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Tortuga/server/characters/character_manager_api.cpp
T
Ratstail91 957458d489 Renamed some of Get() methods to Find(), read more
From now on, ideally any function with "get" in the name should always
return a valid value. A function with "find" in the name, however, does
the same thing, but may also return an invalid result such as an error
code.
2016-04-03 02:17:02 +11:00

114 lines
3.0 KiB
C++

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