186 lines
5.6 KiB
C
186 lines
5.6 KiB
C
#include "twn_game_api.h"
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#include "state.h"
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#include <SDL2/SDL.h>
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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#include <malloc.h>
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/* generated by bindgen.py */
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void bindgen_load_twn(lua_State *L);
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void bindgen_unload_twn(lua_State *L);
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void bindgen_build_context(lua_State *L);
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void bindgen_upload_context(lua_State *L);
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/* require will go through physicsfs exclusively so that scripts can be in the data dir */
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static int physfs_loader(lua_State *L) {
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const char *name = luaL_checkstring(L, 1);
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char *final_path = NULL;
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SDL_asprintf(&final_path, "%s.lua", name);
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if (!file_exists(final_path)) {
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char *error_message = NULL;
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SDL_asprintf(&error_message, "could not find module %s in filesystem", name);
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lua_pushstring(L, error_message);
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free(error_message);
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free(final_path);
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return 1;
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}
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unsigned char *buf = NULL;
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int64_t buf_size = file_to_bytes(final_path, &buf);
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free(final_path);
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luaL_loadbuffer(L, (char *)buf, buf_size, name);
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free(buf);
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return 1;
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}
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/* WARN! experimental and will probably be removed */
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/* it is an attempt to ease memory usage problems posed by using lua, partially successful */
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static void *custom_alloc(void *ud, void *ptr, size_t osize, size_t nsize) {
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(void)ud;
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/* small allocations are placed in slots, as there's a big chance they will not need to be resized */
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static char slots[1024][128];
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static int16_t free_slots[1024] = { [0] = -1 };
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static size_t free_slot_count = 1024;
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if (free_slots[0] == -1)
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for (int i = 0; i < 1024; i++)
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free_slots[i] = (int16_t)i;
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if (nsize == 0) {
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if (ptr && (char *)ptr >= &slots[0][0] && (char *)ptr <= &slots[1024-1][128-1])
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free_slots[free_slot_count++] = (int16_t)(((uintptr_t)ptr - (uintptr_t)slots) / 128);
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else if (osize)
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SDL_free(ptr);
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return NULL;
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} else {
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if (!ptr && nsize <= 128 && free_slot_count > 0) {
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/* use a slot */
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return slots[free_slots[--free_slot_count]];
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}
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if ((char *)ptr >= &slots[0][0] && (char *)ptr <= &slots[1024-1][128-1]) {
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/* still fits */
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if (nsize <= 128)
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return ptr;
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/* move from slot to dynamic memory */
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void *mem = SDL_malloc(nsize);
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SDL_memcpy(mem, ptr, osize);
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free_slots[free_slot_count++] = (int16_t)(((uintptr_t)ptr - (uintptr_t)slots) / 128);
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return mem;
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}
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return SDL_realloc(ptr, nsize);
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}
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}
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void game_tick(void) {
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if (ctx.initialization_needed) {
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if (!ctx.udata)
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ctx.udata = ccalloc(1, sizeof (State));
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State *state = ctx.udata;
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/* let's init lua */
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/* state existed already */
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if (state->L != NULL) {
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lua_close(state->L);
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}
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state->L = luaL_newstate();
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lua_setallocf(state->L, custom_alloc, NULL);
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/* fakey version of luaL_openlibs() that excludes file i/o and os stuff */
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{
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static const luaL_Reg loaded_libs[] = {
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{ LUA_GNAME, luaopen_base },
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{ LUA_LOADLIBNAME, luaopen_package },
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{ LUA_COLIBNAME, luaopen_coroutine },
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{ LUA_TABLIBNAME, luaopen_table },
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{ LUA_STRLIBNAME, luaopen_string },
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{ LUA_MATHLIBNAME, luaopen_math },
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{ LUA_UTF8LIBNAME, luaopen_utf8 },
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{ LUA_DBLIBNAME, luaopen_debug },
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{ NULL, NULL },
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};
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for (const luaL_Reg *lib = loaded_libs; lib->func; ++lib) {
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luaL_requiref(state->L, lib->name, lib->func, true);
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lua_pop(state->L, 1); /* already stored, don't need the copy */
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}
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}
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/* package.searchers = { physfs_loader } */
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lua_getglobal(state->L, "package");
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lua_createtable(state->L, 0, 1);
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lua_setfield(state->L, -2, "searchers");
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lua_getfield(state->L, -1, "searchers");
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lua_pushcfunction(state->L, physfs_loader);
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lua_seti(state->L, -2, 1);
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/* pop package, package.searchers */
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lua_pop(state->L, 2);
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/* binding */
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// lua_register(state->L, "sprite", b_sprite);
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// lua_register(state->L, "rectangle", b_rectangle);
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// lua_register(state->L, "text", b_text);
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bindgen_load_twn(state->L);
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/* now finally get to running the code */
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unsigned char *game_buf = NULL;
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size_t game_buf_size = file_to_bytes("/scripts/game.lua", &game_buf);
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if (luaL_loadbuffer(state->L, (char *)game_buf, game_buf_size, "game.lua") == LUA_OK) {
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if (lua_pcall(state->L, 0, 0, 0) != LUA_OK) {
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log_critical("%s", lua_tostring(state->L, -1));
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lua_pop(state->L, 1);
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}
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}
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free(game_buf);
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/* from this point we have access to everything defined in lua */
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}
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State *state = ctx.udata;
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bindgen_build_context(state->L);
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lua_getglobal(state->L, "ctx");
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if (!lua_isnoneornil(state->L, -1)) {
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lua_getfield(state->L, -1, "udata");
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lua_setfield(state->L, -3, "udata");
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}
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lua_pop(state->L, 1);
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lua_setglobal(state->L, "ctx");
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lua_getglobal(state->L, "game_tick");
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if (lua_pcall(state->L, 0, 0, 0) != LUA_OK) {
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log_critical("%s", lua_tostring(state->L, -1));
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lua_pop(state->L, 1);
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}
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lua_getglobal(state->L, "ctx");
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bindgen_upload_context(state->L);
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}
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void game_end(void) {
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State *state = ctx.udata;
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bindgen_unload_twn(state->L);
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lua_close(state->L);
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free(state);
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}
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