Skip to content
This repository

HTTPS clone URL

Subversion checkout URL

You can clone with HTTPS or Subversion.

Download ZIP
Fetching contributors…

Cannot retrieve contributors at this time

file 540 lines (489 sloc) 10.876 kb
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540
#include "LuaPlayer.h"
#include "LuaSystemPath.h"
#include "LuaBody.h"
#include "LuaUtils.h"
#include "LuaConstants.h"
#include "Player.h"
#include "Polit.h"

/*
* Class: Player
*
* Class representing the player. Inherits from <Ship>
*/

static int l_player_is_player(lua_State *l)
{
    lua_pushboolean(l, true);
    return 1;
}

static void _mission_to_table(lua_State *l, const Mission &m)
{
LUA_DEBUG_START(l);

lua_newtable(l);
pi_lua_table_ro(l);

pi_lua_settable(l, "ref", m.ref);
pi_lua_settable(l, "due", m.due);
pi_lua_settable(l, "reward", double(m.reward) * 0.01);

lua_pushstring(l, "type");
lua_pushstring(l, m.type.c_str());
lua_rawset(l, -3);

lua_pushstring(l, "client");
lua_pushstring(l, m.client.c_str());
lua_rawset(l, -3);

lua_pushstring(l, "location");
LuaSystemPath::PushToLuaGC(new SystemPath(m.location));
lua_rawset(l, -3);

lua_pushstring(l, "status");
lua_pushstring(l, LuaConstants::GetConstantString(l, "MissionStatus", m.status));
lua_rawset(l, -3);

LUA_DEBUG_END(l, 1);
}

static void _table_to_mission(lua_State *l, Mission &m, bool create)
{
LUA_DEBUG_START(l);

// XXX sucky. should report errors that tell you which field is broken

lua_getfield(l, -1, "due");
if (create || !lua_isnil(l, -1))
m.due = luaL_checknumber(l, -1);
lua_pop(l, 1);

lua_getfield(l, -1, "reward");
if (create || !lua_isnil(l, -1))
m.reward = Sint64(luaL_checknumber(l, -1) * 100.0);
lua_pop(l, 1);

lua_getfield(l, -1, "type");
if (create || !lua_isnil(l, -1))
m.type = luaL_checkstring(l, -1);
lua_pop(l, 1);

lua_getfield(l, -1, "client");
if (create || !lua_isnil(l, -1))
m.client = luaL_checkstring(l, -1);
lua_pop(l, 1);

lua_getfield(l, -1, "location");
if (create || !lua_isnil(l, -1)) {
SystemPath *sbody = LuaSystemPath::GetFromLua(-1);
m.location = *sbody;
}
lua_pop(l, 1);

lua_getfield(l, -1, "status");
if (lua_isnil(l, -1)) {
if (create)
m.status = Mission::ACTIVE;
}
else
m.status = static_cast<Mission::MissionState>(LuaConstants::GetConstant(l, "MissionStatus", luaL_checkstring(l, -1)));

lua_pop(l, 2);

LUA_DEBUG_END(l, -1);
}

/*
* Method: AddMission
*
* Add a mission to the player's mission list
*
* > ref = player:AddMission({
* > 'type' = type,
* > 'client' = client,
* > 'due' = due,
* > 'reward' = reward,
* > 'location' = location,
* > 'status' = status,
* > })
*
* The fields passed to this method are used to create a new entry in the
* player's mission info screen. Its important to note that the data provided
* here are only used for display. They are not used anywhere else in the
* engine for any reason whatsoever. It is the responsibility of the script to
* communicate with the player as the mission progresses, decide when the
* mission has been complete, make payment for completion, etc.
*
* Parameters:
*
* <AddMission> takes a table as its only parameter. The fields of that table
* are as follows
*
* type - type of mission. This can be any string
*
* client - the name of the person that offered the mission
*
* due - due date/time, in seconds since 12:00 01-01-3200
*
* reward - reward for mission completion, in dollars
*
* location - a <SystemPath> for the destination space station
*
* status - a <Constants.MissionStatus> string for the current mission
* status
*
* Return:
*
* ref - an integer value for referring to the mission in the future
*
* Example:
*
* > local ref = player:AddMission({
* > 'type' = 'Delivery',
* > 'client' = 'Jefferson Ford',
* > 'due' = Game.time + 3*24*60*60, -- three days
* > 'reward' = 123.45,
* > 'location' = SystemPath:New(0,0,0,0,16), -- Mars High, Sol
* > 'status' = 'ACTIVE',
* > })
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_player_add_mission(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);

Mission m;
_table_to_mission(l, m, true);

int ref = p->missions.Add(m);
lua_pushinteger(l, ref);

return 1;
}

/*
* Method: GetMission
*
* Retrieve a mission from the player's mission list
*
* > mission = player:GetMission(ref)
*
* Parameters:
*
* ref - the mission reference number returned by <AddMission>
*
* Return:
*
* mission - a table containing the mission parameters. The fields of the
* table are the same as described in <AddMission>.
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_player_get_mission(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
int ref = luaL_checkinteger(l, 2);
const Mission *m = p->missions.Get(ref);
if (!m)
lua_pushnil(l);
else
_mission_to_table(l, *m);
return 1;
}

/*
* Method: UpdateMission
*
* Update a mission on the player's mission list
*
* > player:UpdateMission(ref, mission)
*
* The mission data provided to this method is used to overwrite the existing
* mission data. The intention is that you will use <GetMission> to retrieve
* the mission table, make the modifications you need, and then call
* <UpdateMission> to update it.
*
* Parameters:
*
* ref - the mission reference number returned by <AddMission>
*
* mission - a table of mission fields. The fields are the same as those
* described in <AddMission>.
*
* Example:
*
* > local mission = player:GetMission(ref)
* > mission.status = 'FAILED'
* > player:UpdateMission(ref, mission)
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_player_update_mission(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
int ref = luaL_checkinteger(l, 2);

const Mission *m = p->missions.Get(ref);
if (!m)
luaL_error(l, "mission with ref %d not found", ref);

Mission upm = *m;
_table_to_mission(l, upm, false);

p->missions.Update(ref, upm);

return 0;
}

/*
* Method: RemoveMission
*
* Remove a mission from the player's mission list
*
* > player:RemoveMission(ref)
*
* Parameters:
*
* ref - the mission reference number returned by <AddMission>
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_player_remove_mission(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
int ref = luaL_checkinteger(l, 2);
p->missions.Remove(ref);
return 0;
}

/*
* Method: GetMoney
*
* Get the player's current money
*
* > money = player:GetMoney()
*
* Return:
*
* money - the player's money, in dollars
*
* Availability:
*
* alpha 10
*
* Status:
*
* experimental
*/
static int l_player_get_money(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
lua_pushnumber(l, p->GetMoney()*0.01);
return 1;
}

/*
* Method: SetMoney
*
* Set the player's money
*
* > player:SetMoney(money)
*
* Parameters:
*
* money - the new amount of money, in dollars
*
* Availability:
*
* alpha 10
*
* Status:
*
* experimental
*/
static int l_player_set_money(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
float m = luaL_checknumber(l, 2);
p->SetMoney(Sint64(m*100.0));
return 0;
}

/*
* Method: AddMoney
*
* Add an amount to the player's money
*
* > money = player:AddMoney(change)
*
* Parameters:
*
* change - the amount of money to add to the player's money, in dollars
*
* Return:
*
* money - the player's new money, in dollars
*
* Availability:
*
* alpha 10
*
* Status:
*
* experimental
*/
static int l_player_add_money(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
float a = luaL_checknumber(l, 2);
Sint64 m = p->GetMoney() + Sint64(a*100.0);
p->SetMoney(m);
lua_pushnumber(l, m*0.01);
return 1;
}

/*
* Method: AddCrime
*
* Add a crime to the player's criminal record
*
* > player:AddCrime(crime, fine)
*
* Parameters:
*
* crime - a <Constants.PolitCrime> string describing the crime
*
* fine - an amount to add to the player's fine
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_player_add_crime(lua_State *l)
{
LuaPlayer::GetFromLua(1); // check that the method is being called on a Player object
Sint64 crimeBitset = LuaConstants::GetConstant(l, "PolitCrime", luaL_checkstring(l, 2));
Sint64 fine = Sint64(luaL_checknumber(l, 3) * 100.0);
Polit::AddCrime(crimeBitset, fine);
return 0;
}

/*
* Method: GetNavTarget
*
* Get the player's navigation target
*
* > target = player:GetNavTarget()
*
* Return:
*
* target - nil, or a <Body>
*
* Availability:
*
* alpha 15
*
* Status:
*
* experimental
*/

static int l_get_nav_target(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
LuaBody::PushToLua(p->GetNavTarget());
return 1;
}

/*
* Method: SetNavTarget
*
* Set the player's navigation target
*
* > player:SetNavTarget(target)
*
* Parameters:
*
* target - a <Body> to which to set the navigation target
*
* Availability:
*
* alpha 14
*
* Status:
*
* experimental
*/

static int l_set_nav_target(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
Body *target = LuaBody::GetFromLua(2);
    p->SetNavTarget(target);
    return 0;
}

/*
* Method: GetCombatTarget
*
* Get the player's combat target
*
* > target = player:GetCombatTarget()
*
* Return:
*
* target - nil, or a <Body>
*
* Availability:
*
* alpha 15
*
* Status:
*
* experimental
*/

static int l_get_combat_target(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
LuaBody::PushToLua(p->GetCombatTarget());
return 1;
}

/*
* Method: SetCombatTarget
*
* Set the player's combat target
*
* > player:SetCombatTarget(target)
*
* Parameters:
*
* target - a <Body> to which to set the combat target
*
* Availability:
*
* alpha 14
*
* Status:
*
* experimental
*/

static int l_set_combat_target(lua_State *l)
{
Player *p = LuaPlayer::GetFromLua(1);
Body *target = LuaBody::GetFromLua(2);
    p->SetCombatTarget(target);
    return 0;
}

template <> const char *LuaObject<Player>::s_type = "Player";

template <> void LuaObject<Player>::RegisterClass()
{
static const char *l_parent = "Ship";

static const luaL_Reg l_methods[] = {
{ "IsPlayer", l_player_is_player },

{ "AddMission", l_player_add_mission },
{ "UpdateMission", l_player_update_mission },
{ "RemoveMission", l_player_remove_mission },
{ "GetMission", l_player_get_mission },

{ "GetMoney", l_player_get_money },
{ "SetMoney", l_player_set_money },
{ "AddMoney", l_player_add_money },

{ "AddCrime", l_player_add_crime },

{ "GetNavTarget", l_get_nav_target },
{ "SetNavTarget", l_set_nav_target },
{ "GetCombatTarget", l_get_combat_target },
{ "SetCombatTarget", l_set_combat_target },
{ 0, 0 }
};

LuaObjectBase::CreateClass(s_type, l_parent, l_methods, NULL, NULL);
LuaObjectBase::RegisterPromotion(l_parent, s_type, LuaObject<Player>::DynamicCastPromotionTest);
}
Something went wrong with that request. Please try again.