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#ifndef LUA_HANDLE_H
#define LUA_HANDLE_H
// LuaHandle.h: interface for the CLuaHandle class.
//
//////////////////////////////////////////////////////////////////////
#include <string>
#include <vector>
#include <set>
using std::string;
using std::vector;
using std::set;
#include <boost/cstdint.hpp>
#include "EventClient.h"
//FIXME#include "LuaArrays.h"
#include "LuaShaders.h"
#include "LuaTextures.h"
#include "LuaFBOs.h"
#include "LuaRBOs.h"
//FIXME#include "LuaVBOs.h"
#include "LuaDisplayLists.h"
#define LUA_HANDLE_ORDER_RULES 100
#define LUA_HANDLE_ORDER_UNITS 200
#define LUA_HANDLE_ORDER_GAIA 300
#define LUA_HANDLE_ORDER_RULES_UNSYNCED 1100
#define LUA_HANDLE_ORDER_UNITS_UNSYNCED 1200
#define LUA_HANDLE_ORDER_GAIA_UNSYNCED 1300
#define LUA_HANDLE_ORDER_UI 2000
class CUnit;
class CWeapon;
class CFeature;
class CProjectile;
struct Command;
struct LuaHashString;
struct lua_State;
class CLogSubsystem;
class CLuaHandle : public CEventClient
{
public:
void CheckStack();
int GetCallInErrors() const { return callinErrors; }
void ResetCallinErrors() { callinErrors = 0; }
public:
inline bool CanCtrlTeam(int team) {
if (ctrlTeam < 0) {
return (ctrlTeam == AllAccessTeam);
} else {
return (ctrlTeam == team);
}
}
inline bool CanReadAllyTeam(int allyTeam) {
if (readAllyTeam < 0) {
return (readAllyTeam == AllAccessTeam);
} else {
return (readAllyTeam == allyTeam);
}
}
bool GetSynced() const { return synced; }
bool GetUserMode() const { return userMode; }
bool GetFullRead() const { return fullRead; }
bool GetFullCtrl() const { return fullCtrl; }
int GetReadTeam() const { return readTeam; }
int GetReadAllyTeam() const { return readAllyTeam; }
int GetCtrlTeam() const { return ctrlTeam; }
int GetSelectTeam() const { return selectTeam; }
bool WantsToDie() const { return killMe; }
//FIXME LuaArrays& GetArrays() { return arrays; }
LuaShaders& GetShaders() { return shaders; }
LuaTextures& GetTextures() { return textures; }
//FIXME LuaVBOs& GetVBOs() { return vbos; }
LuaFBOs& GetFBOs() { return fbos; }
LuaRBOs& GetRBOs() { return rbos; }
CLuaDisplayLists& GetDisplayLists() { return displayLists; }
public:
const bool userMode;
public: // call-ins
virtual bool HasCallIn(const string& name) { return false; } // FIXME
bool WantsEvent(const string& name) { return HasCallIn(name); } // FIXME
virtual bool SyncedUpdateCallIn(const string& name) { return false; }
virtual bool UnsyncedUpdateCallIn(const string& name) { return false; }
void Shutdown();
void GamePreload();
void GameStart();
void GameOver();
void TeamDied(int teamID);
void TeamChanged(int teamID);
void PlayerChanged(int playerID);
void PlayerRemoved(int playerID, int reason);
void UnitCreated(const CUnit* unit, const CUnit* builder);
void UnitFinished(const CUnit* unit);
void UnitFromFactory(const CUnit* unit, const CUnit* factory,
bool userOrders);
void UnitDestroyed(const CUnit* unit, const CUnit* attacker);
void UnitTaken(const CUnit* unit, int newTeam);
void UnitGiven(const CUnit* unit, int oldTeam);
void UnitIdle(const CUnit* unit);
void UnitCommand(const CUnit* unit, const Command& command);
void UnitCmdDone(const CUnit* unit, int cmdID, int cmdTag);
void UnitDamaged(const CUnit* unit, const CUnit* attacker,
float damage, int weaponID, bool paralyzer);
void UnitExperience(const CUnit* unit, float oldExperience);
void UnitSeismicPing(const CUnit* unit, int allyTeam,
const float3& pos, float strength);
void UnitEnteredRadar(const CUnit* unit, int allyTeam);
void UnitEnteredLos(const CUnit* unit, int allyTeam);
void UnitLeftRadar(const CUnit* unit, int allyTeam);
void UnitLeftLos(const CUnit* unit, int allyTeam);
void UnitEnteredWater(const CUnit* unit);
void UnitEnteredAir(const CUnit* unit);
void UnitLeftWater(const CUnit* unit);
void UnitLeftAir(const CUnit* unit);
void UnitLoaded(const CUnit* unit, const CUnit* transport);
void UnitUnloaded(const CUnit* unit, const CUnit* transport);
void UnitCloaked(const CUnit* unit);
void UnitDecloaked(const CUnit* unit);
void UnitMoveFailed(const CUnit* unit);
void FeatureCreated(const CFeature* feature);
void FeatureDestroyed(const CFeature* feature);
void ProjectileCreated(const CProjectile* p);
void ProjectileDestroyed(const CProjectile* p);
bool Explosion(int weaponID, const float3& pos, const CUnit* owner);
void StockpileChanged(const CUnit* owner,
const CWeapon* weapon, int oldCount);
// LuaHandleSynced wraps this to set allowChanges
virtual bool RecvLuaMsg(const string& msg, int playerID);
void Update();
bool KeyPress(unsigned short key, bool isRepeat);
bool KeyRelease(unsigned short key);
bool MouseMove(int x, int y, int dx, int dy, int button);
bool MousePress(int x, int y, int button);
int MouseRelease(int x, int y, int button); // return a cmd index, or -1
bool MouseWheel(bool up, float value);
bool JoystickEvent(const std::string& event, int val1, int val2);
bool IsAbove(int x, int y);
string GetTooltip(int x, int y);
bool DefaultCommand(const CUnit* unit, const CFeature* feature, int& cmd);
bool ConfigCommand(const string& command);
bool CommandNotify(const Command& cmd);
bool AddConsoleLine(const string& msg, const CLogSubsystem&);
bool GroupChanged(int groupID);
bool GameSetup(const string& state, bool& ready,
const map<int, string>& playerStates);
string WorldTooltip(const CUnit* unit,
const CFeature* feature,
const float3* groundPos);
bool MapDrawCmd(int playerID, int type,
const float3* pos0,
const float3* pos1,
const string* labe);
void ViewResize();
void DrawGenesis();
void DrawWorld();
void DrawWorldPreUnit();
void DrawWorldShadow();
void DrawWorldReflection();
void DrawWorldRefraction();
void DrawScreenEffects();
void DrawScreen();
void DrawInMiniMap();
public: // custom call-in (inter-script calls)
virtual bool HasSyncedXCall(const string& funcName) { return false; }
virtual bool HasUnsyncedXCall(const string& funcName) { return false; }
virtual int SyncedXCall(lua_State* srcState, const string& funcName) {
return 0;
}
virtual int UnsyncedXCall(lua_State* srcState, const string& funcName) {
return 0;
}
protected:
CLuaHandle(const string& name, int order, bool userMode);
virtual ~CLuaHandle();
void KillLua();
void SetActiveHandle();
void SetActiveHandle(CLuaHandle*);
bool AddBasicCalls();
bool LoadCode(const string& code, const string& debug);
bool AddEntriesToTable(lua_State* L, const char* name,
bool (*entriesFunc)(lua_State*));
/// returns stack index of traceback function
int SetupTraceback();
/// returns error code and sets traceback on error
int RunCallInTraceback(int inArgs, int outArgs, int errfuncIndex, std::string& traceback);
/// returns false and prints message to log on error
bool RunCallInTraceback(const LuaHashString& hs, int inArgs, int outArgs, int errfuncIndex);
/// returns error code and sets errormessage on error
int RunCallIn(int inArgs, int outArgs, std::string& errormessage);
/// returns false and prints message to log on error
bool RunCallIn(const LuaHashString& hs, int inArgs, int outArgs);
bool RunCallInUnsynced(const LuaHashString& hs, int inArgs, int outArgs);
void LosCallIn(const LuaHashString& hs, const CUnit* unit, int allyTeam);
void UnitCallIn(const LuaHashString& hs, const CUnit* unit);
bool PushUnsyncedCallIn(const LuaHashString& hs);
inline bool CheckModUICtrl() { return modUICtrl || userMode; }
protected:
lua_State* L;
bool killMe;
string killMsg;
bool synced; // FIXME -- remove this once the lua_State split is done
// (use the constant CEventClient version ...)
bool fullCtrl;
bool fullRead;
bool printTracebacks;
int ctrlTeam;
int readTeam;
int readAllyTeam;
int selectTeam;
//FIXME LuaArrays arrays;
LuaShaders shaders;
LuaTextures textures;
//FIXME LuaVBOs vbos;
LuaFBOs fbos;
LuaRBOs rbos;
CLuaDisplayLists displayLists;
vector<bool> watchWeapons; // for the Explosion call-in
int callinErrors;
protected: // call-outs
static int KillActiveHandle(lua_State* L);
static int CallOutGetName(lua_State* L);
static int CallOutGetSynced(lua_State* L);
static int CallOutGetFullCtrl(lua_State* L);
static int CallOutGetFullRead(lua_State* L);
static int CallOutGetCtrlTeam(lua_State* L);
static int CallOutGetReadTeam(lua_State* L);
static int CallOutGetReadAllyTeam(lua_State* L);
static int CallOutGetSelectTeam(lua_State* L);
static int CallOutGetGlobal(lua_State* L);
static int CallOutGetRegistry(lua_State* L);
static int CallOutGetCallInList(lua_State* L);
static int CallOutSyncedUpdateCallIn(lua_State* L);
static int CallOutUnsyncedUpdateCallIn(lua_State* L);
public: // static
static const CLuaHandle* GetActiveHandle() { return activeHandle; }
static bool ActiveCanCtrlTeam(int team) {
return activeHandle->CanCtrlTeam(team);
}
static bool ActiveCanReadAllyTeam(int allyTeam) {
return activeHandle->CanReadAllyTeam(allyTeam);
}
static const bool& GetActiveFullRead() { return activeFullRead; }
static const int& GetActiveReadAllyTeam() { return activeReadAllyTeam; }
//FIXME static LuaArrays& GetActiveArrays() { return activeHandle->arrays; }
static LuaShaders& GetActiveShaders() { return activeHandle->shaders; }
static LuaTextures& GetActiveTextures() { return activeHandle->textures; }
//FIXME static LuaVBOs& GetActiveVBOs() { return activeHandle->vbos; }
static LuaFBOs& GetActiveFBOs() { return activeHandle->fbos; }
static LuaRBOs& GetActiveRBOs() { return activeHandle->rbos; }
static CLuaDisplayLists& GetActiveDisplayLists() {
return activeHandle->displayLists;
}
static void SetDevMode(bool value) { devMode = value; }
static bool GetDevMode() { return devMode; }
static void SetModUICtrl(bool value) { modUICtrl = value; }
static bool GetModUICtrl() { return modUICtrl; }
static void HandleLuaMsg(int playerID, int script, int mode,
const std::vector<boost::uint8_t>& msg);
protected: // static
static CLuaHandle* activeHandle;
static bool activeFullRead;
static int activeReadAllyTeam;
static bool devMode; // allows real file access
static bool modUICtrl; // allows non-user scripts to use UI controls
// FIXME: because CLuaUnitScript needs to access RunCallIn / activeHandle
friend class CLuaUnitScript;
};
inline void CLuaHandle::SetActiveHandle()
{
activeHandle = this;
activeFullRead = this->fullRead;
activeReadAllyTeam = this->readAllyTeam;
}
inline void CLuaHandle::SetActiveHandle(CLuaHandle* lh)
{
activeHandle = lh;
if (lh) {
activeFullRead = lh->fullRead;
activeReadAllyTeam = lh->readAllyTeam;
}
}
#endif /* LUA_HANDLE_H */
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