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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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56
scripting/lua/LuaScriptModule.cpp
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56
scripting/lua/LuaScriptModule.cpp
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/*
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* LuaScriptModule.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "LuaScriptModule.h"
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#include "LuaScriptingContext.h"
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#include "LuaSpellEffect.h"
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#ifdef __GNUC__
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#define strcpy_s(a, b, c) strncpy(a, c, b)
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#endif
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const char *g_cszAiName = "Lua interpreter";
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extern "C" DLL_EXPORT void GetAiName(char * name)
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{
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strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
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}
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extern "C" DLL_EXPORT void GetNewModule(std::shared_ptr<scripting::Module> & out)
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{
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out = std::make_shared<scripting::LuaScriptModule>();
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}
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namespace scripting
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{
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LuaScriptModule::LuaScriptModule() = default;
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LuaScriptModule::~LuaScriptModule() = default;
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std::string LuaScriptModule::compile(const std::string & name, const std::string & source, vstd::CLoggerBase * logger) const
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{
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//TODO: pre-compile to byte code
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//LuaJit bytecode in architecture agnostic, but is not backward compatible and completely incompatible with Lua
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return source;
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}
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std::shared_ptr<ContextBase> LuaScriptModule::createContextFor(const Script * source, const Environment * env) const
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{
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return std::make_shared<LuaContext>(source, env);
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}
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void LuaScriptModule::registerSpellEffect(spells::effects::Registry * registry, const Script * source) const
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{
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registry->add(source->getName(), std::make_shared<spells::effects::LuaSpellEffectFactory>(source));
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}
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}
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