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fb38050f9b
This is a fixes for some LUA warnings for building it with strict compilation.
61 lines
1.5 KiB
C++
61 lines
1.5 KiB
C++
/*
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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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static const char *g_cszAiName = "Lua interpreter";
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VCMI_LIB_NAMESPACE_BEGIN
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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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VCMI_LIB_NAMESPACE_END
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