/*
* The Mana Server
* Copyright (C) 2007 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 Server 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 Server. If not, see <http://www.gnu.org/licenses/>.
*/
#include <cassert>
#include "luascript.hpp"
#include "game-server/being.hpp"
#include "utils/logger.h"
LuaScript::~LuaScript()
{
lua_close(mState);
}
void LuaScript::prepare(const std::string &name)
{
assert(nbArgs == -1);
lua_getglobal(mState, name.c_str());
nbArgs = 0;
mCurFunction = name;
}
void LuaScript::push(int v)
{
assert(nbArgs >= 0);
lua_pushinteger(mState, v);
++nbArgs;
}
void LuaScript::push(const std::string &v)
{
assert(nbArgs >= 0);
lua_pushstring(mState, v.c_str());
++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)))
{
const char *s = lua_tostring(mState, 1);
LOG_WARN("Lua Script Error" << std::endl
<< " Script : " << mScriptFile << std::endl
<< " Function: " << mCurFunction << std::endl
<< " Error : " << (s ? s : "") << std::endl);
lua_pop(mState, 1);
return 0;
}
res = lua_tointeger(mState, 1);
lua_pop(mState, 1);
return res;
mCurFunction = "";
}
void LuaScript::load(const char *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;
}
}
void LuaScript::processDeathEvent(Being *being)
{
prepare("death_notification");
push(being);
//TODO: get and push a list of creatures who contributed to killing the
// being. This might be very interesting for scripting quests.
execute();
}
void LuaScript::processRemoveEvent(Thing *being)
{
prepare("remove_notification");
push(being);
//TODO: get and push a list of creatures who contributed to killing the
// being. This might be very interesting for scripting quests.
execute();
being->removeListener(getScriptListener());
}
/**
* Called when the server has recovered the value of a quest variable.
*/
void LuaScript::getQuestCallback(Character *q, const std::string &name,
const std::string &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();
}
/**
* Called when the server has recovered the post for a user
*/
void LuaScript::getPostCallback(Character *q, const std::string &sender,
const std::string &letter, void *data)
{
// get the script
LuaScript *s = static_cast<LuaScript*>(data);
assert(s->nbArgs == -1);
lua_getglobal(s->mState, "post_reply");
lua_pushlightuserdata(s->mState, q);
lua_pushstring(s->mState, sender.c_str());
lua_pushstring(s->mState, letter.c_str());
s->nbArgs = 3;
s->execute();
}