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TestAI.cpp
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TestAI.cpp
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#include "TestAI.h"
#ifdef _WIN32
#define SLASH "\\"
#else
#define SLASH "/"
#endif
IGame* global_game = 0;
extern "C" {
extern int luaopen_api(lua_State* L);
}
int luaErrorHandler(lua_State *L) {
lua_getfield(L, LUA_GLOBALSINDEX, "debug");
if (!lua_istable(L, -1)) {
lua_pop(L, 1);
return 1;
}
lua_getfield(L, -1, "traceback");
if (!lua_isfunction(L, -1)) {
lua_pop(L, 2);
return 1;
}
lua_pushvalue(L, 1);
lua_pushinteger(L, 0);
lua_call(L, 2, 1);
return 1;
}
int lua_epcall(lua_State *L, int nargs){
//if( i != 0) {
// std::cout << "error running function `f': "<< lua_tostring(L, -1) << std::endl;
//}
//return i;
//when i go to make a Lua call from c++ I do
int error_index = lua_gettop(L) - nargs;
//push error handler onto stack..
lua_pushcfunction(L, luaErrorHandler);
lua_insert(L, error_index);
//call the function
int status = lua_pcall(L, nargs, LUA_MULTRET, error_index);
//report any errors
if (status!=0)
{
//report just pops a string off the stack and print it to my console
// report(L,status);
int i = lua_gettop(L);
while(i >= 0){
if(::lua_isstring(L,i)){
global_game->SendToConsole(lua_tostring(L, i));
// std::cerr << << std::endl;
}
i--;
}
//std::cerr << std::endl;
}
//pop the error function
lua_remove(L, error_index);
int j = lua_gettop(L);
lua_pop(L,j);
return status;
}
IAI* CTestAI::ai = 0;
CTestAI::CTestAI(IGame* game)
: game(game){
CTestAI::ai = this;
global_game = game;
// create our Lua environment
this->L = luaL_newstate();
// load our libraries
luaL_openlibs(this->L);
// load SWIG generated apis
luaopen_api(this->L);
unittype = SWIG_TypeQuery(this->L,"IUnit *");
damagePtr = SWIG_TypeQuery(this->L, "IDamage::Ptr *");
// Push in our IGame pointer
swig_type_info* type = SWIG_TypeQuery(this->L,"IGame *");
SWIG_NewPointerObj(this->L,game,type,0);
lua_setglobal(this->L, "game_engine");
// Setup LUA_PATH
std::string f = "ai";
f += SLASH;
game->LocatePath(f);
std::string g = game->GameName()+SLASH;
std::string p;
p = f+g+"preload"+SLASH+"?;";
p += f+g+"preload"+SLASH+"?.lua;";
p += f+"preload"+SLASH+"?;";
p += f+"preload"+SLASH+"?.lua;";
p += f+g+"?;";
p += f+g+"?.lua;";
p += f+g+"preload"+SLASH+"?;";
p += f+g+"preload"+SLASH+"?.lua;";
p += f+"?;";
p += f+"?.lua;";
p += LUA_PATH_DEFAULT;
lua_pushstring(this->L, "package");
lua_gettable(this->L, LUA_GLOBALSINDEX);
lua_pushstring(this->L, "path");
lua_pushstring(this->L, p.c_str());
lua_settable(this->L, -3);
// now start the wheels turning
LoadLuaFile("ai.lua");
}
bool CTestAI::LoadLuaFile(std::string filename){
filename.insert(0,"ai" SLASH); //prepend "ai/"
if (!game->LocatePath(filename)){
return false;
}
int err = luaL_loadfile (this->L, filename.c_str());
if (err == 0){
int status = lua_epcall (this->L, 0);
if (status == 0){
return true;
} else{
return false;
}
} else {
std::string message = "error loading \"";
message += filename;
message += "\" with error code: ";
message += err;
this->game->SendToConsole(message);
return false;
}
}
CTestAI::~CTestAI(){
lua_close(this->L);
}
void CTestAI::Init(){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "Init");
lua_getglobal(this->L, "ai");
if(lua_isfunction(this->L,-2)){
lua_epcall(this->L, 1);
}
}
void CTestAI::Update(){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "Update");
lua_getglobal(this->L, "ai");
if(lua_isfunction(this->L,-2)){
lua_epcall(this->L, 1);
}
}
void CTestAI::GameEnd(){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "GameEnd");
lua_getglobal(this->L, "ai");
if(lua_isfunction(this->L,-2)){
lua_epcall(this->L, 1);
}
}
void CTestAI::GameMessage(const char* text){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "GameMessage");
lua_getglobal(this->L, "ai");
lua_pushstring(this->L,text);
//SWIG_NewPointerObj(this->L,text,(char *),0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitGiven(IUnit* unit){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitGiven");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitCreated(IUnit* unit){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitCreated");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitBuilt(IUnit* unit){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitBuilt");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitDead(IUnit* unit){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitDead");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitIdle(IUnit* unit){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitIdle");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitMoveFailed(IUnit* unit){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitMoveFailed");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
if(lua_isfunction(this->L,-3)){
lua_epcall(this->L, 2);
}
}
void CTestAI::UnitDamaged(IUnit* unit, IUnit* attacker, IDamage::Ptr damage){
lua_getglobal(this->L, "ai");
lua_getfield(this->L, -1, "UnitDamaged");
lua_getglobal(this->L, "ai");
SWIG_NewPointerObj(this->L,unit,unittype,0);
SWIG_NewPointerObj(this->L,attacker,unittype,0);
IDamage::Ptr* ptrptr = new IDamage::Ptr(damage);
SWIG_NewPointerObj(this->L,ptrptr,damagePtr,1);
if(lua_isfunction(this->L,-4)){
lua_epcall(this->L, 3);
}
}
void CTestAI::PushIUnit(IUnit* unit){
SWIG_NewPointerObj(this->L,unit,unittype,1);
}