summaryrefslogtreecommitdiffstats
path: root/source/LuaState.h
blob: 15dbdbc0e6333b12fba57211af334b98e8f643ab (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200

// LuaState.h

// Declares the cLuaState class representing the wrapper over lua_State *, provides associated helper functions

/*
The contained lua_State can be either owned or attached.
Owned lua_State is created by calling Create() and the cLuaState automatically closes the state
Or, lua_State can be attached by calling Attach(), the cLuaState doesn't close such a state
Attaching a state will automatically close an owned state.

Calling a Lua function is done by pushing the function, either by PushFunction() or PushFunctionFromRegistry(),
then pushing the arguments (PushString(), PushNumber(), PushUserData() etc.) and finally
executing CallFunction(). cLuaState automatically keeps track of the number of arguments and the name of the
function (for logging purposes), which makes the call less error-prone.

Reference management is provided by the cLuaState::cRef class. This is used when you need to hold a reference to
any Lua object across several function calls; usually this is used for callbacks. The class is RAII-like, with
automatic resource management.
*/




#pragma once

extern "C"
{
	#include "lauxlib.h"
}





class cWorld;
class cPlayer;
class cEntity;
class cMonster;
class cItem;
class cItems;
class cClientHandle;
class cPickup;





/// Encapsulates a Lua state and provides some syntactic sugar for common operations
class cLuaState
{
public:

	/// Used for storing references to object in the global registry
	class cRef
	{
	public:
		/// Creates a reference in the specified LuaState for object at the specified StackPos
		cRef(cLuaState & a_LuaState, int a_StackPos);
		~cRef();
		
		/// Returns true if the reference is valid
		bool IsValid(void) const {return (m_Ref != LUA_REFNIL); }
		
		/// Allows to use this class wherever an int (i. e. ref) is to be used
		operator int(void) { return m_Ref; }
		
	protected:
		cLuaState & m_LuaState;
		int m_Ref;
	} ;


	/** Creates a new instance. The LuaState is not initialized.
	a_SubsystemName is used for reporting problems in the console, it is "plugin %s" for plugins, 
	or "LuaScript" for the cLuaScript template
	*/
	cLuaState(const AString & a_SubsystemName);
	
	/** Creates a new instance. The a_AttachState is attached.
	Subsystem name is set to "<attached>".
	*/
	explicit cLuaState(lua_State * a_AttachState);
	
	~cLuaState();
	
	/// Allows this object to be used in the same way as a lua_State *, for example in the LuaLib functions
	operator lua_State * (void) { return m_LuaState; }
	
	/// Creates the m_LuaState, if not closed already. This state will be automatically closed in the destructor
	void Create(void);
	
	/// Closes the m_LuaState, if not closed already
	void Close(void);
	
	/// Attaches the specified state. Operations will be carried out on this state, but it will not be closed in the destructor
	void Attach(lua_State * a_State);
	
	/// Detaches a previously attached state.
	void Detach(void);
	
	/// Returns true if the m_LuaState is valid
	bool IsValid(void) const { return (m_LuaState != NULL); }
	
	/** Loads the specified file
	Returns false and logs a warning to the console if not successful (but the LuaState is kept open).
	m_SubsystemName is displayed in the warning log message.
	*/
	bool LoadFile(const AString & a_FileName);
	
	/** Pushes the function of the specified name onto the stack.
	Returns true if successful.
	If a_ShouldLogFail is true, logs a warning on failure (incl. m_SubsystemName)
	*/
	bool PushFunction(const char * a_FunctionName, bool a_ShouldLogFailure = true);
	
	/** Pushes a function that has been saved into the global registry, identified by a_FnRef.
	Returns true if successful. Logs a warning on failure
	*/
	bool PushFunctionFromRegistry(int a_FnRef);
	
	/** Pushes a function that is stored in a table ref.
	Returns true if successful, false on failure. Doesn't log failure.
	*/
	bool PushFunctionFromRefTable(cRef & a_TableRef, const char * a_FnName);
	
	/// Pushes a string vector, as a table, onto the stack
	void PushStringVector(const AStringVector & a_Vector);
	
	/// Pushes a usertype of the specified class type onto the stack
	void PushUserType(void * a_Object, const char * a_Type);
	
	/// Pushes an integer onto the stack
	void PushNumber(int a_Value);
	
	/// Pushes a double onto the stack
	void PushNumber(double a_Value);
	
	/// Pushes a string onto the stack
	void PushString(const char * a_Value);
	
	/// Pushes a bool onto the stack
	void PushBool(bool a_Value);
	
	// Special family of functions that do PushUserType internally, but require one less parameter
	void PushObject(cWorld * a_World);
	void PushObject(cPlayer * a_Player);
	void PushObject(cEntity * a_Entity);
	void PushObject(cMonster * a_Monster);
	void PushObject(cItem * a_Item);
	void PushObject(cItems * a_Items);
	void PushObject(cClientHandle * a_ClientHandle);
	void PushObject(cPickup * a_Pickup);
	
	/**
	Calls the function that has been pushed onto the stack by PushFunction(),
	with arguments pushed by PushXXX().
	Returns true if successful, logs a warning on failure.
	*/
	bool CallFunction(int a_NumReturnValues);
	
	/// Returns true if the specified parameters on the stack are of the specified usertype; also logs warning if not
	bool CheckParamUserType(int a_StartParam, const char * a_UserType, int a_EndParam = -1);
	
	/// Returns true if the specified parameters on the stack are a table; also logs warning if not
	bool CheckParamTable(int a_StartParam, int a_EndParam = -1);
	
	/// Returns true if the specified parameters on the stack are a number; also logs warning if not
	bool CheckParamNumber(int a_StartParam, int a_EndParam = -1);
	
	/// Returns true if the specified parameter on the stack is nil (indicating an end-of-parameters)
	bool CheckParamEnd(int a_Param);
	
	/// If the status is nonzero, prints the text on the top of Lua stack and returns true
	bool ReportErrors(int status);
	
	/// If the status is nonzero, prints the text on the top of Lua stack and returns true
	static bool ReportErrors(lua_State * a_LuaState, int status);
	
protected:
	lua_State * m_LuaState;
	
	/// If true, the state is owned by this object and will be auto-Closed. False => attached state
	bool m_IsOwned;
	
	/** The subsystem name is used for reporting errors to the console, it is either "plugin %s" or "LuaScript"
	whatever is given to the constructor
	*/
	AString m_SubsystemName;
	
	/// Name of the currently pushed function (for the Push / Call chain)
	AString m_CurrentFunctionName;
	
	/// Number of arguments currently pushed (for the Push / Call chain)
	int m_NumCurrentFunctionArgs;
} ;