/* * 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 "luautil.h" #include "game-server/character.h" #include "game-server/npc.h" #include "game-server/monster.h" #include "utils/logger.h" void raiseScriptError(lua_State *s, const char *format, ...) { va_list args; va_start(args, format); char message[1024]; vsprintf(message, format, args); va_end(args); LOG_WARN("Lua script error: "<< message); luaL_error(s, message); } void raiseWarning(lua_State *, const char *format, ...) { va_list args; va_start(args, format); char message[1024]; vsprintf(message, format, args); va_end( args ); LOG_WARN("Lua script error: "<< message); } char UserDataCache::mRegistryKey; bool UserDataCache::retrieve(lua_State *s, void *object) { // Retrieve the cache table lua_pushlightuserdata(s, &mRegistryKey); // key lua_rawget(s, LUA_REGISTRYINDEX); // Cache? if (lua_isnil(s, -1)) { lua_pop(s, 1); return false; } lua_pushlightuserdata(s, object); // Cache, object lua_rawget(s, -2); // Cache, UD? if (lua_isnil(s, -1)) { lua_pop(s, 2); // ... return false; } lua_replace(s, -2); // UD return true; } void UserDataCache::insert(lua_State *s, void *object) { // Retrieve the cache table lua_pushlightuserdata(s, &mRegistryKey); // UD, key lua_rawget(s, LUA_REGISTRYINDEX); // UD, Cache? // Create the cache when it doesn't exist yet if (lua_isnil(s, -1)) { lua_pop(s, 1); // UD lua_newtable(s); // UD, Cache // The metatable that makes the values in the table above weak lua_newtable(s); // UD, Cache, {} lua_pushstring(s, "__mode"); lua_pushstring(s, "v"); lua_rawset(s, -3); // UD, Cache, { __mode = "v" } lua_setmetatable(s, -2); // UD, Cache lua_pushlightuserdata(s, &mRegistryKey);// UD, Cache, key lua_pushvalue(s, -2); // UD, Cache, key, Cache lua_rawset(s, LUA_REGISTRYINDEX); // UD, Cache } lua_pushlightuserdata(s, object); // UD, Cache, object lua_pushvalue(s, -3); // UD, Cache, object, UD lua_rawset(s, -3); // UD, Cache { object = UD } lua_pop(s, 1); // UD } /* 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. */ NPC *getNPC(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; Thing *t = static_cast(lua_touserdata(s, p)); if (t->getType() != OBJECT_NPC) return 0; return static_cast(t); } Character *getCharacter(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; Thing *t = static_cast(lua_touserdata(s, p)); if (t->getType() != OBJECT_CHARACTER) return 0; return static_cast(t); } Monster *getMonster(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; Thing *t = static_cast(lua_touserdata(s, p)); if (t->getType() != OBJECT_MONSTER) return 0; return static_cast(t); } Being *getBeing(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; Thing *t = static_cast(lua_touserdata(s, p)); return static_cast(t); } void push(lua_State *s, int val) { lua_pushinteger(s, val); } void push(lua_State *s, const std::string &val) { lua_pushstring(s, val.c_str()); } void push(lua_State *s, Thing *val) { lua_pushlightuserdata(s, val); } void push(lua_State *s, double val) { lua_pushnumber(s, val); }