| 1 | /* |
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| 2 | * Filename : lua.cpp |
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| 3 | * Author(s) : Chris Thielen (chris@epiar.net) |
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| 4 | * Date Created : Saturday, January 5, 2008 |
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| 5 | * Purpose : Provides abilities to load, store, and run Lua scripts |
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| 6 | * Notes : To be used in conjunction with various other subsystems, A.I., GUI, etc. |
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| 7 | */ |
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| 8 | |
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| 9 | #include "Engine/console.h" |
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| 10 | #include "Engine/simulation.h" |
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| 11 | #include "Utilities/log.h" |
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| 12 | #include "Utilities/lua.h" |
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| 13 | #include "AI/ai_lua.h" |
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| 14 | #include "UI/ui_lua.h" |
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| 15 | #include "UI/ui.h" |
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| 16 | #include "UI/ui_window.h" |
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| 17 | #include "UI/ui_label.h" |
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| 18 | #include "UI/ui_button.h" |
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| 19 | #include "Sprites/Player.h" |
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| 20 | |
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| 21 | bool Lua::luaInitialized = false; |
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| 22 | lua_State *Lua::luaVM = NULL; |
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| 23 | SpriteManager *Lua::my_sprites= NULL; |
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| 24 | vector<string> Lua::buffer; |
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| 25 | |
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| 26 | bool Lua::Load( string filename ) { |
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| 27 | if( ! luaInitialized ) { |
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| 28 | if( Init() == false ) { |
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| 29 | Log::Warning( "Could not load Lua script. Unable to initialize Lua." ); |
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| 30 | return( false ); |
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| 31 | } |
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| 32 | } |
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| 33 | |
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| 34 | // Start the lua script |
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| 35 | |
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| 36 | if( luaL_dofile(luaVM,filename.c_str()) ){ |
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| 37 | Log::Error("Could not run lua file '%s'",filename.c_str()); |
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| 38 | Log::Error("%s", lua_tostring(luaVM, -1)); |
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| 39 | } else { |
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| 40 | Log::Message("Loaded the universe"); |
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| 41 | } |
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| 42 | |
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| 43 | |
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| 44 | return( false ); |
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| 45 | } |
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| 46 | |
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| 47 | bool Lua::Update(){ |
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| 48 | // Tell the Lua State to update itself |
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| 49 | lua_getglobal(luaVM, "Update"); |
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| 50 | if( lua_pcall(luaVM,0,0,0) != 0 ){ |
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| 51 | Log::Error("Could not call lua function Update"); |
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| 52 | Log::Error("%s", lua_tostring(luaVM, -1)); |
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| 53 | return (false); |
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| 54 | } |
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| 55 | return (true); |
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| 56 | } |
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| 57 | |
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| 58 | |
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| 59 | |
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| 60 | bool Lua::Run( string line ) { |
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| 61 | int error = 0; |
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| 62 | Log::Message("Running '%s'", (char *)line.c_str() ); |
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| 63 | |
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| 64 | if( ! luaInitialized ) { |
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| 65 | if( Init() == false ) { |
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| 66 | Log::Warning( "Could not load Lua script. Unable to initialize Lua." ); |
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| 67 | return( false ); |
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| 68 | } |
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| 69 | } |
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| 70 | |
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| 71 | error = luaL_loadbuffer(luaVM, line.c_str(), line.length(), "line") || lua_pcall(luaVM, 0, 1, 0); |
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| 72 | if( error ) { |
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| 73 | Console::InsertResult(lua_tostring(luaVM, -1)); |
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| 74 | lua_pop(luaVM, 1); /* pop error message from the stack */ |
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| 75 | } |
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| 76 | |
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| 77 | return( false ); |
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| 78 | } |
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| 79 | |
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| 80 | // returns the output from the last lua script and deletes it from internal buffer |
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| 81 | vector<string> Lua::GetOutput() { |
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| 82 | vector<string> ret = buffer; |
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| 83 | |
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| 84 | buffer.clear(); |
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| 85 | |
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| 86 | return( ret ); |
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| 87 | } |
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| 88 | |
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| 89 | bool Lua::SetSpriteList(SpriteManager* the_sprites){ |
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| 90 | if( ! luaInitialized ) { |
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| 91 | if( Init() == false ) { |
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| 92 | Log::Warning( "Could not load Lua script. Unable to initialize Lua." ); |
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| 93 | return( false ); |
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| 94 | } |
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| 95 | } |
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| 96 | |
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| 97 | my_sprites = the_sprites; |
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| 98 | return( true ); |
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| 99 | } |
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| 100 | |
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| 101 | SpriteManager* Lua::GetSpriteList(){ |
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| 102 | if( ! luaInitialized ) { |
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| 103 | if( Init() == false ) { |
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| 104 | Log::Warning( "Could not load Lua script. Unable to initialize Lua." ); |
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| 105 | return( false ); |
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| 106 | } |
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| 107 | } |
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| 108 | return my_sprites; |
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| 109 | } |
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| 110 | |
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| 111 | bool Lua::Init() { |
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| 112 | if( luaInitialized ) { |
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| 113 | Log::Warning( "Cannot initialize Lua. It is already initialized." ); |
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| 114 | return( false ); |
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| 115 | } |
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| 116 | |
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| 117 | luaVM = lua_open(); |
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| 118 | |
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| 119 | if( !luaVM ) { |
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| 120 | Log::Warning( "Could not initialize Lua VM." ); |
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| 121 | return( false ); |
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| 122 | } |
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| 123 | |
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| 124 | luaL_openlibs( luaVM ); |
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| 125 | |
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| 126 | RegisterFunctions(); |
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| 127 | |
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| 128 | luaInitialized = true; |
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| 129 | |
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| 130 | return( true ); |
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| 131 | } |
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| 132 | |
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| 133 | bool Lua::Close() { |
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| 134 | if( luaInitialized ) { |
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| 135 | lua_close( luaVM ); |
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| 136 | } else { |
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| 137 | Log::Warning( "Cannot deinitialize Lua. It is either not initialized or a script is still loaded." ); |
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| 138 | return( false ); |
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| 139 | } |
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| 140 | |
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| 141 | return( true ); |
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| 142 | } |
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| 143 | |
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| 144 | void Lua::RegisterFunctions() { |
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| 145 | // Register these functions to the lua global namespace |
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| 146 | |
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| 147 | static const luaL_Reg EngineFunctions[] = { |
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| 148 | {"echo", &Lua::console_echo}, |
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| 149 | {"pause", &Lua::pause}, |
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| 150 | {"unpause", &Lua::unpause}, |
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| 151 | {"player", &Lua::getPlayer}, |
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| 152 | {NULL, NULL} |
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| 153 | }; |
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| 154 | luaL_register(luaVM,"Epiar",EngineFunctions); |
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| 155 | |
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| 156 | |
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| 157 | // Register these functions to their own lua namespaces |
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| 158 | AI_Lua::RegisterAI(luaVM); |
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| 159 | UI_Lua::RegisterUI(luaVM); |
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| 160 | } |
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| 161 | |
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| 162 | int Lua::console_echo(lua_State *L) { |
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| 163 | const char *str = lua_tostring(L, 1); // get argument |
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| 164 | |
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| 165 | if(str == NULL) |
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| 166 | Console::InsertResult("nil"); |
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| 167 | else |
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| 168 | Console::InsertResult(str); |
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| 169 | |
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| 170 | return 0; |
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| 171 | } |
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| 172 | |
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| 173 | int Lua::pause(lua_State *luaVM){ |
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| 174 | Simulation::pause(); |
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| 175 | return 0; |
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| 176 | } |
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| 177 | |
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| 178 | int Lua::unpause(lua_State *luaVM){ |
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| 179 | Simulation::unpause(); |
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| 180 | return 0; |
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| 181 | } |
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| 182 | |
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| 183 | int Lua::getPlayer(lua_State *luaVM){ |
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| 184 | Player **player = (Player**)lua_newuserdata(luaVM, sizeof(Player*)); |
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| 185 | *player = Player::Instance(); |
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| 186 | return 1; |
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| 187 | } |
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