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