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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/script/luascript.h"
#include "sword25/script/luabindhelper.h"
namespace Sword25 {
static int warning(lua_State *L) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
luaL_checkstring(L, 1);
luaL_where(L, 1);
lua_pushstring(L, "WARNING - ");
lua_pushvalue(L, 1);
lua_concat(L, 3);
lua_pop(L, 1);
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return 0;
}
static const luaL_reg GLOBAL_FUNCTIONS[] = {
{"warning", warning},
{0, 0}
};
bool LuaScriptEngine::registerStandardLibExtensions() {
lua_State *L = _state;
assert(_state);
if (!LuaBindhelper::addFunctionsToLib(L, "", GLOBAL_FUNCTIONS))
return false;
return true;
}
} // End of namespace Sword25

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/kernel/kernel.h"
#include "sword25/script/luabindhelper.h"
#include "sword25/script/luascript.h"
namespace {
const char *METATABLES_TABLE_NAME = "__METATABLES";
const char *PERMANENTS_TABLE_NAME = "Permanents";
bool registerPermanent(lua_State *L, const Common::String &name) {
// A C function has to be on the stack
if (!lua_iscfunction(L, -1))
return false;
// Make sure that the Permanents-Table is on top of the stack
lua_getfield(L, LUA_REGISTRYINDEX, PERMANENTS_TABLE_NAME);
if (lua_isnil(L, -1)) {
// Permanents-Table does not yet exist, so it has to be created
// Pop nil from the stack
lua_pop(L, 1);
// Create Permanents-Table and insert a second reference to it on the stack
lua_newtable(L);
lua_pushvalue(L, -1);
// Store the Permanents-Table in the registry. The second reference is left
// on the stack to be used in the connection
lua_setfield(L, LUA_REGISTRYINDEX, PERMANENTS_TABLE_NAME);
}
// C function with the name of an index in the Permanents-Table
lua_insert(L, -2);
lua_setfield(L, -2, name.c_str());
// Remove the Permanents-Table from the stack
lua_pop(L, 1);
return true;
}
}
namespace Sword25 {
/**
* Registers a set of functions into a Lua library.
* @param L A pointer to the Lua VM
* @param LibName The name of the library.
* If this is an empty string, the functions will be added to the global namespace.
* @param Functions An array of function pointers along with their names.
* The array must be terminated with the enry (0, 0)
* @return Returns true if successful, otherwise false.
*/
bool LuaBindhelper::addFunctionsToLib(lua_State *L, const Common::String &libName, const luaL_reg *functions) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// If the table name is empty, the functions are to be added to the global namespace
if (libName.size() == 0) {
for (; functions->name; ++functions) {
lua_pushstring(L, functions->name);
lua_pushcclosure(L, functions->func, 0);
lua_settable(L, LUA_GLOBALSINDEX);
// Function is being permanently registed, so persistence can be ignored
lua_pushstring(L, functions->name);
lua_gettable(L, LUA_GLOBALSINDEX);
registerPermanent(L, functions->name);
}
} else { // If the table name is not empty, the functions are added to the given table
// Ensure that the library table exists
if (!createTable(L, libName)) return false;
// Register each function into the table
for (; functions->name; ++functions) {
// Function registration
lua_pushstring(L, functions->name);
lua_pushcclosure(L, functions->func, 0);
lua_settable(L, -3);
// Function is being permanently registed, so persistence can be ignored
lua_pushstring(L, functions->name);
lua_gettable(L, -2);
registerPermanent(L, libName + "." + functions->name);
}
// Remove the library table from the Lua stack
lua_pop(L, 1);
}
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return true;
}
/**
* Adds a set of constants to the Lua library
* @param L A pointer to the Lua VM
* @param LibName The name of the library.
* If this is an empty string, the functions will be added to the global namespace.
* @param Constants An array of the constant values along with their names.
* The array must be terminated with the enry (0, 0)
* @return Returns true if successful, otherwise false.
*/
bool LuaBindhelper::addConstantsToLib(lua_State *L, const Common::String &libName, const lua_constant_reg *constants) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// If the table is empty, the constants are added to the global namespace
if (libName.size() == 0) {
for (; constants->Name; ++constants) {
lua_pushstring(L, constants->Name);
lua_pushnumber(L, constants->Value);
lua_settable(L, LUA_GLOBALSINDEX);
}
}
// If the table name is not empty, the constants are added to that table
else {
// Ensure that the library table exists
if (!createTable(L, libName)) return false;
// Register each constant in the table
for (; constants->Name; ++constants) {
lua_pushstring(L, constants->Name);
lua_pushnumber(L, constants->Value);
lua_settable(L, -3);
}
// Remove the library table from the Lua stack
lua_pop(L, 1);
}
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return true;
}
/**
* Adds a set of methods to a Lua class
* @param L A pointer to the Lua VM
* @param ClassName The name of the class
* When the class name specified does not exist, it is created.
* @param Methods An array of function pointers along with their method names.
* The array must be terminated with the enry (0, 0)
* @return Returns true if successful, otherwise false.
*/
bool LuaBindhelper::addMethodsToClass(lua_State *L, const Common::String &className, const luaL_reg *methods) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// Load the metatable onto the Lua stack
if (!getMetatable(L, className)) return false;
// Register each method in the Metatable
for (; methods->name; ++methods) {
lua_pushstring(L, methods->name);
lua_pushcclosure(L, methods->func, 0);
lua_settable(L, -3);
// Function is being permanently registed, so persistence can be ignored
lua_pushstring(L, methods->name);
lua_gettable(L, -2);
registerPermanent(L, className + "." + methods->name);
}
// Remove the metatable from the stack
lua_pop(L, 1);
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return true;
}
/**
* Sets the garbage collector callback method when items of a particular class are deleted
* @param L A pointer to the Lua VM
* @param ClassName The name of the class
* When the class name specified does not exist, it is created.
* @param GCHandler A function pointer
* @return Returns true if successful, otherwise false.
*/
bool LuaBindhelper::setClassGCHandler(lua_State *L, const Common::String &className, lua_CFunction GCHandler) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// Load the metatable onto the Lua stack
if (!getMetatable(L, className)) return false;
// Add the GC handler to the Metatable
lua_pushstring(L, "__gc");
lua_pushcclosure(L, GCHandler, 0);
lua_settable(L, -3);
// Function is being permanently registed, so persistence can be ignored
lua_pushstring(L, "__gc");
lua_gettable(L, -2);
registerPermanent(L, className + ".__gc");
// Remove the metatable from the stack
lua_pop(L, 1);
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return true;
}
} // End of namespace Sword25
namespace {
void pushMetatableTable(lua_State *L) {
// Push the Metatable table onto the stack
lua_getglobal(L, METATABLES_TABLE_NAME);
// If the table doesn't yet exist, it must be created
if (lua_isnil(L, -1)) {
// Pop nil from stack
lua_pop(L, 1);
// New table has been created, so add it to the global table and leave reference on stack
lua_newtable(L);
lua_pushvalue(L, -1);
lua_setglobal(L, METATABLES_TABLE_NAME);
}
}
}
namespace Sword25 {
bool LuaBindhelper::getMetatable(lua_State *L, const Common::String &tableName) {
// Push the Metatable table onto the stack
pushMetatableTable(L);
// Versuchen, die gewünschte Metatabelle auf den Stack zu legen. Wenn sie noch nicht existiert, muss sie erstellt werden.
lua_getfield(L, -1, tableName.c_str());
if (lua_isnil(L, -1)) {
// Pop nil from stack
lua_pop(L, 1);
// Create new table
lua_newtable(L);
// Set the __index field in the table
lua_pushvalue(L, -1);
lua_setfield(L, -2, "__index");
// Flag the table as persisted. This ensures that objects within this table get stored
lua_pushbooleancpp(L, true);
lua_setfield(L, -2, "__persist");
// Set the table name and push it onto the stack
lua_pushvalue(L, -1);
lua_setfield(L, -3, tableName.c_str());
}
// Remove the Metatable table from the stack
lua_remove(L, -2);
return true;
}
// Like luaL_checkudata, only without that no error is generated.
void *LuaBindhelper::my_checkudata(lua_State *L, int ud, const char *tname) {
int top = lua_gettop(L);
void *p = lua_touserdata(L, ud);
if (p != NULL) { /* value is a userdata? */
if (lua_getmetatable(L, ud)) { /* does it have a metatable? */
// lua_getfield(L, LUA_REGISTRYINDEX, tname); /* get correct metatable */
LuaBindhelper::getMetatable(L, tname);
if (lua_rawequal(L, -1, -2)) { /* does it have the correct mt? */
lua_settop(L, top);
return p;
}
}
}
lua_settop(L, top);
return NULL;
}
bool LuaBindhelper::createTable(lua_State *L, const Common::String &tableName) {
const char *partBegin = tableName.c_str();
while (partBegin - tableName.c_str() < (int)tableName.size()) {
const char *partEnd = strchr(partBegin, '.');
if (!partEnd)
partEnd = partBegin + strlen(partBegin);
Common::String subTableName(partBegin, partEnd);
// Tables with an empty string as the name are not allowed
if (subTableName.size() == 0)
return false;
// Verify that the table with the name already exists
// The first round will be searched in the global namespace, with later passages
// in the corresponding parent table in the stack
if (partBegin == tableName.c_str()) {
lua_pushstring(L, subTableName.c_str());
lua_gettable(L, LUA_GLOBALSINDEX);
} else {
lua_pushstring(L, subTableName.c_str());
lua_gettable(L, -2);
if (!lua_isnil(L, -1))
lua_remove(L, -2);
}
// If it doesn't exist, create table
if (lua_isnil(L, -1)) {
// Pop nil from stack
lua_pop(L, 1);
// Create new table
lua_newtable(L);
lua_pushstring(L, subTableName.c_str());
lua_pushvalue(L, -2);
if (partBegin == tableName.c_str())
lua_settable(L, LUA_GLOBALSINDEX);
else {
lua_settable(L, -4);
lua_remove(L, -2);
}
}
partBegin = partEnd + 1;
}
return true;
}
} // End of namespace Sword25
namespace {
Common::String getLuaValueInfo(lua_State *L, int stackIndex) {
switch (lua_type(L, stackIndex)) {
case LUA_TNUMBER:
lua_pushstring(L, lua_tostring(L, stackIndex));
break;
case LUA_TSTRING:
lua_pushfstring(L, "\"%s\"", lua_tostring(L, stackIndex));
break;
case LUA_TBOOLEAN:
lua_pushstring(L, (lua_toboolean(L, stackIndex) ? "true" : "false"));
break;
case LUA_TNIL:
lua_pushliteral(L, "nil");
break;
default:
lua_pushfstring(L, "%s: %p", luaL_typename(L, stackIndex), lua_topointer(L, stackIndex));
break;
}
Common::String result(lua_tostring(L, -1));
lua_pop(L, 1);
return result;
}
}
namespace Sword25 {
Common::String LuaBindhelper::stackDump(lua_State *L) {
Common::String oss;
int i = lua_gettop(L);
oss += "------------------- Stack Dump -------------------\n";
while (i) {
oss += Common::String::format("%d: ", i) + getLuaValueInfo(L, i) + "\n";
i--;
}
oss += "-------------- Stack Dump Finished ---------------\n";
return oss;
}
Common::String LuaBindhelper::tableDump(lua_State *L) {
Common::String oss;
oss += "------------------- Table Dump -------------------\n";
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
// Get the value of the current element on top of the stack, including the index
oss += getLuaValueInfo(L, -2) + " : " + getLuaValueInfo(L, -1) + "\n";
// Pop value from the stack. The index is then ready for the next call to lua_next()
lua_pop(L, 1);
}
oss += "-------------- Table Dump Finished ---------------\n";
return oss;
}
} // End of namespace Sword25

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_LUABINDHELPER_H
#define SWORD25_LUABINDHELPER_H
#include "sword25/kernel/common.h"
#include "common/lua/lua.h"
#include "common/lua/lauxlib.h"
namespace Sword25 {
#define lua_pushbooleancpp(L, b) (lua_pushboolean(L, b ? 1 : 0))
#define lua_tobooleancpp(L, i) (lua_toboolean(L, i) != 0)
struct lua_constant_reg {
const char *Name;
lua_Number Value;
};
class LuaBindhelper {
public:
/**
* Registers a set of functions into a Lua library.
* @param L A pointer to the Lua VM
* @param LibName The name of the library.
* If this is an empty string, the functions will be added to the global namespace.
* @param Functions An array of function pointers along with their names.
* The array must be terminated with the enry (0, 0)
* @return Returns true if successful, otherwise false.
*/
static bool addFunctionsToLib(lua_State *L, const Common::String &libName, const luaL_reg *functions);
/**
* Adds a set of constants to the Lua library
* @param L A pointer to the Lua VM
* @param LibName The name of the library.
* If this is an empty string, the functions will be added to the global namespace.
* @param Constants An array of the constant values along with their names.
* The array must be terminated with the enry (0, 0)
* @return Returns true if successful, otherwise false.
*/
static bool addConstantsToLib(lua_State *L, const Common::String &libName, const lua_constant_reg *constants);
/**
* Adds a set of methods to a Lua class
* @param L A pointer to the Lua VM
* @param ClassName The name of the class
* When the class name specified does not exist, it is created.
* @param Methods An array of function pointers along with their method names.
* The array must be terminated with the enry (0, 0)
* @return Returns true if successful, otherwise false.
*/
static bool addMethodsToClass(lua_State *L, const Common::String &className, const luaL_reg *methods);
/**
* Sets the garbage collector callback method when items of a particular class are deleted
* @param L A pointer to the Lua VM
* @param ClassName The name of the class
* When the class name specified does not exist, it is created.
* @param GCHandler A function pointer
* @return Returns true if successful, otherwise false.
*/
static bool setClassGCHandler(lua_State *L, const Common::String &className, lua_CFunction GCHandler);
/**
* Returns a string containing a stack dump of the Lua stack
* @param L A pointer to the Lua VM
*/
static Common::String stackDump(lua_State *L);
/**
* Returns a string that describes the contents of a table
* @param L A pointer to the Lua VM
* @remark The table must be on the Lua stack to be read out.
*/
static Common::String tableDump(lua_State *L);
static bool getMetatable(lua_State *L, const Common::String &tableName);
static void *my_checkudata(lua_State *L, int ud, const char *tname);
private:
static bool createTable(lua_State *L, const Common::String &tableName);
};
} // End of namespace Sword25
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/textconsole.h"
#include "sword25/script/luacallback.h"
#include "sword25/script/luabindhelper.h"
#include "common/lua/lua.h"
#include "common/lua/lauxlib.h"
const char *CALLBACKTABLE_NAME = "__CALLBACKS";
namespace Sword25 {
LuaCallback::LuaCallback(lua_State *L) {
// Create callback table
lua_newtable(L);
lua_setglobal(L, CALLBACKTABLE_NAME);
}
LuaCallback::~LuaCallback() {
}
void LuaCallback::registerCallbackFunction(lua_State *L, uint objectHandle) {
assert(lua_isfunction(L, -1));
ensureObjectCallbackTableExists(L, objectHandle);
// Store function in the callback object table store
lua_pushvalue(L, -2);
luaL_ref(L, -2);
// Pop the function and object callback table from the stack
lua_pop(L, 2);
}
void LuaCallback::unregisterCallbackFunction(lua_State *L, uint objectHandle) {
assert(lua_isfunction(L, -1));
ensureObjectCallbackTableExists(L, objectHandle);
// Iterate over all elements of the object callback table and remove the function from it
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
// The value of the current element is the top of the stack, including the index
// If the value is identical to the function parameters, it is removed from the table
if (lua_equal(L, -1, -4)) {
lua_pushvalue(L, -2);
lua_pushnil(L);
lua_settable(L, -5);
// The function was found, iteration can be stopped
lua_pop(L, 2);
break;
} else {
// Pop value from the stack. The index is then ready for the next call to lua_next()
lua_pop(L, 1);
}
}
// Function and object table are popped from the stack
lua_pop(L, 2);
}
void LuaCallback::removeAllObjectCallbacks(lua_State *L, uint objectHandle) {
pushCallbackTable(L);
// Remove the object callback from the callback table
lua_pushnumber(L, objectHandle);
lua_pushnil(L);
lua_settable(L, -3);
lua_pop(L, 1);
}
void LuaCallback::invokeCallbackFunctions(lua_State *L, uint objectHandle) {
ensureObjectCallbackTableExists(L, objectHandle);
// Iterate through the table and perform all the callbacks
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
// The value of the current element is at the top of the stack, including the index
// If the value is a function, execute it
if (lua_type(L, -1) == LUA_TFUNCTION) {
// Pre-Function Call
// Derived classes can function in this parameter onto the stack.
// The return value indicates the number of parameters
int argumentCount = preFunctionInvocation(L);
// Lua_pcall the function and the parameters pop themselves from the stack
if (lua_pcall(L, argumentCount, 0, 0) != 0) {
// An error has occurred
error("An error occurred executing a callback function: %s", lua_tostring(L, -1));
// Pop error message from the stack
lua_pop(L, 1);
}
} else {
// Pop value from the stack. The index is then ready for the next call to lua_next()
lua_pop(L, 1);
}
}
}
void LuaCallback::ensureObjectCallbackTableExists(lua_State *L, uint objectHandle) {
pushObjectCallbackTable(L, objectHandle);
// If the table is nil, it must first be created
if (lua_isnil(L, -1)) {
// Pop nil from stack
lua_pop(L, 1);
pushCallbackTable(L);
// Create the table, and put the objectHandle into it
lua_newtable(L);
lua_pushnumber(L, objectHandle);
lua_pushvalue(L, -2);
lua_settable(L, -4);
// Pop the callback table from the stack
lua_remove(L, -2);
}
}
void LuaCallback::pushCallbackTable(lua_State *L) {
lua_getglobal(L, CALLBACKTABLE_NAME);
}
void LuaCallback::pushObjectCallbackTable(lua_State *L, uint objectHandle) {
pushCallbackTable(L);
// Push Object Callback table onto the stack
lua_pushnumber(L, objectHandle);
lua_gettable(L, -2);
// Pop the callback table from the stack
lua_remove(L, -2);
}
} // End of namespace Sword25

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_LUACALLBACK_H
#define SWORD25_LUACALLBACK_H
#include "sword25/kernel/common.h"
struct lua_State;
namespace Sword25 {
class LuaCallback {
public:
LuaCallback(lua_State *L);
virtual ~LuaCallback();
// Funktion muss auf dem Lua-Stack liegen.
void registerCallbackFunction(lua_State *L, uint objectHandle);
// Funktion muss auf dem Lua-Stack liegen.
void unregisterCallbackFunction(lua_State *L, uint objectHandle);
void removeAllObjectCallbacks(lua_State *L, uint objectHandle);
void invokeCallbackFunctions(lua_State *L, uint objectHandle);
protected:
virtual int preFunctionInvocation(lua_State *L) {
return 0;
}
private:
void ensureObjectCallbackTableExists(lua_State *L, uint objectHandle);
void pushCallbackTable(lua_State *L);
void pushObjectCallbackTable(lua_State *L, uint objectHandle);
};
} // End of namespace Sword25
#endif

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@@ -0,0 +1,514 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/memstream.h"
#include "common/debug-channels.h"
#include "sword25/sword25.h"
#include "sword25/package/packagemanager.h"
#include "sword25/script/luascript.h"
#include "sword25/script/luabindhelper.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "common/lua/lua.h"
#include "common/lua/lualib.h"
#include "common/lua/lauxlib.h"
#include "common/lua/lua_persistence.h"
namespace Sword25 {
LuaScriptEngine::LuaScriptEngine(Kernel *KernelPtr) :
ScriptEngine(KernelPtr),
_state(0),
_pcallErrorhandlerRegistryIndex(0) {
}
LuaScriptEngine::~LuaScriptEngine() {
// Lua de-initialisation
if (_state)
lua_close(_state);
}
namespace {
int panicCB(lua_State *L) {
error("Lua panic. Error message: %s", lua_isnil(L, -1) ? "" : lua_tostring(L, -1));
return 0;
}
void debugHook(lua_State *L, lua_Debug *ar) {
if (!lua_getinfo(L, "Sn", ar))
return;
debug("LUA: %s %s: %s %d", ar->namewhat, ar->name, ar->short_src, ar->currentline);
}
}
bool LuaScriptEngine::init() {
// Lua-State initialisation, as well as standard libaries initialisation
_state = luaL_newstate();
if (!_state || ! registerStandardLibs() || !registerStandardLibExtensions()) {
error("Lua could not be initialized.");
return false;
}
// Register panic callback function
lua_atpanic(_state, panicCB);
// Error handler for lua_pcall calls
// The code below contains a local error handler function
const char errorHandlerCode[] =
"local function ErrorHandler(message) "
" return message .. '\\n' .. debug.traceback('', 2) "
"end "
"return ErrorHandler";
// Compile the code
if (luaL_loadbuffer(_state, errorHandlerCode, strlen(errorHandlerCode), "PCALL ERRORHANDLER") != 0) {
// An error occurred, so dislay the reason and exit
error("Couldn't compile luaL_pcall errorhandler:\n%s", lua_tostring(_state, -1));
lua_pop(_state, 1);
return false;
}
// Running the code, the error handler function sets the top of the stack
if (lua_pcall(_state, 0, 1, 0) != 0) {
// An error occurred, so dislay the reason and exit
error("Couldn't prepare luaL_pcall errorhandler:\n%s", lua_tostring(_state, -1));
lua_pop(_state, 1);
return false;
}
// Place the error handler function in the Lua registry, and remember the index
_pcallErrorhandlerRegistryIndex = luaL_ref(_state, LUA_REGISTRYINDEX);
// Initialize debugging callback
if (DebugMan.isDebugChannelEnabled(kDebugScript)) {
int mask = 0;
if ((gDebugLevel & 1) != 0)
mask |= LUA_MASKCALL;
if ((gDebugLevel & 2) != 0)
mask |= LUA_MASKRET;
if ((gDebugLevel & 4) != 0)
mask |= LUA_MASKLINE;
if (mask != 0)
lua_sethook(_state, debugHook, mask, 0);
}
debugC(kDebugScript, "Lua initialized.");
return true;
}
bool LuaScriptEngine::executeFile(const Common::String &fileName) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(_state);
#endif
debug(2, "LuaScriptEngine::executeFile(%s)", fileName.c_str());
// Get a pointer to the package manager
PackageManager *pPackage = Kernel::getInstance()->getPackage();
assert(pPackage);
// File read
uint fileSize;
byte *fileData = pPackage->getFile(fileName, &fileSize);
if (!fileData) {
error("Couldn't read \"%s\".", fileName.c_str());
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(_state));
#endif
return false;
}
// Run the file content
if (!executeBuffer(fileData, fileSize, "@" + pPackage->getAbsolutePath(fileName))) {
// Release file buffer
delete[] fileData;
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(_state));
#endif
return false;
}
// Release file buffer
delete[] fileData;
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(_state));
#endif
return true;
}
bool LuaScriptEngine::executeString(const Common::String &code) {
return executeBuffer((const byte *)code.c_str(), code.size(), "???");
}
namespace {
void removeForbiddenFunctions(lua_State *L) {
static const char *FORBIDDEN_FUNCTIONS[] = {
"dofile",
0
};
const char **iterator = FORBIDDEN_FUNCTIONS;
while (*iterator) {
lua_pushnil(L);
lua_setfield(L, LUA_GLOBALSINDEX, *iterator);
++iterator;
}
}
}
bool LuaScriptEngine::registerStandardLibs() {
luaL_openlibs(_state);
removeForbiddenFunctions(_state);
return true;
}
bool LuaScriptEngine::executeBuffer(const byte *data, uint size, const Common::String &name) const {
// Compile buffer
if (luaL_loadbuffer(_state, (const char *)data, size, name.c_str()) != 0) {
error("Couldn't compile \"%s\":\n%s", name.c_str(), lua_tostring(_state, -1));
lua_pop(_state, 1);
return false;
}
// Error handling function to be executed after the function is put on the stack
lua_rawgeti(_state, LUA_REGISTRYINDEX, _pcallErrorhandlerRegistryIndex);
lua_insert(_state, -2);
// Run buffer contents
if (lua_pcall(_state, 0, 0, -2) != 0) {
error("An error occurred while executing \"%s\":\n%s.",
name.c_str(),
lua_tostring(_state, -1));
lua_pop(_state, 2);
return false;
}
// Remove the error handler function from the stack
lua_pop(_state, 1);
return true;
}
void LuaScriptEngine::setCommandLine(const Common::StringArray &commandLineParameters) {
lua_newtable(_state);
for (size_t i = 0; i < commandLineParameters.size(); ++i) {
lua_pushnumber(_state, i + 1);
lua_pushstring(_state, commandLineParameters[i].c_str());
lua_settable(_state, -3);
}
lua_setglobal(_state, "CommandLine");
}
namespace {
const char *PERMANENTS_TABLE_NAME = "Permanents";
// This array contains the name of global Lua objects that should not be persisted
const char *STANDARD_PERMANENTS[] = {
"string",
"xpcall",
"package",
"tostring",
"print",
"os",
"unpack",
"require",
"getfenv",
"setmetatable",
"next",
"assert",
"tonumber",
"io",
"rawequal",
"collectgarbage",
"getmetatable",
"module",
"rawset",
"warning",
"math",
"debug",
"pcall",
"table",
"newproxy",
"type",
"coroutine",
"select",
"gcinfo",
"pairs",
"rawget",
"loadstring",
"ipairs",
"_VERSION",
"setfenv",
"load",
"error",
"loadfile",
"pairs_next",
"ipairs_next",
"pluto",
"Cfg",
"Translator",
"Persistence",
"CommandLine",
0
};
enum PERMANENT_TABLE_TYPE {
PTT_PERSIST,
PTT_UNPERSIST
};
bool pushPermanentsTable(lua_State *L, PERMANENT_TABLE_TYPE tableType) {
// Permanents-Table
lua_newtable(L);
// All standard permanents are inserted into this table
uint Index = 0;
while (STANDARD_PERMANENTS[Index]) {
// Permanents are placed onto the stack; if it does not exist, it is simply ignored
lua_getglobal(L, STANDARD_PERMANENTS[Index]);
if (!lua_isnil(L, -1)) {
// Name of the element as a unique value on the stack
lua_pushstring(L, STANDARD_PERMANENTS[Index]);
// If it is loaded, then it can be used
// In this case, the position of name and object are reversed on the stack
if (tableType == PTT_UNPERSIST)
lua_insert(L, -2);
// Make an entry in the table
lua_settable(L, -3);
} else {
// Pop nil value from stack
lua_pop(L, 1);
}
++Index;
}
// All registered C functions to be inserted into the table
// BS_LuaBindhelper places in the register a table in which all registered C functions
// are stored
// Table is put on the stack
lua_getfield(L, LUA_REGISTRYINDEX, PERMANENTS_TABLE_NAME);
if (!lua_isnil(L, -1)) {
// Iterate over all elements of the table
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
// Value and index duplicated on the stack and changed in the sequence
lua_pushvalue(L, -1);
lua_pushvalue(L, -3);
// If it is loaded, then it can be used
// In this case, the position of name and object are reversed on the stack
if (tableType == PTT_UNPERSIST)
lua_insert(L, -2);
// Make an entry in the results table
lua_settable(L, -6);
// Pop value from the stack. The index is then ready for the next call to lua_next()
lua_pop(L, 1);
}
}
// Pop the C-Permanents table from the stack
lua_pop(L, 1);
// coroutine.yield must be registered in the extra-Permanents table because they
// are inactive coroutine C functions on the stack
// Function coroutine.yield placed on the stack
lua_getglobal(L, "coroutine");
lua_pushstring(L, "yield");
lua_gettable(L, -2);
// Store coroutine.yield with it's own unique value in the Permanents table
lua_pushstring(L, "coroutine.yield");
if (tableType == PTT_UNPERSIST)
lua_insert(L, -2);
lua_settable(L, -4);
// Coroutine table is popped from the stack
lua_pop(L, 1);
return true;
}
} // End of anonymous namespace
bool LuaScriptEngine::persist(OutputPersistenceBlock &writer) {
// Empty the Lua stack. pluto_persist() xepects that the stack is empty except for its parameters
lua_settop(_state, 0);
// Garbage Collection erzwingen.
lua_gc(_state, LUA_GCCOLLECT, 0);
// Permanents-Table is set on the stack
// pluto_persist expects these two items on the Lua stack
pushPermanentsTable(_state, PTT_PERSIST);
lua_getglobal(_state, "_G");
// Lua persists and stores the data in a WriteStream
Common::MemoryWriteStreamDynamic writeStream(DisposeAfterUse::YES);
Lua::persistLua(_state, &writeStream);
// Persistenzdaten in den Writer schreiben.
writer.write(writeStream.getData(), writeStream.size());
// Die beiden Tabellen vom Stack nehmen.
lua_pop(_state, 2);
return true;
}
namespace {
void clearGlobalTable(lua_State *L, const char **exceptions) {
// Iterate over all elements of the global table
lua_pushvalue(L, LUA_GLOBALSINDEX);
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
// Now the value and the index of the current element is on the stack
// This value does not interest us, so it is popped from the stack
lua_pop(L, 1);
// Determine whether the item is set to nil, so you want to remove from the global table.
// For this will determine whether the element name is a string and is present in
// the list of exceptions
bool setElementToNil = true;
if (lua_isstring(L, -1)) {
const char *indexString = lua_tostring(L, -1);
const char **exceptionsWalker = exceptions;
while (*exceptionsWalker) {
if (strcmp(indexString, *exceptionsWalker) == 0)
setElementToNil = false;
++exceptionsWalker;
}
}
// If the above test showed that the item should be removed, it is removed by setting the value to nil.
if (setElementToNil) {
lua_pushvalue(L, -1);
lua_pushnil(L);
lua_settable(L, LUA_GLOBALSINDEX);
}
}
// Pop the Global table from the stack
lua_pop(L, 1);
// Perform garbage collection, so that all removed elements are deleted
lua_gc(L, LUA_GCCOLLECT, 0);
}
} // End of anonymous namespace
bool LuaScriptEngine::unpersist(InputPersistenceBlock &reader) {
// Empty the Lua stack. pluto_persist() xepects that the stack is empty except for its parameters
lua_settop(_state, 0);
// Permanents table is placed on the stack. This has already happened at this point, because
// to create the table all permanents must be accessible. This is the case only for the
// beginning of the function, because the global table is emptied below
pushPermanentsTable(_state, PTT_UNPERSIST);
// All items from global table of _G and __METATABLES are removed.
// After a garbage collection is performed, and thus all managed objects deleted
// __METATABLES is not immediately removed becausen the Metatables are needed
// for the finalisers of objects.
static const char *clearExceptionsFirstPass[] = {
"_G",
"__METATABLES",
0
};
clearGlobalTable(_state, clearExceptionsFirstPass);
// In the second pass, the Metatables are removed
static const char *clearExceptionsSecondPass[] = {
"_G",
0
};
clearGlobalTable(_state, clearExceptionsSecondPass);
// Persisted Lua data
Common::Array<byte> chunkData;
reader.readByteArray(chunkData);
Common::MemoryReadStream readStream(&chunkData[0], chunkData.size(), DisposeAfterUse::NO);
Lua::unpersistLua(_state, &readStream);
// Permanents-Table is removed from stack
lua_remove(_state, -2);
// The read elements in the global table about
lua_pushnil(_state);
while (lua_next(_state, -2) != 0) {
// The reference to the global table (_G) must not be overwritten, or ticks from Lua total
bool isGlobalReference = lua_isstring(_state, -2) && strcmp(lua_tostring(_state, -2), "_G") == 0;
if (!isGlobalReference) {
lua_pushvalue(_state, -2);
lua_pushvalue(_state, -2);
lua_settable(_state, LUA_GLOBALSINDEX);
}
// Pop value from the stack. The index is then ready for the next call to lua_next()
lua_pop(_state, 1);
}
// The table with the loaded data is popped from the stack
lua_pop(_state, 1);
// Force garbage collection
lua_gc(_state, LUA_GCCOLLECT, 0);
return true;
}
} // End of namespace Sword25

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@@ -0,0 +1,106 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_LUASCRIPT_H
#define SWORD25_LUASCRIPT_H
#include "common/str.h"
#include "common/str-array.h"
#include "sword25/kernel/common.h"
#include "sword25/script/script.h"
struct lua_State;
namespace Sword25 {
class Kernel;
class LuaScriptEngine : public ScriptEngine {
public:
LuaScriptEngine(Kernel *KernelPtr);
~LuaScriptEngine() override;
/**
* Initializes the scripting engine
* @return Returns true if successful, otherwise false.
*/
bool init() override;
/**
* Loads a script file and executes it
* @param FileName The filename of the script
* @return Returns true if successful, otherwise false.
*/
bool executeFile(const Common::String &fileName) override;
/**
* Execute a string of script code
* @param Code A string of script code
* @return Returns true if successful, otherwise false.
*/
bool executeString(const Common::String &code) override;
/**
* Returns a pointer to the main object of the scripting language
* @remark Using this method breaks the encapsulation of the language
*/
void *getScriptObject() override {
return _state;
}
/**
* Makes the command line parameters for the scripting environment available
* @param CommandLineParameters An array containing all the command line parameters
* @remark How the command line parameters will be used by scripts is
* dependant on the particular implementation.
*/
void setCommandLine(const Common::StringArray &commandLineParameters) override;
/**
* @remark The Lua stack is cleared by this method
*/
bool persist(OutputPersistenceBlock &writer) override;
/**
* @remark The Lua stack is cleared by this method
*/
bool unpersist(InputPersistenceBlock &reader) override;
private:
lua_State *_state;
int _pcallErrorhandlerRegistryIndex;
bool registerStandardLibs();
bool registerStandardLibExtensions();
bool executeBuffer(const byte *data, uint size, const Common::String &name) const;
};
} // End of namespace Sword25
#endif

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@@ -0,0 +1,92 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_SCRIPT_H
#define SWORD25_SCRIPT_H
#include "common/array.h"
#include "common/str.h"
#include "sword25/kernel/common.h"
#include "sword25/kernel/service.h"
#include "sword25/kernel/persistable.h"
namespace Sword25 {
class Kernel;
class OutputPersistenceBlock;
class BS_InputPersistenceBlock;
class ScriptEngine : public Service, public Persistable {
public:
ScriptEngine(Kernel *KernelPtr) : Service(KernelPtr) {}
~ScriptEngine() override {}
// -----------------------------------------------------------------------------
// This method must be implemented by the script engine
// -----------------------------------------------------------------------------
/**
* Initializes the scrip tengine. Returns true if successful, false otherwise.
*/
virtual bool init() = 0;
/**
* Loads a script file and executes it.
* @param FileName The script filename
*/
virtual bool executeFile(const Common::String &fileName) = 0;
/**
* Executes a specified script fragment
* @param Code String of script code
*/
virtual bool executeString(const Common::String &code) = 0;
/**
* Returns a pointer to the main object of the script engine
* Note: Using this method breaks the encapsulation of the language from the rest of the engine.
*/
virtual void *getScriptObject() = 0;
/**
* Makes the command line parameters for the script environment available
* Note: How the command line parameters will be used by scripts is dependant on the
* particular implementation.
* @param CommandLineParameters List containing the command line parameters
*/
virtual void setCommandLine(const Common::Array<Common::String> &commandLineParameters) = 0;
bool persist(OutputPersistenceBlock &writer) override = 0;
bool unpersist(InputPersistenceBlock &reader) override = 0;
};
} // End of namespace Sword25
#endif