rpgxef/code/cgame/lua_cent.c

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#include "cg_lua.h"
#ifdef CG_LUA
static int Cent_GC(lua_State * L)
{
return 0;
}
static int Cent_ToString(lua_State * L)
{
cent_t *cent;
centity_t *ent;
char buf[MAX_STRING_CHARS];
cent = Lua_GetCent(L, 1);
ent = cent->e;
Com_sprintf(buf, sizeof(buf), "centity: id=%d pointer=%p\n", ent - cg_entities, ent);
lua_pushstring(L, buf);
return 1;
}
static const luaL_Reg Centity_ctor[] = {
{NULL, NULL}
};
static const luaL_Reg Centity_meta[] = {
{"__gc", Cent_GC},
{"__tostring", Cent_ToString},
{NULL, NULL}
};
/*void dummy(gentity_t *ent) {
ent->timestamp;
}*/
int Luaopen_Cent(lua_State * L)
{
luaL_newmetatable(L, "cgame.centity");
lua_pushstring(L, "__index");
lua_pushvalue(L, -2);
lua_settable(L, -3);
luaL_register(L, NULL, Centity_meta);
luaL_register(L, "centity", Centity_ctor);
return 1;
}
void Lua_PushCent(lua_State * L, centity_t * ent)
{
cent_t *cent;
if(!ent)
lua_pushnil(L);
else {
cent = (cent_t *)lua_newuserdata(L, sizeof(cent_t));
luaL_getmetatable(L, "cgame.centity");
lua_setmetatable(L, -2);
cent->e = ent;
}
}
cent_t *Lua_GetCent(lua_State * L, int argNum)
{
void *ud;
ud = luaL_checkudata(L, argNum, "cgame.centity");
luaL_argcheck(L, ud != NULL, argNum, "\'centity\' expected");
return (cent_t *) ud;
}
#endif