ScummVM API documentation
luastate.h
1 /* ScummVM - Graphic Adventure Engine
2  *
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4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
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8  * it under the terms of the GNU General Public License as published by
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14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
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20  */
21 
22 #ifndef NANCY_SCRIPT_LUASTATE_H
23 #define NANCY_SCRIPT_LUASTATE_H
24 
25 #include "common/str.h"
26 
27 struct lua_State;
28 
29 namespace Nancy {
30 namespace Script {
31 
32 class SceneContext;
33 
34 // A Lua interpreter with the engine's objects in it. Nancy19 and up keep all of
35 // their game data and logic in compiled Lua scripts; every script that gets run
36 // by itself (the boot files, and each scene of each stream) has a state of its own,
37 // so scripts only share what the engine keeps for them (flags, values, inventory).
38 class LuaState {
39 public:
40  // The context is the scene the scripts of this state belong to, if any
41  LuaState(SceneContext *context = nullptr);
42  ~LuaState();
43 
44  lua_State *get() const { return _state; }
45 
46  // Loads the script of that name and runs its main chunk. Returns false when
47  // there is no such script, or when it fails.
48  bool runScript(const Common::String &name);
49 
50  // Calls the function that sits below its arguments on the stack. A failure is
51  // reported together with what was being done, and leaves no results.
52  static bool call(lua_State *L, int numArgs, int numResults, const char *what);
53 
54  // The scene a state was made for; null for the boot scripts
55  static SceneContext *getContext(lua_State *L);
56 
57 private:
58  lua_State *_state;
59 };
60 
61 } // End of namespace Script
62 } // End of namespace Nancy
63 
64 #endif // NANCY_SCRIPT_LUASTATE_H
Definition: str.h:59
Definition: lstate.h:100
Definition: scenecontext.h:52
Definition: luastate.h:38
Definition: actionmanager.h:32