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//****************************************************************************
// "Those Funny Funguloids!"
// http://funguloids.sourceforge.net
// Copyright (c) 2006-2007, Mika Halttunen
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the
// use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software in a
// product, an acknowledgment in the product documentation would be
// appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
//***************************************************************************/
#ifndef SCRIPTSYSTEM_H
#define SCRIPTSYSTEM_H
#include "lua.hpp"
#include <Ogre.h>
#include <OgreSingleton.h>
#include <vector>
using namespace Ogre;
using namespace std;
class Player;
// ScriptSystem
class ScriptSystem : public Singleton<ScriptSystem> {
private:
lua_State *mLuaVM; // Lua VM
Player *mPlayer; // Player object
SceneManager *mSceneMgr; // Ogre scene manager
public:
ScriptSystem(SceneManager *mgr, const char *startup_file = 0);
~ScriptSystem();
static ScriptSystem &getSingleton();
static ScriptSystem *getSingletonPtr();
bool executeScript(const char *file);
bool executeString(const char *str);
void setPlayer(Player *player) { mPlayer = player; }
Player *getPlayer() const { return mPlayer; }
Real getScriptNumber(const char *value);
String getScriptString(const char *value);
void setScriptNumber(const char *value, Real number) {
lua_pushnumber(mLuaVM, number);
lua_setglobal(mLuaVM, value);
}
void destroyScriptLights();
SceneManager *getSceneMgr() const { return mSceneMgr; }
};
#endif
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