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engines/sword25/script/luascript.h
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engines/sword25/script/luascript.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_LUASCRIPT_H
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#define SWORD25_LUASCRIPT_H
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#include "common/str.h"
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#include "common/str-array.h"
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#include "sword25/kernel/common.h"
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#include "sword25/script/script.h"
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struct lua_State;
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namespace Sword25 {
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class Kernel;
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class LuaScriptEngine : public ScriptEngine {
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public:
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LuaScriptEngine(Kernel *KernelPtr);
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~LuaScriptEngine() override;
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/**
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* Initializes the scripting engine
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* @return Returns true if successful, otherwise false.
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*/
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bool init() override;
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/**
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* Loads a script file and executes it
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* @param FileName The filename of the script
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* @return Returns true if successful, otherwise false.
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*/
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bool executeFile(const Common::String &fileName) override;
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/**
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* Execute a string of script code
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* @param Code A string of script code
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* @return Returns true if successful, otherwise false.
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*/
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bool executeString(const Common::String &code) override;
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/**
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* Returns a pointer to the main object of the scripting language
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* @remark Using this method breaks the encapsulation of the language
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*/
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void *getScriptObject() override {
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return _state;
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}
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/**
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* Makes the command line parameters for the scripting environment available
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* @param CommandLineParameters An array containing all the command line parameters
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* @remark How the command line parameters will be used by scripts is
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* dependant on the particular implementation.
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*/
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void setCommandLine(const Common::StringArray &commandLineParameters) override;
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/**
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* @remark The Lua stack is cleared by this method
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*/
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bool persist(OutputPersistenceBlock &writer) override;
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/**
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* @remark The Lua stack is cleared by this method
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*/
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bool unpersist(InputPersistenceBlock &reader) override;
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private:
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lua_State *_state;
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int _pcallErrorhandlerRegistryIndex;
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bool registerStandardLibs();
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bool registerStandardLibExtensions();
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bool executeBuffer(const byte *data, uint size, const Common::String &name) const;
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};
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} // End of namespace Sword25
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#endif
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