_wonder
@ is_wonder (Building_Type *self);
bool api_methods_building_type_is_great_wonder
@ is_great_wonder (Building_Type *self);
bool api_methods_building_type_is_small_wonder
@ is_small_wonder (Building_Type *self);
bool api_methods_building_type_is_improvement
@ is_improvement (Building_Type *self);
const char *api_methods_building_type_rule_name
@ rule_name (Building_Type *self);
const char *api_methods_building_type_name_translation
@ name_translation (Building_Type *self);
}
struct Unit_Type {
int build_cost;
const int item_number @ id;
};
module Unit_Type {
bool api_methods_unit_type_has_flag
@ has_flag (Unit_Type *self, const char *flag);
bool api_methods_unit_type_has_role
@ has_role (Unit_Type *self, const char *role);
const char *api_methods_unit_type_rule_name
@ rule_name (Unit_Type *self);
const char *api_methods_unit_type_name_translation
@ name_translation (Unit_Type *self);
bool api_methods_unit_type_can_exist_at_tile
@ can_exist_at_tile(Unit_Type *self, Tile *ptile);
}
struct Tech_Type {
const int item_number @ id;
};
module Tech_Type {
const char *api_methods_tech_type_rule_name
@ rule_name (Tech_Type *self);
const char *api_methods_tech_type_name_translation
@ name_translation (Tech_Type *self);
}
struct Terrain {
const int item_number @ id;
};
module Terrain {
const char *api_methods_terrain_rule_name
@ rule_name (Terrain *self);
const char *api_methods_terrain_name_translation
@ name_translation (Terrain *self);
}
struct Unit_List_Link {
};
module Unit_List_Link {
Unit *api_methods_unit_list_link_data
@ data (Unit_List_Link *self);
Unit_List_Link *api_methods_unit_list_next_link
@ next (Unit_List_Link *self);
}
struct City_List_Link {
};
module City_List_Link {
City *api_methods_city_list_link_data
@ data (City_List_Link *self);
City_List_Link *api_methods_city_list_next_link
@ next (City_List_Link *self);
}
struct Nonexistent {
};
$[
-- Building_Type methods.
function Building_Type:build_shield_cost()
return self.build_cost
end
-- Player methods
function Player:is_human()
return not self.ai_controlled
end
----------------------------------------------------------------------
-- Player and Tile: cities_iterate and units_iterate methods
----------------------------------------------------------------------
do
local private = methods_private
-- Iterate over the values of 'array' in order:
-- array[1], array[2], array[3], etc.
local function value_iterator(array)
local i = 0
local function iterator()
i = i + 1
return array[i]
end
return iterator
end
-- use a copy of the list for safe iteration
local function safe_iterate_list(link)
local objs = {}
while link do
objs[#objs + 1] = link:data()
link = link:next()
end
return value_iterator(objs)
end
-- Safe iteration over all units that belong to Player
function Player:units_iterate()
return safe_iterate_list(private.Player.unit_list_head(self))
end
-- Safe iteration over all cities that belong to Player
function Player:cities_iterate()
return safe_iterate_list(private.Player.city_list_head(self))
end
-- Safe iteration over the units on Tile
function Tile:units_iterate()
return safe_iterate_list(private.Tile.unit_list_head(self))
end
end
----------------------------------------------------------------------
-- Tile
-- Deprecated. New one is Tile:city_exists_within_max_city_map().
----------------------------------------------------------------------
function Tile:city_exists_within_city_radius(center)
return self:city_exists_within_max_city_map(center)
end
----------------------------------------------------------------------
-- Tile: square_iterate, circle_iterate
----------------------------------------------------------------------
do
local next_outward_index = methods_private.Tile.next_outward_index
local tile_for_outward_index = methods_private.Tile.tile_for_outward_index
-- iterate over tiles at distance 'radius'
function Tile:square_iterate(radius)
local index = -1
local function iterator()
index = next_outward_index(self, index, radius)
if index < 0 then
return nil
else
return tile_for_outward_index(self, index)
end
end
return iterator
end
-- iterate over tiles at squared distance 'sq_radius'
function Tile:circle_iterate(sq_radius)
local cr_radius = math.floor(math.sqrt(sq_radius))
local sq_iter = self:square_iterate(cr_radius)
local function iterator()
local tile = nil
repeat
tile = sq_iter()
until not tile or self:sq_distance(tile) <= sq_radius
return tile
end
return iterator
end
end -- end do-block (Tile methods)
-- City methods.
function City:exists()
return true
end
-- Unit methods.
function Unit:exists()
return true
end
function Unit:get_homecity()
return find.city(self.owner, self.homecity)
end
-- Unit_Type methods.
function Unit_Type:build_shield_cost()
return self.build_cost
end
-- Nonexistent methods.
function Nonexistent:exists()
return false
end
-- Hide all private methods
methods_private = nil
$]
$[
----------------------------------------------------------------------
-- API Types Special Methods
----------------------------------------------------------------------
do
local api_types = {
"Player",
"Unit",
"City",
"Tile",
"Government",
"Nation_Type",
"Building_Type",
"Unit_Type",
"Tech_Type",
"Terrain",
"Unit_List_Link",
"City_List_Link",
"Nonexistent",
}
local function id_eq (o1, o2)
return o1.id == o2.id and (o1.id ~= nil)
end
-- define string representation for tostring
local function string_rep(self)
local id = self.id
local name = self.rule_name and self:rule_name() or self.name
if name and id then
return string.format('<%s #%d %s>', tolua.type(self), id, name)
elseif id then
return string.format('<%s #%d>', tolua.type(self), id)
else
return string.format('<%s>', tolua.type(self))
end
end
for index, typename in ipairs(api_types) do
local api_type = _G[typename]
api_type[".eq"] = id_eq
api_type.__tostring = string_rep
-- Object field resolution
-- 1) Check properties defined in our API
-- (Properties are fields that call an accessor to get their value)
-- 2) Delegate to tolua's __index if name is without _ or . prefix
-- (metamethods and tolua fields give access to unprotected C
-- functions in a pointer-unsafe way).
-- otherwise, return nil
local api_type_index = api_type.__index
local properties = api_type.properties
-- Prevent tampering with the notion of equality
local rawequal = rawequal
local string_sub = string.sub
local function field_getter(self, field)
local getter = properties and properties[field]
if getter then
return getter(self)
else
local pfx = string_sub(field, 1, 1)
if rawequal(pfx, '.') or rawequal(pfx, '_') then
return nil
else
return api_type_index(self, field)
end
end
end
api_type.__index = field_getter
-- Delete '.set' table to disallow direct writing of struct fields
api_type[".set"] = nil
-- Hide the metatable and hide the class from global namespace
api_type.__metatable = false
_G[typename] = nil
end
-- End (API Types Special Methods)
end
----------------------------------------------------------------------
-- API Lockdown
----------------------------------------------------------------------
-- Override global 'tolua' module with a reduced version
tolua = {
type=tolua.type,
}
$]
/* Object find module. */
module find {
Player *api_find_player @ player (int player_id);
City *api_find_city @ city (Player *pplayer, int city_id);
Unit *api_find_unit @ unit (Player *pplayer, int unit_id);
Unit *api_find_transport_unit
@ transport_unit (Player *pplayer, Unit_Type *ptype, Tile *ptile);
Tile *api_find_tile @ tile (int nat_x, int nat_y);
Tile *api_find_tile_by_index @ tile (int index);
/* NOTE: For overloading to work correctly, the string function
must be before the integer function for each case below
*/
Government *api_find_government_by_name
@ government (const char *name_orig);
Government *api_find_government
@ government (int government_id);
Nation_Type *api_find_nation_type_by_name
@ nation_type (const char *name_orig);
Nation_Type *api_find_nation_type
@ nation_type (int nation_type_id);
Building_Type *api_find_building_type_by_name
@ building_type (const char *name_orig);
Building_Type *api_find_building_type
@ building_type (int building_type_id);
Unit_Type *api_find_unit_type_by_name
@ unit_type (const char *name_orig);
Unit_Type *api_find_unit_type
@ unit_type (int unit_type_id);
Unit_Type *api_find_role_unit_type
@ role_unit_type (const char *role_name, Player *pplayer);
Tech_Type *api_find_tech_type_by_name
@ tech_type (const char *name_orig);
Tech_Type *api_find_tech_type
@ tech_type (int tech_type_id);
Terrain *api_find_terrain_by_name
@ terrain (const char *name_orig);
Terrain *api_find_terrain
@ terrain (int terrain_id);
Nonexistent *api_find_nonexistent
@ nonexistent ();
}
$[
-- Dump the state of user scalar variables to a Lua code string.
function _freeciv_state_dump()
local res = ''
for k, v in pairs(_G) do
if k == '_VERSION' then
-- ignore _VERSION variable.
elseif type(v) == 'boolean'
or type(v) == 'number' then
local rvalue = tostring(v)
res = res .. k .. '=' .. rvalue .. '\n'
elseif type(v) == 'string' then
local rvalue = string.format('%q', v)
res = res .. k .. '=' .. rvalue .. '\n'
elseif type(v) == 'userdata' then
local method = string.lower(tolua.type(v))
res = res .. k .. '=find.' .. method
if method == 'city' or method == 'unit' then
res = res .. '(nil,' .. v.id .. ')'
elseif v.id then
res = res .. '(' .. v.id .. ')'
else
res = res .. '()'
end
res = res .. '\n'
end
end
return res
end
$]
$[
----------------------------------------------------------------------
-- Iteration constructs for game-global objects
----------------------------------------------------------------------
do
-- iterate over the values returned by lookup
-- until nil is returned:
-- lookup(0), lookup(1), lookup(2), etc
local function index_iterate(lookup)
local index = -1
local function iterator()
index = index + 1
return lookup(index)
end
return iterator
end
-- Iterate over all players of the game
function players_iterate()
return index_iterate(find.player)
end
-- Iterate over all tiles of the game
function whole_map_iterate()
return index_iterate(find.tile)
end
-- NOTE: Identical further definitions can be made for
-- governments, tech_types, building_types etc
end
$]
/* Signal module. */
module signal {
void script_signal_connect @ connect(const char *signal_name,
const char *callback_name);
}
/* Intl module. */
const char *api_intl__ @ _ (const char *untranslated);
const char *api_intl_N_ @ N_ (const char *untranslated);
const char *api_intl_Q_ @ Q_ (const char *untranslated);
const char *api_intl_PL_ @ PL_ (const char *singular, const char *plural,
int n);
/* Notify module. */
module notify {
void api_notify_embassies_msg @ embassies_msg (Player *pplayer,
Tile *ptile,
int event,
const char *message);
void api_notify_event_msg @ event_msg (Player *pplayer, Tile *ptile,
int event, const char *message);
}
module E {
/* Notify events module is exported by api_specenum */
}
$[
-- Notify module implementation.
function notify.all(...)
notify.event_msg(nil, nil, E.SCRIPT, string.format(unpack(arg)))
end
function notify.player(player, ...)
notify.event_msg(player, nil, E.SCRIPT, string.format(unpack(arg)))
end
function notify.event(player, tile, event, ...)
notify.event_msg(player, tile, event, string.format(unpack(arg)))
end
function notify.embassies(player, ptile, event, ...)
notify.embassies_msg(player, ptile, event, string.format(unpack(arg)))
end
$]
/* Effects module */
module effects {
int api_effects_world_bonus @ world_bonus (const char *effect_type);
int api_effects_player_bonus @ player_bonus (Player *pplayer,
const char *effect_type);
int api_effects_city_bonus @ city_bonus (City *pcity,
const char *effect_type);
}
/* Utilities module. */
int api_utilities_random @ random (int min, int max);
void api_utilities_error_log @ error_log (const char *msg);
void api_utilities_debug_log @ debug_log (const char *msg);
/* Actions module. */
Unit *api_actions_create_unit @ create_unit (Player *pplayer, Tile *ptile,
Unit_Type *ptype,
int veteran_level,
City *homecity, int moves_left);
Unit *api_actions_create_unit_full @ create_unit_full (Player *pplayer,
Tile *ptile,
Unit_Type *ptype,
int veteran_level,
City *homecity,
int moves_left,
int hp_left,
Unit *ptransport);
void api_actions_create_city @ create_city (Player *pplayer, Tile *ptile,
const char *name);
void api_actions_create_base @ create_base (Tile *ptile, const char *name,
Player *pplayer);
Player *api_actions_create_player @ create_player(const char *username,
Nation_Type *nation);
void api_actions_change_gold @ change_gold (Player *pplayer, int amount);
Tech_Type *api_actions_give_technology @ give_technology (Player *pplayer,
Tech_Type *ptech,
const char *reason);
bool api_actions_unleash_barbarians @ unleash_barbarians (Tile *ptile);
void api_actions_place_partisans @ place_partisans (Tile *ptile,
Player *pplayer,
int count,
int sq_radius);
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