mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
233 lines
4.3 KiB
C++
233 lines
4.3 KiB
C++
#include <stdio.h>
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#include <string.h>
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#include <iostream>
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#include "Lua Interpreter.h"
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#include <Windows.h>
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#include "MemMan.h"
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lua_State *L;
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#define ARRAY_INDEX " idx" // The space is intentional to make this an out-of-band field
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void CreateLuaType( lua_State *L, STR8 TypeName, luaL_Reg *LuaAccessors )
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{
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luaL_Reg *idx;
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luaL_newmetatable( L, TypeName);
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for (idx = LuaAccessors; idx->name; idx++)
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{
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lua_pushstring( L, idx->name);
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lua_pushcfunction( L, idx->func);
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lua_rawset( L, -3 );
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}
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}
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static LuaAttrib* LuaCommonGetSet( lua_State *L )
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{
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const CHAR8 *AttrToFind;
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LuaAttrib *Attributes;
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Attributes = (LuaAttrib*) lua_touserdata( L, lua_upvalueindex( 1));
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if (lua_isnumber( L, 2) )
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{
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AttrToFind = ARRAY_INDEX;
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}
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else if (lua_isstring( L, 2) )
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{
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AttrToFind = lua_tostring( L, 2);
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}
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else
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{
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luaL_argcheck( L, 0, 2, "Invalid index to the table" );
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// The last function doesn't return, but gotta keep the compiler happy
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return NULL;
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}
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for ( ; Attributes->name; Attributes++ )
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{
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if (!strcmp( Attributes->name, AttrToFind) )
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{
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return Attributes;
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}
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}
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return NULL;
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}
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static int LuaGetObject( lua_State *L)
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{
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LuaAttrib *Attributes;
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Attributes = LuaCommonGetSet( L);
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if (!Attributes)
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{
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lua_pushnil( L );
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return 1;
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}
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if (!Attributes->get)
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{
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if (!Attributes->call)
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{
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lua_pushnil( L );
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}
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else
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{
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lua_pushcfunction( L, Attributes->call);
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}
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return 1;
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}
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return Attributes->get( L );
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}
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static int LuaSetObject( lua_State *L)
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{
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LuaAttrib *Attributes;
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Attributes = LuaCommonGetSet( L);
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if (!Attributes)
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{
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lua_rawset( L, 1 );
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return 0;
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}
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if (!Attributes->set)
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{
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luaL_error( L, "The attribute is not writable" );
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}
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return Attributes->set( L);
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}
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luaL_Reg ClassList[] = {
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{ "__index", LuaGetObject, },
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{ "__newindex", LuaSetObject, },
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{ NULL, },
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};
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void CreateLuaClass( lua_State *L, STR8 ClassName, LuaAttrib *Attribs )
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{
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luaL_Reg *i;
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LuaAttrib *idx;
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luaL_newmetatable( L, ClassName );
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for (i = ClassList; i->name; i++)
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{
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lua_pushstring( L, i->name);
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lua_pushlightuserdata( L, Attribs);
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lua_pushcclosure( L, i->func, 1);
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lua_rawset( L, -3);
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}
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for (idx=Attribs; idx->name; idx++)
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{
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if (idx->staticcall)
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{
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lua_pushstring( L, idx->name);
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lua_pushcfunction( L, idx->staticcall);
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lua_rawset( L, -3 );
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}
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}
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}
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void CreateLuaObject( lua_State *L, void *Ptr )
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{
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void **ud;
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// Create the object and initialize its pointer
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ud = (void**)lua_newuserdata( L, sizeof( void*) );
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*ud = Ptr;
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// Swap the table and metatable for stack arg purposes
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lua_insert( L, -2 );
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lua_setmetatable( L, -2 );
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}
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void NewLuaObject( lua_State *L, STR8 ClsName, void *Ptr )
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{
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luaL_getmetatable( L, ClsName );
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if (lua_istable( L, -1 ) )
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{
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CreateLuaObject( L, Ptr );
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}
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}
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void InitializeLua( )
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{
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L = lua_open();
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luaL_openlibs(L);
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// Create the accessor metatable
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// CreateLuaType( L, ACCESSOR_TABLE, LuaAccessors);
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// lua_setglobal( L, ACCESSOR_TABLE); // We also want this class to be known to the script
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// lua_pop(L, 1);
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// Create a wide-character savvy string
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CreateLuaType( L, "wstring", WStringMethods);
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lua_setglobal( L, "wstring"); // We also want this class to be known to the script
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// Set up the game info
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LuaTacticalSetup( L);
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LuaStrategicSetup( L);
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LuaEnvironmentSetup( L);
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}
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int EvalLua (const wchar_t* buff) {
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int error;
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int newlen;
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STR8 newstr = NULL;
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// Since we get wide chars coming in, we need to convert to UTF8
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newlen = WideCharToMultiByte( CP_UTF8, 0, buff, -1, newstr, 0, NULL, NULL);
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newstr = (STR8) MemAlloc( newlen);
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WideCharToMultiByte( CP_UTF8, 0, buff, -1, newstr, newlen, NULL, NULL);
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error = luaL_loadbuffer(L, newstr, newlen-1, "line") ||
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lua_pcall(L, 0, 0, 0);
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MemFree( newstr);
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if (error) {
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const char *error = lua_tostring(L, -1);
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int len = strlen( error);
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if (len >= 7 && !strcmp( error + len - 7, "'<eof>'"))
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{
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lua_pop(L, 1); /* pop error message from the stack */
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return FALSE;
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}
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printf( "%s\n", lua_tostring(L, -1));
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lua_pop(L, 1); /* pop error message from the stack */
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return TRUE;
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}
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return TRUE;
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}
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void ShutdownLua( ) {
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lua_close(L);
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}
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