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C++ LuaToNumber函数代码示例

本文整理汇总了C++中LuaToNumber函数的典型用法代码示例。如果您正苦于以下问题:C++ LuaToNumber函数的具体用法?C++ LuaToNumber怎么用?C++ LuaToNumber使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了LuaToNumber函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: LuaError

void PathFinderOutput::Load(lua_State *l)
{
	if (!lua_istable(l, -1)) {
		LuaError(l, "incorrect argument in PathFinderOutput::Load");
	}
	const int args = 1 + lua_rawlen(l, -1);
	for (int i = 1; i < args; ++i) {
		const char *tag = LuaToString(l, -1, i);
		++i;
		if (!strcmp(tag, "cycles")) {
			this->Cycles = LuaToNumber(l, -1, i);
		} else if (!strcmp(tag, "fast")) {
			this->Fast = 1;
			--i;
		} else if (!strcmp(tag, "path")) {
			lua_rawgeti(l, -1, i);
			if (!lua_istable(l, -1)) {
				LuaError(l, "incorrect argument _");
			}
			const int subargs = lua_rawlen(l, -1);
			for (int k = 0; k < subargs; ++k) {
				this->Path[k] = LuaToNumber(l, -1, k + 1);
			}
			this->Length = subargs;
			lua_pop(l, 1);
		} else {
			LuaError(l, "PathFinderOutput::Load: Unsupported tag: %s" _C_ tag);
		}
	}
}
开发者ID:wangtianhang,项目名称:stratagus,代码行数:30,代码来源:script_unit.cpp

示例2: LuaToString

/* virtual */ void CContentTypeLifeBar::Parse(lua_State *l)
{
	for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
		const char *key = LuaToString(l, -2);
		if (!strcmp(key, "Variable")) {
			const char *const name = LuaToString(l, -1);
			this->Index = UnitTypeVar.VariableNameLookup[name];
			if (this->Index == -1) {
				LuaError(l, "unknown variable '%s'" _C_ name);
			}
		} else if (!strcmp(key, "Height")) {
			this->Height = LuaToNumber(l, -1);
		} else if (!strcmp(key, "Width")) {
			this->Width = LuaToNumber(l, -1);
		} else {
			LuaError(l, "'%s' invalid for method 'LifeBar' in DefinePanelContents" _C_ key);
		}
	}
	// Default value and checking errors.
	if (this->Height <= 0) {
		this->Height = 5; // Default value.
	}
	if (this->Width <= 0) {
		this->Width = 50; // Default value.
	}
	if (this->Index == -1) {
		LuaError(l, "variable undefined for LifeBar");
	}
}
开发者ID:KroArtem,项目名称:Wyrmgus,代码行数:29,代码来源:contenttype.cpp

示例3: LuaToString

/* virtual */ void Spell_AreaBombardment::Parse(lua_State *l, int startIndex, int endIndex)
{
	for (int j = startIndex; j < endIndex; ++j) {
		const char *value = LuaToString(l, -1, j + 1);
		++j;
		if (!strcmp(value, "fields")) {
			this->Fields = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "shards")) {
			this->Shards = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "damage")) {
			this->Damage = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "start-offset-x")) {
			this->StartOffsetX = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "start-offset-y")) {
			this->StartOffsetY = LuaToNumber(l, -1, j + 1);
		} else if (!strcmp(value, "missile")) {
			value = LuaToString(l, -1, j + 1);
			this->Missile = MissileTypeByIdent(value);
			if (this->Missile == NULL) {
				DebugPrint("in area-bombardement : missile %s does not exist\n" _C_ value);
			}
		} else {
			LuaError(l, "Unsupported area-bombardment tag: %s" _C_ value);
		}
	}
	// Now, checking value.
	if (this->Missile == NULL) {
		LuaError(l, "Use a missile for area-bombardment (with missile)");
	}
}
开发者ID:KroArtem,项目名称:Wyrmgus,代码行数:30,代码来源:spell_areabombardment.cpp

示例4: CclGetUnitsAroundUnit

/**
**  Get a player's units in rectangle box specified with 2 coordinates
**
**  @param l  Lua state.
**
**  @return   Array of units.
*/
static int CclGetUnitsAroundUnit(lua_State *l)
{
	const int nargs = lua_gettop(l);
	if (nargs != 2 && nargs != 3) {
		LuaError(l, "incorrect argument\n");
	}

	const int slot = LuaToNumber(l, 1);
	const CUnit &unit = UnitManager.GetSlotUnit(slot);
	const int range = LuaToNumber(l, 2);
	bool allUnits = false;
	if (nargs == 3) {
		allUnits = LuaToBoolean(l, 3);
	}
	lua_newtable(l);
	std::vector<CUnit *> table;
	if (allUnits) {
		SelectAroundUnit(unit, range, table, HasNotSamePlayerAs(Players[PlayerNumNeutral]));
	} else {
		SelectAroundUnit(unit, range, table, HasSamePlayerAs(*unit.Player));
	}
	size_t n = 0;
	for (size_t i = 0; i < table.size(); ++i) {
		if (table[i]->IsAliveOnMap()) {
			lua_pushnumber(l, UnitNumber(*table[i]));
			lua_rawseti(l, -2, ++n);
		}
	}
	return 1;
}
开发者ID:wangtianhang,项目名称:stratagus,代码行数:37,代码来源:script_unit.cpp

示例5: CclGroup

/**
**  Define the group.
**
**  @param l  Lua state.
*/
static int CclGroup(lua_State *l)
{
	int i;
	CUnitGroup *grp;
	int args;
	int j;

	LuaCheckArgs(l, 3);

	InitGroups();
	grp = &Groups[(int)LuaToNumber(l, 1)];
	grp->NumUnits = LuaToNumber(l, 2);
	i = 0;
	args = lua_objlen(l, 3);
	for (j = 0; j < args; ++j) {
		const char *str;

		lua_rawgeti(l, 3, j + 1);
		str = LuaToString(l, -1);
		lua_pop(l, 1);
		grp->Units[i++] = UnitSlots[strtol(str + 1, NULL, 16)];
	}

	return 0;
}
开发者ID:landswellsong,项目名称:Stratagus,代码行数:30,代码来源:groups.cpp

示例6: lua_rawgeti

/* virtual */ bool COrder_Built::ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
{
	if (!strcmp(value, "worker")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->Worker = CclGetUnitFromRef(l);
		lua_pop(l, 1);
	} else if (!strcmp(value, "progress")) {
		++j;
		this->ProgressCounter = LuaToNumber(l, -1, j + 1);
	} else if (!strcmp(value, "cancel")) {
		this->IsCancelled = true;
	} else if (!strcmp(value, "frame")) {
		++j;
		int frame = LuaToNumber(l, -1, j + 1);
		CConstructionFrame *cframe = unit.Type->Construction->Frames;
		while (frame-- && cframe->Next != NULL) {
			cframe = cframe->Next;
		}
		this->Frame = cframe;
	} else {
		return false;
	}
	return true;
}
开发者ID:weprikjm,项目名称:stratagus,代码行数:25,代码来源:action_built.cpp

示例7: CclSavedGameInfo

/**
**  Load the SavedGameInfo Header
**
**  @param l  Lua state.
*/
static int CclSavedGameInfo(lua_State *l)
{
	const char *value;

	LuaCheckArgs(l, 1);
	LuaCheckTable(l, 1);

	lua_pushnil(l);
	while (lua_next(l, 1)) {
		value = LuaToString(l, -2);

		if (!strcmp(value, "SaveFile")) {
			if (strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), LuaToString(l, -1)) != 0) {
				LuaError(l, "SaveFile too long");
			}
			std::string buf = StratagusLibPath;
			buf += "/";
			buf += LuaToString(l, -1);
			if (LuaLoadFile(buf) == -1) {
				DebugPrint("Load failed: %s\n" _C_ value);
			}
		} else if (!strcmp(value, "SyncHash")) {
			SyncHash = LuaToNumber(l, -1);
		} else if (!strcmp(value, "SyncRandSeed")) {
			SyncRandSeed = LuaToNumber(l, -1);
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
		lua_pop(l, 1);
	}

	return 0;
}
开发者ID:infsega,项目名称:boswars-playbook,代码行数:38,代码来源:script.cpp

示例8: CclShowMapLocation

/**
**  Show Map Location
**
**  @param l  Lua state.
*/
static int CclShowMapLocation(lua_State *l)
{
	// Put a unit on map, use its properties, except for
	// what is listed below

	LuaCheckArgs(l, 4);
	const char *unitname = LuaToString(l, 5);
	CUnitType *unitType = UnitTypeByIdent(unitname);
	if (!unitType) {
		DebugPrint("Unable to find UnitType '%s'" _C_ unitname);
		return 0;
	}
	CUnit *target = MakeUnit(*unitType, ThisPlayer);
	if (target != NULL) {
		target->Variable[HP_INDEX].Value = 0;
		target->tilePos.x = LuaToNumber(l, 1);
		target->tilePos.y = LuaToNumber(l, 2);
		target->TTL = GameCycle + LuaToNumber(l, 4);
		target->CurrentSightRange = LuaToNumber(l, 3);
		//Wyrmgus start
		UpdateUnitSightRange(*target);
		//Wyrmgus end
		MapMarkUnitSight(*target);
	} else {
		DebugPrint("Unable to allocate Unit");
	}
	return 0;
}
开发者ID:meiavy,项目名称:Wyrmgus,代码行数:33,代码来源:script_map.cpp

示例9: LuaError

/* static */ void CAnimations::LoadWaitUnitAnim(lua_State *l, CUnit &unit, int luaIndex)
{
	if (!lua_istable(l, luaIndex)) {
		LuaError(l, "incorrect argument");
	}
	const int nargs = lua_rawlen(l, luaIndex);

	for (int j = 0; j != nargs; ++j) {
		const char *value = LuaToString(l, luaIndex, j + 1);
		++j;

		if (!strcmp(value, "anim-wait")) {
			unit.WaitBackup.Wait = LuaToNumber(l, luaIndex, j + 1);
		} else if (!strcmp(value, "curr-anim")) {
			const int animIndex = LuaToNumber(l, luaIndex, j + 1);
			unit.WaitBackup.CurrAnim = AnimationsArray[animIndex];
		} else if (!strcmp(value, "anim")) {
			const int animIndex = LuaToNumber(l, luaIndex, j + 1);
			unit.WaitBackup.Anim = Advance(unit.WaitBackup.CurrAnim, animIndex);
		} else if (!strcmp(value, "unbreakable")) {
			unit.WaitBackup.Unbreakable = 1;
			--j;
		} else {
			LuaError(l, "Unit anim-data: Unsupported tag: %s" _C_ value);
		}
	}
}
开发者ID:Clemenshemmerling,项目名称:Stratagus,代码行数:27,代码来源:animation.cpp

示例10: lua_rawgeti

/* virtual */ bool COrder_Attack::ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
{
	if (!strcmp(value, "state")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->State = LuaToNumber(l, -1);
		lua_pop(l, 1);
	} else if (!strcmp(value, "min-range")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->MinRange = LuaToNumber(l, -1);
		lua_pop(l, 1);
	} else if (!strcmp(value, "range")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->Range = LuaToNumber(l, -1);
		lua_pop(l, 1);
	} else if (!strcmp(value, "tile")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		CclGetPos(l, &this->goalPos.x , &this->goalPos.y);
		lua_pop(l, 1);
	} else {
		return false;
	}
	return true;
}
开发者ID:ajaykon,项目名称:Stratagus,代码行数:27,代码来源:action_attack.cpp

示例11: CclGetTileTerrainHasFlag

/**
**  Check if the tile's terrain has a particular flag.
**
**  @param l  Lua state.
**
**  @return   True if has the flag, false if not.
*/
static int CclGetTileTerrainHasFlag(lua_State *l)
{
	LuaCheckArgs(l, 3);

	const Vec2i pos(LuaToNumber(l, 1), LuaToNumber(l, 2));

	//Wyrmgus start
	if (pos.x < 0 || pos.x >= Map.Info.MapWidth || pos.y < 0 || pos.y >= Map.Info.MapHeight) {
		lua_pushboolean(l, 0);
		return 1;
	}
	
//	unsigned short flag = 0;
	unsigned long flag = 0;
	//Wyrmgus end
	const char *flag_name = LuaToString(l, 3);
	if (!strcmp(flag_name, "water")) {
		flag = MapFieldWaterAllowed;
	} else if (!strcmp(flag_name, "land")) {
		flag = MapFieldLandAllowed;
	} else if (!strcmp(flag_name, "coast")) {
		flag = MapFieldCoastAllowed;
	} else if (!strcmp(flag_name, "no-building")) {
		flag = MapFieldNoBuilding;
	} else if (!strcmp(flag_name, "unpassable")) {
		flag = MapFieldUnpassable;
	//Wyrmgus start
	} else if (!strcmp(flag_name, "air-unpassable")) {
		flag = MapFieldAirUnpassable;
	} else if (!strcmp(flag_name, "dirt")) {
		flag = MapFieldDirt;
	} else if (!strcmp(flag_name, "grass")) {
		flag = MapFieldGrass;
	} else if (!strcmp(flag_name, "gravel")) {
		flag = MapFieldGravel;
	} else if (!strcmp(flag_name, "mud")) {
		flag = MapFieldMud;
	} else if (!strcmp(flag_name, "stone-floor")) {
		flag = MapFieldStoneFloor;
	} else if (!strcmp(flag_name, "stumps")) {
		flag = MapFieldStumps;
	//Wyrmgus end
	} else if (!strcmp(flag_name, "wall")) {
		flag = MapFieldWall;
	} else if (!strcmp(flag_name, "rock")) {
		flag = MapFieldRocks;
	} else if (!strcmp(flag_name, "forest")) {
		flag = MapFieldForest;
	}

	const CMapField &mf = *Map.Field(pos);

	if (mf.getFlag() & flag) {
		lua_pushboolean(l, 1);
	} else {
		lua_pushboolean(l, 0);
	}

	return 1;
}
开发者ID:meiavy,项目名称:Wyrmgus,代码行数:67,代码来源:script_map.cpp

示例12: CclDefineViewports

/**
**  Define the viewports.
**
**  @param l  Lua state.
*/
static int CclDefineViewports(lua_State *l)
{
	int i = 0;
	const int args = lua_gettop(l);

	for (int j = 0; j < args; ++j) {
		const char *value = LuaToString(l, j + 1);
		++j;
		if (!strcmp(value, "mode")) {
			UI.ViewportMode = (ViewportModeType)LuaToNumber(l, j + 1);
		} else if (!strcmp(value, "viewport")) {
			if (!lua_istable(l, j + 1) && lua_rawlen(l, j + 1) != 3) {
				LuaError(l, "incorrect argument");
			}
			UI.Viewports[i].MapPos.x = LuaToNumber(l, j + 1, 1);
			UI.Viewports[i].MapPos.y = LuaToNumber(l, j + 1, 2);
			const int slot = LuaToNumber(l, j + 1, 3);
			if (slot != -1) {
				UI.Viewports[i].Unit = &UnitManager.GetSlotUnit(slot);
			}
			++i;
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}
	UI.NumViewports = i;
	return 0;
}
开发者ID:realhidden,项目名称:stratagus,代码行数:33,代码来源:script_ui.cpp

示例13: lua_rawgeti

/* virtual */ bool COrder_Build::ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
{
	if (!strcmp(value, "building")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->BuildingUnit = CclGetUnitFromRef(l);
		lua_pop(l, 1);
	} else if (!strcmp(value, "range")) {
		++j;
		this->Range = LuaToNumber(l, -1, j + 1);
	} else if (!strcmp(value, "state")) {
		++j;
		this->State = LuaToNumber(l, -1, j + 1);
	} else if (!strcmp(value, "tile")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		CclGetPos(l, &this->goalPos.x , &this->goalPos.y);
		lua_pop(l, 1);
	} else if (!strcmp(value, "type")) {
		++j;
		this->Type = UnitTypeByIdent(LuaToString(l, -1, j + 1));
	} else {
		return false;
	}
	return true;
}
开发者ID:onkrot,项目名称:stratagus,代码行数:26,代码来源:action_build.cpp

示例14: CclCenterMap

/**
**  Center the map.
**
**  @param l  Lua state.
*/
static int CclCenterMap(lua_State *l)
{
	LuaCheckArgs(l, 2);
	const Vec2i pos(LuaToNumber(l, 1), LuaToNumber(l, 2));

	UI.SelectedViewport->Center(Map.TilePosToMapPixelPos_Center(pos));
	return 0;
}
开发者ID:meiavy,项目名称:Wyrmgus,代码行数:13,代码来源:script_map.cpp

示例15: CclCenterMap

/**
**  Center the map.
**
**  @param l  Lua state.
*/
static int CclCenterMap(lua_State *l)
{
	LuaCheckArgs(l, 2);
	UI.SelectedViewport->Center(
		LuaToNumber(l, 1), LuaToNumber(l, 2), TileSizeX / 2, TileSizeY / 2);

	return 0;
}
开发者ID:landswellsong,项目名称:Stratagus,代码行数:13,代码来源:script_map.cpp


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