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authorPhilipp Sehmisch <crush@themanaworld.org>2009-01-22 01:40:38 +0100
committerPhilipp Sehmisch <crush@themanaworld.org>2009-01-22 02:40:56 +0100
commitc014f02719055ce5ec98d9fd0ed9ed2aaeb7b30c (patch)
treeece4bbbbca00d3cba07faf21150abbe64edb2291 /src/scripting/luascript.cpp
parentece7a5e46a92a5cbf88bb72892dfc67dba059859 (diff)
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Reduced the size of lua.cpp by putting the class LuaScript and the utility functions in separate files leaving only the script bindings themself. Unified internal and external names of lua script bindings.
Diffstat (limited to 'src/scripting/luascript.cpp')
-rw-r--r--src/scripting/luascript.cpp150
1 files changed, 150 insertions, 0 deletions
diff --git a/src/scripting/luascript.cpp b/src/scripting/luascript.cpp
new file mode 100644
index 00000000..d2083952
--- /dev/null
+++ b/src/scripting/luascript.cpp
@@ -0,0 +1,150 @@
+/*
+ * 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
+ */
+
+#include <cassert>
+
+#include "luascript.hpp"
+
+#include "game-server/being.hpp"
+
+#include "utils/logger.h"
+
+LuaScript::~LuaScript()
+{
+ lua_close(mState);
+}
+
+void LuaScript::prepare(std::string const &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(std::string const &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)))
+ {
+ char const *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(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;
+ }
+}
+
+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();
+
+ being->removeListener(getScriptDeathListener());
+}
+
+/**
+ * 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();
+}
+
+/**
+ * Called when the server has recovered the post for a user
+ */
+void LuaScript::getPostCallback(Character *q, std::string const &sender,
+ std::string const &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();
+}