NS/main/source/scriptengine/AvHLUA.h

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#ifndef AVHLUA_H
#define AVHLUA_H
extern "C" {
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
}
#ifdef AVH_CLIENT
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "engine/progdefs.h"
#include "mod/AvHHud.h"
#include "common/cl_entity.h"
extern cl_enginefunc_t gEngfuncs;
extern AvHHud gHUD;
#endif
#ifdef AVH_SERVER
#include "util/nowarnings.h"
#include "mod/AvHPlayer.h"
#include "mod/AvHMessage.h"
#include "mod/AvHParticleTemplateServer.h"
#include "mod/AvHEntities.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHServerVariables.h"
#include "mod/AvHConstants.h"
#include "mod/AvHMarineWeapons.h"
#include "dlls/client.h"
#include "dlls/util.h"
#include "mod/AvHSoundListManager.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHMarineEquipment.h"
#include "mod/AvHTitles.h"
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHParticleTemplate.h"
#include "common/vector_util.h"
#include "dlls/roach.h"
#include "mod/AvHSelectionHelper.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHDramaticPriority.h"
#include "mod/AvHHulls.h"
#include "mod/AvHMovementUtil.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHParticleSystemEntity.h"
#include "mod/AvHAlienAbilities.h"
#include "mod/AvHAlienAbilityConstants.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHMarineTurret.h"
#include "mod/AvHSiegeTurret.h"
#include "mod/AvHBlipConstants.h"
#include "mod/AvHParticleConstants.h"
#include "util/MathUtil.h"
#include "types.h"
#include "mod/AvHNetworkMessages.h"
#include "mod/AvHNexusServer.h"
#include "dlls/cbase.h"
#endif
#include "mod/AvHConstants.h"
#include "engine/edict.h"
#include "engine/eiface.h"
#include "common/const.h"
#include <map>
#include <list>
#include "scriptengine/AvHLUABase.h"
typedef pair<int, lua_State*> LUATimetableCallbackType;
typedef multimap<int, LUATimetableCallbackType> LUATimetableType;
class AvHLUA
{
public:
AvHLUA();
~AvHLUA();
void Init();
bool LoadLUAForMap(const char *inMapName);
// Server events
void OnLoad();
bool OnStartCheck();
void OnStart();
void OnStarted();
void OnVictory(AvHTeamNumber inTeamToJoin);
AvHTeamNumber OnVictoryCheck();
void OnJointeam(int inEntindex, AvHTeamNumber inTeamToJoin);
bool mLoaded;
lua_State *mGlobalContext;
bool ExecuteCallbacks(float time);
int Suspend(lua_State *L, float delay);
int DelayedExecute(lua_State *L, float time);
bool GetIsRestricted();
float GetTime();
private:
// Flags indicating existing server events
bool definedOnLoad;
bool definedOnStartCheck;
bool definedOnStart;
bool definedOnStarted;
bool definedOnVictory;
bool definedOnVictoryCheck;
bool definedOnJointeam;
// Namespace registration
void RegisterNamespace_Time();
#ifdef AVH_SERVER
void RegisterNamespace_Player();
void RegisterNamespace_Team();
#else
#endif
int Resume(lua_State *L, int numargs);
float mNextCallTime;
LUATimetableType mTimetable;
// Restricted = reduced LUA library loads
bool mIsRestricted;
};
extern AvHLUA *gLUA;
#endif