/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
* Copyright (C) 2010 The Mana Developers
*
* 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 .
*/
#include "luascript.h"
#include "scripting/luautil.h"
#include "game-server/character.h"
#include "utils/logger.h"
#include
#include
Script::Ref LuaScript::mQuestReplyCallback;
Script::Ref LuaScript::mPostReplyCallback;
Script::Ref LuaScript::mDeathNotificationCallback;
Script::Ref LuaScript::mRemoveNotificationCallback;
LuaScript::~LuaScript()
{
lua_close(mState);
}
void LuaScript::prepare(Ref function)
{
assert(nbArgs == -1);
assert(function.isValid());
lua_rawgeti(mState, LUA_REGISTRYINDEX, function.value);
assert(lua_isfunction(mState, -1));
nbArgs = 0;
mCurFunction = ""; // We don't know the function name
}
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;
}
void LuaScript::push(const std::list &itemList)
{
assert(nbArgs >= 0);
int position = 0;
lua_createtable(mState, itemList.size(), 0);
int itemTable = lua_gettop(mState);
for (std::list::const_iterator i = itemList.begin();
i != itemList.end();
i++)
{
// create the item structure
std::map item;
item["id"] = i->itemId;
item["amount"] = i->amount;
pushSTLContainer(mState, item);
lua_rawseti(mState, itemTable, ++position);
}
++nbArgs;
}
int LuaScript::execute()
{
assert(nbArgs >= 0);
int res = lua_pcall(mState, nbArgs, 1, 1);
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.clear();
}
void LuaScript::assignCallback(Script::Ref &function)
{
assert(lua_isfunction(mState, -1));
// If there is already a callback set, replace it
if (function.isValid())
luaL_unref(mState, LUA_REGISTRYINDEX, function.value);
function.value = luaL_ref(mState, LUA_REGISTRYINDEX);
}
void LuaScript::load(const char *prog, const char *name)
{
int res = luaL_loadbuffer(mState, prog, std::strlen(prog), name);
if (res)
{
switch (res) {
case LUA_ERRSYNTAX:
LOG_ERROR("Syntax error while loading Lua script: "
<< lua_tostring(mState, -1));
break;
case LUA_ERRMEM:
LOG_ERROR("Memory allocation error while loading Lua script");
break;
}
lua_pop(mState, 1);
}
else if (lua_pcall(mState, 0, 0, 1))
{
LOG_ERROR("Failure while initializing Lua script: "
<< lua_tostring(mState, -1));
lua_pop(mState, 1);
}
}
void LuaScript::processDeathEvent(Being *being)
{
if (mDeathNotificationCallback.isValid())
{
prepare(mDeathNotificationCallback);
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)
{
if (mRemoveNotificationCallback.isValid())
{
prepare(mRemoveNotificationCallback);
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, Script *script)
{
if (mQuestReplyCallback.isValid())
{
script->prepare(mQuestReplyCallback);
script->push(q);
script->push(name);
script->push(value);
script->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, Script *script)
{
if (mPostReplyCallback.isValid())
{
script->prepare(mPostReplyCallback);
script->push(q);
script->push(sender);
script->push(letter);
script->execute();
}
}