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#include "lua/lua.hpp"
#include <optional>
#include <string_view>
#include <sol/sol.hpp>
#include "engine/assets.hpp"
#include "lua/modules/log.hpp"
#include "lua/modules/render.hpp"
#include "plrmsg.h"
#include "utils/console.h"
#include "utils/log.hpp"
namespace devilution {
namespace {
std::optional<sol::state> luaState;
int LuaPrint(lua_State *state)
{
const int n = lua_gettop(state);
for (int i = 1; i <= n; i++) {
size_t l;
const char *s = luaL_tolstring(state, i, &l);
if (i > 1)
printInConsole("\t");
printInConsole(std::string_view(s, l));
lua_pop(state, 1);
}
printNewlineInConsole();
return 0;
}
bool CheckResult(sol::protected_function_result result)
{
const bool valid = result.valid();
if (!valid) {
if (result.get_type() == sol::type::string) {
LogError("Lua error: {}", result.get<std::string>());
} else {
LogError("Unknown Lua error");
}
}
return valid;
}
void RunScript(std::string_view path)
{
AssetRef ref = FindAsset(path);
if (!ref.ok())
return;
const size_t size = ref.size();
std::unique_ptr<char[]> luaScript { new char[size] };
AssetHandle handle = OpenAsset(std::move(ref));
if (!handle.ok())
return;
if (size > 0 && !handle.read(luaScript.get(), size))
return;
const std::string_view luaScriptStr(luaScript.get(), size);
CheckResult(luaState->safe_script(luaScriptStr));
}
void LuaPanic(sol::optional<std::string> message)
{
LogError("Lua is in a panic state and will now abort() the application:\n",
message.value_or("unknown error"));
}
} // namespace
void Sol2DebugPrintStack(lua_State *state)
{
LogDebug("{}", sol::detail::debug::dump_types(state));
}
void Sol2DebugPrintSection(const std::string &message, lua_State *state)
{
LogDebug("-- {} -- [ {} ]", message, sol::detail::debug::dump_types(state));
}
void LuaInitialize()
{
luaState.emplace(sol::c_call<decltype(&LuaPanic), &LuaPanic>);
sol::state &lua = *luaState;
lua.open_libraries(
sol::lib::base,
sol::lib::package,
sol::lib::coroutine,
sol::lib::table,
sol::lib::string,
sol::lib::math,
sol::lib::utf8);
#ifdef _DEBUG
lua.open_libraries(sol::lib::debug);
#endif
// Registering globals
lua.set(
"print", LuaPrint,
"_VERSION", LUA_VERSION);
// Registering devilutionx object table
lua.create_named_table(
"devilutionx",
"log", LuaLogModule(lua),
"render", LuaRenderModule(lua),
"message", [](std::string_view text) { EventPlrMsg(text, UiFlags::ColorRed); });
RunScript("lua/init.lua");
RunScript("lua/user.lua");
LuaEvent("OnGameBoot");
}
void LuaShutdown()
{
luaState = std::nullopt;
}
void LuaEvent(std::string_view name)
{
const sol::state &lua = *luaState;
const auto trigger = lua.traverse_get<std::optional<sol::object>>("Events", name, "Trigger");
if (!trigger.has_value() || !trigger->is<sol::protected_function>()) {
LogError("Events.{}.Trigger is not a function", name);
return;
}
const sol::protected_function fn = trigger->as<sol::protected_function>();
CheckResult(fn());
}
sol::state &LuaState()
{
return *luaState;
}
} // namespace devilution