#ifndef LUA_FUNCTIONS_H #define LUA_FUNCTIONS_H #include "LuaHelpers.h" extern "C" { #include #include } /* Argument helpers: */ #define LUA_ASSERT( expr, err ) if( !(expr) ) { Lua::Fail( L, err ); } /* Require exactly "need" arguments. */ #define REQ_ARGS(func, need) { \ const int args = lua_gettop(L); \ LUA_ASSERT( args == need, ssprintf( func " requires exactly %i argument%s, got %i", need, need == 1? "":"s", args) ); \ } /* Require between minargs and maxargs arguments. */ #define REQ_ARGS_BETWEEN(func, minargs, maxargs) { \ const int args = lua_gettop(L); \ LUA_ASSERT( args < minargs, ssprintf( func " requires between %i and %i argument%s, got %i", \ minargs, maxargs, maxargs == 1? "":"s", args) ); \ } /* argument n must be of type "type" */ #define REQ_ARG(func, n, type) { \ LUA_ASSERT( lua_is##type(L, n), ssprintf("Argument %i to " func " must be %s", n, #type) ); } /* argument n must be a number between minimum...maximum */ #define REQ_ARG_NUMBER_RANGE(func, n, minimum, maximum) { \ REQ_ARG(func, n, number); \ const int val = (int) lua_tonumber( L, n ); \ LUA_ASSERT( val >= minimum && val <= maximum, ssprintf("Argument %i to " func " must be an integer between %i and %i (got %i)", n, minimum, maximum, val) ); \ } #define LUA_RETURN( expr ) { Lua::PushStack( L, expr ); return 1; } /* Helpers to create common functions: */ /* Functions that take no arguments: */ #define LuaFunction_NoArgs( func, call ) \ int LuaFunc_##func( lua_State *L ) { \ REQ_ARGS( #func, 0 ); \ LUA_RETURN( call ); \ } \ LuaFunction( func ); /* register it */ #define LuaFunction_Int( func, call ) \ int LuaFunc_##func( lua_State *L ) { \ REQ_ARGS( #func, 1 ); \ REQ_ARG( #func, 1, number ); \ const int a1 = int(lua_tonumber( L, 1 )); \ LUA_RETURN( call ); \ } \ LuaFunction( func ); /* register it */ #define LuaFunction_IntInt( func, call ) \ int LuaFunc_##func( lua_State *L ) { \ REQ_ARGS( #func, 2 ); \ REQ_ARG( #func, 1, number ); \ REQ_ARG( #func, 2, number ); \ const int a1 = int(lua_tonumber( L, 1 )); \ const int a2 = int(lua_tonumber( L, 2 )); \ LUA_RETURN( call ); \ } \ LuaFunction( func ); /* register it */ #define LuaFunction_Str( func, call ) \ int LuaFunc_##func( lua_State *L ) { \ REQ_ARGS( #func, 1 ); \ REQ_ARG( #func, 1, string ); \ CString str; \ Lua::PopStack( L, str ); \ LUA_RETURN( call ); \ } \ LuaFunction( func ); /* register it */ /* Functions that take a single PlayerNumber argument: */ #define LuaFunction_PlayerNumber( func, call ) \ int LuaFunc_##func( lua_State *L ) { \ REQ_ARGS( #func, 1 ); \ REQ_ARG_NUMBER_RANGE( #func, 1, 1, NUM_PLAYERS ); \ const PlayerNumber pn = (PlayerNumber) (int(lua_tonumber( L, -1 ))-1); \ LUA_RETURN( call ); \ } \ LuaFunction( func ); /* register it */ /* Functions that take a single PlayerNumber argument and an optional integer: */ #define LuaFunction_PlayerNumber_OptInt( func, def, call ) \ int LuaFunc_##func( lua_State *L ) { \ REQ_ARGS_BETWEEN( #func, 1, 2 ); \ REQ_ARG_NUMBER_RANGE( #func, 1, 1, NUM_PLAYERS ); \ const PlayerNumber pn = (PlayerNumber) (int(lua_tonumber( L, 1 ))-1); \ int a1 = def; \ Lua::GetStack( L, 2, a1 ); \ } /* Linked list of functions we make available to Lua. */ struct LuaFunctionList { LuaFunctionList( CString name, lua_CFunction func ); CString name; lua_CFunction func; LuaFunctionList *next; }; extern LuaFunctionList *g_LuaFunctionList; #define LuaFunction( func ) static LuaFunctionList g_##func( #func, LuaFunc_##func ) #endif /* * Copyright (c) 2004 by the person(s) listed below. All rights reserved. * Glenn Maynard */