/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/lua/lua.h" #include "common/lua/lauxlib.h" #include "common/lua/lualib.h" #include "common/debug.h" #include "hdb/lua-script.h" namespace HDB { LuaScript::LuaScript() { _state = NULL; _systemInit = false; } LuaScript::~LuaScript() { if (_state) { lua_close(_state); } } /*bool LuaScript::init() { // Create new lua_State and initialize the Std Libs _state = luaL_newstate(); if (!_state || !registerStdLibs()) { error("Cannot initialize Lua"); return false; } _systemInit = true; return true; }*/ struct VarInit { char *realName; char *luaName; } luaGlobalStrings[] = { { "Map00", "MAP00"}, {NULL, NULL} }; // For AI States, to be implemented struct NumberInit { int value; char *luaName; } luaGlobalValues[] = { {NULL, NULL} }; struct FuncInit { char *luaName; int (*function) (lua_State *L); } luaFuncs[] = { {NULL, NULL} }; bool LuaScript::initScript(Common::SeekableReadStream *stream, const char *name, int32 length) { if (_systemInit) { return false; } // Initialize Lua Environment _state = lua_open(); if (_state == NULL) { error("Couldn't initialize Lua script."); return false; } luaL_openlibs(_state); _systemInit = true; // Register Extensions for (int i = 0; luaFuncs[i].luaName; i++) { lua_register(_state, luaFuncs[i].luaName, luaFuncs[i].function); } // Register Lua Globals for (int i = 0; luaGlobalStrings[i].realName; i++) { lua_pushstring(_state, luaGlobalStrings[i].realName); lua_setglobal(_state, luaGlobalStrings[i].luaName); } for (int j = 0; luaGlobalValues[j].luaName; j++) { lua_pushnumber(_state, luaGlobalValues[j].value); lua_setglobal(_state, luaGlobalValues[j].luaName); } /* TODO: Set the last mapName as a global after implementing the map-manager. */ // Set the lowest printable line lua_pushnumber(_state, 480 - 14); lua_setglobal(_state, "BOTTOM_Y"); /* TODO: Load the sound names and entity spawn names into Lua once they are implemented. */ /* TODO: Find what from where the global.lua is to be loaded, and execute it. */ // Load script and execute it if (!executeMPC(stream, "level code", length)) { error("LuaScript::initScript: 'level code' failed to execute"); return false; } lua_getglobal(_state, "level_init"); lua_pcall(_state, 0, 0, 0); return true; } bool LuaScript::executeMPC(Common::SeekableReadStream *stream, const char *name, int32 length) { if (!_systemInit) { return false; } const char *chunk = new char[length]; stream->read((void *)chunk, length); if (!executeChunk(chunk, length, name)) { delete[] chunk; return false; } delete[] chunk; return true; } /*bool LuaScript::executeFile(const Common::String &filename) { if (!_systemInit) { return false; } Common::File *file = new Common::File; if (!file->open(filename)) { error("Cannot find \"%s\"", filename.c_str()); } uint fileSize = file->size(); const char *fileData = new char[fileSize]; file->read((void *)fileData, fileSize); if (!executeChunk(fileData, fileSize, filename)) { delete[] fileData; delete file; return false; } delete[] fileData; delete file; return true; }*/ bool LuaScript::executeChunk(const char *chunk, uint chunkSize, const Common::String &chunkName) const { if (!_systemInit) { return false; } // Compile Chunk if (luaL_loadbuffer(_state, chunk, chunkSize, chunkName.c_str())) { error("Couldn't compile \"%s\": %s", chunkName.c_str(), lua_tostring(_state, -1)); lua_pop(_state, -1); return false; } // Execute Chunk if (lua_pcall(_state, 0, 0, 0)) { error("An error occured while executing \"%s\": %s.", chunkName.c_str(), lua_tostring(_state, -1)); lua_pop(_state, -1); return false; } return true; } }