raze-gles/polymer/eduke32/source/lunatic/lunatic.c

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/* The Lunatic Interpreter, part of EDuke32 */
#include <stdint.h>
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
#include "cache1d.h"
#include "osd.h"
#include "gameexec.h"
#include "gamedef.h" // EventNames[]
#include "lunatic.h"
// this serves two purposes:
// the values as booleans and the addresses as keys to the Lua registry
static uint8_t g_elEvents[MAXEVENTS];
// forward-decls...
static int32_t SetEvent_luacf(lua_State *L);
// 0: success, -1: failure
int32_t El_CreateState(El_State *estate, const char *name)
{
estate->name = Bstrdup(name);
if (!estate->name)
return -1;
estate->L = luaL_newstate();
if (!estate->L)
{
Bfree((char *)estate->name);
estate->name = NULL;
return -2;
}
luaL_openlibs(estate->L); // XXX: only for internal use and testing, obviously
// create misc. global functions in the Lua state
lua_pushcfunction(estate->L, SetEvent_luacf);
lua_setglobal(estate->L, "setevent");
return 0;
}
void El_DestroyState(El_State *estate)
{
if (!estate->L)
return;
Bfree((char *)estate->name);
estate->name = NULL;
lua_close(estate->L);
estate->L = NULL;
}
// -1: alloc failure
// 0: success
// 1: didn't find file
// 2: couldn't read whole file
// 3: syntax error in lua file
// 4: runtime error while executing lua file
int32_t El_RunOnce(El_State *estate, const char *fn)
{
int32_t fid, flen, i;
char *buf;
fid = kopen4load(fn, 0);
if (fid < 0)
return 1;
flen = kfilelength(fid);
if (flen == 0)
return 0; // empty script ...
buf = Bmalloc(flen+1);
if (!buf)
{
kclose(fid);
return -1;
}
i = kread(fid, buf, flen);
kclose(fid);
if (i != flen)
{
Bfree(buf);
return 2;
}
buf[flen] = 0;
// -- lua --
i = luaL_loadstring(estate->L, buf);
Bfree(buf);
if (i == LUA_ERRMEM)
return -1;
if (i == LUA_ERRSYNTAX)
{
OSD_Printf("state \"%s\" syntax error: %s\n", estate->name, lua_tostring(estate->L, 1)); // get err msg
lua_pop(estate->L, 1);
return 3;
}
// -- call the lua chunk! --
i = lua_pcall(estate->L, 0, 0, 0);
if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC?
return -1;
if (i == LUA_ERRRUN)
{
OSD_Printf("state \"%s\" runtime error: %s\n", estate->name, lua_tostring(estate->L, 1)); // get err msg
lua_pop(estate->L, 1);
return 4;
}
return 0;
}
// setupevent(EVENT_..., lua_function)
static int32_t SetEvent_luacf(lua_State *L)
{
int32_t eventidx = luaL_checkint(L, 1);
luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)");
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushlightuserdata(L, &g_elEvents[eventidx]); // 3, push address
lua_pushvalue(L, 2); // 4, push copy of lua function
lua_settable(L, LUA_REGISTRYINDEX); // "registry[&g_elEvents[eventidx]] = <lua function>"
g_elEvents[eventidx] = 1;
return 0;
}
int32_t El_CallEvent(El_State *estate, int32_t eventidx)
{
// XXX: estate must be the one where the events were registered...
// make a global?
int32_t i;
if (!g_elEvents[eventidx])
return 0;
lua_pushlightuserdata(estate->L, &g_elEvents[eventidx]); // push address
lua_gettable(estate->L, LUA_REGISTRYINDEX); // get lua function
// -- call it! --
i = lua_pcall(estate->L, 0, 0, 0);
if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC?
return -1;
if (i == LUA_ERRRUN)
{
OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx].text,
estate->name, lua_tostring(estate->L, 1)); // get err msg
lua_pop(estate->L, 1);
return 4;
}
return 0;
}