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

344 lines
8.3 KiB
C

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