mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 14:15:46 +00:00
Really fix variadic calls (including self). Also fix avatar_setPullTarget() failing because entities are userdata now.
This does now allow constructs like this, in an entity script: function msg(me, a) if a > 1 then a = a * entity_msg(me, a - 1) end return a end So that entity_msg(thing, 5) == 120 is true.
This commit is contained in:
parent
0cdbc66c02
commit
e94de627eb
5 changed files with 31 additions and 42 deletions
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@ -234,7 +234,7 @@ public:
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bool canSetState(int state);
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bool canSetState(int state);
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virtual void message(const std::string &msg, int v) {}
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virtual void message(const std::string &msg, int v) {}
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virtual void messageVariadic(lua_State *L, int nparams) {}
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virtual int messageVariadic(lua_State *L, int nparams) { return 0; }
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bool isUnderWater(const Vector &o=Vector());
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bool isUnderWater(const Vector &o=Vector());
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@ -2889,8 +2889,8 @@ luaFunc(entity_isBeingPulled)
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luaFunc(avatar_setPullTarget)
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luaFunc(avatar_setPullTarget)
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{
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{
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Entity *e = 0;
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Entity *e = 0;
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if (lua_tonumber(L, 1) != 0)
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if (lua_isuserdata(L, 1))
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e = entity(L);
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e = entity(L, 1);
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if (dsq->game->avatar->pullTarget != 0)
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if (dsq->game->avatar->pullTarget != 0)
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dsq->game->avatar->pullTarget->stopPull();
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dsq->game->avatar->pullTarget->stopPull();
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@ -4202,10 +4202,10 @@ luaFunc(entity_msg)
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Entity *e = entity(L);
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Entity *e = entity(L);
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if (e)
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if (e)
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{
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{
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int top = lua_gettop(L);
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// pass everything on the stack except the entity pointer
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// pass everything on the stack except the entity pointer
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e->messageVariadic(L, top - 1);
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int res = e->messageVariadic(L, lua_gettop(L) - 1);
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return lua_gettop(L) - top; // return everything that was pushed on our stack
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if (res >= 0)
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return res;
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}
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}
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luaReturnNil();
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luaReturnNil();
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}
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}
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@ -9177,42 +9177,27 @@ bool Script::call(const char *name, void *param1, void *param2, void *param3, fl
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return true;
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return true;
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}
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}
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bool Script::callVariadic(const char *name, lua_State *fromL, int nparams, void *param)
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int Script::callVariadic(const char *name, lua_State *fromL, int nparams, void *param)
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{
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{
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lookupFunc(name); // [f]
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int oldtop = lua_gettop(L);
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luaPushPointer(L, param); // [f, p]
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lookupFunc(name);
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luaPushPointer(L, param);
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if (L != fromL)
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// If both stacks are the same, we already pushed 2 more entries to the stack.
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{
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int pos = (L == fromL) ? -(nparams+2) : -nparams;
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// clone topmost nparams elements, they will be popped by xmove
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for (int i = 0; i < nparams; ++i)
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for (int i = 0; i < nparams; ++i)
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lua_pushvalue(fromL, pos);
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lua_pushvalue(fromL, -nparams);
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// Move them to the other stack
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// Move them to the other stack. Ignored if L == fromL.
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lua_xmove(fromL, L, nparams); // [f, p, ...]
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lua_xmove(fromL, L, nparams);
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}
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else
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{
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// Same stack, insert pointer param below the parameters which are already there
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lua_insert(L, -(nparams + 2));
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// and the function, now below the pointer param
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lua_insert(L, -(nparams + 2));
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}
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// Do the call
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// Do the call
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bool success = doCall(nparams + 1, LUA_MULTRET);
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if (!doCall(nparams + 1, LUA_MULTRET))
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return -1;
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// after returning from the call, push everything that is left on the stack
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nparams = lua_gettop(L) - oldtop;
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// (= what the function returned) back onto the caller's stack, if not already there.
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lua_xmove(L, fromL, nparams);
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if (success && L != fromL)
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{
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// clone elements again
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int count = lua_gettop(L);
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for (int i = 0; i < count; ++i)
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lua_pushvalue(L, -count);
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lua_xmove(L, fromL, count);
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return nparams;
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}
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return success;
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}
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}
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@ -60,7 +60,8 @@ public:
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// boolean = function(pointer, pointer, pointer, number, number, number, number, pointer)
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// boolean = function(pointer, pointer, pointer, number, number, number, number, pointer)
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bool call(const char *name, void *param1, void *param2, void *param3, float param4, float param5, float param6, float param7, void *param8, bool *ret1);
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bool call(const char *name, void *param1, void *param2, void *param3, float param4, float param5, float param6, float param7, void *param8, bool *ret1);
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// function(pointer, ...) - anything that is already on the stack is forwarded. Results are left on the stack.
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// function(pointer, ...) - anything that is already on the stack is forwarded. Results are left on the stack.
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bool callVariadic(const char *name, lua_State *L, int nparams, void *param);
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// Returns how many values the called function returned, or -1 in case of error.
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int callVariadic(const char *name, lua_State *L, int nparams, void *param);
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lua_State *getLuaState() {return L;}
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lua_State *getLuaState() {return L;}
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const std::string &getFile() {return file;}
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const std::string &getFile() {return file;}
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@ -96,14 +96,17 @@ void ScriptedEntity::message(const std::string &msg, int v)
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Entity::message(msg, v);
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Entity::message(msg, v);
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}
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}
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void ScriptedEntity::messageVariadic(lua_State *L, int nparams)
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int ScriptedEntity::messageVariadic(lua_State *L, int nparams)
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{
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{
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if (script)
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if (script)
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{
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{
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if (!script->callVariadic("msg", L, nparams, this))
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int res = script->callVariadic("msg", L, nparams, this);
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if (res < 0)
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luaDebugMsg("msg", script->getLastError());
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luaDebugMsg("msg", script->getLastError());
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else
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return res;
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}
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}
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Entity::messageVariadic(L, nparams);
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return Entity::messageVariadic(L, nparams);
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}
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}
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void ScriptedEntity::warpSegments()
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void ScriptedEntity::warpSegments()
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@ -47,7 +47,7 @@ public:
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void lightFlare();
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void lightFlare();
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void entityDied(Entity *e);
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void entityDied(Entity *e);
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void message(const std::string &msg, int v);
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void message(const std::string &msg, int v);
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void messageVariadic(lua_State *L, int nparams);
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int messageVariadic(lua_State *L, int nparams);
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static bool runningActivation;
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static bool runningActivation;
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