// LuaState.h
// Declares the cLuaState class representing the wrapper over lua_State *, provides associated helper functions
/*
The contained lua_State can be either owned or attached.
Owned lua_State is created by calling Create() and the cLuaState automatically closes the state
Or, lua_State can be attached by calling Attach(), the cLuaState doesn't close such a state
Attaching a state will automatically close an owned state.
Calling a Lua function is done by pushing the function, either by PushFunction() or PushFunctionFromRegistry(),
then pushing the arguments (PushString(), PushNumber(), PushUserData() etc.) and finally
executing CallFunction(). cLuaState automatically keeps track of the number of arguments and the name of the
function (for logging purposes), which makes the call less error-prone.
Reference management is provided by the cLuaState::cRef class. This is used when you need to hold a reference to
any Lua object across several function calls; usually this is used for callbacks. The class is RAII-like, with
automatic resource management.
*/
#pragma once
extern "C"
{
#include "lauxlib.h"
}
class cWorld;
class cPlayer;
class cEntity;
class cMonster;
class cItem;
class cItems;
class cClientHandle;
class cPickup;
/// Encapsulates a Lua state and provides some syntactic sugar for common operations
class cLuaState
{
public:
/// Used for storing references to object in the global registry
class cRef
{
public:
/// Creates a reference in the specified LuaState for object at the specified StackPos
cRef(cLuaState & a_LuaState, int a_StackPos);
~cRef();
/// Returns true if the reference is valid
bool IsValid(void) const {return (m_Ref != LUA_REFNIL); }
/// Allows to use this class wherever an int (i. e. ref) is to be used
operator int(void) { return m_Ref; }
protected:
cLuaState & m_LuaState;
int m_Ref;
} ;
/** Creates a new instance. The LuaState is not initialized.
a_SubsystemName is used for reporting problems in the console, it is "plugin %s" for plugins,
or "LuaScript" for the cLuaScript template
*/
cLuaState(const AString & a_SubsystemName);
/** Creates a new instance. The a_AttachState is attached.
Subsystem name is set to "<attached>".
*/
explicit cLuaState(lua_State * a_AttachState);
~cLuaState();
/// Allows this object to be used in the same way as a lua_State *, for example in the LuaLib functions
operator lua_State * (void) { return m_LuaState; }
/// Creates the m_LuaState, if not closed already. This state will be automatically closed in the destructor
void Create(void);
/// Closes the m_LuaState, if not closed already
void Close(void);
/// Attaches the specified state. Operations will be carried out on this state, but it will not be closed in the destructor
void Attach(lua_State * a_State);
/// Detaches a previously attached state.
void Detach(void);
/// Returns true if the m_LuaState is valid
bool IsValid(void) const { return (m_LuaState != NULL); }
/** Loads the specified file
Returns false and logs a warning to the console if not successful (but the LuaState is kept open).
m_SubsystemName is displayed in the warning log message.
*/
bool LoadFile(const AString & a_FileName);
/** Pushes the function of the specified name onto the stack.
Returns true if successful.
If a_ShouldLogFail is true, logs a warning on failure (incl. m_SubsystemName)
*/
bool PushFunction(const char * a_FunctionName, bool a_ShouldLogFailure = true);
/** Pushes a function that has been saved into the global registry, identified by a_FnRef.
Returns true if successful. Logs a warning on failure
*/
bool PushFunctionFromRegistry(int a_FnRef);
/** Pushes a function that is stored in a table ref.
Returns true if successful, false on failure. Doesn't log failure.
*/
bool PushFunctionFromRefTable(cRef & a_TableRef, const char * a_FnName);
/// Pushes a string vector, as a table, onto the stack
void PushStringVector(const AStringVector & a_Vector);
/// Pushes a usertype of the specified class type onto the stack
void PushUserType(void * a_Object, const char * a_Type);
/// Pushes an integer onto the stack
void PushNumber(int a_Value);
/// Pushes a double onto the stack
void PushNumber(double a_Value);
/// Pushes a string onto the stack
void PushString(const char * a_Value);
/// Pushes a bool onto the stack
void PushBool(bool a_Value);
// Special family of functions that do PushUserType internally, but require one less parameter
void PushObject(cWorld * a_World);
void PushObject(cPlayer * a_Player);
void PushObject(cEntity * a_Entity);
void PushObject(cMonster * a_Monster);
void PushObject(cItem * a_Item);
void PushObject(cItems * a_Items);
void PushObject(cClientHandle * a_ClientHandle);
void PushObject(cPickup * a_Pickup);
/**
Calls the function that has been pushed onto the stack by PushFunction(),
with arguments pushed by PushXXX().
Returns true if successful, logs a warning on failure.
*/
bool CallFunction(int a_NumReturnValues);
/// Returns true if the specified parameters on the stack are of the specified usertype; also logs warning if not
bool CheckParamUserType(int a_StartParam, const char * a_UserType, int a_EndParam = -1);
/// Returns true if the specified parameters on the stack are a table; also logs warning if not
bool CheckParamTable(int a_StartParam, int a_EndParam = -1);
/// Returns true if the specified parameters on the stack are a number; also logs warning if not
bool CheckParamNumber(int a_StartParam, int a_EndParam = -1);
/// Returns true if the specified parameter on the stack is nil (indicating an end-of-parameters)
bool CheckParamEnd(int a_Param);
/// If the status is nonzero, prints the text on the top of Lua stack and returns true
bool ReportErrors(int status);
/// If the status is nonzero, prints the text on the top of Lua stack and returns true
static bool ReportErrors(lua_State * a_LuaState, int status);
protected:
lua_State * m_LuaState;
/// If true, the state is owned by this object and will be auto-Closed. False => attached state
bool m_IsOwned;
/** The subsystem name is used for reporting errors to the console, it is either "plugin %s" or "LuaScript"
whatever is given to the constructor
*/
AString m_SubsystemName;
/// Name of the currently pushed function (for the Push / Call chain)
AString m_CurrentFunctionName;
/// Number of arguments currently pushed (for the Push / Call chain)
int m_NumCurrentFunctionArgs;
} ;