114 lines
3.0 KiB
C++
114 lines
3.0 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "character_manager_api.hpp"
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#include "character_manager.hpp"
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#include <sstream>
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#include <stdexcept>
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//TODO: (1) character hooks?
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static int setOnCreate(lua_State* L) {
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//TODO: (9) setOnCreate()
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}
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static int setOnLoad(lua_State* L) {
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//TODO: (9) setOnLoad()
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}
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static int setOnSave(lua_State* L) {
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//TODO: (9) setOnSave()
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}
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static int setOnUnload(lua_State* L) {
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//TODO: (9) setOnUnload()
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}
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static int setOnDelete(lua_State* L) {
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//TODO: (9) setOnDelete()
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}
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static int getCharacter(lua_State* L) {
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//integer vs name
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CharacterManager& characterMgr = CharacterManager::GetSingleton();
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CharacterData* characterData = nullptr;
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switch(lua_type(L, 1)) {
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case LUA_TNUMBER:
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characterData = characterMgr.Get(lua_tointeger(L, 1));
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break;
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case LUA_TSTRING:
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//access characters via their handles
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characterData = characterMgr.Get(lua_tostring(L, 1));
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break;
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}
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if (characterData) {
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lua_pushlightuserdata(L, static_cast<void*>(characterData));
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}
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else {
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lua_pushnil(L);
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}
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return 1;
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}
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static int getLoadedCount(lua_State* L) {
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CharacterManager& characterMgr = CharacterManager::GetSingleton();
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lua_pushinteger(L, characterMgr.GetLoadedCount());
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return 1;
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}
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static int forEach(lua_State* L) {
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CharacterManager& characterMgr = CharacterManager::GetSingleton();
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//pass each character to the given function
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for (auto& it : *characterMgr.GetContainer()) {
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lua_pushvalue(L, -1);
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lua_pushlightuserdata(L, static_cast<void*>(&it.second));
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//call each iteration, throwing an exception if something happened
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if (lua_pcall(L, 1, 0, 0) != LUA_OK) {
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std::ostringstream os;
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os << "Lua error: ";
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os << lua_tostring(L, -1);
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throw(std::runtime_error(os.str()));
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}
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}
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return 0;
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}
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static const luaL_Reg characterManagerLib[] = {
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// {"SetOnCreate", setOnCreate},
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// {"SetOnLoad", setOnLoad},
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// {"SetOnSave", setOnSave},
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// {"SetOnUnload", setOnUnload},
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// {"SetOnDelete", setOnDelete},
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{"GetCharacter", getCharacter},
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{"GetLoadedCount", getLoadedCount},
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{"ForEach", forEach},
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{nullptr, nullptr}
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};
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LUAMOD_API int openCharacterManagerAPI(lua_State* L) {
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luaL_newlib(L, characterManagerLib);
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return 1;
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} |