263 lines
4.5 KiB
C++
263 lines
4.5 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "LuaScript.h"
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extern "C"
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{
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#include "lualib.h"
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}
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#include "tolua++.h"
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#include "Bindings.h"
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#include "ManualBindings.h"
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// fwd: SQLite/lsqlite3.c
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extern "C"
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{
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LUALIB_API int luaopen_lsqlite3(lua_State * L);
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}
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// fwd: LuaExpat/lxplib.c:
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extern "C"
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{
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int luaopen_lxp(lua_State * L);
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}
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cLuaScript::cLuaScript()
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: m_LuaState(NULL)
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{
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}
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cLuaScript::~cLuaScript()
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{
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if( m_LuaState )
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{
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lua_close( m_LuaState );
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m_LuaState = 0;
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}
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}
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void cLuaScript::Initialize()
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{
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// Check to see if this script has not been initialized before
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ASSERT(!m_LuaState);
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// Create a Lua state and bind all libraries to it
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m_LuaState = lua_open();
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luaL_openlibs(m_LuaState);
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tolua_AllToLua_open(m_LuaState);
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ManualBindings::Bind(m_LuaState);
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luaopen_lsqlite3(m_LuaState);
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luaopen_lxp(m_LuaState);
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}
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bool cLuaScript::LoadFile( const char* a_FilePath )
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{
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// Make sure the plugin is initialized
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ASSERT(m_LuaState);
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// Load the file into the Lua state
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int s = luaL_loadfile(m_LuaState, a_FilePath );
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if (ReportErrors(s))
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{
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return false;
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}
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return true;
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}
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bool cLuaScript::Execute()
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{
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// Make sure we got a Lua state
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ASSERT(m_LuaState);
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// Execute the script as it is right now
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int s = lua_pcall(m_LuaState, 0, LUA_MULTRET, 0);
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if( ReportErrors( s ) )
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{
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return false;
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}
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return true;
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}
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bool cLuaScript::ReportErrors( int a_Status )
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{
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if (a_Status == 0)
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{
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// No error to report
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return false;
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}
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// Status was set to error so get the error from the Lua state and log it
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LOGERROR("LUA: %s", lua_tostring(m_LuaState, -1));
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lua_pop(m_LuaState, 1);
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// Return true to indicate that an error was returned
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return true;
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}
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bool cLuaScript::LuaPushFunction( const char * a_FunctionName, bool a_bLogError /*= true*/ )
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{
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ASSERT(m_LuaState);
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// Find and push the function on the Lua stack
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lua_getglobal(m_LuaState, a_FunctionName);
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// Make sure we found a function
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if (!lua_isfunction(m_LuaState, -1))
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{
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if (a_bLogError)
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{
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LOGWARN("LUA: Could not find function %s()", a_FunctionName);
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}
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// Pop the pushed 'object' back
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lua_pop(m_LuaState, 1);
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return false;
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}
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// Successfully pushed a function to the Lua stack
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return true;
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}
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bool cLuaScript::LuaCallFunction( int a_NumArgs, int a_NumResults, const char * a_FunctionName )
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{
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ASSERT(m_LuaState);
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// Make sure there's a lua function on the stack
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ASSERT(lua_isfunction(m_LuaState, -a_NumArgs - 1));
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// Call the desired function
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int s = lua_pcall(m_LuaState, a_NumArgs, a_NumResults, 0);
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// Check for errors
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if (ReportErrors(s))
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{
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LOGWARN("LUA: Error calling function %s()", a_FunctionName);
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return false;
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}
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// Successfully executed function
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return true;
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}
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bool cLuaScript::CallFunction( const char* a_Function, AString& ReturnedString )
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{
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// Make sure we have the required things to call a function
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ASSERT(m_LuaState);
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ASSERT(a_Function);
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// Push the desired function on the stack
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if (!LuaPushFunction(a_Function))
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return false;
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if (!LuaCallFunction(0, 1, a_Function))
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return false;
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if (lua_isstring(m_LuaState, -1))
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{
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ReturnedString = tolua_tostring(m_LuaState, -1, "");
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}
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lua_pop(m_LuaState, 1);
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return true;
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}
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bool cLuaScript::CallFunction( const char* a_Function, const sLuaUsertype& a_UserType, AString& ReturnedString )
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{
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// Make sure we have the required things to call a function
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ASSERT(m_LuaState);
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ASSERT(a_Function);
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// Push the desired function on the stack
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if (!LuaPushFunction(a_Function))
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return false;
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tolua_pushusertype(m_LuaState, a_UserType.Object, a_UserType.ClassName);
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if (!LuaCallFunction(1, 1, a_Function))
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return false;
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if (lua_isstring(m_LuaState, -1))
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{
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ReturnedString = tolua_tostring(m_LuaState, -1, "");
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}
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lua_pop(m_LuaState, 1);
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return true;
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}
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bool cLuaScript::CallFunction( const char* a_Function, const sLuaUsertype& a_UserType1, const sLuaUsertype& a_UserType2, AString& ReturnedString )
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{
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// Make sure we have the required things to call a function
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ASSERT(m_LuaState);
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ASSERT(a_Function);
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// Push the desired function on the stack
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if (!LuaPushFunction(a_Function))
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return false;
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tolua_pushusertype(m_LuaState, a_UserType1.Object, a_UserType1.ClassName);
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tolua_pushusertype(m_LuaState, a_UserType2.Object, a_UserType2.ClassName);
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if (!LuaCallFunction(2, 1, a_Function))
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return false;
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if (lua_isstring(m_LuaState, -1))
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{
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ReturnedString = tolua_tostring(m_LuaState, -1, "");
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}
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lua_pop(m_LuaState, 1);
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return true;
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}
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