/* 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 .
*
*/
#include "tetraedge/tetraedge.h"
#include "tetraedge/te/te_lua_thread.h"
#include "tetraedge/te/te_lua_context.h"
#include "tetraedge/te/te_variant.h"
#include "common/config-manager.h"
#include "common/str.h"
#include "common/debug.h"
#include "common/file.h"
#include "common/lua/lua.h"
#include "common/lua/lauxlib.h"
#include "common/lua/lualib.h"
//#define TETRAEDGE_LUA_DEBUG 1
//#define TETRAEDGE_RESTORE_EXPERIMENTAL 1
namespace Tetraedge {
/*static*/
Common::Array *TeLuaThread::_threadList = nullptr;
TeLuaThread::TeLuaThread(TeLuaContext *context) : _resumeCount(0), _lastResumeResult(0), _released(false) {
_luaThread = lua_newthread(context->luaState());
_bottomRef = luaL_ref(context->luaState(), LUA_REGISTRYINDEX);
threadList()->push_back(this);
}
TeLuaThread::~TeLuaThread() {
luaL_unref(_luaThread, LUA_REGISTRYINDEX, _bottomRef);
uint i;
Common::Array *threads = threadList();
for (i = 0; i < threads->size(); i++)
if ((*threads)[i] == this)
break;
if (i < threads->size())
threads->remove_at(i);
}
/*static*/ TeLuaThread *TeLuaThread::create(TeLuaContext *context) {
return new TeLuaThread(context);
}
void TeLuaThread::_resume(int nargs) {
_resumeCount++;
_lastResumeResult = lua_resume(_luaThread, nargs);
if (_lastResumeResult > 1) {
const char *msg = lua_tolstring(_luaThread, -1, nullptr);
warning("TeLuaThread::_resume: %s", msg);
}
if (_lastResumeResult != 1 && _released) {
//debug("TeLuaThread:: deleting this?");
delete this;
}
}
void TeLuaThread::execute(const Common::String &fname) {
if (!_luaThread)
return;
#ifdef TETRAEDGE_LUA_DEBUG
if (fname != "Update" && fname != "UpdateHelp")
debug("TeLuaThread::execute: %s()", fname.c_str());
#endif
lua_getglobal(_luaThread, fname.c_str());
if (lua_type(_luaThread, -1) == LUA_TFUNCTION) {
_resume(0);
} else {
if (!fname.contains("Update"))
debug("[TeLuaThread::Execute0] Function: \"%s\" does not exist", fname.c_str());
lua_settop(_luaThread, -2);
}
}
void TeLuaThread::execute(const Common::String &fname, const TeVariant &p1) {
if (!_luaThread)
return;
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::execute: %s(%s)", fname.c_str(), p1.dumpStr().c_str());
#endif
lua_getglobal(_luaThread, fname.c_str());
if (lua_type(_luaThread, -1) == LUA_TFUNCTION) {
pushValue(p1);
_resume(1);
} else {
// Don't report Update (as original) or some other functions which are not
// implemented in both games
if (!fname.contains("Update") && !fname.equals("OnCellCharacterAnimationPlayerFinished")
&& !fname.equals("OnCharacterAnimationFinished") && !fname.equals("OnCellDialogFinished")
&& !fname.equals("OnCellFreeSoundFinished"))
debug("[TeLuaThread::Execute1] Function: \"%s\" does not exist", fname.c_str());
lua_settop(_luaThread, -2);
}
}
void TeLuaThread::execute(const Common::String &fname, const TeVariant &p1, const TeVariant &p2) {
if (!_luaThread)
return;
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::execute: %s(%s, %s)", fname.c_str(), p1.dumpStr().c_str(),
p2.dumpStr().c_str());
#endif
lua_getglobal(_luaThread, fname.c_str());
if (lua_type(_luaThread, -1) == LUA_TFUNCTION) {
pushValue(p1);
pushValue(p2);
_resume(2);
} else {
if (!fname.contains("Update"))
debug("[TeLuaThread::Execute2] Function: \"%s\" does not exist.", fname.c_str());
lua_settop(_luaThread, -2);
}
}
void TeLuaThread::execute(const Common::String &fname, const TeVariant &p1, const TeVariant &p2, const TeVariant &p3) {
if (!_luaThread)
return;
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::execute: %s(%s, %s, %s)", fname.c_str(), p1.dumpStr().c_str(),
p2.dumpStr().c_str(), p3.dumpStr().c_str());
#endif
lua_getglobal(_luaThread, fname.c_str());
if (lua_type(_luaThread, -1) == LUA_TFUNCTION) {
pushValue(p1);
pushValue(p2);
pushValue(p3);
_resume(3);
} else {
if (!fname.contains("Update"))
debug("[TeLuaThread::Execute3] Function: \"%s\" does not exist.", fname.c_str());
lua_settop(_luaThread, -4);
}
}
void TeLuaThread::applyScriptWorkarounds(char *buf, const Common::String &fileNameIn) {
char *fixline;
Common::String fileName(fileNameIn);
if (fileName.hasSuffix(".data")) {
fileName = fileName.substr(0, fileName.size() - 5) + ".lua";
}
//
// WORKAROUND: Some script files have rogue ";" lines in them with nothing
// else, and ScummVM common lua version doesn't like them. Clean those up.
//
fixline = strstr(buf, "\n\t;");
if (fixline)
fixline[2] = '\t';
//
// Restore Syberia 1 scenes by patching up the scripts
//
if (g_engine->gameType() == TetraedgeEngine::kSyberia && ConfMan.getBool("restore_scenes")) {
if (fileName.contains("Logic11070.lua")) {
// Allow Kate to enter scene 11100
fixline = strstr(buf, "\"11110\"");
if (fixline) // 11110 -> 11100
fixline[4] = '0';
fixline = strstr(buf, "\"11110\"");
if (fixline)
fixline[4] = '0';
} else if (fileName.contains("Logic11110.lua")) {
// Allow Kate to enter scene 11100
fixline = strstr(buf, "\"11070\"");
if (fixline) // 11070 -> 11100
memcpy(fixline + 3, "10 ", 2);
fixline = strstr(buf, "\"11070\"");
if (fixline)
memcpy(fixline + 3, "10 ", 2);
#ifdef TETRAEDGE_RESTORE_EXPERIMENTAL
// The 11170 scene is not usable yet - it seems
// to not have any free move zone data?
} else if (fileName.contains("Logic11160.lua")) {
fixline = strstr(buf, "\"11180\"");
if (fixline) // 11180 -> 11170
fixline[4] = '7';
fixline = strstr(buf, "\"11180\"");
if (fixline)
fixline[4] = '7';
} else if (fileName.contains("Logic11180.lua")) {
fixline = strstr(buf, "\"11160\"");
if (fixline) // 11160 -> 11170
fixline[4] = '7';
fixline = strstr(buf, "\"11160\"");
if (fixline)
fixline[4] = '7';
#endif
} else if (fileName.contains("Logic11100.lua")) {
fixline = strstr(buf, " , 55 ,70, ");
if (fixline) // 70 -> 65 to fix speech marker location
memcpy(fixline + 7, "65 ", 2);
} else if (fileName.contains("Int11100.lua") || fileName.contains("Int11170.lua")) {
fixline = strstr(buf, "ratio = 16/9,");
if (fixline) // 16/9 -> 4/3
memcpy(fixline + 8, "4/3 ", 4);
fixline = strstr(buf, "ratioMode = PanScan,");
if (fixline)
memcpy(fixline + 9, "=LetterBox", 10);
} else if (fileName.contains("For11100.lua") || fileName.contains("For11170.lua")) {
fixline = strstr(buf, "size = {1.0");
if (fixline) // 1.0 -> 1.5
fixline[10] = '5';
}
}
//
// WORKAROUND: Syberia 2 constantly re-seeds the random number generator.
// This fails on ScummVM Lua because os.time() returns a large Number and
// math.randomseed() clamps the number to an int, so it always seeds on the
// same value. It's also kind of pointless, so just patch it out.
//
static const char RESEED_PATTERN[] = "math.randomseed( os.time() )";
fixline = strstr(buf, RESEED_PATTERN);
while (fixline != nullptr) {
for (int i = 0; i < ARRAYSIZE(RESEED_PATTERN); i++) {
fixline[i] = ' ';
}
fixline = strstr(fixline, RESEED_PATTERN);
}
//
// WORKAROUND: Syberia 2 A1_Cabaret/11420/Logic11420.lua has a typo on a
// variable name that causes the game to lock up
//
fixline = strstr(buf, "OBJECT_10050_Inventory_obj_coeurmec_Taketoun ");
if (fixline) {
// Taketoun -> Taken
memcpy(fixline + 40, "n ", 4);
}
}
void TeLuaThread::executeFile(const TetraedgeFSNode &node) {
Common::ScopedPtr scriptFile(node.createReadStream());
if (!scriptFile) {
warning("TeLuaThread::executeFile: File %s can't be opened", node.getName().c_str());
return;
}
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::executeFile: %s", node.getName().c_str());
#endif
int64 fileLen = scriptFile->size();
char *buf = new char[fileLen + 1];
scriptFile->read(buf, fileLen);
buf[fileLen] = 0;
scriptFile.reset();
applyScriptWorkarounds(buf, node.getPath().baseName());
_lastResumeResult = luaL_loadbuffer(_luaThread, buf, fileLen, node.toString().c_str());
if (_lastResumeResult) {
const char *msg = lua_tostring(_luaThread, -1);
warning("TeLuaThread::executeFile: %s", msg);
}
delete [] buf;
_resume(0);
}
void TeLuaThread::pushValue(const TeVariant &val) {
TeVariant::VariantType valType = val.type();
switch(valType) {
case TeVariant::TypeBoolean:
lua_pushboolean(_luaThread, val.toBoolean());
break;
case TeVariant::TypeInt32:
lua_pushinteger(_luaThread, val.toSigned32());
break;
case TeVariant::TypeUInt32:
lua_pushinteger(_luaThread, val.toUnsigned32());
break;
case TeVariant::TypeInt64:
lua_pushinteger(_luaThread, val.toSigned64());
break;
case TeVariant::TypeUInt64:
lua_pushinteger(_luaThread, val.toUnsigned64());
break;
case TeVariant::TypeFloat32:
lua_pushnumber(_luaThread, val.toFloat32());
break;
case TeVariant::TypeFloat64:
lua_pushnumber(_luaThread, val.toFloat64());
break;
case TeVariant::TypeString:
lua_pushstring(_luaThread, val.toString().c_str());
break;
default:
warning("TeLuaThread::pushValue: Unknown type");
return;
}
}
void TeLuaThread::release() {
_released = true;
if (_lastResumeResult != 1) {
//debug("TeLuaThread:: deleting this?");
delete this;
}
}
void TeLuaThread::resume() {
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::resume");
#endif
if (_luaThread)
_resume(0);
}
void TeLuaThread::resume(const TeVariant &p1) {
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::resume(%s)", p1.dumpStr().c_str());
#endif
if (_luaThread) {
pushValue(p1);
_resume(1);
}
}
void TeLuaThread::resume(const TeVariant &p1, const TeVariant &p2) {
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::resume(%s, %s)", p1.dumpStr().c_str(), p2.dumpStr().c_str());
#endif
if (_luaThread) {
pushValue(p1);
pushValue(p2);
_resume(2);
}
}
void TeLuaThread::resume(const TeVariant &p1, const TeVariant &p2, const TeVariant &p3) {
#ifdef TETRAEDGE_LUA_DEBUG
debug("TeLuaThread::resume(%s, %s, %s)", p1.dumpStr().c_str(), p2.dumpStr().c_str(),
p3.dumpStr().c_str());
#endif
if (_luaThread) {
pushValue(p1);
pushValue(p2);
pushValue(p3);
_resume(3);
}
}
/*static*/
TeLuaThread *TeLuaThread::threadFromState(lua_State *state) {
Common::Array *threads = threadList();
for (auto &thread : *threads) {
if (thread->_luaThread == state)
return thread;
}
return nullptr;
}
/*static*/
Common::Array *TeLuaThread::threadList() {
if (!_threadList)
_threadList = new Common::Array();
return _threadList;
}
/*static*/
void TeLuaThread::cleanup() {
delete _threadList;
_threadList = nullptr;
}
int TeLuaThread::yield() {
return lua_yield(_luaThread, 0);
}
} // end namespace Tetraedge