File: script.c

package info (click to toggle)
freeciv 2.1.5-2
  • links: PTS, VCS
  • area: main
  • in suites: lenny
  • size: 95,924 kB
  • ctags: 20,829
  • sloc: ansic: 231,256; sh: 4,872; makefile: 2,867; python: 1,259; yacc: 318
file content (438 lines) | stat: -rw-r--r-- 11,421 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
/**********************************************************************
 Freeciv - Copyright (C) 2005 - The Freeciv Project
   This program 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, or (at your option)
   any later version.

   This program 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.
***********************************************************************/

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#include <stdarg.h>
#include <stdlib.h>

#include "lua.h"
#include "lualib.h"
#include "tolua.h"

#include "astring.h"
#include "log.h"
#include "registry.h"

#include "api_gen.h"
#include "api_types.h"
#include "script_signal.h"

#include "script.h"

/**************************************************************************
  Lua virtual machine state.
**************************************************************************/
static lua_State *state;

/**************************************************************************
  Optional game script code (useful for scenarios).
**************************************************************************/
static char *script_code;


/**************************************************************************
  Report a lua error.
**************************************************************************/
static int script_report(lua_State *L, int status, const char *code)
{
  if (status) {
    const char *msg;
    static struct astring str = ASTRING_INIT;
    int lineno;

    if (!(msg = lua_tostring(L, -1))) {
      msg = "(error with no message)";
    }

    astr_clear(&str);

    /* Add error message. */
    astr_add_line(&str, "\nlua error:");
    astr_add_line(&str, "\t%s", msg);

    if (code) {
      /* Add lines around the place the parse error is. */
      if (sscanf(msg, "%*[^:]:%d:", &lineno) == 1) {
	const char *begin, *end;
	int i;

	astr_add(&str, "\n");

	i = 1;
	for (begin = code; *begin != '\0';) {
	  int len;

	  end = strchr(begin, '\n');
	  if (end) {
	    len = end - begin;
	  } else {
	    len = strlen(begin);
	  }

	  if (abs(lineno - i) <= 3) {
	    const char *indicator;

	    indicator = (lineno == i) ? "-->" : "   ";

	    astr_add_line(&str, "\t%s%3d:\t%*.*s",
		indicator, i, len, len, begin);
	  }

	  i++;

	  if (end) {
	    begin = end + 1;
	  } else {
	    break;
	  }
	}

	astr_add(&str, "\n");
      }
    }

    freelog(LOG_ERROR, str.str);

    astr_free(&str);

    lua_pop(L, 1);
  }
  return status;
}

/**************************************************************************
  Call a Lua function.
**************************************************************************/
static int script_call(lua_State *L, int narg, int nret)
{
  int status;
  int base = lua_gettop(L) - narg;  /* Function index */

  lua_pushliteral(L, "_TRACEBACK");
  lua_rawget(L, LUA_GLOBALSINDEX);  /* Get traceback function */
  lua_insert(L, base);  /* Put it under chunk and args */
  status = lua_pcall(L, narg, nret, base);
  lua_remove(L, base);  /* Remove traceback function */
  if (status) {
    script_report(state, status, NULL);
  }
  return status;
}

/**************************************************************************
  lua_dostring replacement with error message showing on errors.
**************************************************************************/
static int script_dostring(lua_State *L, const char *str, const char *name)
{
  int status;

  status = luaL_loadbuffer(L, str, strlen(str), name);
  if (status) {
    script_report(state, status, str);
  }
  status = script_call(L, 0, LUA_MULTRET);
  return status;
}

/**************************************************************************
  Internal api error function.
  Invoking this will cause Lua to stop executing the current context and
  throw an exception, so to speak.
**************************************************************************/
int script_error(const char *fmt, ...)
{
  va_list argp;

  va_start(argp, fmt);
  luaL_where(state, 1);
  lua_pushvfstring(state, fmt, argp);
  va_end(argp);
  lua_concat(state, 2);

  return lua_error(state);
}

/**************************************************************************
  Push callback arguments into the Lua stack.
**************************************************************************/
static void script_callback_push_args(int nargs, va_list args)
{
  int i;

  for (i = 0; i < nargs; i++) {
    int type;

    type = va_arg(args, int);

    switch (type) {
      case API_TYPE_INT:
	{
	  int arg;

	  arg = va_arg(args, int);
	  tolua_pushnumber(state, (lua_Number)arg);
	}
	break;
      case API_TYPE_BOOL:
	{
	  int arg;

	  arg = va_arg(args, int);
	  tolua_pushboolean(state, (bool)arg);
	}
	break;
      case API_TYPE_STRING:
	{
	  const char *arg;

	  arg = va_arg(args, const char*);
	  tolua_pushstring(state, arg);
	}
	break;
      default:
	{
	  const char *name;
	  void *arg;

	  name = get_api_type_name(type);
	  if (!name) {
	    assert(0);
	    return;
	  }

	  arg = va_arg(args, void*);
	  tolua_pushusertype(state, arg, name);
	}
	break;
    }
  }
}

/**************************************************************************
  Invoke the 'callback_name' Lua function.
**************************************************************************/
bool script_callback_invoke(const char *callback_name,
			    int nargs, va_list args)
{
  int nres;
  bool res;

  /* The function name */
  lua_getglobal(state, callback_name);

  if (!lua_isfunction(state, -1)) {
    freelog(LOG_ERROR, "lua error: Unknown callback '%s'", callback_name);
    lua_pop(state, 1);
    return FALSE;
  }

  script_callback_push_args(nargs, args);

  /* Call the function with nargs arguments, return 1 results */
  if (script_call(state, nargs, 1)) {
    return FALSE;
  }

  nres = lua_gettop(state);

  if (nres == 1) {
    if (lua_isboolean(state, -1)) {
      res = lua_toboolean(state, -1);

      /* Shall we stop the emission of this signal? */
      if (res) {
	return TRUE;
      }
    }
  }

  lua_pop(state, nres);
  return FALSE;
}

/**************************************************************************
  Initialize the game script variables.
**************************************************************************/
static void script_vars_init(void)
{
  /* nothing */
}

/**************************************************************************
  Free the game script variables.
**************************************************************************/
static void script_vars_free(void)
{
  /* nothing */
}

/**************************************************************************
  Load the game script variables in file.
**************************************************************************/
static void script_vars_load(struct section_file *file)
{
  if (state) {
    const char *vars;
    const char *section = "script.vars";

    vars = secfile_lookup_str_default(file, "", section);
    script_dostring(state, vars, section);
  }
}

/**************************************************************************
  Save the game script variables to file.
**************************************************************************/
static void script_vars_save(struct section_file *file)
{
  if (state) {
    lua_getglobal(state, "_freeciv_state_dump");
    if (lua_pcall(state, 0, 1, 0) == 0) {
      const char *vars;

      vars = lua_tostring(state, -1);
      lua_pop(state, 1);

      if (vars) {
	secfile_insert_str_noescape(file, vars, "script.vars");
      }
    } else {
      /* _freeciv_state_dump in api.pkg is busted */
      freelog(LOG_ERROR, "lua error: Failed to dump variables");
    }
  }
}

/**************************************************************************
  Initialize the optional game script code (useful for scenarios).
**************************************************************************/
static void script_code_init(void)
{
  script_code = NULL;
}

/**************************************************************************
  Free the optional game script code (useful for scenarios).
**************************************************************************/
static void script_code_free(void)
{
  if (script_code) {
    free(script_code);
    script_code = NULL;
  }
}

/**************************************************************************
  Load the optional game script code from file (useful for scenarios).
**************************************************************************/
static void script_code_load(struct section_file *file)
{
  if (!script_code) {
    const char *code;
    const char *section = "script.code";

    code = secfile_lookup_str_default(file, "", section);
    script_code = mystrdup(code);
    script_dostring(state, script_code, section);
  }
}

/**************************************************************************
  Save the optional game script code to file (useful for scenarios).
**************************************************************************/
static void script_code_save(struct section_file *file)
{
  if (script_code) {
    secfile_insert_str_noescape(file, script_code, "script.code");
  }
}

/**************************************************************************
  Initialize the scripting state.
**************************************************************************/
bool script_init(void)
{
  if (!state) {
    state = lua_open();
    if (!state) {
      return FALSE;
    }

    luaopen_base(state);
    luaopen_string(state);
    luaopen_io(state);
    luaopen_debug(state);
    luaopen_table(state);

    tolua_api_open(state);

    script_code_init();
    script_vars_init();

    script_signals_init();

    return TRUE;
  } else {
    return FALSE;
  }
}

/**************************************************************************
  Free the scripting data.
**************************************************************************/
void script_free(void)
{
  if (state) {
    script_code_free();
    script_vars_free();

    script_signals_free();

    lua_setgcthreshold(state, 0); /* Collected garbage */
    lua_close(state);
    state = NULL;
  }
}

/**************************************************************************
  Parse and execute the script at filename.
**************************************************************************/
bool script_do_file(const char *filename)
{
  return (lua_dofile(state, filename) == 0);
}

/**************************************************************************
  Load the scripting state from file.
**************************************************************************/
void script_state_load(struct section_file *file)
{
  script_code_load(file);

  /* Variables must be loaded after code is loaded and executed,
   * so we restore their saved state properly */
  script_vars_load(file);
}

/**************************************************************************
  Save the scripting state to file.
**************************************************************************/
void script_state_save(struct section_file *file)
{
  script_code_save(file);
  script_vars_save(file);
}