//**************************************************************************** // "Those Funny Funguloids!" // http://funguloids.sourceforge.net // Copyright (c) 2006-2007, Mika Halttunen // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //***************************************************************************/ #ifndef SCRIPTSYSTEM_H #define SCRIPTSYSTEM_H #include "lua.hpp" #include <Ogre.h> #include <OgreSingleton.h> #include <vector> using namespace Ogre; using namespace std; class Player; // ScriptSystem class ScriptSystem : public Singleton<ScriptSystem> { private: lua_State *mLuaVM; // Lua VM Player *mPlayer; // Player object SceneManager *mSceneMgr; // Ogre scene manager public: ScriptSystem(SceneManager *mgr, const char *startup_file = 0); ~ScriptSystem(); static ScriptSystem &getSingleton(); static ScriptSystem *getSingletonPtr(); bool executeScript(const char *file); bool executeString(const char *str); void setPlayer(Player *player) { mPlayer = player; } Player *getPlayer() const { return mPlayer; } Real getScriptNumber(const char *value); String getScriptString(const char *value); void setScriptNumber(const char *value, Real number) { lua_pushnumber(mLuaVM, number); lua_setglobal(mLuaVM, value); } void destroyScriptLights(); SceneManager *getSceneMgr() const { return mSceneMgr; } }; #endif