mirror of
https://github.com/DrBeef/Raze.git
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fdfcca557b
Also fix error handling path in our_require(), i.e. when loadstring fails. git-svn-id: https://svn.eduke32.com/eduke32@2857 1a8010ca-5511-0410-912e-c29ae57300e0
343 lines
8.3 KiB
C
343 lines
8.3 KiB
C
/* The Lunatic Interpreter, part of EDuke32 */
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#include <stdint.h>
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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#include "cache1d.h"
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#include "osd.h"
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#include "gameexec.h"
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#include "gamedef.h" // EventNames[], MAXEVENTS
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#include "lunatic.h"
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// this serves two purposes:
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// the values as booleans and the addresses as keys to the Lua registry
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uint8_t g_elEvents[MAXEVENTS];
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// same thing for actors:
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uint8_t g_elActors[MAXTILES];
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// Lua-registry key for debug.traceback
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static uint8_t debug_traceback_key;
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// for timing events and actors
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uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES];
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// forward-decls...
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static int32_t SetEvent_luacf(lua_State *L);
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static int32_t SetActor_luacf(lua_State *L);
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// in lpeg.o
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extern int luaopen_lpeg(lua_State *L);
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typedef struct {
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uint32_t x, y, z, c;
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} rng_jkiss_t;
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// See: Good Practice in (Pseudo) Random Number Generation for
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// Bioinformatics Applications, by David Jones
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ATTRIBUTE((optimize("O2")))
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uint32_t rand_jkiss_u32(rng_jkiss_t *s)
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{
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uint64_t t;
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s->x = 314527869 * s->x + 1234567;
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s->y ^= s->y << 5; s->y ^= s->y >> 7; s->y ^= s->y << 22;
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t = 4294584393ULL * s->z + s->c; s->c = t >> 32; s->z = t;
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return s->x + s->y + s->z;
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}
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ATTRIBUTE((optimize("O2")))
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double rand_jkiss_dbl(rng_jkiss_t *s)
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{
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double x;
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unsigned int a, b;
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a = rand_jkiss_u32(s) >> 6; /* Upper 26 bits */
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b = rand_jkiss_u32(s) >> 5; /* Upper 27 bits */
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x = (a * 134217728.0 + b) / 9007199254740992.0;
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return x;
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}
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void El_PrintTimes(void)
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{
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int32_t i;
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OSD_Printf("{\n {\n");
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OSD_Printf(" -- event times, [event]={ total calls, total time in ms, time per call in us }\n");
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for (i=0; i<MAXEVENTS; i++)
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if (g_eventCalls[i])
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OSD_Printf(" [%2d]={ %8d, %9.3f, %9.3f },\n",
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i, g_eventCalls[i], g_eventTotalMs[i],
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1000*g_eventTotalMs[i]/g_eventCalls[i]);
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OSD_Printf(" },\n\n {\n");
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OSD_Printf(" -- actor times, [tile]={ total calls, total time in ms, time per call in us }\n");
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for (i=0; i<MAXTILES; i++)
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if (g_actorCalls[i])
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OSD_Printf(" [%5d]={ %8d, %9.3f, %9.3f },\n",
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i, g_actorCalls[i], g_actorTotalMs[i],
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1000*g_actorTotalMs[i]/g_actorCalls[i]);
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OSD_Printf(" },\n}\n");
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}
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static void check_and_register_function(lua_State *L, void *keyaddr)
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{
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luaL_checktype(L, -1, LUA_TFUNCTION);
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lua_pushlightuserdata(L, keyaddr); // 3, push address
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lua_pushvalue(L, -2); // 4, push copy of lua function
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lua_settable(L, LUA_REGISTRYINDEX); // "registry[keyaddr] = <lua function>", pop 2
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}
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// 0: success, <0: failure
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int32_t El_CreateState(El_State *estate, const char *name)
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{
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lua_State *L;
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estate->name = Bstrdup(name);
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if (!estate->name)
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return -1;
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L = estate->L = luaL_newstate();
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if (!estate->L)
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{
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Bfree(estate->name);
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estate->name = NULL;
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return -2;
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}
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luaL_openlibs(L); // NOTE: we set up the sandbox in defs.ilua
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luaopen_lpeg(L);
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lua_pop(L, lua_gettop(L)); // pop off whatever lpeg leaves on the stack
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// get debug.traceback
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lua_getglobal(L, "debug");
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lua_getfield(L, -1, "traceback");
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Bassert(lua_isfunction(L, -1));
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check_and_register_function(L, &debug_traceback_key);
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lua_pop(L, 2);
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// create misc. global functions in the Lua state
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lua_pushcfunction(L, SetEvent_luacf);
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lua_setglobal(L, "gameevent");
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lua_pushcfunction(L, SetActor_luacf);
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lua_setglobal(L, "gameactor");
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Bassert(lua_gettop(L)==0);
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return 0;
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}
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void El_DestroyState(El_State *estate)
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{
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if (!estate->L)
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return;
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Bfree(estate->name);
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estate->name = NULL;
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lua_close(estate->L);
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estate->L = NULL;
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}
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// -1: alloc failure
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// 0: success
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// 1: didn't find file
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// 2: couldn't read whole file
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// 3: syntax error in lua file
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// 4: runtime error while executing lua file
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int32_t El_RunOnce(El_State *estate, const char *fn)
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{
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int32_t fid, flen, i;
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char *buf;
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lua_State *const L = estate->L;
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fid = kopen4load(fn, 0); // TODO: g_loadFromGroupOnly, kopen4loadfrommod ?
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if (fid < 0)
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return 1;
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flen = kfilelength(fid);
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if (flen == 0)
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return 0; // empty script ...
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buf = Bmalloc(flen+1);
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if (!buf)
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{
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kclose(fid);
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return -1;
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}
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i = kread(fid, buf, flen);
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kclose(fid);
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if (i != flen)
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{
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Bfree(buf);
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return 2;
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}
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buf[flen] = 0;
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// -- lua --
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Bassert(lua_gettop(L)==0);
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// get debug.traceback
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lua_pushlightuserdata(L, &debug_traceback_key);
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lua_gettable(L, LUA_REGISTRYINDEX);
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Bassert(lua_isfunction(L, -1));
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i = luaL_loadstring(L, buf);
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Bassert(lua_gettop(L)==2);
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Bfree(buf);
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if (i == LUA_ERRMEM)
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{
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lua_pop(L, 2);
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return -1;
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}
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if (i == LUA_ERRSYNTAX)
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{
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OSD_Printf("state \"%s\" syntax error: %s\n", estate->name,
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lua_tostring(L, -1)); // get err msg
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lua_pop(L, 2); // pop errmsg and debug.traceback
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return 3;
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}
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// -- call the lua chunk! --
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i = lua_pcall(L, 0, 0, -2);
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Bassert(lua_gettop(L) == 1+!!i);
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Bassert(i != LUA_ERRERR); // we expect debug.traceback not to fail
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if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC?
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{
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lua_pop(L, 2);
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return -1;
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}
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if (i == LUA_ERRRUN)
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{
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Bassert(lua_type(L, -1)==LUA_TSTRING);
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OSD_Printf("state \"%s\" runtime error: %s\n", estate->name,
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lua_tostring(L, -1)); // get err msg
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lua_pop(L, 2); // pop errmsg and debug.traceback
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return 4;
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}
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lua_pop(L, 1);
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return 0;
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}
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////////// Lua_CFunctions //////////
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// gameevent(EVENT_..., lua_function)
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static int32_t SetEvent_luacf(lua_State *L)
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{
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int32_t eventidx;
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if (lua_gettop(L) != 2)
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luaL_error(L, "gameevent: must pass exactly two arguments");
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eventidx = luaL_checkint(L, 1);
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luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)");
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check_and_register_function(L, &g_elEvents[eventidx]);
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g_elEvents[eventidx] = 1;
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return 0;
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}
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// gameactor(<actortile>, lua_function)
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static int32_t SetActor_luacf(lua_State *L)
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{
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int32_t actortile;
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if (lua_gettop(L) != 2)
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luaL_error(L, "gameactor: must pass exactly two arguments");
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actortile = luaL_checkint(L, 1);
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luaL_argcheck(L, (unsigned)actortile < MAXTILES, 1, "must be an tile number (0 .. MAXTILES-1)");
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check_and_register_function(L, &g_elActors[actortile]);
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g_elActors[actortile] = 1;
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return 0;
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}
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//////////////////////////////
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static int32_t call_registered_function3(lua_State *L, void *keyaddr,
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int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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int32_t i;
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// get the Lua function from the registry
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lua_pushlightuserdata(L, keyaddr);
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lua_gettable(L, LUA_REGISTRYINDEX);
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lua_pushinteger(L, iActor);
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lua_pushinteger(L, iPlayer);
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lua_pushinteger(L, lDist);
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// -- call it! --
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i = lua_pcall(L, 3, 0, 0);
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if (i == LUA_ERRMEM)
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{
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lua_pop(L, 1);
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// XXX: should be more sophisticated. Clean up stack? Do GC?
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}
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return i;
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}
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int32_t El_CallEvent(El_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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// XXX: estate must be the one where the events were registered...
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// make a global?
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lua_State *const L = estate->L;
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int32_t i = call_registered_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist);
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if (i == LUA_ERRRUN)
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{
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OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx].text,
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estate->name, lua_tostring(L, -1)); // get err msg
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lua_pop(L, 1);
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return 4;
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}
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return 0;
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}
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int32_t El_CallActor(El_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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lua_State *const L = estate->L;
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int32_t i = call_registered_function3(L, &g_elActors[actortile], iActor, iPlayer, lDist);
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if (i == LUA_ERRRUN)
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{
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OSD_Printf("actor %d (sprite %d, state \"%s\") runtime error: %s\n", actortile, iActor,
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estate->name, lua_tostring(L, -1)); // get err msg
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lua_pop(L, 1);
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return 4;
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}
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return 0;
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}
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