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vcmi/scripting/lua/LuaScriptModule.cpp

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/*
* LuaScriptModule.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "LuaScriptModule.h"
#include "LuaScriptingContext.h"
#include "LuaSpellEffect.h"
#ifdef __GNUC__
#define strcpy_s(a, b, c) strncpy(a, c, b)
#endif
const char *g_cszAiName = "Lua interpreter";
extern "C" DLL_EXPORT void GetAiName(char * name)
{
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
}
extern "C" DLL_EXPORT void GetNewModule(std::shared_ptr<scripting::Module> & out)
{
out = std::make_shared<scripting::LuaScriptModule>();
}
namespace scripting
{
LuaScriptModule::LuaScriptModule() = default;
LuaScriptModule::~LuaScriptModule() = default;
std::string LuaScriptModule::compile(const std::string & name, const std::string & source, vstd::CLoggerBase * logger) const
{
//TODO: pre-compile to byte code
//LuaJit bytecode in architecture agnostic, but is not backward compatible and completely incompatible with Lua
return source;
}
std::shared_ptr<ContextBase> LuaScriptModule::createContextFor(const Script * source, const Environment * env) const
{
return std::make_shared<LuaContext>(source, env);
}
void LuaScriptModule::registerSpellEffect(spells::effects::Registry * registry, const Script * source) const
{
registry->add(source->getName(), std::make_shared<spells::effects::LuaSpellEffectFactory>(source));
}
}