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#include "utils/lua.hpp"
#include <optional>
#include <string_view>
#include <sol/sol.hpp>
#include "engine/assets.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)
{
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;
}
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> maybe_msg)
{
LogError("Lua is in a panic state and will now abort() the application:\n",
maybe_msg.value_or("unknown error"));
}
} // namespace
void Sol2DebugPrintStack(lua_State *L)
{
LogDebug("{}", sol::detail::debug::dump_types(L));
}
void Sol2DebugPrintSection(const std::string &message, lua_State *L)
{
LogDebug("-- {} -- [ {} ]", message, sol::detail::debug::dump_types(L));
}
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["print"] = LuaPrint;
lua["_VERSION"] = LUA_VERSION;
// Registering devilutionx object table
sol::table devilutionx(lua, sol::create);
devilutionx["message"] = LuaPlayerMessage;
lua["devilutionx"] = devilutionx;
RunScript("lua/init.lua");
RunScript("lua/user.lua");
LuaEvent("OnGameBoot");
}
void LuaShutdown()
{
luaState = std::nullopt;
}
void LuaEvent(std::string_view name)
{
sol::state &lua = *luaState;
const sol::object events = lua["Events"];
if (!events.is<sol::table>()) {
LogError("Events table missing!");
return;
}
const sol::object event = events.as<sol::table>()[name];
if (!event.is<sol::table>()) {
LogError("Events.{} event not registered", name);
return;
}
const sol::object trigger = event.as<sol::table>()["Trigger"];
if (!trigger.is<sol::function>()) {
LogError("Events.{}.Trigger is not a function", name);
return;
}
const sol::protected_function fn = trigger.as<sol::protected_function>();
CheckResult(fn());
}
} // namespace devilution