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#ifndef LUA_HANDLE_SYNCED
#define LUA_HANDLE_SYNCED
// LuaHandleSynced.h: interface for the CLuaHandleSynced class.
//
//////////////////////////////////////////////////////////////////////
#include <map>
#include <string>
using std::map;
using std::string;
#include "LuaHandle.h"
struct lua_State;
class CLuaHandleSynced : public CLuaHandle
{
public:
bool Initialize(const string& syncData);
string GetSyncData();
bool GetAllowChanges() const { return allowChanges; }
public: // call-ins
bool HasCallIn(const string& name);
virtual bool SyncedUpdateCallIn(const string& name);
virtual bool UnsyncedUpdateCallIn(const string& name);
void GameFrame(int frameNumber);
bool GotChatMsg(const string& msg, int playerID);
bool RecvLuaMsg(const string& msg, int playerID);
void RecvFromSynced(int args); // not an engine call-in
bool SyncedActionFallback(const string& line, int playerID);
public: // custom call-in
bool HasSyncedXCall(const string& funcName);
bool HasUnsyncedXCall(const string& funcName);
int XCall(lua_State* srcState, const string& funcName);
int SyncedXCall(lua_State* srcState, const string& funcName);
int UnsyncedXCall(lua_State* srcState, const string& funcName);
protected:
CLuaHandleSynced(const string& name, int order, const string& msgPrefix);
virtual ~CLuaHandleSynced();
void Init(const string& syncedFile,
const string& unsyncedFile,
const string& modes);
bool SetupSynced(const string& code, const string& filename);
bool SetupUnsynced(const string& code, const string& filename);
// hooks to add code during initialization
virtual bool AddSyncedCode() = 0;
virtual bool AddUnsyncedCode() = 0;
string LoadFile(const string& filename, const string& modes) const;
bool CopyGlobalToUnsynced(const char* name);
bool SetupUnsyncedFunction(const char* funcName);
bool LoadUnsyncedCode(const string& code, const string& debug);
bool SyncifyRandomFuncs();
bool CopyRealRandomFuncs();
bool LightCopyTable(int dstIndex, int srcIndex);
protected:
static CLuaHandleSynced* GetActiveHandle() {
return dynamic_cast<CLuaHandleSynced*>(activeHandle);
}
protected:
const string messagePrefix;
bool allowChanges;
bool allowUnsafeChanges;
bool teamsLocked; // disables CallAsTeam()
map<string, string> textCommands; // name, help
private: // call-outs
static int SyncedRandom(lua_State* L);
static int LoadStringData(lua_State* L);
static int SendToUnsynced(lua_State* L);
static int CallAsTeam(lua_State* L);
static int AllowUnsafeChanges(lua_State* L);
static int AddSyncedActionFallback(lua_State* L);
static int RemoveSyncedActionFallback(lua_State* L);
static int GetWatchWeapon(lua_State* L);
static int SetWatchWeapon(lua_State* L);
};
#endif /* LUA_HANDLE_SYNCED */
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