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path: root/src/scripting/lua.cpp
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/*
 *  The Mana World Server
 *  Copyright 2007 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World 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
 *  any later version.
 *
 *  The Mana World 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 The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  $Id$
 */

#include <cassert>

extern "C" {
#include <lualib.h>
#include <lauxlib.h>
}

#include "defines.h"
#include "game-server/buysell.hpp"
#include "game-server/character.hpp"
#include "game-server/gamehandler.hpp"
#include "game-server/inventory.hpp"
#include "game-server/item.hpp"
#include "game-server/itemmanager.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/npc.hpp"
#include "game-server/quest.hpp"
#include "game-server/state.hpp"
#include "net/messageout.hpp"
#include "scripting/script.hpp"
#include "utils/logger.h"

/**
 * Implementation of the Script class for Lua.
 */
class LuaScript: public Script
{
    public:
        /**
         * Constructor.
         */
        LuaScript();

        /**
         * Destructor.
         */
        ~LuaScript();

        void load(char const *);

        void prepare(std::string const &);

        void push(int);

        void push(Thing *);

        int execute();

        static void getQuestCallback(Character *, std::string const &,
                                     std::string const &, void *);

    private:

        lua_State *mState;
        int nbArgs;
};

static char const registryKey = 0;

/* Functions below are unsafe, as they assume the script has passed pointers
   to objects which have not yet been destroyed. If the script never keeps
   pointers around, there will be no problem. In order to be safe, the engine
   should replace pointers by local identifiers and store them in a map. By
   listening to the death of objects, it could keep track of pointers still
   valid in the map.
   TODO: do it. */

static NPC *getNPC(lua_State *s, int p)
{
    if (!lua_islightuserdata(s, p)) return NULL;
    Thing *t = static_cast<Thing *>(lua_touserdata(s, p));
    if (t->getType() != OBJECT_NPC) return NULL;
    return static_cast<NPC *>(t);
}

static Character *getCharacter(lua_State *s, int p)
{
    if (!lua_islightuserdata(s, p)) return NULL;
    Thing *t = static_cast<Thing *>(lua_touserdata(s, p));
    if (t->getType() != OBJECT_CHARACTER) return NULL;
    return static_cast<Character *>(t);
}

/**
 * Callback for sending a NPC_MESSAGE.
 * tmw.npc_message(npc, character, string)
 */
static int LuaNpc_Message(lua_State *s)
{
    NPC *p = getNPC(s, 1);
    Character *q = getCharacter(s, 2);
    size_t l;
    char const *m = lua_tolstring(s, 3, &l);
    if (!p || !q || !m)
    {
        LOG_WARN("LuaNpc_Message called with incorrect parameters.");
        return 0;
    }
    MessageOut msg(GPMSG_NPC_MESSAGE);
    msg.writeShort(p->getPublicID());
    msg.writeString(std::string(m), l);
    gameHandler->sendTo(q, msg);
    return 0;
}

/**
 * Callback for sending a NPC_CHOICE.
 * tmw.npc_choice(npc, character, string...)
 */
static int LuaNpc_Choice(lua_State *s)
{
    NPC *p = getNPC(s, 1);
    Character *q = getCharacter(s, 2);
    if (!p || !q)
    {
        LOG_WARN("LuaNpc_Choice called with incorrect parameters.");
        return 0;
    }
    MessageOut msg(GPMSG_NPC_CHOICE);
    msg.writeShort(p->getPublicID());
    for (int i = 3, i_end = lua_gettop(s); i <= i_end; ++i)
    {
        char const *m = lua_tostring(s, i);
        if (!m)
        {
            LOG_WARN("LuaNpc_Choice called with incorrect parameters.");
            return 0;
        }
        msg.writeString(m);
    }
    gameHandler->sendTo(q, msg);
    return 0;
}

/**
 * Callback for creating a NPC on the current map with the current script.
 * tmw.npc_create(int id, int x, int y): npc
 */
static int LuaNpc_Create(lua_State *s)
{
    if (!lua_isnumber(s, 1) || !lua_isnumber(s, 2) || !lua_isnumber(s, 3))
    {
        LOG_WARN("LuaNpc_Create called with incorrect parameters.");
        return 0;
    }
    lua_pushlightuserdata(s, (void *)&registryKey);
    lua_gettable(s, LUA_REGISTRYINDEX);
    Script *t = static_cast<Script *>(lua_touserdata(s, -1));
    NPC *q = new NPC(lua_tointeger(s, 1), t);
    MapComposite *m = t->getMap();
    if (!m)
    {
        LOG_WARN("LuaNpc_Create called outside a map.");
        return 0;
    }
    q->setMap(m);
    q->setPosition(Point(lua_tointeger(s, 2), lua_tointeger(s, 3)));
    bool b = GameState::insert(q);
    /* Do not try to deal with a failure there. There are some serious issues
       if an insertion failed on an almost empty map. */
    assert(b); (void)b;
    lua_pushlightuserdata(s, q);
    return 1;
}

/**
 * Callback for warping a player to another place.
 * tmw.chr_warp(character, nil/int map, int x, int y)
 */
static int LuaChr_Warp(lua_State *s)
{
    Character *q = getCharacter(s, 1);
    bool b = lua_isnil(s, 2);
    if (!q || !(b || lua_isnumber(s, 2)) ||
        !lua_isnumber(s, 3) || !lua_isnumber(s, 4))
    {
        LOG_WARN("LuaChr_Warp called with incorrect parameters.");
        return 0;
    }
    MapComposite *m;
    if (b)
    {
        lua_pushlightuserdata(s, (void *)&registryKey);
        lua_gettable(s, LUA_REGISTRYINDEX);
        Script *t = static_cast<Script *>(lua_touserdata(s, -1));
        m = t->getMap();
    }
    else
    {
        m = MapManager::getMap(lua_tointeger(s, 2));
    }
    if (!m)
    {
        LOG_WARN("LuaChr_Warp called with a non-existing map.");
        return 0;
    }
    GameState::enqueueWarp(q, m, lua_tointeger(s, 3), lua_tointeger(s, 4));
    return 0;
}

/**
 * Callback for inserting/removing items in inventory.
 * The function can be called several times in a row, but it is better to
 * perform all the changes at once, so as to reduce bandwidth. Removals
 * (negative amount) should be passed first, then insertions (positive amount).
 * If a removal fails, all the previous operations are canceled (except for
 * items dropped on the floor, hence why removals should be passed first), and
 * the function returns false. Otherwise the function will return true. When
 * the item identifier is zero, money is modified.
 * Note: If an insertion fails, extra items are dropped on the floor.
 * tmw.chr_inv_change(character, (int id, int nb)...): bool success
 */
static int LuaChr_InvChange(lua_State *s)
{
    Character *q = getCharacter(s, 1);
    if (!q)
    {
        LOG_WARN("LuaChr_InvChange called with incorrect parameters.");
        return 0;
    }
    int nb_items = (lua_gettop(s) - 1) / 2;
    Inventory inv(q, true);
    for (int i = 0; i < nb_items; ++i)
    {
        if (!lua_isnumber(s, i * 2 + 2) || !lua_isnumber(s, i * 2 + 3))
        {
            LOG_WARN("LuaChr_InvChange called with incorrect parameters.");
            return 0;
        }
        int id = lua_tointeger(s, i * 2 + 2);
        int nb = lua_tointeger(s, i * 2 + 3);

        if (id == 0)
        {
            if (!inv.changeMoney(nb))
            {
                inv.cancel();
                lua_pushboolean(s, 0);
                return 1;
            }
        }
        else if (nb < 0)
        {
            nb = inv.remove(id, -nb);
            if (nb)
            {
                inv.cancel();
                lua_pushboolean(s, 0);
                return 1;
            }
        }
        else
        {
            ItemClass *ic = ItemManager::getItem(id);
            if (!ic)
            {
                LOG_WARN("LuaChr_InvChange called with an unknown item.");
                continue;
            }
            nb = inv.insert(id, nb);
            if (nb)
            {
                Item *item = new Item(ic, nb);
                item->setMap(q->getMap());
                item->setPosition(q->getPosition());
                GameState::enqueueInsert(item);
            }
        }
    }
    lua_pushboolean(s, 1);
    return 1;
}

/**
 * Callback for counting items in inventory.
 * When an item identifier is zero, money is queried.
 * tmw.chr_inv_count(character, int id...): int count...
 */
static int LuaChr_InvCount(lua_State *s)
{
    Character *q = getCharacter(s, 1);
    if (!q)
    {
        LOG_WARN("LuaChr_InvCount called with incorrect parameters.");
        return 0;
    }
    int nb_items = lua_gettop(s) - 1;
    lua_checkstack(s, nb_items);
    Inventory inv(q);
    for (int i = 2; i <= nb_items + 1; ++i)
    {
        if (!lua_isnumber(s, i))
        {
            LOG_WARN("LuaChr_InvCount called with incorrect parameters.");
            return 0;
        }
        int id = lua_tointeger(s, i);
        int nb = id ? inv.count(id) : q->getPossessions().money;
        lua_pushinteger(s, nb);
    }
    return nb_items;
}

/**
 * Callback for trading between a player and an NPC.
 * tmw.npc_trade(npc, character, bool sell, table items)
 */
static int LuaNpc_Trade(lua_State *s)
{
    NPC *p = getNPC(s, 1);
    Character *q = getCharacter(s, 2);
    if (!p || !q || !lua_isboolean(s, 3) || !lua_istable(s, 4))
    {
        LOG_WARN("LuaNpc_Trade called with incorrect parameters.");
        return 0;
    }
    BuySell *t = new BuySell(q, lua_toboolean(s, 3));
    lua_pushnil(s);
    while (lua_next(s, 4))
    {
        if (!lua_istable(s, -1))
        {
            LOG_WARN("LuaNpc_Trade called with incorrect parameters.");
            t->cancel();
            return 0;
        }
        int v[3];
        for (int i = 0; i < 3; ++i)
        {
            lua_rawgeti(s, -1, i + 1);
            if (!lua_isnumber(s, -1))
            {
                LOG_WARN("LuaNpc_Trade called with incorrect parameters.");
                t->cancel();
                return 0;
            }
            v[i] = lua_tointeger(s, -1);
            lua_pop(s, 1);
        }
        t->registerItem(v[0], v[1], v[2]);
        lua_pop(s, 1);
    }
    t->start(p);
    return 0;
}

/**
 * Called when the server has recovered the value of a quest variable.
 */
void LuaScript::getQuestCallback(Character *q, std::string const &name,
                                 std::string const &value, void *data)
{
    LuaScript *s = static_cast< LuaScript * >(data);
    assert(s->nbArgs == -1);
    lua_getglobal(s->mState, "quest_reply");
    lua_pushlightuserdata(s->mState, q);
    lua_pushstring(s->mState, name.c_str());
    lua_pushstring(s->mState, value.c_str());
    s->nbArgs = 3;
    s->execute();
}

/**
 * Callback for getting a quest variable. Starts a recovery and returns
 * immediatly, if the variable is not known yet.
 * tmw.chr_get_chest(character, string): nil or string
 */
static int LuaChr_GetQuest(lua_State *s)
{
    Character *q = getCharacter(s, 1);
    char const *m = lua_tostring(s, 2);
    if (!m || m[0] == 0)
    {
        LOG_WARN("LuaChr_GetQuest called with incorrect parameters.");
        return 0;
    }
    std::string value, name = m;
    bool res = getQuestVar(q, name, value);
    if (res)
    {
        lua_pushstring(s, value.c_str());
        return 1;
    }
    lua_pushlightuserdata(s, (void *)&registryKey);
    lua_gettable(s, LUA_REGISTRYINDEX);
    Script *t = static_cast<Script *>(lua_touserdata(s, -1));
    QuestCallback f = { &LuaScript::getQuestCallback, t };
    recoverQuestVar(q, name, f);
    return 0;
}

/**
 * Callback for setting a quest variable.
 * tmw.chr_set_chest(character, string, string)
 */
static int LuaChr_SetQuest(lua_State *s)
{
    Character *q = getCharacter(s, 1);
    char const *m = lua_tostring(s, 2);
    char const *n = lua_tostring(s, 3);
    if (!m || !n || m[0] == 0)
    {
        LOG_WARN("LuaChr_SetQuest called with incorrect parameters.");
        return 0;
    }
    setQuestVar(q, m, n);
    return 0;
}

LuaScript::LuaScript():
    nbArgs(-1)
{
    mState = luaL_newstate();
    luaL_openlibs(mState);

    // Put some callback functions in the scripting environment.
    static luaL_reg const callbacks[] = {
        { "npc_create",       &LuaNpc_Create      },
        { "npc_message",      &LuaNpc_Message     },
        { "npc_choice",       &LuaNpc_Choice      },
        { "npc_trade",        &LuaNpc_Trade       },
        { "chr_warp",         &LuaChr_Warp        },
        { "chr_inv_change",   &LuaChr_InvChange   },
        { "chr_inv_count",    &LuaChr_InvCount    },
        { "chr_get_quest",    &LuaChr_GetQuest    },
        { "chr_set_quest",    &LuaChr_SetQuest    },
        { NULL, NULL }
    };
    luaL_register(mState, "tmw", callbacks);

    // Make script object available to callback functions.
    lua_pushlightuserdata(mState, (void *)&registryKey);
    lua_pushlightuserdata(mState, this);
    lua_settable(mState, LUA_REGISTRYINDEX);

    lua_settop(mState, 0);
    loadFile("scripts/libtmw.lua");
}

LuaScript::~LuaScript()
{
    lua_close(mState);
}

void LuaScript::prepare(std::string const &name)
{
    assert(nbArgs == -1);
    lua_getglobal(mState, name.c_str());
    nbArgs = 0;
}

void LuaScript::push(int v)
{
    assert(nbArgs >= 0);
    lua_pushinteger(mState, v);
    ++nbArgs;
}

void LuaScript::push(Thing *v)
{
    assert(nbArgs >= 0);
    lua_pushlightuserdata(mState, v);
    ++nbArgs;
}

int LuaScript::execute()
{
    assert(nbArgs >= 0);
    int res = lua_pcall(mState, nbArgs, 1, 0);
    nbArgs = -1;
    if (res || !(lua_isnil(mState, 1) || lua_isnumber(mState, 1)))
    {
        char const *s = lua_tostring(mState, 1);
        LOG_WARN("Failure while calling Lua function: error=" << res
                 << ", type=" << lua_typename(mState, lua_type(mState, 1))
                 << ", message=" << (s ? s : ""));
        lua_pop(mState, 1);
        return 0;
    }
    res = lua_tointeger(mState, 1);
    lua_pop(mState, 1);
    return res;
}

void LuaScript::load(char const *prog)
{
    int res = luaL_loadstring(mState, prog);

    if (res == LUA_ERRSYNTAX)
    {
        LOG_ERROR("Syntax error while loading Lua script.");
        return;
    }

    // A Lua chunk is like a function, so "execute" it in order to initialize
    // it.
    res = lua_pcall(mState, 0, 0, 0);
    if (res)
    {
        LOG_ERROR("Failure while initializing Lua script: "
                  << lua_tostring(mState, -1));
        lua_settop(mState, 0);
        return;
    }
}

static Script *LuaFactory()
{
    return new LuaScript();
}

struct LuaRegister
{
    LuaRegister() { Script::registerEngine("lua", LuaFactory); }
};

static LuaRegister dummy;