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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_RULES_H
#define LUA_RULES_H
#include <string>
using std::string;
#include <vector>
using std::vector;
#include <map>
using std::map;
#include "LuaHandleSynced.h"
#define MAX_LUA_COB_ARGS 10
class CUnit;
class CFeature;
class CProjectile;
class CWeapon;
struct UnitDef;
struct FeatureDef;
struct Command;
struct BuildInfo;
struct lua_State;
class CLuaRules : public CLuaHandleSynced
{
public:
static bool ReloadHandler() { return (FreeHandler(), LoadFreeHandler()); } // NOTE the ','
static bool LoadFreeHandler() { return (LoadHandler() || FreeHandler()); }
static bool LoadHandler();
static bool FreeHandler();
public: // call-ins
void Cob2Lua(const LuaHashString& funcName, const CUnit* unit,
int& argsCount, int args[MAX_LUA_COB_ARGS]);
const char* RecvSkirmishAIMessage(int aiID, const char* data, int inSize) {
return syncedLuaHandle.RecvSkirmishAIMessage(aiID, data, inSize);
}
private:
CLuaRules();
virtual ~CLuaRules();
protected:
bool AddSyncedCode(lua_State* L);
bool AddUnsyncedCode(lua_State* L);
int UnpackCobArg(lua_State* L);
protected: // call-outs
static int PermitHelperAIs(lua_State* L);
private:
static const int* currentCobArgs;
};
extern CLuaRules* luaRules;
#endif /* LUA_RULES_H */
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