tibia-client/src/framework/luascript/luaobject.cpp

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#include "luaobject.h"
#include "luainterface.h"
LuaObject::LuaObject() : m_fieldsTableRef(-1)
{
}
LuaObject::~LuaObject()
{
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releaseLuaFieldsTable();
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}
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void LuaObject::releaseLuaFieldsTable()
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{
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if(m_fieldsTableRef != -1) {
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g_lua.unref(m_fieldsTableRef);
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m_fieldsTableRef = -1;
}
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}
void LuaObject::luaSetField(const std::string& key)
{
// create fields table on the fly
if(m_fieldsTableRef == -1) {
g_lua.newTable(); // create fields table
m_fieldsTableRef = g_lua.ref(); // save a reference for it
}
g_lua.getRef(m_fieldsTableRef); // push the table
g_lua.insert(-2); // move the value to the top
g_lua.setField(key); // set the field
g_lua.pop(); // pop the fields table
}
void LuaObject::luaGetField(const std::string& key)
{
if(m_fieldsTableRef != -1) {
g_lua.getRef(m_fieldsTableRef); // push the obj's fields table
g_lua.getField(key); // push the field value
g_lua.remove(-2); // remove the table
} else {
g_lua.pushNil();
}
}
int LuaObject::getUseCount()
{
return shared_from_this().use_count() - 1;
}