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// -*- Mode: C++; tab-width:2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
// vi:tw=80:et:ts=2:sts=2
//
// -----------------------------------------------------------------------
//
// This file is part of RLVM, a RealLive virtual machine clone.
//
// -----------------------------------------------------------------------
//
// Copyright (C) 2008 Elliot Glaysher
//
// 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 3 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
// -----------------------------------------------------------------------
#ifndef TEST_SCRIPT_MACHINE_SCRIPT_WORLD_H_
#define TEST_SCRIPT_MACHINE_SCRIPT_WORLD_H_
#include <utility>
#include <map>
#include <string>
#include <vector>
#include <boost/filesystem/path.hpp>
#include <luabind/luabind.hpp>
extern "C" {
#include "lua.h"
}
class ScriptMachine;
// Class which encapsulates all lua scripting. It's created before a System or
// the RLMachine subclass used in scripting.
//
// Because the lua script is parsed first, the script can only call methods on
// the ScriptWorld object, exposed as "World:...". Callback functions, OTOH,
// can call into the Machine and System objects:
//
// World:AddHandler(400, 0, function
// Machine:dosomething()
// end
class ScriptWorld {
public:
ScriptWorld();
~ScriptWorld();
// Copies data from the initial script execution into the ScriptMachine,
// since the lua script is executed during the ScriptWorld constructor, but
// some of the data is meant for the ScriptMachine.
void InitializeMachine(ScriptMachine& machine);
// Try to make a decision based on the decision handler. Will return the
// empty string if there is no decision handler added or if the decision
// handler returned nil.
std::string MakeDecision(const std::vector<std::string>& decisions);
// Loads the "main" lua testing file (and settings the search path for
// future import() statements).
void LoadToplevelFile(const std::string& lua_file);
// Loads a lua script in the same directory as lua_file.
void Import(const std::string& file_name);
// Returns the sanitized #REGNAME key (as would be found in the ~/.rlvm
// folder).
std::string Regname() const;
void SetDecisionList(luabind::object table);
void Error(const std::string& error_message);
void AddHandler(int scene, int lineNo, luabind::object handler);
// Sets a function that can override the decision list. The function takes an
// table of strings, which are possible decisions. It will either return the
// string to select or nil if the default behaviour should be used instead.
void SetDecisionHandler(luabind::object obj);
private:
static void InitializeLuabind(lua_State* L);
// Callback function used to implement addHandler().
static void RunHandler(luabind::object handler);
// The directory containg the passed in |lua_file|. Used as a search path.
boost::filesystem::path script_dir_;
std::vector<std::string> decisions_;
luabind::object decision_handler_;
lua_State* L;
}; // end of class ScriptWorld
#endif // TEST_SCRIPT_MACHINE_SCRIPT_WORLD_H_
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