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148 lines
3.3 KiB
148 lines
3.3 KiB
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2 years ago
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#include "utils/lua.hpp"
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#include <string_view>
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extern "C" {
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#include "lauxlib.h"
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#include "lua.h"
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#include "lualib.h"
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}
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#include "engine/assets.hpp"
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#include "plrmsg.h"
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#include "utils/console.h"
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namespace devilution {
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namespace {
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lua_State *LuaState;
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int LuaPrint(lua_State *state)
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{
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int nargs = lua_gettop(state);
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if (nargs >= 1 && lua_isstring(state, 1)) {
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std::string msg = lua_tostring(state, 1);
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msg += "\n";
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printInConsole(msg);
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}
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return 0;
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}
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int LuaPlayerMessage(lua_State *state)
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{
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int nargs = lua_gettop(state);
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if (nargs >= 1 && lua_isstring(state, 1)) {
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std::string_view msg = lua_tostring(state, 1);
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EventPlrMsg(msg, UiFlags::ColorRed);
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}
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return 0;
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}
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void RunScript(std::string_view path)
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{
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AssetRef ref = FindAsset(path);
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if (!ref.ok())
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return;
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const size_t size = ref.size();
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std::unique_ptr<char[]> luaScript { new char[size + 1] };
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AssetHandle handle = OpenAsset(std::move(ref));
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if (!handle.ok())
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return;
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if (size > 0 && !handle.read(luaScript.get(), size))
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return;
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luaScript[size] = '\0'; // Terminate string
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int status = luaL_loadstring(LuaState, luaScript.get());
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if (status == LUA_OK)
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status = lua_pcall(LuaState, 0, 0, 0);
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if (status != LUA_OK)
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SDL_Log("%s", lua_tostring(LuaState, -1));
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}
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} // namespace
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void LuaInitialize()
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{
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LuaState = luaL_newstate();
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// Load libraries
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luaL_requiref(LuaState, LUA_GNAME, luaopen_base, 1);
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lua_pop(LuaState, 1);
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luaL_requiref(LuaState, LUA_LOADLIBNAME, luaopen_package, 1);
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lua_pop(LuaState, 1);
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luaL_requiref(LuaState, LUA_COLIBNAME, luaopen_coroutine, 1);
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lua_pop(LuaState, 1);
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luaL_requiref(LuaState, LUA_TABLIBNAME, luaopen_table, 1);
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lua_pop(LuaState, 1);
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luaL_requiref(LuaState, LUA_STRLIBNAME, luaopen_string, 1);
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lua_pop(LuaState, 1);
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luaL_requiref(LuaState, LUA_MATHLIBNAME, luaopen_math, 1);
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lua_pop(LuaState, 1);
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luaL_requiref(LuaState, LUA_UTF8LIBNAME, luaopen_utf8, 1);
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lua_pop(LuaState, 1);
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#ifdef _DEBUG
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luaL_requiref(LuaState, LUA_DBLIBNAME, luaopen_debug, 1);
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lua_pop(LuaState, 1);
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#endif
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// Registering globals
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lua_register(LuaState, "print", LuaPrint);
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lua_pushstring(LuaState, LUA_VERSION);
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lua_setglobal(LuaState, "_VERSION");
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// Registering devilutionx object table
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lua_newtable(LuaState);
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lua_pushcfunction(LuaState, LuaPlayerMessage);
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lua_setfield(LuaState, -2, "message");
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lua_setglobal(LuaState, "devilutionx");
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RunScript("lua/init.lua");
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RunScript("lua/user.lua");
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LuaEvent("OnGameBoot");
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}
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void LuaShutdown()
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{
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if (LuaState == nullptr)
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return;
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lua_close(LuaState);
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}
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void LuaEvent(std::string name)
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{
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lua_getglobal(LuaState, "Events");
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if (!lua_istable(LuaState, -1)) {
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lua_pop(LuaState, 1);
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SDL_Log("Events table missing!");
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return;
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}
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lua_getfield(LuaState, -1, name.c_str());
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if (!lua_istable(LuaState, -1)) {
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lua_pop(LuaState, 2);
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SDL_Log("Events.%s event not registered", name.c_str());
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return;
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}
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lua_getfield(LuaState, -1, "Trigger");
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if (!lua_isfunction(LuaState, -1)) {
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lua_pop(LuaState, 3);
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SDL_Log("Events.%s.Trigger is not a function", name.c_str());
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return;
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}
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if (lua_pcall(LuaState, 0, 0, 0) != LUA_OK) {
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SDL_Log("%s", lua_tostring(LuaState, -1));
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}
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lua_pop(LuaState, 2);
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}
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} // namespace devilution
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